mirror of
https://github.com/mod-playerbots/mod-playerbots
synced 2025-11-29 15:58:20 +08:00
Big update.
This commit is contained in:
517
src/Talentspec.cpp
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517
src/Talentspec.cpp
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@@ -0,0 +1,517 @@
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/*
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license, you may redistribute it and/or modify it under version 2 of the License, or (at your option), any later version.
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*/
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#include "Talentspec.h"
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#include "Event.h"
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#include "Playerbots.h"
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uint32 TalentSpec::TalentListEntry::tabPage() const
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{
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return talentTabInfo->TalentTabID == 41 ? 1 : talentTabInfo->tabpage;
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}
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//Checks a talent link on basic validity.
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bool TalentSpec::CheckTalentLink(std::string const link, std::ostringstream* out)
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{
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std::string const validChar = "-";
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std::string const validNums = "012345";
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uint32 nums = 0;
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for (char const& c : link)
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{
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if (validChar.find(c) == std::string::npos && validNums.find(c) == std::string::npos)
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{
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*out << "talent link is invalid. Must be in format 0-0-0";
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return false;
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}
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if (validNums.find(c) != std::string::npos)
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nums++;
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}
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if (nums == 0)
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{
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*out << "talent link is invalid. Needs atleast one number.";
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return false;
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}
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return true;
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}
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uint32 TalentSpec::LeveltoPoints(uint32 level) const
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{
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uint32 talentPointsForLevel = level < 10 ? 0 : level - 9;
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return uint32(talentPointsForLevel * sWorld->getRate(RATE_TALENT));
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}
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uint32 TalentSpec::PointstoLevel(uint32 points) const
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{
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return uint32(ceil(points / sWorld->getRate(RATE_TALENT))) + 9;
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}
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TalentSpec::TalentSpec(uint32 classMask)
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{
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GetTalents(classMask);
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}
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TalentSpec::TalentSpec(TalentSpec* base, std::string const link)
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{
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talents = base->talents;
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ReadTalents(link);
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}
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TalentSpec::TalentSpec(Player* bot)
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{
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GetTalents(bot->getClassMask());
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ReadTalents(bot);
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}
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TalentSpec::TalentSpec(Player* bot, std::string const link)
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{
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GetTalents(bot->getClassMask());
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ReadTalents(link);
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}
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//Check the talentspec for errors.
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bool TalentSpec::CheckTalents(uint32 level, std::ostringstream* out)
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{
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for (auto& entry : talents)
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{
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if (entry.rank > entry.maxRank)
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{
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SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(entry.talentInfo->RankID[0]);
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*out << "spec is not for this class. " << spellInfo->SpellName[0] << " has " << (entry.rank - entry.maxRank) << " points above max rank.";
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return false;
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}
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if (entry.rank > 0 && entry.talentInfo->DependsOn)
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{
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if (sTalentStore.LookupEntry(entry.talentInfo->DependsOn))
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{
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bool found = false;
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SpellInfo const* spellInfodep = nullptr;
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for (auto& dep : talents)
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if (dep.talentInfo->TalentID == entry.talentInfo->DependsOn)
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{
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spellInfodep = sSpellMgr->GetSpellInfo(dep.talentInfo->RankID[0]);
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if (dep.rank >= entry.talentInfo->DependsOnRank)
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found = true;
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}
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if (!found)
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{
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SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(entry.talentInfo->RankID[0]);
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*out << "spec is invalid. Talent:" << spellInfo->SpellName[0] << " needs: " << spellInfodep->SpellName[0] << " at rank: " << entry.talentInfo->DependsOnRank;
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return false;
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}
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}
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}
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}
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for (uint8 i = 0; i < 3; i++)
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{
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std::vector<TalentListEntry> talentTree = GetTalentTree(i);
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uint32 points = 0;
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for (auto& entry : talentTree)
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{
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if (entry.rank > 0 && entry.talentInfo->Row * 5 > points)
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{
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SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(entry.talentInfo->RankID[0]);
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*out << "spec is is invalid. Talent " << spellInfo->SpellName[0] << " is selected with only " << points << " in row below it.";
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return false;
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}
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points += entry.rank;
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}
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}
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if (points > LeveltoPoints(level))
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{
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*out << "spec is for a higher level. (" << PointstoLevel(points) << ")";
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return false;
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}
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return true;
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}
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//Set the talents for the bots to the current spec.
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void TalentSpec::ApplyTalents(Player* bot, std::ostringstream* out)
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{
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for (auto& entry : talents)
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for (uint8 rank = 0; rank < MAX_TALENT_RANK; ++rank)
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{
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uint32 spellId = entry.talentInfo->RankID[rank];
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if (!spellId)
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continue;
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if (bot->HasSpell(spellId) && entry.rank - 1 != rank)
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{
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bot->removeSpell(spellId, false, false);
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}
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else if (!bot->HasSpell(spellId) && entry.rank - 1 == rank)
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{
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bot->learnSpell(spellId);
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}
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}
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}
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//Returns a base talentlist for a class.
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void TalentSpec::GetTalents(uint32 classMask)
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{
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TalentListEntry entry;
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for (uint32 i = 0; i < sTalentStore.GetNumRows(); ++i)
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{
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TalentEntry const* talentInfo = sTalentStore.LookupEntry(i);
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if (!talentInfo)
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continue;
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TalentTabEntry const* talentTabInfo = sTalentTabStore.LookupEntry(talentInfo->TalentTab);
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if (!talentTabInfo)
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continue;
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if ((classMask & talentTabInfo->ClassMask) == 0)
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continue;
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entry.entry = i;
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entry.rank = 0;
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entry.talentInfo = talentInfo;
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entry.talentTabInfo = talentTabInfo;
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for (uint8 rank = 0; rank < MAX_TALENT_RANK; ++rank)
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{
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uint32 spellId = talentInfo->RankID[rank];
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if (!spellId)
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continue;
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entry.maxRank = rank + 1;
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}
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talents.push_back(entry);
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}
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SortTalents(talents, SORT_BY_DEFAULT);
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}
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//Sorts a talent list by page, row, column.
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bool sortTalentMap(TalentSpec::TalentListEntry i, TalentSpec::TalentListEntry j, uint32* tabSort)
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{
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uint32 itab = i.tabPage();
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uint32 jtab = j.tabPage();
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if (tabSort[itab] < tabSort[jtab])
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return true;
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if (tabSort[itab] > tabSort[jtab])
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return false;
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if (i.talentInfo->Row < j.talentInfo->Row)
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return true;
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if (i.talentInfo->Row > j.talentInfo->Row)
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return false;
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if (i.talentInfo->Col < j.talentInfo->Col)
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return true;
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return false;
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}
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void TalentSpec::SortTalents(uint32 sortBy)
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{
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SortTalents(talents, sortBy);
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}
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//Sort the talents.
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void TalentSpec::SortTalents(std::vector<TalentListEntry>& talents, uint32 sortBy)
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{
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switch (sortBy)
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{
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case SORT_BY_DEFAULT:
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{
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uint32 tabSort[] = { 0, 1, 2 };
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std::sort(talents.begin(), talents.end(), [&tabSort](TalentSpec::TalentListEntry i, TalentSpec::TalentListEntry j)
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{
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return sortTalentMap(i, j, tabSort);
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});
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break;
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}
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case SORT_BY_POINTS_TREE:
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{
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uint32 tabSort[] = { GetTalentPoints(talents, 0) * 100 - urand(0, 99), GetTalentPoints(talents, 1) * 100 - urand(0, 99), GetTalentPoints(talents, 2) * 100 - urand(0, 99) };
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std::sort(talents.begin(), talents.end(), [&tabSort](TalentSpec::TalentListEntry i, TalentSpec::TalentListEntry j)
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{
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return sortTalentMap(i, j, tabSort);
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});
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break;
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}
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}
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}
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//Set the talent ranks to the current rank of the player.
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void TalentSpec::ReadTalents(Player* bot)
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{
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for (auto& entry : talents)
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for (uint8 rank = 0; rank < MAX_TALENT_RANK; ++rank)
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{
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uint32 spellId = entry.talentInfo->RankID[rank];
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if (!spellId)
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continue;
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if (bot->HasSpell(spellId))
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{
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entry.rank = rank + 1;
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points += 1;
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}
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}
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}
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//Set the talent ranks to the ranks of the link.
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void TalentSpec::ReadTalents(std::string const link)
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{
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uint32 rank = 0;
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uint32 pos = 0;
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uint32 tab = 0;
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std::string chr;
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if (link.substr(pos, 1) == "-")
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{
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pos++;
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tab++;
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}
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if (link.substr(pos, 1) == "-")
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{
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pos++;
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tab++;
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}
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for (auto& entry : talents)
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{
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if (entry.tabPage() == tab)
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{
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chr = link.substr(pos, 1);
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if (chr == " " || chr == "#")
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break;
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entry.rank = stoi(chr);
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points += entry.rank;
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pos++;
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if (pos <= link.size() && link.substr(pos, 1) == "-")
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{
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pos++;
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tab++;
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}
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if (pos <= link.size() && link.substr(pos, 1) == "-")
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{
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pos++;
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tab++;
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}
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}
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if (pos > link.size() - 1)
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break;
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}
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}
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//Returns only a specific tree from a talent list.
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std::vector<TalentSpec::TalentListEntry> TalentSpec::GetTalentTree(uint32 tabpage)
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{
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std::vector<TalentListEntry> retList;
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for (auto& entry : talents)
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if (entry.tabPage() == tabpage)
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retList.push_back(entry);
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return std::move(retList);
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}
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uint32 TalentSpec::GetTalentPoints(int32 tabpage)
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{
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return GetTalentPoints(talents, tabpage);
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};
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//Counts the point in a talent list.
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uint32 TalentSpec::GetTalentPoints(std::vector<TalentListEntry>& talents, int32 tabpage)
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{
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if (tabpage == -1)
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return points;
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uint32 tPoints = 0;
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for (auto& entry : talents)
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if (entry.tabPage() == tabpage)
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tPoints = tPoints + entry.rank;
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return tPoints;
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}
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//Generates a wow-head link from a talent list.
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std::string const TalentSpec::GetTalentLink()
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{
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std::string link = "";
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std::string treeLink[3];
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uint32 points[3];
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uint32 curPoints = 0;
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for (uint8 i = 0; i < 3; i++)
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{
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points[i] = GetTalentPoints(i);
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for (auto& entry : GetTalentTree(i))
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{
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curPoints += entry.rank;
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treeLink[i] += std::to_string(entry.rank);
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if (curPoints >= points[i])
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{
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curPoints = 0;
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break;
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}
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}
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}
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link = treeLink[0];
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if (treeLink[1] != "0" || treeLink[2] != "0")
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link = link + "-" + treeLink[1];
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if (treeLink[2] != "0")
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link = link + "-" + treeLink[2];
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return std::move(link);
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}
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uint32 TalentSpec::highestTree()
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{
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uint32 p1 = GetTalentPoints(0);
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uint32 p2 = GetTalentPoints(1);
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uint32 p3 = GetTalentPoints(2);
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if (p1 > p2 && p1 > p3)
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return 0;
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if (p2 > p1 && p2 > p3)
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return 1;
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if (p3 > p1 && p3 > p2)
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return 2;
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if (p1 > p2 || p1 > p3)
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return 0;
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if (p2 > p3 || p2 > p1)
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return 1;
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return 0;
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}
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std::string const TalentSpec::FormatSpec(Player* bot)
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{
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uint8 cls = bot->getClass();
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std::ostringstream out;
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//out << chathelper:: specs[cls][highestTree()] << " (";
|
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uint32 c0 = GetTalentPoints(0);
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uint32 c1 = GetTalentPoints(1);
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uint32 c2 = GetTalentPoints(2);
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out << (c0 ? "|h|cff00ff00" : "") << c0 << "|h|cffffffff/";
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out << (c1 ? "|h|cff00ff00" : "") << c1 << "|h|cffffffff/";
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out << (c2 ? "|h|cff00ff00" : "") << c2 << "|h|cffffffff";
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return out.str();
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}
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//Removes talentpoints to match the level
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void TalentSpec::CropTalents(uint32 level)
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{
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if (points <= LeveltoPoints(level))
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return;
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SortTalents(talents, SORT_BY_POINTS_TREE);
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uint32 points = 0;
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for (auto& entry : talents)
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{
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if (points + entry.rank > LeveltoPoints(level))
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entry.rank = std::max(0u, LeveltoPoints(level) - points);
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points += entry.rank;
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}
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SortTalents(talents, SORT_BY_DEFAULT);
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}
|
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//Substracts ranks. Follows the sorting of the newList.
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std::vector<TalentSpec::TalentListEntry> TalentSpec::SubTalentList(std::vector<TalentListEntry>& oldList, std::vector<TalentListEntry>& newList, uint32 reverse = SUBSTRACT_OLD_NEW)
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{
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std::vector<TalentSpec::TalentListEntry> deltaList = newList;
|
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for (auto& newentry : deltaList)
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for (auto& oldentry : oldList)
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if (oldentry.entry == newentry.entry)
|
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{
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if (reverse == ABSOLUTE_DIST)
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newentry.rank = std::abs(int32(newentry.rank - oldentry.rank));
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else if (reverse == ADDED_POINTS || reverse == REMOVED_POINTS)
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newentry.rank = std::max(0u, (newentry.rank - oldentry.rank) * (reverse / 2));
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else
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newentry.rank = (newentry.rank - oldentry.rank) * reverse;
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}
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return deltaList;
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}
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bool TalentSpec::isEarlierVersionOf(TalentSpec& newSpec)
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{
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for (auto& newentry : newSpec.talents)
|
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for (auto& oldentry : talents)
|
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if (oldentry.entry == newentry.entry)
|
||||
if (oldentry.rank > newentry.rank)
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return false;
|
||||
return true;
|
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}
|
||||
|
||||
//Modifies current talents towards new talents up to a maxium of points.
|
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void TalentSpec::ShiftTalents(TalentSpec* currentSpec, uint32 level)
|
||||
{
|
||||
uint32 currentPoints = currentSpec->GetTalentPoints();
|
||||
if (points >= LeveltoPoints(level)) //We have no more points to spend. Better reset and crop
|
||||
{
|
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CropTalents(level);
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return;
|
||||
}
|
||||
|
||||
SortTalents(SORT_BY_POINTS_TREE); //Apply points first to the largest new tree.
|
||||
|
||||
std::vector<TalentSpec::TalentListEntry> deltaList = SubTalentList(currentSpec->talents, talents);
|
||||
|
||||
for (auto& entry : deltaList)
|
||||
{
|
||||
if (entry.rank < 0) //We have to remove talents. Might as well reset and crop the new list.
|
||||
{
|
||||
CropTalents(level);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
//Start from the current spec.
|
||||
talents = currentSpec->talents;
|
||||
|
||||
for (auto& entry : deltaList)
|
||||
{
|
||||
if (entry.rank + points > LeveltoPoints(level)) //Running out of points. Only apply what we have left.
|
||||
entry.rank = std::max(0, std::abs(int32(LeveltoPoints(level) - points)));
|
||||
|
||||
for (auto& subentry : talents)
|
||||
if (entry.entry == subentry.entry)
|
||||
subentry.rank = subentry.rank + entry.rank;
|
||||
|
||||
points = points + entry.rank;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user