mirror of
https://github.com/TrinityCore/TrinityCore.git
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* They were all cast to float at use anyway * Improves roll_chance_f performance (rand32() is now called internally by uniform_real_distribution once instead of twice)
262 lines
10 KiB
C++
262 lines
10 KiB
C++
/*
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* This file is part of the TrinityCore Project. See AUTHORS file for Copyright information
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "SkillDiscovery.h"
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#include "DatabaseEnv.h"
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#include "DB2Stores.h"
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#include "Log.h"
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#include "Player.h"
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#include "Random.h"
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#include "SpellMgr.h"
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#include "SpellInfo.h"
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#include "World.h"
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#include <map>
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#include <sstream>
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struct SkillDiscoveryEntry
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{
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uint32 spellId; // discavered spell
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uint32 reqSkillValue; // skill level limitation
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float chance; // chance
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SkillDiscoveryEntry()
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: spellId(0), reqSkillValue(0), chance(0) { }
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SkillDiscoveryEntry(uint32 _spellId, uint32 req_skill_val, float _chance)
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: spellId(_spellId), reqSkillValue(req_skill_val), chance(_chance) { }
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};
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typedef std::list<SkillDiscoveryEntry> SkillDiscoveryList;
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typedef std::unordered_map<int32, SkillDiscoveryList> SkillDiscoveryMap;
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static SkillDiscoveryMap SkillDiscoveryStore;
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void LoadSkillDiscoveryTable()
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{
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uint32 oldMSTime = getMSTime();
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SkillDiscoveryStore.clear(); // need for reload
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// 0 1 2 3
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QueryResult result = WorldDatabase.Query("SELECT spellId, reqSpell, reqSkillValue, chance FROM skill_discovery_template");
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if (!result)
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{
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TC_LOG_INFO("server.loading", ">> Loaded 0 skill discovery definitions. DB table `skill_discovery_template` is empty.");
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return;
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}
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uint32 count = 0;
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std::ostringstream ssNonDiscoverableEntries;
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std::set<uint32> reportedReqSpells;
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do
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{
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Field* fields = result->Fetch();
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uint32 spellId = fields[0].GetUInt32();
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int32 reqSkillOrSpell = fields[1].GetInt32();
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uint32 reqSkillValue = fields[2].GetUInt16();
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float chance = fields[3].GetFloat();
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if (chance <= 0) // chance
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{
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ssNonDiscoverableEntries << "spellId = " << spellId << " reqSkillOrSpell = " << reqSkillOrSpell
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<< " reqSkillValue = " << reqSkillValue << " chance = " << chance << "(chance problem)\n";
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continue;
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}
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if (reqSkillOrSpell > 0) // spell case
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{
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uint32 absReqSkillOrSpell = uint32(reqSkillOrSpell);
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SpellInfo const* reqSpellInfo = sSpellMgr->GetSpellInfo(absReqSkillOrSpell, DIFFICULTY_NONE);
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if (!reqSpellInfo)
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{
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if (reportedReqSpells.find(absReqSkillOrSpell) == reportedReqSpells.end())
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{
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TC_LOG_ERROR("sql.sql", "Spell (ID: {}) has a non-existing spell (ID: {}) in `reqSpell` field in the `skill_discovery_template` table.", spellId, reqSkillOrSpell);
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reportedReqSpells.insert(absReqSkillOrSpell);
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}
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continue;
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}
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// mechanic discovery
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if (reqSpellInfo->Mechanic != MECHANIC_DISCOVERY &&
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// explicit discovery ability
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!reqSpellInfo->IsExplicitDiscovery())
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{
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if (reportedReqSpells.find(absReqSkillOrSpell) == reportedReqSpells.end())
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{
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TC_LOG_ERROR("sql.sql", "Spell (ID: {}) does not have any MECHANIC_DISCOVERY (28) value in the Mechanic field in spell.dbc"
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" nor 100% chance random discovery ability, but is listed for spellId {} (and maybe more) in the `skill_discovery_template` table.",
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absReqSkillOrSpell, spellId);
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reportedReqSpells.insert(absReqSkillOrSpell);
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}
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continue;
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}
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SkillDiscoveryStore[reqSkillOrSpell].push_back(SkillDiscoveryEntry(spellId, reqSkillValue, chance));
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}
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else if (reqSkillOrSpell == 0) // skill case
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{
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SkillLineAbilityMapBounds bounds = sSpellMgr->GetSkillLineAbilityMapBounds(spellId);
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if (bounds.first == bounds.second)
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{
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TC_LOG_ERROR("sql.sql", "Spell (ID: {}) is not listed in `SkillLineAbility.dbc`, but listed with `reqSpell`= 0 in the `skill_discovery_template` table.", spellId);
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continue;
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}
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for (SkillLineAbilityMap::const_iterator _spell_idx = bounds.first; _spell_idx != bounds.second; ++_spell_idx)
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SkillDiscoveryStore[-int32(_spell_idx->second->SkillLine)].push_back(SkillDiscoveryEntry(spellId, reqSkillValue, chance));
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}
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else
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{
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TC_LOG_ERROR("sql.sql", "Spell (ID: {}) has a negative value in `reqSpell` field in the `skill_discovery_template` table.", spellId);
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continue;
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}
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++count;
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}
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while (result->NextRow());
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if (!ssNonDiscoverableEntries.str().empty())
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TC_LOG_ERROR("sql.sql", "Some items can't be successfully discovered, their chance field value is < 0.000001 in the `skill_discovery_template` DB table. List:\n{}", ssNonDiscoverableEntries.str());
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// report about empty data for explicit discovery spells
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for (SpellNameEntry const* spellNameEntry : sSpellNameStore)
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{
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SpellInfo const* spellEntry = sSpellMgr->GetSpellInfo(spellNameEntry->ID, DIFFICULTY_NONE);
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if (!spellEntry)
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continue;
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// skip not explicit discovery spells
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if (!spellEntry->IsExplicitDiscovery())
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continue;
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if (SkillDiscoveryStore.find(int32(spellEntry->Id)) == SkillDiscoveryStore.end())
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TC_LOG_ERROR("sql.sql", "Spell (ID: {}) has got 100% chance random discovery ability, but does not have data in the `skill_discovery_template` table.", spellEntry->Id);
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}
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TC_LOG_INFO("server.loading", ">> Loaded {} skill discovery definitions in {} ms.", count, GetMSTimeDiffToNow(oldMSTime));
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}
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uint32 GetExplicitDiscoverySpell(uint32 spellId, Player* player)
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{
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// explicit discovery spell chances (always success if case exist)
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// in this case we have both skill and spell
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SkillDiscoveryMap::const_iterator tab = SkillDiscoveryStore.find(int32(spellId));
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if (tab == SkillDiscoveryStore.end())
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return 0;
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SkillLineAbilityMapBounds bounds = sSpellMgr->GetSkillLineAbilityMapBounds(spellId);
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uint32 skillvalue = bounds.first != bounds.second ? player->GetSkillValue(bounds.first->second->SkillLine) : uint32(0);
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float full_chance = 0;
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for (SkillDiscoveryList::const_iterator item_iter = tab->second.begin(); item_iter != tab->second.end(); ++item_iter)
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if (item_iter->reqSkillValue <= skillvalue)
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if (!player->HasSpell(item_iter->spellId))
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full_chance += item_iter->chance;
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float rate = full_chance / 100.0f;
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float roll = rand_chance() * rate; // roll now in range 0..full_chance
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for (SkillDiscoveryList::const_iterator item_iter = tab->second.begin(); item_iter != tab->second.end(); ++item_iter)
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{
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if (item_iter->reqSkillValue > skillvalue)
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continue;
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if (player->HasSpell(item_iter->spellId))
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continue;
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if (item_iter->chance > roll)
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return item_iter->spellId;
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roll -= item_iter->chance;
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}
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return 0;
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}
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bool HasDiscoveredAllSpells(uint32 spellId, Player* player)
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{
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SkillDiscoveryMap::const_iterator tab = SkillDiscoveryStore.find(int32(spellId));
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if (tab == SkillDiscoveryStore.end())
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return true;
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for (SkillDiscoveryList::const_iterator item_iter = tab->second.begin(); item_iter != tab->second.end(); ++item_iter)
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if (!player->HasSpell(item_iter->spellId))
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return false;
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return true;
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}
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bool HasDiscoveredAnySpell(uint32 spellId, Player* player)
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{
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SkillDiscoveryMap::const_iterator tab = SkillDiscoveryStore.find(int32(spellId));
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if (tab == SkillDiscoveryStore.end())
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return false;
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for (SkillDiscoveryList::const_iterator item_iter = tab->second.begin(); item_iter != tab->second.end(); ++item_iter)
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if (player->HasSpell(item_iter->spellId))
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return true;
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return false;
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}
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uint32 GetSkillDiscoverySpell(uint32 skillId, uint32 spellId, Player* player)
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{
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uint32 skillvalue = skillId ? player->GetSkillValue(skillId) : uint32(0);
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// check spell case
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SkillDiscoveryMap::const_iterator tab = SkillDiscoveryStore.find(int32(spellId));
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if (tab != SkillDiscoveryStore.end())
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{
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for (SkillDiscoveryList::const_iterator item_iter = tab->second.begin(); item_iter != tab->second.end(); ++item_iter)
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{
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if (roll_chance_f(item_iter->chance * sWorld->getRate(RATE_SKILL_DISCOVERY)) &&
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item_iter->reqSkillValue <= skillvalue &&
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!player->HasSpell(item_iter->spellId))
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return item_iter->spellId;
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}
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return 0;
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}
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if (!skillId)
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return 0;
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// check skill line case
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tab = SkillDiscoveryStore.find(-(int32)skillId);
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if (tab != SkillDiscoveryStore.end())
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{
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for (SkillDiscoveryList::const_iterator item_iter = tab->second.begin(); item_iter != tab->second.end(); ++item_iter)
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{
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if (roll_chance_f(item_iter->chance * sWorld->getRate(RATE_SKILL_DISCOVERY)) &&
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item_iter->reqSkillValue <= skillvalue &&
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!player->HasSpell(item_iter->spellId))
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return item_iter->spellId;
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}
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return 0;
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}
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return 0;
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}
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