Code cleanup, add chat command

This commit is contained in:
郑佩茹
2022-09-15 14:26:20 -06:00
parent 2f1d419ee4
commit 58b2dc67b4
6 changed files with 363 additions and 287 deletions

View File

@@ -4,10 +4,172 @@
#include "IndividualProgression.h"
static float vanillaPowerAdjustment, vanillaHealthAdjustment, tbcPowerAdjustment, tbcHealthAdjustment, vanillaHealingAdjustment, tbcHealingAdjustment, previousGearTuning;
static bool enabled, questXpFix, hunterPetLevelFix, requirePreAQQuests, enforceGroupRules, fishingFix, simpleConfigOverride, questMoneyAtLevelCap;
static int progressionLimit, startingProgression;
static questXpMapType questXpMap;
IndividualProgression* IndividualProgression::instance()
{
static IndividualProgression instance;
return &instance;
}
bool IndividualProgression::hasPassedProgression(Player* player, ProgressionState state) const
{
if (progressionLimit && state >= progressionLimit)
return false;
return player->GetPlayerSetting("mod-individual-progression", SETTING_PROGRESSION_STATE).value >= state;
}
bool IndividualProgression::isBeforeProgression(Player* player, ProgressionState state) const
{
return player->GetPlayerSetting("mod-individual-progression", SETTING_PROGRESSION_STATE).value < state;
}
void IndividualProgression::UpdateProgressionState(Player* player, ProgressionState newState) const
{
if (progressionLimit && newState >= progressionLimit)
return;
uint8 currentState = player->GetPlayerSetting("mod-individual-progression", SETTING_PROGRESSION_STATE).value;
if (newState > currentState)
{
player->UpdatePlayerSetting("mod-individual-progression", SETTING_PROGRESSION_STATE, newState);
}
}
void IndividualProgression::CheckAdjustments(Player* player) const
{
if (!enabled)
{
return;
}
if (!hasPassedProgression(player, PROGRESSION_NAXX40))
{
AdjustVanillaStats(player);
}
else if (!hasPassedProgression(player, PROGRESSION_TBC_TIER_5))
{
AdjustTBCStats(player);
}
else
{
AdjustWotLKStats(player);
}
if (player->getClass() == CLASS_HUNTER)
{
// Remove the 15% built-in ranged haste that was added to hunters in WotLK
// This lets us add haste spells back to quivers
player->RemoveAura(RANGED_HASTE_SPELL);
player->CastSpell(player, RANGED_HASTE_SPELL, false);
}
if (player->getClass() == CLASS_DEATH_KNIGHT)
{
// Apply a custom aura to fix Rune Tap if healing rate is modified
float computedHealingAdjustment;
if (!hasPassedProgression(player, PROGRESSION_NAXX40))
{
float adjustmentAmount = 1.0f - vanillaHealingAdjustment;
float applyPercent = ((player->getLevel() - 10.0f) / 50.0f);
computedHealingAdjustment = player->getLevel() > 10 ? 1.0f - applyPercent * adjustmentAmount : 1.0f;
}
// Player is in TBC content - give TBC health adjustment
else if (!hasPassedProgression(player, PROGRESSION_TBC_TIER_5))
{
computedHealingAdjustment = tbcHealingAdjustment;
}
else {
computedHealingAdjustment = 1.0;
}
if (computedHealingAdjustment < 1.0)
{
auto bp0 = int(((1.0f/computedHealingAdjustment) * 100.0f) - 101.0f);
int32 bp1 = 0; // Don't change the cooldown
player->RemoveAura(RUNE_TAP_FIX_SPELL);
player->CastCustomSpell(player, RUNE_TAP_FIX_SPELL, &bp0, &bp1, nullptr, false);
}
}
}
void IndividualProgression::ApplyGearStatsTuning(Player* player, float& computedAdjustment, ItemTemplate const* item) const
{
if (item->Quality != ITEM_QUALITY_EPIC) // Non-endgame gear is okay
return;
if ((hasPassedProgression(player, PROGRESSION_NAXX40) && (item->RequiredLevel <= 60)) ||
hasPassedProgression(player, PROGRESSION_TBC_TIER_5) && (item->RequiredLevel <=70))
{
computedAdjustment -= (100.0f * previousGearTuning);
}
}
void IndividualProgression::ApplyGearHealthTuning(Player* player, float& computedAdjustment, ItemTemplate const* item) const
{
if (item->Quality != ITEM_QUALITY_EPIC) // Non-endgame gear is okay
return;
if ((hasPassedProgression(player, PROGRESSION_NAXX40) && (item->RequiredLevel <= 60)) ||
hasPassedProgression(player, PROGRESSION_TBC_TIER_5) && (item->RequiredLevel <=70))
{
computedAdjustment += previousGearTuning;
}
}
void IndividualProgression::AdjustVanillaStats(Player* player) const
{
float adjustmentValue = -100.0f * (1.0f - vanillaPowerAdjustment);
float adjustmentApplyPercent = (player->getLevel() - 10.0f) / 50.0f;
float computedAdjustment = player->getLevel() > 10 ? (adjustmentValue * adjustmentApplyPercent) : 0;
float adjustmentHealingValue = -100.0f * (1.0f - vanillaHealingAdjustment);
float adjustmentHealingApplyPercent = (player->getLevel() - 10.0f) / 50.0f;
float computedHealingAdjustment = player->getLevel() > 10 ? (adjustmentHealingValue * adjustmentHealingApplyPercent) : 0;
AdjustStats(player, computedAdjustment, computedHealingAdjustment);
}
void IndividualProgression::AdjustTBCStats(Player* player) const
{
float adjustmentValue = -100.0f * (1.0f - tbcPowerAdjustment);
float adjustmentApplyPercent = 1;
float computedAdjustment = player->getLevel() > 10 ? (adjustmentValue * adjustmentApplyPercent) : 0;
float adjustmentHealingValue = -100.0f * (1.0f - tbcHealingAdjustment);
float adjustmentHealingApplyPercent = 1;
float computedHealingAdjustment = player->getLevel() > 10 ? (adjustmentHealingValue * adjustmentHealingApplyPercent) : 0;
for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
{
if (Item *item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, i))
{
ApplyGearStatsTuning(player, computedAdjustment, item->GetTemplate());
ApplyGearStatsTuning(player, computedHealingAdjustment, item->GetTemplate());
}
}
AdjustStats(player, computedAdjustment, computedHealingAdjustment);
}
void IndividualProgression::AdjustWotLKStats(Player* player) const
{
float computedAdjustment = 0;
for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
{
if (Item* item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, i))
ApplyGearStatsTuning(player, computedAdjustment, item->GetTemplate());
}
AdjustStats(player, computedAdjustment, computedAdjustment);
}
void IndividualProgression::AdjustStats(Player* player, float computedAdjustment, float computedHealingAdjustment)
{
int32 bp0 = 0; // This would be the damage taken adjustment value, but we are already adjusting health
auto bp1 = static_cast<int32>(computedAdjustment);
auto bp1Healing = static_cast<int32>(computedHealingAdjustment);
player->RemoveAura(DAMAGE_DONE_TAKEN_SPELL);
player->CastCustomSpell(player, DAMAGE_DONE_TAKEN_SPELL, &bp0, &bp1, nullptr, false);
player->RemoveAura(ABSORB_SPELL);
player->CastCustomSpell(player, ABSORB_SPELL, &bp1, nullptr, nullptr, false);
player->RemoveAura(HEALING_DONE_SPELL);
player->CastCustomSpell(player, HEALING_DONE_SPELL, &bp1Healing, nullptr, nullptr, false);
}
class gobject_ipp_wotlk : public GameObjectScript
{
@@ -16,16 +178,16 @@ public:
struct gobject_ipp_wotlkAI: GameObjectAI
{
gobject_ipp_wotlkAI(GameObject* object) : GameObjectAI(object) { };
explicit gobject_ipp_wotlkAI(GameObject* object) : GameObjectAI(object) { };
bool CanBeSeen(Player const* player) override
{
if (player->IsGameMaster() || !enabled)
if (player->IsGameMaster() || !sIndividualProgression->enabled)
{
return true;
}
Player* target = ObjectAccessor::FindConnectedPlayer(player->GetGUID());
return target->GetPlayerSetting("mod-individual-progression", SETTING_PROGRESSION_STATE).value >= PROGRESSION_TBC_TIER_5;
return sIndividualProgression->hasPassedProgression(target, PROGRESSION_TBC_TIER_5);
}
};
@@ -42,16 +204,16 @@ public:
struct gobject_ipp_tbcAI: GameObjectAI
{
gobject_ipp_tbcAI(GameObject* object) : GameObjectAI(object) { };
explicit gobject_ipp_tbcAI(GameObject* object) : GameObjectAI(object) { };
bool CanBeSeen(Player const* player) override
{
if (player->IsGameMaster() || !enabled)
if (player->IsGameMaster() || !sIndividualProgression->enabled)
{
return true;
}
Player* target = ObjectAccessor::FindConnectedPlayer(player->GetGUID());
return target->GetPlayerSetting("mod-individual-progression", SETTING_PROGRESSION_STATE).value >= PROGRESSION_NAXX40;
return sIndividualProgression->hasPassedProgression(target, PROGRESSION_NAXX40);
}
};
@@ -68,16 +230,16 @@ public:
struct npc_ipp_tbcAI: ScriptedAI
{
npc_ipp_tbcAI(Creature* creature) : ScriptedAI(creature) { };
explicit npc_ipp_tbcAI(Creature* creature) : ScriptedAI(creature) { };
bool CanBeSeen(Player const* player) override
{
if (player->IsGameMaster() || !enabled)
if (player->IsGameMaster() || !sIndividualProgression->enabled)
{
return true;
}
Player* target = ObjectAccessor::FindConnectedPlayer(player->GetGUID());
return target->GetPlayerSetting("mod-individual-progression", SETTING_PROGRESSION_STATE).value >= PROGRESSION_NAXX40;
return sIndividualProgression->hasPassedProgression(target, PROGRESSION_NAXX40);
}
};
@@ -94,16 +256,16 @@ public:
struct npc_ipp_tbc_t4AI: ScriptedAI
{
npc_ipp_tbc_t4AI(Creature* creature) : ScriptedAI(creature) { };
explicit npc_ipp_tbc_t4AI(Creature* creature) : ScriptedAI(creature) { };
bool CanBeSeen(Player const* player) override
{
if (player->IsGameMaster() || !enabled)
if (player->IsGameMaster() || !sIndividualProgression->enabled)
{
return true;
}
Player* target = ObjectAccessor::FindConnectedPlayer(player->GetGUID());
return target->GetPlayerSetting("mod-individual-progression", SETTING_PROGRESSION_STATE).value >= PROGRESSION_TBC_TIER_3;
return sIndividualProgression->hasPassedProgression(target, PROGRESSION_TBC_TIER_3);
}
};
@@ -120,16 +282,16 @@ public:
struct npc_ipp_tbc_pre_t4AI: ScriptedAI
{
npc_ipp_tbc_pre_t4AI(Creature* creature) : ScriptedAI(creature) { };
explicit npc_ipp_tbc_pre_t4AI(Creature* creature) : ScriptedAI(creature) { };
bool CanBeSeen(Player const* player) override
{
if (player->IsGameMaster() || !enabled)
if (player->IsGameMaster() || !sIndividualProgression->enabled)
{
return true;
}
Player* target = ObjectAccessor::FindConnectedPlayer(player->GetGUID());
return target->GetPlayerSetting("mod-individual-progression", SETTING_PROGRESSION_STATE).value < PROGRESSION_TBC_TIER_3;
return sIndividualProgression->isBeforeProgression(target,PROGRESSION_TBC_TIER_3);
}
};
@@ -146,16 +308,16 @@ public:
struct npc_ipp_wotlkAI: ScriptedAI
{
npc_ipp_wotlkAI(Creature* creature) : ScriptedAI(creature) { };
explicit npc_ipp_wotlkAI(Creature* creature) : ScriptedAI(creature) { };
bool CanBeSeen(Player const* player) override
{
if (player->IsGameMaster() || !enabled)
if (player->IsGameMaster() || !sIndividualProgression->enabled)
{
return true;
}
Player* target = ObjectAccessor::FindConnectedPlayer(player->GetGUID());
return target->GetPlayerSetting("mod-individual-progression", SETTING_PROGRESSION_STATE).value >= PROGRESSION_TBC_TIER_5;
return sIndividualProgression->hasPassedProgression(target, PROGRESSION_TBC_TIER_5);
}
};
@@ -172,16 +334,16 @@ public:
struct npc_ipp_aqAI: ScriptedAI
{
npc_ipp_aqAI(Creature* creature) : ScriptedAI(creature) { };
explicit npc_ipp_aqAI(Creature* creature) : ScriptedAI(creature) { };
bool CanBeSeen(Player const* player) override
{
if (player->IsGameMaster() || !enabled)
if (player->IsGameMaster() || !sIndividualProgression->enabled)
{
return true;
}
Player* target = ObjectAccessor::FindConnectedPlayer(player->GetGUID());
return target->GetPlayerSetting("mod-individual-progression", SETTING_PROGRESSION_STATE).value >= PROGRESSION_BLACKWING_LAIR;
return sIndividualProgression->hasPassedProgression(target, PROGRESSION_BLACKWING_LAIR);
}
};
@@ -198,16 +360,16 @@ public:
struct npc_ipp_naxx40AI: ScriptedAI
{
npc_ipp_naxx40AI(Creature* creature) : ScriptedAI(creature) { };
explicit npc_ipp_naxx40AI(Creature* creature) : ScriptedAI(creature) { };
bool CanBeSeen(Player const* player) override
{
if (player->IsGameMaster() || !enabled)
if (player->IsGameMaster() || !sIndividualProgression->enabled)
{
return true;
}
Player* target = ObjectAccessor::FindConnectedPlayer(player->GetGUID());
return target->GetPlayerSetting("mod-individual-progression", SETTING_PROGRESSION_STATE).value >= PROGRESSION_AQ;
return sIndividualProgression->hasPassedProgression(target, PROGRESSION_AQ);
}
};
@@ -221,30 +383,30 @@ public:
class IndividualPlayerProgression_WorldScript : public WorldScript
{
private:
void LoadConfig()
static void LoadConfig()
{
enabled = sConfigMgr->GetOption<bool>("IndividualProgression.Enable", true);
vanillaPowerAdjustment = sConfigMgr->GetOption<float>("IndividualProgression.VanillaPowerAdjustment", 1);
vanillaHealingAdjustment = sConfigMgr->GetOption<float>("IndividualProgression.VanillaHealingAdjustment", 1);
vanillaHealthAdjustment = sConfigMgr->GetOption<float>("IndividualProgression.VanillaHealthAdjustment", 1);
tbcPowerAdjustment = sConfigMgr->GetOption<float>("IndividualProgression.TBCPowerAdjustment", 1);
tbcHealingAdjustment = sConfigMgr->GetOption<float>("IndividualProgression.TBCHealingAdjustment", 1);
tbcHealthAdjustment = sConfigMgr->GetOption<float>("IndividualProgression.TBCHealthAdjustment", 1);
questXpFix = sConfigMgr->GetOption<bool>("IndividualProgression.QuestXPFix", true);
hunterPetLevelFix = sConfigMgr->GetOption<bool>("IndividualProgression.HunterPetLevelFix", true);
requirePreAQQuests = sConfigMgr->GetOption<bool>("IndividualProgression.RequirePreAQQuests", true);
enforceGroupRules = sConfigMgr->GetOption<bool>("IndividualProgression.EnforceGroupRules", true);
fishingFix = sConfigMgr->GetOption<bool>("IndividualProgression.FishingFix", true);
simpleConfigOverride = sConfigMgr->GetOption<bool>("IndividualProgression.SimpleConfigOverride", true);
previousGearTuning = sConfigMgr->GetOption<float>("IndividualProgression.PreviousGearTuning", 0.03);
progressionLimit = sConfigMgr->GetOption<uint8>("IndividualProgression.ProgressionLimit", 0);
startingProgression = sConfigMgr->GetOption<uint8>("IndividualProgression.StartingProgression", 0);
questMoneyAtLevelCap = sConfigMgr->GetOption<bool>("IndividualProgression.QuestMoneyAtLevelCap", true);
sIndividualProgression->enabled = sConfigMgr->GetOption<bool>("IndividualProgression.Enable", true);
sIndividualProgression->vanillaPowerAdjustment = sConfigMgr->GetOption<float>("IndividualProgression.VanillaPowerAdjustment", 1);
sIndividualProgression->vanillaHealingAdjustment = sConfigMgr->GetOption<float>("IndividualProgression.VanillaHealingAdjustment", 1);
sIndividualProgression->vanillaHealthAdjustment = sConfigMgr->GetOption<float>("IndividualProgression.VanillaHealthAdjustment", 1);
sIndividualProgression->tbcPowerAdjustment = sConfigMgr->GetOption<float>("IndividualProgression.TBCPowerAdjustment", 1);
sIndividualProgression->tbcHealingAdjustment = sConfigMgr->GetOption<float>("IndividualProgression.TBCHealingAdjustment", 1);
sIndividualProgression->tbcHealthAdjustment = sConfigMgr->GetOption<float>("IndividualProgression.TBCHealthAdjustment", 1);
sIndividualProgression->questXpFix = sConfigMgr->GetOption<bool>("IndividualProgression.QuestXPFix", true);
sIndividualProgression->hunterPetLevelFix = sConfigMgr->GetOption<bool>("IndividualProgression.HunterPetLevelFix", true);
sIndividualProgression->requirePreAQQuests = sConfigMgr->GetOption<bool>("IndividualProgression.RequirePreAQQuests", true);
sIndividualProgression->enforceGroupRules = sConfigMgr->GetOption<bool>("IndividualProgression.EnforceGroupRules", true);
sIndividualProgression->fishingFix = sConfigMgr->GetOption<bool>("IndividualProgression.FishingFix", true);
sIndividualProgression->simpleConfigOverride = sConfigMgr->GetOption<bool>("IndividualProgression.SimpleConfigOverride", true);
sIndividualProgression->previousGearTuning = sConfigMgr->GetOption<float>("IndividualProgression.PreviousGearTuning", 0.03);
sIndividualProgression->progressionLimit = sConfigMgr->GetOption<uint8>("IndividualProgression.ProgressionLimit", 0);
sIndividualProgression->startingProgression = sConfigMgr->GetOption<uint8>("IndividualProgression.StartingProgression", 0);
sIndividualProgression->questMoneyAtLevelCap = sConfigMgr->GetOption<bool>("IndividualProgression.QuestMoneyAtLevelCap", true);
}
void LoadXpValues()
static void LoadXpValues()
{
if (enabled && questXpFix)
if (sIndividualProgression->enabled && sIndividualProgression->questXpFix)
{
LOG_INFO("module", "Loading Quest XP cache....");
uint32 questXpAmount = 0;
@@ -255,7 +417,7 @@ private:
{
uint32 questId = (*result)[0].Get<uint32>();
uint32 xpValue = (*result)[1].Get<uint32>();
questXpMap.insert({questId, xpValue});
sIndividualProgression->questXpMap.insert({questId, xpValue});
questXpAmount++;
} while (result->NextRow());
}
@@ -274,7 +436,7 @@ public:
void OnAfterConfigLoad(bool /*reload*/) override
{
if (simpleConfigOverride)
if (sIndividualProgression->simpleConfigOverride)
{
sWorld->setIntConfig(CONFIG_WATER_BREATH_TIMER, 60000);
// sWorld->setBoolConfig(CONFIG_OBJECT_QUEST_MARKERS, false); Waiting for PR merge: https://github.com/azerothcore/azerothcore-wotlk/pull/13013
@@ -287,16 +449,9 @@ public:
class IndividualPlayerProgression_PetScript : public PetScript
{
private:
bool hasPassedProgression(Player* player, ProgressionState state)
static void CheckAdjustments(Pet* pet)
{
if (progressionLimit && state >= progressionLimit)
return false;
return player->GetPlayerSetting("mod-individual-progression", SETTING_PROGRESSION_STATE).value >= state;
}
void CheckAdjustments(Pet* pet)
{
if (!enabled)
if (!sIndividualProgression->enabled)
{
return;
}
@@ -304,42 +459,42 @@ private:
{
return;
}
if (!hasPassedProgression(pet->GetOwner(), PROGRESSION_NAXX40))
if (!sIndividualProgression->hasPassedProgression(pet->GetOwner(), PROGRESSION_NAXX40))
{
AdjustVanillaStats(pet);
}
else if (!hasPassedProgression(pet->GetOwner(), PROGRESSION_TBC_TIER_5))
else if (!sIndividualProgression->hasPassedProgression(pet->GetOwner(), PROGRESSION_TBC_TIER_5))
{
AdjustTBCStats(pet);
}
}
void AdjustVanillaStats(Pet* pet)
static void AdjustVanillaStats(Pet* pet)
{
float adjustmentValue = -100.0 * (1.0 - vanillaPowerAdjustment);
float adjustmentApplyPercent = (pet->getLevel() - 10.0) / 50.0;
float adjustmentValue = -100.0f * (1.0f - sIndividualProgression->vanillaPowerAdjustment);
float adjustmentApplyPercent = (pet->getLevel() - 10.0f) / 50.0f;
float computedAdjustment = pet->getLevel() > 10 ? (adjustmentValue * adjustmentApplyPercent) : 0;
float hpAdjustmentValue = -100.0 * (1.0 - vanillaHealthAdjustment);
float hpAdjustmentValue = -100.0f * (1.0f - sIndividualProgression->vanillaHealthAdjustment);
float hpAdjustment = pet->getLevel() > 10 ? (hpAdjustmentValue * adjustmentApplyPercent) : 0;
AdjustStats(pet, computedAdjustment, hpAdjustment);
}
void AdjustTBCStats(Pet* pet)
static void AdjustTBCStats(Pet* pet)
{
float adjustmentValue = -100.0 * (1.0 - tbcPowerAdjustment);
float adjustmentValue = -100.0f * (1.0f - sIndividualProgression->tbcPowerAdjustment);
float adjustmentApplyPercent = 1;
float computedAdjustment = pet->getLevel() > 10 ? (adjustmentValue * adjustmentApplyPercent) : 0;
float hpAdjustmentValue = -100.0 * (1.0 - tbcHealthAdjustment);
float hpAdjustmentValue = -100.0f * (1.0f - sIndividualProgression->tbcHealthAdjustment);
float hpAdjustment = pet->getLevel() > 10 ? (hpAdjustmentValue * adjustmentApplyPercent) : 0;
AdjustStats(pet, computedAdjustment, hpAdjustment);
}
void AdjustStats(Pet* pet, float computedAdjustment, float hpAdjustment)
static void AdjustStats(Pet* pet, float computedAdjustment, float hpAdjustment)
{
int32 bp0 = 0; // This would be the damage taken adjustment value, but we are already adjusting health
int32 bp1 = static_cast<int32>(computedAdjustment);
int32 bp2 = static_cast<int32>(hpAdjustment);
auto bp1 = static_cast<int32>(computedAdjustment);
auto bp2 = static_cast<int32>(hpAdjustment);
pet->RemoveAura(DAMAGE_DONE_TAKEN_SPELL);
pet->CastCustomSpell(pet, DAMAGE_DONE_TAKEN_SPELL, &bp0, &bp1, nullptr, false);
@@ -365,210 +520,54 @@ public:
// Add player scripts
class IndividualPlayerProgression : public PlayerScript
{
private:
static bool hasPassedProgression(Player* player, ProgressionState state)
{
if (progressionLimit && state >= progressionLimit)
return false;
return player->GetPlayerSetting("mod-individual-progression", SETTING_PROGRESSION_STATE).value >= state;
}
static void UpdateProgressionState(Player* player, ProgressionState newState)
{
if (progressionLimit && newState >= progressionLimit)
return;
uint8 currentState = player->GetPlayerSetting("mod-individual-progression", SETTING_PROGRESSION_STATE).value;
if (newState > currentState)
{
player->UpdatePlayerSetting("mod-individual-progression", SETTING_PROGRESSION_STATE, newState);
}
}
void CheckAdjustments(Player* player)
{
if (!enabled)
{
return;
}
if (!hasPassedProgression(player, PROGRESSION_NAXX40))
{
AdjustVanillaStats(player);
}
else if (!hasPassedProgression(player, PROGRESSION_TBC_TIER_5))
{
AdjustTBCStats(player);
}
else
{
AdjustWotLKStats(player);
}
if (player->getClass() == CLASS_HUNTER)
{
// Remove the 15% built-in ranged haste that was added to hunters in WotLK
// This lets us add haste spells back to quivers
player->RemoveAura(RANGED_HASTE_SPELL);
player->CastSpell(player, RANGED_HASTE_SPELL, false);
}
if (player->getClass() == CLASS_DEATH_KNIGHT)
{
// Apply a custom aura to fix Rune Tap if healing rate is modified
float computedHealingAdjustment;
if (!hasPassedProgression(player, PROGRESSION_NAXX40))
{
float adjustmentAmount = 1.0 - vanillaHealingAdjustment;
float applyPercent = ((player->getLevel() - 10.0) / 50.0);
computedHealingAdjustment = player->getLevel() > 10 ? 1.0 - applyPercent * adjustmentAmount : 1.0;
}
// Player is in TBC content - give TBC health adjustment
else if (!hasPassedProgression(player, PROGRESSION_TBC_TIER_5))
{
computedHealingAdjustment = tbcHealingAdjustment;
}
else {
computedHealingAdjustment = 1.0;
}
if (computedHealingAdjustment < 1.0)
{
int32 bp0 = int(((1.0f/computedHealingAdjustment) * 100.0) - 101.0);
int32 bp1 = 0; // Don't change the cooldown
player->RemoveAura(RUNE_TAP_FIX_SPELL);
player->CastCustomSpell(player, RUNE_TAP_FIX_SPELL, &bp0, &bp1, nullptr, false);
}
}
}
void ApplyGearStatsTuning(Player* player, float& computedAdjustment, ItemTemplate const* item)
{
if (item->Quality != ITEM_QUALITY_EPIC) // Non-endgame gear is okay
return;
if ((hasPassedProgression(player, PROGRESSION_NAXX40) && (item->RequiredLevel <= 60)) ||
hasPassedProgression(player, PROGRESSION_TBC_TIER_5) && (item->RequiredLevel <=70))
{
computedAdjustment -= (100.0 * previousGearTuning);
}
}
void ApplyGearHealthTuning(Player* player, float& computedAdjustment, ItemTemplate const* item)
{
if (item->Quality != ITEM_QUALITY_EPIC) // Non-endgame gear is okay
return;
if ((hasPassedProgression(player, PROGRESSION_NAXX40) && (item->RequiredLevel <= 60)) ||
hasPassedProgression(player, PROGRESSION_TBC_TIER_5) && (item->RequiredLevel <=70))
{
computedAdjustment += previousGearTuning;
}
}
void AdjustVanillaStats(Player* player)
{
float adjustmentValue = -100.0 * (1.0 - vanillaPowerAdjustment);
float adjustmentApplyPercent = (player->getLevel() - 10.0) / 50.0;
float computedAdjustment = player->getLevel() > 10 ? (adjustmentValue * adjustmentApplyPercent) : 0;
float adjustmentHealingValue = -100.0 * (1.0 - vanillaHealingAdjustment);
float adjustmentHealingApplyPercent = (player->getLevel() - 10.0) / 50.0;
float computedHealingAdjustment = player->getLevel() > 10 ? (adjustmentHealingValue * adjustmentHealingApplyPercent) : 0;
AdjustStats(player, computedAdjustment, computedHealingAdjustment);
}
void AdjustTBCStats(Player* player)
{
float adjustmentValue = -100.0 * (1.0 - tbcPowerAdjustment);
float adjustmentApplyPercent = 1;
float computedAdjustment = player->getLevel() > 10 ? (adjustmentValue * adjustmentApplyPercent) : 0;
float adjustmentHealingValue = -100.0 * (1.0 - tbcHealingAdjustment);
float adjustmentHealingApplyPercent = 1;
float computedHealingAdjustment = player->getLevel() > 10 ? (adjustmentHealingValue * adjustmentHealingApplyPercent) : 0;
for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
{
if (Item *item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, i))
{
ApplyGearStatsTuning(player, computedAdjustment, item->GetTemplate());
ApplyGearStatsTuning(player, computedHealingAdjustment, item->GetTemplate());
}
}
AdjustStats(player, computedAdjustment, computedHealingAdjustment);
}
void AdjustWotLKStats(Player* player)
{
float computedAdjustment = 0;
for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
{
if (Item* item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, i))
ApplyGearStatsTuning(player, computedAdjustment, item->GetTemplate());
}
AdjustStats(player, computedAdjustment, computedAdjustment);
}
void AdjustStats(Player* player, float computedAdjustment, float computedHealingAdjustment)
{
int32 bp0 = 0; // This would be the damage taken adjustment value, but we are already adjusting health
int32 bp1 = static_cast<int32>(computedAdjustment);
int32 bp1Healing = static_cast<int32>(computedHealingAdjustment);
player->RemoveAura(DAMAGE_DONE_TAKEN_SPELL);
player->CastCustomSpell(player, DAMAGE_DONE_TAKEN_SPELL, &bp0, &bp1, nullptr, false);
player->RemoveAura(ABSORB_SPELL);
player->CastCustomSpell(player, ABSORB_SPELL, &bp1, nullptr, nullptr, false);
player->RemoveAura(HEALING_DONE_SPELL);
player->CastCustomSpell(player, HEALING_DONE_SPELL, &bp1Healing, nullptr, nullptr, false);
}
public:
IndividualPlayerProgression() : PlayerScript("IndividualProgression") { }
void OnLogin(Player* player) override
{
if (startingProgression && !hasPassedProgression(player, static_cast<ProgressionState>(startingProgression)))
if (sIndividualProgression->startingProgression && !sIndividualProgression->hasPassedProgression(player, static_cast<ProgressionState>(sIndividualProgression->startingProgression)))
{
UpdateProgressionState(player, static_cast<ProgressionState>(startingProgression));
sIndividualProgression->UpdateProgressionState(player, static_cast<ProgressionState>(sIndividualProgression->startingProgression));
}
CheckAdjustments(player);
sIndividualProgression->CheckAdjustments(player);
}
void OnMapChanged(Player* player) override
{
CheckAdjustments(player);
sIndividualProgression->CheckAdjustments(player);
}
void OnLevelChanged(Player* player, uint8 /*oldLevel*/) override
{
CheckAdjustments(player);
sIndividualProgression->CheckAdjustments(player);
}
void OnEquip(Player* player, Item* /*it*/, uint8 /*bag*/, uint8 /*slot*/, bool /*update*/) override
{
CheckAdjustments(player);
sIndividualProgression->CheckAdjustments(player);
}
void OnPlayerResurrect(Player* player, float /*restore_percent*/, bool /*applySickness*/) override
{
CheckAdjustments(player);
sIndividualProgression->CheckAdjustments(player);
}
bool ShouldBeRewardedWithMoneyInsteadOfExp(Player* player) override
{
if (!questMoneyAtLevelCap)
if (!sIndividualProgression->questMoneyAtLevelCap)
{
return false;
}
// Player is still in Vanilla content - give money at 60 level cap
return ((!hasPassedProgression(player, PROGRESSION_NAXX40) && player->getLevel() == 60) ||
return ((!sIndividualProgression->hasPassedProgression(player, PROGRESSION_NAXX40) && player->getLevel() == 60) ||
// Player is in TBC content - give money at 70 level cap
(!hasPassedProgression(player, PROGRESSION_TBC_TIER_5) && player->getLevel() == 70));
(!sIndividualProgression->hasPassedProgression(player, PROGRESSION_TBC_TIER_5) && player->getLevel() == 70));
}
void OnAfterUpdateMaxHealth(Player* player, float& value) override
{
// TODO: This should be adjust to use an aura like damage adjustment. This is more robust to update when changing equipment, etc.
if (!enabled)
if (!sIndividualProgression->enabled)
{
return;
}
@@ -576,20 +575,20 @@ public:
for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
{
if (Item* item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, i))
ApplyGearHealthTuning(player, gearAdjustment, item->GetTemplate());
sIndividualProgression->ApplyGearHealthTuning(player, gearAdjustment, item->GetTemplate());
}
// Player is still in Vanilla content - give Vanilla health adjustment
if (!hasPassedProgression(player, PROGRESSION_NAXX40))
if (!sIndividualProgression->hasPassedProgression(player, PROGRESSION_NAXX40))
{
float adjustmentAmount = 1.0 - vanillaHealthAdjustment;
float applyPercent = ((player->getLevel() - 10.0) / 50.0);
float computedAdjustment = player->getLevel() > 10 ? 1.0 - applyPercent * adjustmentAmount : 1.0;
float adjustmentAmount = 1.0f - sIndividualProgression->vanillaHealthAdjustment;
float applyPercent = ((player->getLevel() - 10.0f) / 50.0f);
float computedAdjustment = player->getLevel() > 10 ? 1.0f - applyPercent * adjustmentAmount : 1.0f;
value *= computedAdjustment;
}
// Player is in TBC content - give TBC health adjustment
else if (!hasPassedProgression(player, PROGRESSION_TBC_TIER_5))
else if (!sIndividualProgression->hasPassedProgression(player, PROGRESSION_TBC_TIER_5))
{
value *= (tbcHealthAdjustment - gearAdjustment);
value *= (sIndividualProgression->tbcHealthAdjustment - gearAdjustment);
}
// Player is in WotLK content - only need to check gear adjustment
else
@@ -600,13 +599,13 @@ public:
void OnQuestComputeXP(Player* player, Quest const* quest, uint32& xpValue) override
{
if (!enabled || !questXpFix)
if (!sIndividualProgression->enabled || !sIndividualProgression->questXpFix)
{
return;
}
if (questXpMap.count(quest->GetQuestId()))
if (sIndividualProgression->questXpMap.count(quest->GetQuestId()))
{
uint32 vanillaXpValue = questXpMap[quest->GetQuestId()];
uint32 vanillaXpValue = sIndividualProgression->questXpMap[quest->GetQuestId()];
if (player)
{
vanillaXpValue *= player->GetQuestRate();
@@ -622,17 +621,17 @@ public:
void OnGiveXP(Player* player, uint32& amount, Unit* /*victim*/) override
{
if (!enabled)
if (!sIndividualProgression->enabled)
{
return;
}
// Player is still in Vanilla content - do not give XP past level 60
if (!hasPassedProgression(player, PROGRESSION_NAXX40) && player->getLevel() >= 60)
if (!sIndividualProgression->hasPassedProgression(player, PROGRESSION_NAXX40) && player->getLevel() >= 60)
{
amount = 0;
}
// Player is in TBC content - do not give XP past level 70
else if (!hasPassedProgression(player, PROGRESSION_TBC_TIER_5) && player->getLevel() >= 70)
else if (!sIndividualProgression->hasPassedProgression(player, PROGRESSION_TBC_TIER_5) && player->getLevel() >= 70)
{
amount = 0;
}
@@ -640,19 +639,19 @@ public:
bool OnBeforeTeleport(Player* player, uint32 mapid, float x, float y, float z, float /*orientation*/, uint32 /*options*/, Unit* /*target*/) override
{
if (!enabled || player->IsGameMaster())
if (!sIndividualProgression->enabled || player->IsGameMaster())
{
return true;
}
if (mapid == MAP_ZUL_GURUB && !hasPassedProgression(player, PROGRESSION_BLACKWING_LAIR))
if (mapid == MAP_ZUL_GURUB && !sIndividualProgression->hasPassedProgression(player, PROGRESSION_BLACKWING_LAIR))
{
return false;
}
if (mapid == MAP_AQ_40 && !hasPassedProgression(player, PROGRESSION_PRE_AQ))
if (mapid == MAP_AQ_40 && !sIndividualProgression->hasPassedProgression(player, PROGRESSION_PRE_AQ))
{
return false;
}
if (mapid == MAP_AQ_20 && !hasPassedProgression(player, PROGRESSION_PRE_AQ))
if (mapid == MAP_AQ_20 && !sIndividualProgression->hasPassedProgression(player, PROGRESSION_PRE_AQ))
{
return false;
}
@@ -660,36 +659,36 @@ public:
{
Map const* map = sMapMgr->FindMap(mapid, 0);
uint32 zoneId = map->GetZoneId(0, x, y, z);
if (!hasPassedProgression(player, PROGRESSION_NAXX40))
if (!sIndividualProgression->hasPassedProgression(player, PROGRESSION_NAXX40))
{
// The player may be in the Azuremyst area which is on the outlands map - check the area ID
return (zoneId == ZONE_AZUREMYST || zoneId == ZONE_BLOODMYST || zoneId == ZONE_GHOSTLANDS || zoneId == ZONE_EVERSONG || zoneId == ZONE_EXODAR || zoneId == ZONE_SILVERMOON);
}
if (!hasPassedProgression(player, PROGRESSION_TBC_TIER_4) && zoneId == ZONE_QUELDANAS)
if (!sIndividualProgression->hasPassedProgression(player, PROGRESSION_TBC_TIER_4) && zoneId == ZONE_QUELDANAS)
{
return false;
}
}
if (mapid == MAP_ZUL_AMAN && !hasPassedProgression(player, PROGRESSION_TBC_TIER_3))
if (mapid == MAP_ZUL_AMAN && !sIndividualProgression->hasPassedProgression(player, PROGRESSION_TBC_TIER_3))
{
return false;
}
if (mapid == MAP_NORTHREND && !hasPassedProgression(player, PROGRESSION_TBC_TIER_5))
if (mapid == MAP_NORTHREND && !sIndividualProgression->hasPassedProgression(player, PROGRESSION_TBC_TIER_5))
{
return false;
}
if (mapid == MAP_ULDUAR && !hasPassedProgression(player, PROGRESSION_WOTLK_TIER_1))
if (mapid == MAP_ULDUAR && !sIndividualProgression->hasPassedProgression(player, PROGRESSION_WOTLK_TIER_1))
{
return false;
}
if ((mapid == MAP_TRIAL_OF_THE_CHAMPION || mapid == MAP_TRIAL_OF_THE_CRUSADER) && !hasPassedProgression(player, PROGRESSION_WOTLK_TIER_2)){
if ((mapid == MAP_TRIAL_OF_THE_CHAMPION || mapid == MAP_TRIAL_OF_THE_CRUSADER) && !sIndividualProgression->hasPassedProgression(player, PROGRESSION_WOTLK_TIER_2)){
return false;
}
if ((mapid == MAP_ICC || mapid == MAP_FORGE_OF_SOULS) && !hasPassedProgression(player, PROGRESSION_WOTLK_TIER_3))
if ((mapid == MAP_ICC || mapid == MAP_FORGE_OF_SOULS) && !sIndividualProgression->hasPassedProgression(player, PROGRESSION_WOTLK_TIER_3))
{
return false;
}
if (mapid == MAP_RUBY_SANTCUM && !hasPassedProgression(player, PROGRESSION_WOTLK_TIER_4))
if (mapid == MAP_RUBY_SANTCUM && !sIndividualProgression->hasPassedProgression(player, PROGRESSION_WOTLK_TIER_4))
{
return false;
}
@@ -698,21 +697,21 @@ public:
void OnPlayerCompleteQuest(Player* player, Quest const* quest) override
{
if (!enabled)
if (!sIndividualProgression->enabled)
{
return;
}
switch (quest->GetQuestId())
{
case MIGHT_OF_KALIMDOR:
UpdateProgressionState(player, PROGRESSION_PRE_AQ);
sIndividualProgression->UpdateProgressionState(player, PROGRESSION_PRE_AQ);
break;
}
}
bool CanGroupInvite(Player* player, std::string& membername) override
{
if (!enabled || !enforceGroupRules)
if (!sIndividualProgression->enabled || !sIndividualProgression->enforceGroupRules)
{
return true;
}
@@ -724,7 +723,7 @@ public:
bool CanGroupAccept(Player* player, Group* group) override
{
if (!enabled || !enforceGroupRules)
if (!sIndividualProgression->enabled || !sIndividualProgression->enforceGroupRules)
{
return true;
}
@@ -738,7 +737,7 @@ public:
void OnCreatureKill(Player* killer, Creature* killed) override
{
if (!enabled)
if (!sIndividualProgression->enabled)
{
return;
}
@@ -746,56 +745,56 @@ public:
switch (killed->GetEntry())
{
case RAGNAROS:
UpdateProgressionState(killer, PROGRESSION_MOLTEN_CORE);
sIndividualProgression->UpdateProgressionState(killer, PROGRESSION_MOLTEN_CORE);
break;
case ONYXIA:
UpdateProgressionState(killer, PROGRESSION_ONYXIA);
sIndividualProgression->UpdateProgressionState(killer, PROGRESSION_ONYXIA);
break;
case NEFARIAN:
if (requirePreAQQuests)
if (sIndividualProgression->requirePreAQQuests)
{
UpdateProgressionState(killer, PROGRESSION_BLACKWING_LAIR);
sIndividualProgression->UpdateProgressionState(killer, PROGRESSION_BLACKWING_LAIR);
}
else
{
UpdateProgressionState(killer, PROGRESSION_PRE_AQ);
sIndividualProgression->UpdateProgressionState(killer, PROGRESSION_PRE_AQ);
}
break;
case CTHUN:
UpdateProgressionState(killer, PROGRESSION_AQ);
sIndividualProgression->UpdateProgressionState(killer, PROGRESSION_AQ);
break;
case KELTHUZAD_40:
UpdateProgressionState(killer, PROGRESSION_NAXX40);
sIndividualProgression->UpdateProgressionState(killer, PROGRESSION_NAXX40);
break;
case MALCHEZAAR:
UpdateProgressionState(killer, PROGRESSION_TBC_TIER_1);
sIndividualProgression->UpdateProgressionState(killer, PROGRESSION_TBC_TIER_1);
break;
case KAELTHAS:
UpdateProgressionState(killer, PROGRESSION_TBC_TIER_2);
sIndividualProgression->UpdateProgressionState(killer, PROGRESSION_TBC_TIER_2);
break;
case ILLIDAN:
UpdateProgressionState(killer, PROGRESSION_TBC_TIER_3);
sIndividualProgression->UpdateProgressionState(killer, PROGRESSION_TBC_TIER_3);
break;
case ZULJIN:
UpdateProgressionState(killer, PROGRESSION_TBC_TIER_4);
sIndividualProgression->UpdateProgressionState(killer, PROGRESSION_TBC_TIER_4);
break;
case KILJAEDEN:
UpdateProgressionState(killer, PROGRESSION_TBC_TIER_5);
sIndividualProgression->UpdateProgressionState(killer, PROGRESSION_TBC_TIER_5);
break;
case KELTHUZAD:
UpdateProgressionState(killer, PROGRESSION_WOTLK_TIER_1);
sIndividualProgression->UpdateProgressionState(killer, PROGRESSION_WOTLK_TIER_1);
break;
case YOGGSARON:
UpdateProgressionState(killer, PROGRESSION_WOTLK_TIER_2);
sIndividualProgression->UpdateProgressionState(killer, PROGRESSION_WOTLK_TIER_2);
break;
case ANUBARAK:
UpdateProgressionState(killer, PROGRESSION_WOTLK_TIER_3);
sIndividualProgression->UpdateProgressionState(killer, PROGRESSION_WOTLK_TIER_3);
break;
case LICH_KING:
UpdateProgressionState(killer, PROGRESSION_WOTLK_TIER_4);
sIndividualProgression->UpdateProgressionState(killer, PROGRESSION_WOTLK_TIER_4);
break;
case HALION:
UpdateProgressionState(killer, PROGRESSION_WOTLK_TIER_5);
sIndividualProgression->UpdateProgressionState(killer, PROGRESSION_WOTLK_TIER_5);
break;
}
}