Setup/Scripts

* restructure setup to allow for self contained setup steps to self register (just the sql for now)
 * should ease adding new scripts in future
This commit is contained in:
Sarjuuk
2019-07-31 23:25:44 +02:00
parent 163e3d82b0
commit ccef11323b
51 changed files with 5345 additions and 4964 deletions

View File

@@ -7,16 +7,6 @@ if (!CLI)
die('not in cli mode');
/* deps:
* ?_items finalized
* ?_spell finalized
* dbc_spellitemenchantment
*/
$customData = array(
);
$reqDBC = ['spellitemenchantment'];
class ItemStatSetup extends ItemList
{
private $statCols = [];
@@ -138,140 +128,148 @@ class ItemStatSetup extends ItemList
}
}
function item_stats(array $ids = [])
SqlGen::register(new class extends SetupScript
{
$offset = 0;
protected $command = 'item_stats'; // and enchantment stats
CLI::write(' - applying stats for enchantments');
$enchStats = enchantment_stats();
CLI::write(' '.count($enchStats).' enchantments parsed');
CLI::write(' - applying stats for items');
protected $tblDependancyAowow = ['items', 'spell'];
protected $dbcSourceFiles = ['spellitemenchantment'];
while (true)
private function enchantment_stats() : array
{
$items = new ItemStatSetup($offset, SqlGen::$stepSize, $ids, $enchStats);
if ($items->error)
break;
$statCols = DB::Aowow()->selectCol('SELECT `COLUMN_NAME` FROM `INFORMATION_SCHEMA`.`COLUMNS` WHERE `TABLE_NAME` LIKE "%item_stats"');
$enchants = DB::Aowow()->select('SELECT *, id AS ARRAY_KEY FROM dbc_spellitemenchantment');
$spells = [];
$spellStats = [];
$max = max($items->getFoundIDs());
$num = count($items->getFoundIDs());
CLI::write(' * sets '.($offset + 1).' - '.($max));
$offset = $max;
$items->writeStatsTable();
}
return true;
}
function enchantment_stats()
{
$statCols = DB::Aowow()->selectCol('SELECT `COLUMN_NAME` FROM `INFORMATION_SCHEMA`.`COLUMNS` WHERE `TABLE_NAME` LIKE "%item_stats"');
$enchants = DB::Aowow()->select('SELECT *, id AS ARRAY_KEY FROM dbc_spellitemenchantment');
$spells = [];
$spellStats = [];
foreach ($enchants as $eId => $e)
{
for ($i = 1; $i <=3; $i++)
foreach ($enchants as $eId => $e)
{
// trigger: onEquip + valid SpellId
if ($e['object'.$i] > 0 && $e['type'.$i] == 3)
$spells[] = $e['object'.$i];
}
}
if ($spells)
$spellStats = (new SpellList(array(['id', $spells], CFG_SQL_LIMIT_NONE)))->getStatGain();
$result = [];
foreach ($enchants as $eId => $e)
{
// parse stats
$result[$eId] = [];
for ($h = 1; $h <= 3; $h++)
{
$obj = (int)$e['object'.$h];
$val = (int)$e['amount'.$h];
switch ($e['type'.$h])
for ($i = 1; $i <=3; $i++)
{
case 6: // TYPE_TOTEM +AmountX as DPS (Rockbiter)
$result[$eId]['dps'] = $val; // we do not use dps as itemMod, so apply it directly
$obj = null;
break;
case 2: // TYPE_DAMAGE +AmountX damage
$obj = ITEM_MOD_WEAPON_DMG;
break;
// case 1: // TYPE_COMBAT_SPELL proc spell from ObjectX (amountX == procChance)
// case 7: // TYPE_USE_SPELL Engineering gadgets
case 3: // TYPE_EQUIP_SPELL Spells from ObjectX (use of amountX?)
if (!empty($spellStats[$obj]))
foreach ($spellStats[$obj] as $mod => $val)
if ($str = Game::$itemMods[$mod])
Util::arraySumByKey($result[$eId], [$str => $val]);
// trigger: onEquip + valid SpellId
if ($e['object'.$i] > 0 && $e['type'.$i] == 3)
$spells[] = $e['object'.$i];
}
}
$obj = null;
break;
case 4: // TYPE_RESISTANCE +AmountX resistance for ObjectX School
switch ($obj)
{
case 0: // Physical
$obj = ITEM_MOD_ARMOR;
break;
case 1: // Holy
$obj = ITEM_MOD_HOLY_RESISTANCE;
break;
case 2: // Fire
$obj = ITEM_MOD_FIRE_RESISTANCE;
break;
case 3: // Nature
$obj = ITEM_MOD_NATURE_RESISTANCE;
break;
case 4: // Frost
$obj = ITEM_MOD_FROST_RESISTANCE;
break;
case 5: // Shadow
$obj = ITEM_MOD_SHADOW_RESISTANCE;
break;
case 6: // Arcane
$obj = ITEM_MOD_ARCANE_RESISTANCE;
break;
default:
$obj = null;
}
break;
case 5: // TYPE_STAT +AmountX for Statistic by type of ObjectX
if ($obj < 2) // [mana, health] are on [0, 1] respectively and are expected on [1, 2] ..
$obj++; // 0 is weaponDmg .. ehh .. i messed up somewhere
if ($spells)
$spellStats = (new SpellList(array(['id', $spells], CFG_SQL_LIMIT_NONE)))->getStatGain();
break; // stats are directly assigned below
case 8: // TYPE_PRISMATIC_SOCKET Extra Sockets AmountX as socketCount (ignore)
$result[$eId]['nsockets'] = $val; // there is no itemmod for sockets, so apply it directly
default: // TYPE_NONE dnd stuff; skip assignment below
$obj = null;
$result = [];
foreach ($enchants as $eId => $e)
{
// parse stats
$result[$eId] = [];
for ($h = 1; $h <= 3; $h++)
{
$obj = (int)$e['object'.$h];
$val = (int)$e['amount'.$h];
switch ($e['type'.$h])
{
case 6: // TYPE_TOTEM +AmountX as DPS (Rockbiter)
$result[$eId]['dps'] = $val; // we do not use dps as itemMod, so apply it directly
$obj = null;
break;
case 2: // TYPE_DAMAGE +AmountX damage
$obj = ITEM_MOD_WEAPON_DMG;
break;
// case 1: // TYPE_COMBAT_SPELL proc spell from ObjectX (amountX == procChance)
// case 7: // TYPE_USE_SPELL Engineering gadgets
case 3: // TYPE_EQUIP_SPELL Spells from ObjectX (use of amountX?)
if (!empty($spellStats[$obj]))
foreach ($spellStats[$obj] as $mod => $val)
if ($str = Game::$itemMods[$mod])
Util::arraySumByKey($result[$eId], [$str => $val]);
$obj = null;
break;
case 4: // TYPE_RESISTANCE +AmountX resistance for ObjectX School
switch ($obj)
{
case 0: // Physical
$obj = ITEM_MOD_ARMOR;
break;
case 1: // Holy
$obj = ITEM_MOD_HOLY_RESISTANCE;
break;
case 2: // Fire
$obj = ITEM_MOD_FIRE_RESISTANCE;
break;
case 3: // Nature
$obj = ITEM_MOD_NATURE_RESISTANCE;
break;
case 4: // Frost
$obj = ITEM_MOD_FROST_RESISTANCE;
break;
case 5: // Shadow
$obj = ITEM_MOD_SHADOW_RESISTANCE;
break;
case 6: // Arcane
$obj = ITEM_MOD_ARCANE_RESISTANCE;
break;
default:
$obj = null;
}
break;
case 5: // TYPE_STAT +AmountX for Statistic by type of ObjectX
if ($obj < 2) // [mana, health] are on [0, 1] respectively and are expected on [1, 2] ..
$obj++; // 0 is weaponDmg .. ehh .. i messed up somewhere
break; // stats are directly assigned below
case 8: // TYPE_PRISMATIC_SOCKET Extra Sockets AmountX as socketCount (ignore)
$result[$eId]['nsockets'] = $val; // there is no itemmod for sockets, so apply it directly
default: // TYPE_NONE dnd stuff; skip assignment below
$obj = null;
}
if ($obj !== null)
if ($str = Game::$itemMods[$obj]) // check if we use these mods
Util::arraySumByKey($result[$eId], [$str => $val]);
}
if ($obj !== null)
if ($str = Game::$itemMods[$obj]) // check if we use these mods
Util::arraySumByKey($result[$eId], [$str => $val]);
$updateCols = ['type' => TYPE_ENCHANTMENT, 'typeId' => $eId];
foreach ($result[$eId] as $k => $v)
{
if (!in_array($k, $statCols) || !$v || $k == 'id')
continue;
$updateCols[$k] = number_format($v, 2, '.', '');
}
DB::Aowow()->query('REPLACE INTO ?_item_stats (?#) VALUES (?a)', array_keys($updateCols), array_values($updateCols));
}
$updateCols = ['type' => TYPE_ENCHANTMENT, 'typeId' => $eId];
foreach ($result[$eId] as $k => $v)
{
if (!in_array($k, $statCols) || !$v || $k == 'id')
continue;
$updateCols[$k] = number_format($v, 2, '.', '');
}
DB::Aowow()->query('REPLACE INTO ?_item_stats (?#) VALUES (?a)', array_keys($updateCols), array_values($updateCols));
return $result;
}
return $result;
}
public function generate(array $ids = []) : bool
{
$offset = 0;
CLI::write(' - applying stats for enchantments');
$enchStats = enchantment_stats();
CLI::write(' '.count($enchStats).' enchantments parsed');
CLI::write(' - applying stats for items');
while (true)
{
$items = new ItemStatSetup($offset, SqlGen::$sqlBatchSize, $ids, $enchStats);
if ($items->error)
break;
$max = max($items->getFoundIDs());
$num = count($items->getFoundIDs());
CLI::write(' * sets '.($offset + 1).' - '.($max));
$offset = $max;
$items->writeStatsTable();
}
return true;
}
});
?>