Compare commits
4 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| a251e56c59 | |||
| 7de018f7eb | |||
| abb25f56d1 | |||
| 7a92231614 |
@@ -14,15 +14,21 @@ This file is the table of contents and install guide.
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| Artifact | Size | Purpose |
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|---|---|---|
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| `patch-enUS-4.MPQ` | ~5 MB | DBC + GlueXML bake. Adds `CLASS_PARAGON` (id 12), the character-create slot, glue strings, game-table DBCs, and a patched `Spell.dbc`: **(1)** `RuneCostID` zeroed on every rune-cost spell so non–Death Knight clients still send DK casts (rune costs are shown via `RuneFrame.lua`); **(2)** `Reagent[]` / `ReagentCount[]` zeroed on every spell whose `SpellFamilyName` is non-zero (all class abilities), while profession crafts (`SpellFamilyName == 0`) keep their materials. Both edits mirror server load-time corrections so client preflight and server validation stay aligned. Required for character creation as Paragon to even show up. |
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| `patch-enUS-5.MPQ` | ~50 KB | FrameXML overrides. Replaces stock `PlayerFrame.lua` / `RuneFrame.lua` / `ComboFrame.lua` / `UnitFrame.lua` / `SpellBookFrame.lua` + `SpellBookFrame.xml` with Paragon-aware versions: rune simulator, combo-point simulator, server-authoritative resource sync over the `PARAA` addon channel, action-button usability + click guards, an expanded spellbook (higher `MAX_SPELLS`, 24 skill-line tabs instead of stock 8) so all-class spells render, Paragon stat tooltips on the character sheet, and a tooltip post-processor that appends ", Paragon" to the "Classes:" line on class-restricted gear / glyphs (the server bypasses `AllowableClass` for class 12, but the engine paints the line red and omits Paragon — the Lua hook recolors it green and adds the name so the player can tell it's wearable). The paper-doll **ammo slot** follows stock visibility rules (shown for hunters / ranged weapons; hidden when `UnitHasRelicSlot` applies). |
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| `patch-enUS-6.MPQ` | ~160 KB | The `ParagonAdvancement` addon. Replaces the talent pane (`N` key) for Paragon characters with the Character Advancement panel: per-class spell tabs, talent grid, Overview/Search tabs, AE/TE currency, commit / reset / preview, login-time toast suppression. |
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||||
| `patch-enUS-5.MPQ` | ~57 KB | FrameXML overrides. Replaces stock `PlayerFrame.lua` / `RuneFrame.lua` / `ComboFrame.lua` / `UnitFrame.lua` / `SpellBookFrame.lua` + `SpellBookFrame.xml` with Paragon-aware versions: rune simulator, combo-point simulator, server-authoritative resource sync over the `PARAA` addon channel, action-button usability + click guards, an expanded spellbook (higher `MAX_SPELLS`, 24 skill-line tabs instead of stock 8) so all-class spells render, Paragon stat tooltips on the character sheet (including filtering duplicate “attack power from strength” lines so the paper doll matches server AP), a tooltip post-processor that appends ", Paragon" to the "Classes:" line on class-restricted gear / glyphs (the server bypasses `AllowableClass` for class 12, but the engine paints the line red and omits Paragon — the Lua hook recolors it green and adds the name so the player can tell it's wearable), and **PetFrame** re-anchored so the **pet unit frame sits below the rune row** for Paragon (stock layout had runes overlapping the pet portrait). The paper-doll **ammo slot** follows stock visibility rules (shown for hunters / ranged weapons; hidden when `UnitHasRelicSlot` applies). |
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| `patch-enUS-6.MPQ` | ~134 KB | The `ParagonAdvancement` addon. Replaces the talent pane (`N` key) for Paragon characters with the Character Advancement panel: per-class spell tabs, talent grid, Overview/Search tabs, AE/TE currency, commit / reset / preview, login-time toast suppression, a **PETS** tab with live hunter pet talent trees (preview learn, no TE/AE cost), a dedicated **Reset Pet Talents** control (server `PARAA` `C RESET PET TALENTS` — instant, no gold, no confirmation; requires matching worldserver), bottom-row **Reset all Abilities / Reset Build / Reset all Talents** disabled while on the PETS tab so those paths cannot dismiss the pet or unlearn Tame Beast, and a **Builds** page (full-pane overlay opened from the bottom-row Builds button) for saving named, icon-tagged loadouts: New Build (+) icon picker reuses `MACRO_ICON_FILENAMES`, right-click for edit/delete, shift-left-click to favorite (favorites bubble to the top), left-click pops a Load Build confirm. Build swaps reset + refund AE/TE, re-spend on the saved recipe, and **park hunter pets** to `PET_SAVE_NOT_IN_SLOT` so their name/talents/exp are preserved across swaps. |
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| `Wow.exe` | ~7.5 MB | 3.3.5a (build 12340) client byte-patched to skip the MPQ signature check so custom `patch-enUS-N.MPQ` files load. Diff against stock is a few bytes; everything else is unchanged. |
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Server and client work as a pair: the addon talks to `mod-paragon` on the
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worldserver via `WHISPER` addon-channel messages with the `PARAA` prefix
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(currency push, spell/talent snapshot, commit, combo points, rune
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cooldowns, learn-toast silence window). Mismatched versions usually
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manifest as the panel rendering blank or AE/TE reading 0/0.
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cooldowns, learn-toast silence window, **`C RESET PET TALENTS`**
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for hunter pet talent resets from the Character Advancement PETS tab,
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and the **build catalog** verbs `Q BUILDS` / `C BUILD NEW` / `C BUILD
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EDIT` / `C BUILD DELETE` / `C BUILD FAVORITE` / `C BUILD LOAD` for the
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saved-loadout system on the Builds page). Build swaps require the
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matching worldserver image because the swap path is server-driven
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(snapshot → reset → re-spend → pet park/unpark). Mismatched versions
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usually manifest as the panel rendering blank or AE/TE reading 0/0.
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---
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@@ -0,0 +1,62 @@
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-- mod-paragon Character Advancement: Build catalog (saved loadouts).
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-- ----------------------------------------------------------------------------
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-- A "build" is a named, icon-tagged loadout of panel-purchased spells and
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-- talent ranks. Each Paragon character can save many builds and swap
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-- between them via the Builds page in the Character Advancement panel.
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--
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-- Swap workflow (see HandleBuildLoad in Paragon_Builds.cpp):
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-- 1. If a build is currently active, snapshot the player's current
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-- panel-purchased spells + per-spec talent ranks into that build's
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-- recipe rows (overwriting the stored recipe).
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-- 2. If the active build's hunter pet is currently summoned, unsummon
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-- it to PET_SAVE_NOT_IN_SLOT and store its `pet_number` on the
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-- active build row so it can be restored on swap-back.
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-- 3. Reset all panel-bought abilities and talents (refunding AE/TE).
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-- 4. Re-buy each spell + talent in the target build's recipe (charging
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-- AE/TE; aborts if insufficient AE/TE -- player keeps refunded
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-- currency in that case and active becomes NULL).
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-- 5. Move the target build's parked pet (if any) back to current.
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-- 6. Update active_build pointer.
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--
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-- Pet ownership: a parked pet sits in `character_pet` with slot=100
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-- (PET_SAVE_NOT_IN_SLOT), exactly like the engine's stable-master
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-- offload, but tied to the build via `pet_number` instead of any
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-- in-game stable slot. Build deletion drops the parked pet rows
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-- entirely (PET_SAVE_AS_DELETED equivalent) -- player is warned.
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-- ----------------------------------------------------------------------------
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CREATE TABLE IF NOT EXISTS `character_paragon_builds` (
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`build_id` INT UNSIGNED NOT NULL AUTO_INCREMENT,
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`guid` INT UNSIGNED NOT NULL COMMENT 'characters.guid',
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`name` VARCHAR(32) NOT NULL,
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`icon` VARCHAR(64) NOT NULL DEFAULT 'INV_Misc_QuestionMark',
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`is_favorite` TINYINT UNSIGNED NOT NULL DEFAULT 0,
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`pet_number` INT UNSIGNED NULL COMMENT 'character_pet.id of parked hunter pet, NULL when no pet bound to this build',
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`created_at` TIMESTAMP NOT NULL DEFAULT CURRENT_TIMESTAMP,
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PRIMARY KEY (`build_id`),
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KEY `idx_guid` (`guid`)
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) ENGINE=InnoDB DEFAULT CHARSET=utf8mb4 COLLATE=utf8mb4_unicode_ci
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COMMENT='mod-paragon: saved Character Advancement build catalog';
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CREATE TABLE IF NOT EXISTS `character_paragon_build_spells` (
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`build_id` INT UNSIGNED NOT NULL,
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`spell_id` INT UNSIGNED NOT NULL,
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PRIMARY KEY (`build_id`, `spell_id`)
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) ENGINE=InnoDB DEFAULT CHARSET=utf8mb4 COLLATE=utf8mb4_unicode_ci
|
||||
COMMENT='mod-paragon: per-build recipe -- panel-purchased spells';
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CREATE TABLE IF NOT EXISTS `character_paragon_build_talents` (
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`build_id` INT UNSIGNED NOT NULL,
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`spec` TINYINT UNSIGNED NOT NULL COMMENT '0 = primary spec, 1 = secondary (dual spec)',
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`talent_id` SMALLINT UNSIGNED NOT NULL,
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`rank` TINYINT UNSIGNED NOT NULL,
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||||
PRIMARY KEY (`build_id`, `spec`, `talent_id`)
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||||
) ENGINE=InnoDB DEFAULT CHARSET=utf8mb4 COLLATE=utf8mb4_unicode_ci
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||||
COMMENT='mod-paragon: per-build recipe -- panel-purchased talent ranks per spec';
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||||
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CREATE TABLE IF NOT EXISTS `character_paragon_active_build` (
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`guid` INT UNSIGNED NOT NULL COMMENT 'characters.guid',
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`build_id` INT UNSIGNED NOT NULL COMMENT 'character_paragon_builds.build_id (per-character active pointer)',
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PRIMARY KEY (`guid`)
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) ENGINE=InnoDB DEFAULT CHARSET=utf8mb4 COLLATE=utf8mb4_unicode_ci
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COMMENT='mod-paragon: pointer to whichever build is currently loaded (one row per Paragon character)';
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@@ -0,0 +1,30 @@
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-- mod-paragon Character Advancement: Builds catalog schema cleanup.
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-- ----------------------------------------------------------------------------
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-- Two changes:
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-- 1. Drop `is_favorite` -- the favorite flag and shift-click-to-favorite
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-- flow are removed. Builds are now ordered solely by build_id ASC.
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-- 2. Add `share_code` CHAR(6) -- a random alphanumeric token generated
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-- server-side at build creation that uniquely identifies a saved
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-- build across the realm. Players exchange codes out-of-band and
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-- use the BuildsPane "Load Build!" share box to import a copy of
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-- the build (name + icon + spell + talent recipe) into their own
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-- catalog. The copy gets a fresh share_code so re-sharing is
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-- always traceable to the latest owner; the original isn't touched.
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--
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-- The column is NULL-tolerant so any rows that pre-date this migration
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-- (created under 2026_05_10_03's schema) coexist cleanly. The server
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-- backfills NULLs lazily in PushBuildCatalog -- the next time a player
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-- opens the BuildsPane on a Paragon character, any of their builds that
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-- still have a NULL share_code will get one generated and persisted.
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--
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-- Charset: 31 unambiguous chars (A-Z minus I/O minus 0/1) gives 31^6 ~=
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-- 887M codes; collision retry on insert keeps probability of a duplicate
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-- vanishing for any realistic catalog size.
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-- ----------------------------------------------------------------------------
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ALTER TABLE `character_paragon_builds`
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DROP COLUMN `is_favorite`,
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ADD COLUMN `share_code` CHAR(6) NULL DEFAULT NULL
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COMMENT 'random alphanumeric token for import-by-code; lazily generated'
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AFTER `icon`,
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ADD UNIQUE INDEX `uk_share_code` (`share_code`);
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File diff suppressed because it is too large
Load Diff
@@ -7,9 +7,12 @@
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#include "Chat.h"
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#include "Config.h"
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#include "Creature.h"
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#include "CreatureData.h"
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#include "GameTime.h"
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#include "Log.h"
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#include "ObjectGuid.h"
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#include "Pet.h"
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#include "Player.h"
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#include "ScriptMgr.h"
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#include "SharedDefines.h"
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@@ -44,43 +47,142 @@ public:
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if (!player || player->getClass() != CLASS_PARAGON)
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return std::nullopt;
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// Death Knight rune / runic power ability stack (narrow on purpose).
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if (unitClass == CLASS_DEATH_KNIGHT && context == CLASS_CONTEXT_ABILITY)
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// ============================================================
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// Ability stack -- claim ALL nine vanilla classes.
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// ============================================================
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// CLASS_CONTEXT_ABILITY is read by every class-specific spell
|
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// gate in core / scripts: DK rune mechanics (Spell.cpp,
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// SpellEffects.cpp, spell_dk.cpp, SpellAuraEffects.cpp),
|
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// Warrior Titan's Grip / Bladestorm (Player.cpp 3783, 15432,
|
||||
// PlayerUpdates.cpp 1547), Paladin Rebuke (Player.cpp 15441),
|
||||
// Shaman dual-wield bookkeeping (Player.cpp 5028), Hunter pet
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||||
// / Hunter's Mark gates (spell_item.cpp 3718), Druid Insect
|
||||
// Swarm / Wild Growth (SpellAuraEffects.cpp 2153, 2232),
|
||||
// Priest Spirit of Redemption out-of-bounds check (Unit.cpp
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// 14238), Rogue pickpocketing (LootHandler.cpp 86/165/385,
|
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// Vehicle.cpp 80). Paragon learns abilities from every class
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// through Character Advancement, so claiming all of them lets
|
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// every gated spell script execute its class-specific branch
|
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// for our players. The only downside is double-pathed scripts
|
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// (e.g. a spell with both warrior and rogue branches) will
|
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// pick whichever the script tests first -- acceptable.
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if (context == CLASS_CONTEXT_ABILITY)
|
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return true;
|
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|
||||
// Warrior ability stack: enables warrior-spec ability gates anywhere
|
||||
// they're checked. None of the currently-traced sites in core/scripts
|
||||
// gate on (CLASS_WARRIOR, CLASS_CONTEXT_ABILITY), so this is a safe
|
||||
// forward-compatible claim. Rage generation itself is gated on
|
||||
// HasActivePowerType(POWER_RAGE) and is wired below.
|
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if (unitClass == CLASS_WARRIOR && context == CLASS_CONTEXT_ABILITY)
|
||||
return true;
|
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|
||||
// Reactive melee states: Overpower-on-dodge (warrior), Counterattack window (hunter).
|
||||
// We intentionally do NOT claim CLASS_ROGUE here: that context skips the generic
|
||||
// AURA_STATE_DEFENSE update on dodge (Riposte path) in Unit::ProcDamageAndSpellFor.
|
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// ============================================================
|
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// Reactive melee states.
|
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// ============================================================
|
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// Warrior dodge -> AURA_STATE_DEFENSE (Overpower window).
|
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// Hunter parry -> AURA_STATE_HUNTER_PARRY (Counterattack).
|
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// We intentionally do NOT claim CLASS_ROGUE here:
|
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// Unit::ProcDamageAndSpellFor (Unit.cpp 12824) skips the
|
||||
// generic AURA_STATE_DEFENSE update on dodge for rogues so
|
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// Riposte can take over. Claiming rogue would silently kill
|
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// Overpower for Paragon, and Riposte already works for us via
|
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// the warrior-style state we already grant.
|
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if (context == CLASS_CONTEXT_ABILITY_REACTIVE)
|
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{
|
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if (unitClass == CLASS_WARRIOR || unitClass == CLASS_HUNTER)
|
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return true;
|
||||
}
|
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|
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// Unified relic / ranged slot for class 12.
|
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// ----------------------------------------------------------------
|
||||
// CLASS_CONTEXT_EQUIP_RELIC is read in exactly two places in core
|
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// (PlayerStorage.cpp): FindEquipSlot's INVTYPE_RELIC switch, which
|
||||
// routes Librams/Idols/Totems/Misc/Sigils into EQUIPMENT_SLOT_RANGED
|
||||
// for the matching class only, and CanEquipUniqueItem's per-subclass
|
||||
// proficiency gate. By claiming this context for paladin/druid/
|
||||
// shaman/warlock/dk we let Paragon drop any of those relics into the
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// ranged slot exactly the same way each native class does, with no
|
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// core patch and no other side effects (the constant is not read
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// anywhere else in the codebase).
|
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// ============================================================
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// Pet ownership contexts.
|
||||
// ============================================================
|
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// CLASS_CONTEXT_PET is read by Pet::AddToWorld, Pet::CreateBase
|
||||
// AtCreatureInfo, Pet::InitStatsForLevel (twice -- the
|
||||
// MAX_PET_TYPE bootstrap branch and the per-class attack-time
|
||||
// scaling), Pet::IsPermanentPetFor, Player::SummonPet,
|
||||
// Player::CanResummonPet, Spell::EffectTameCreature,
|
||||
// SpellEffects.cpp (CreateTamedPet debug effects, Eyes of the
|
||||
// Beast), spell_generic.cpp 1760 (charm-as-pet conversion),
|
||||
// and PlayerGossip.cpp's hunter stable check.
|
||||
//
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||||
// Bows/guns/crossbows already equip via the regular
|
||||
// INVTYPE_RANGED/RANGEDRIGHT routing -- weapon proficiencies for
|
||||
// class 12 are seeded by the Paragon proficiency SQL migrations, so
|
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// they pass the GetSkillValue check in CanEquipUniqueItem.
|
||||
// The cleanest disambiguation is by the *active pet's* shape:
|
||||
// HUNTER_PET -> hunter (beast tame)
|
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// SUMMON_PET + DEMON type -> warlock (Imp/VW/Succ/...)
|
||||
// SUMMON_PET + UNDEAD type -> DK ghoul / Army of Dead
|
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// SUMMON_PET + ELEMENTAL type -> mage water / shaman fire
|
||||
// For HUNTER specifically the no-pet case is also claimed so
|
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// Tame Beast's EffectTameCreature gate passes during cast.
|
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if (context == CLASS_CONTEXT_PET)
|
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{
|
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Pet const* activePet = const_cast<Player*>(player)->GetPet();
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|
||||
// Hunter beast: claim during taming OR when a HUNTER_PET is
|
||||
// already active. This is what makes Tame Beast / Call Pet
|
||||
// / pet stable / Counterattack pet aura feedback work.
|
||||
if (unitClass == CLASS_HUNTER)
|
||||
{
|
||||
if (!activePet || activePet->getPetType() == HUNTER_PET)
|
||||
return true;
|
||||
return std::nullopt;
|
||||
}
|
||||
|
||||
// All other classes only claim when an active SUMMON_PET is
|
||||
// present. We then disambiguate by the creature's type
|
||||
// because warlock / DK / mage / shaman all use SUMMON_PET.
|
||||
if (!activePet || activePet->getPetType() != SUMMON_PET)
|
||||
return std::nullopt;
|
||||
|
||||
CreatureTemplate const* tmpl = activePet->GetCreatureTemplate();
|
||||
if (!tmpl)
|
||||
return std::nullopt;
|
||||
|
||||
switch (unitClass)
|
||||
{
|
||||
case CLASS_WARLOCK:
|
||||
// Drives Master Demonologist / Demonic Knowledge /
|
||||
// Demonic Pact propagation, last-pet-spell tracking
|
||||
// (Pet.cpp 112), and IsPermanentPetFor (Pet.cpp
|
||||
// 2288) so demon pets persist across logins.
|
||||
if (tmpl->type == CREATURE_TYPE_DEMON)
|
||||
return true;
|
||||
break;
|
||||
case CLASS_DEATH_KNIGHT:
|
||||
// Risen Ghoul + Army of the Dead. Player.cpp 14354
|
||||
// and Pet.cpp 243 / 1046 / 2290 read this; without
|
||||
// it the ghoul is invisible to the owner mid-load
|
||||
// and ScriptedAI hooks on the ghoul mis-route.
|
||||
if (tmpl->type == CREATURE_TYPE_UNDEAD)
|
||||
return true;
|
||||
break;
|
||||
case CLASS_MAGE:
|
||||
// Glyph-of-Eternal-Water permanent Water Elemental
|
||||
// (entry 510, 37994). Used by Pet.cpp 1047/2292.
|
||||
if (tmpl->type == CREATURE_TYPE_ELEMENTAL)
|
||||
return true;
|
||||
break;
|
||||
case CLASS_SHAMAN:
|
||||
// Fire Elemental / Earth Elemental. The base
|
||||
// engine spawns these as creatures rather than
|
||||
// proper Pet instances in most code paths, so the
|
||||
// claim mostly matters for the Pet.cpp 1045 stat
|
||||
// bootstrap when one is loaded as a SUMMON_PET.
|
||||
if (tmpl->type == CREATURE_TYPE_ELEMENTAL)
|
||||
return true;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
return std::nullopt;
|
||||
}
|
||||
|
||||
// Warlock pet-charm context (Enslave Demon -- Unit.cpp 14828,
|
||||
// 14894, 15025). Without this claim, charming a demon as a
|
||||
// Paragon doesn't get the warlock-flavor charm semantics
|
||||
// (faction-set-on-charm, action-bar layout, charm-break logic).
|
||||
if (unitClass == CLASS_WARLOCK && context == CLASS_CONTEXT_PET_CHARM)
|
||||
return true;
|
||||
|
||||
// ============================================================
|
||||
// Equipment contexts.
|
||||
// ============================================================
|
||||
// CLASS_CONTEXT_EQUIP_RELIC: PlayerStorage.cpp 224-240 +
|
||||
// 2475-2493. Routes Librams/Idols/Totems/Misc/Sigils into
|
||||
// EQUIPMENT_SLOT_RANGED for the matching class. Claim every
|
||||
// relic-bearing class so a Paragon can drop any of them into
|
||||
// the ranged slot.
|
||||
if (context == CLASS_CONTEXT_EQUIP_RELIC)
|
||||
{
|
||||
switch (unitClass)
|
||||
@@ -96,6 +198,67 @@ public:
|
||||
}
|
||||
}
|
||||
|
||||
// CLASS_CONTEXT_EQUIP_ARMOR_CLASS: PlayerStorage.cpp 2326,
|
||||
// 2330, 2503-2523. At level 40 each class auto-learns its
|
||||
// top armor proficiency. Paragon should pick up plate (via
|
||||
// paladin/DK), shields (paladin/warrior/shaman), mail
|
||||
// (hunter/shaman), and leather (rogue) so the level-40 train
|
||||
// event grants Paragon full proficiency and we don't have to
|
||||
// hand-curate it through the Paragon proficiency SQL.
|
||||
if (context == CLASS_CONTEXT_EQUIP_ARMOR_CLASS)
|
||||
{
|
||||
switch (unitClass)
|
||||
{
|
||||
case CLASS_PALADIN:
|
||||
case CLASS_WARRIOR:
|
||||
case CLASS_DEATH_KNIGHT:
|
||||
case CLASS_HUNTER:
|
||||
case CLASS_SHAMAN:
|
||||
case CLASS_DRUID:
|
||||
case CLASS_ROGUE:
|
||||
return true;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// CLASS_CONTEXT_EQUIP_SHIELDS: PlayerStorage.cpp 2467-2469.
|
||||
// Lets a Paragon equip shields without a paladin/warrior/
|
||||
// shaman skill gate.
|
||||
if (context == CLASS_CONTEXT_EQUIP_SHIELDS)
|
||||
{
|
||||
switch (unitClass)
|
||||
{
|
||||
case CLASS_PALADIN:
|
||||
case CLASS_WARRIOR:
|
||||
case CLASS_SHAMAN:
|
||||
return true;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// CLASS_CONTEXT_WEAPON_SWAP: PlayerStorage.cpp 1920, 2838 --
|
||||
// rogue uses cooldown spell 6123 instead of 6119 on weapon
|
||||
// swap (Quick Draw / Combat Potency interactions). Claim
|
||||
// rogue so Paragon picks up the same cooldown spell.
|
||||
if (context == CLASS_CONTEXT_WEAPON_SWAP && unitClass == CLASS_ROGUE)
|
||||
return true;
|
||||
|
||||
// ============================================================
|
||||
// Contexts we DELIBERATELY DO NOT claim:
|
||||
// ============================================================
|
||||
// CLASS_CONTEXT_STATS -- Paragon has its own STR/AGI->AP and
|
||||
// INT/SPI->SP curves wired in StatSystem.cpp's CLASS_PARAGON
|
||||
// branch (level*2 + STR + AGI - 20 etc.). Claiming any
|
||||
// vanilla class here would override our curves with theirs.
|
||||
//
|
||||
// CLASS_CONTEXT_INIT, _TELEPORT, _QUEST, _TAXI, _SKILL,
|
||||
// _GRAVEYARD, _CLASS_TRAINER, _TALENT_POINT_CALC -- all
|
||||
// used by DK Ebon Hold / druid Moonglade starting-zone
|
||||
// scripts. Paragon doesn't go through those zones and we
|
||||
// don't want our players bound to Acherus or trapped in
|
||||
// the DK starting quest gates.
|
||||
return std::nullopt;
|
||||
}
|
||||
|
||||
|
||||
Executable
+181
@@ -0,0 +1,181 @@
|
||||
#!/usr/bin/env bash
|
||||
# Fractured / AzerothCore — native VPS rolling update (git + compile).
|
||||
#
|
||||
# Run from anywhere; resolves the repository root from this script's location.
|
||||
# Typical production layout: sources in ~/src/Fractured, install prefix in ~/azeroth-server
|
||||
# (see docs/DEPLOY_LINUX_VPS.md).
|
||||
#
|
||||
# What this does:
|
||||
# 1. git pull on the current branch (optional; can skip)
|
||||
# 2. ./acore.sh compiler build — or compiler all for a full clean rebuild
|
||||
#
|
||||
# Database migrations from data/sql/updates/ run when you next start worldserver/authserver
|
||||
# (Updates.* / SourceDirectory in *.conf). This script does not start or stop daemons unless
|
||||
# you pass --run-after or set FRACTURED_POST_UPDATE_CMD.
|
||||
#
|
||||
# Usage:
|
||||
# bash scripts/vps-update-server.sh
|
||||
# bash scripts/vps-update-server.sh --full
|
||||
# bash scripts/vps-update-server.sh --no-pull
|
||||
# bash scripts/vps-update-server.sh --dry-run
|
||||
# FRACTURED_POST_UPDATE_CMD='sudo systemctl restart fractured-world' bash scripts/vps-update-server.sh --run-after
|
||||
# bash scripts/vps-update-server.sh --run-after 'sudo systemctl restart fractured-world'
|
||||
#
|
||||
# Environment:
|
||||
# FRACTURED_GIT_REMOTE — remote name (default: origin)
|
||||
# FRACTURED_POST_UPDATE_CMD — shell command run after a successful compile (if --run-after is passed without an argument, this is used)
|
||||
|
||||
set -euo pipefail
|
||||
|
||||
SCRIPT_DIR="$(cd "$(dirname "${BASH_SOURCE[0]}")" && pwd)"
|
||||
ROOT="$(cd "$SCRIPT_DIR/.." && pwd)"
|
||||
|
||||
NO_PULL=0
|
||||
FULL_BUILD=0
|
||||
COMPILE_ONLY=0
|
||||
DRY_RUN=0
|
||||
DO_RUN_AFTER=0
|
||||
POST_UPDATE_CMD="${FRACTURED_POST_UPDATE_CMD:-}"
|
||||
GIT_REMOTE="${FRACTURED_GIT_REMOTE:-origin}"
|
||||
|
||||
usage() {
|
||||
cat <<'EOF'
|
||||
Fractured VPS update — git pull + compiler (see header in script for full notes).
|
||||
|
||||
Usage:
|
||||
bash scripts/vps-update-server.sh [options]
|
||||
|
||||
Options:
|
||||
--no-pull Skip git pull (only compile current tree).
|
||||
--full ./acore.sh compiler all (clean + configure + compile).
|
||||
--compile-only ./acore.sh compiler compile (incremental).
|
||||
--dry-run Print commands without running them.
|
||||
--run-after [CMD] Run shell command after successful compile. If CMD is omitted,
|
||||
uses FRACTURED_POST_UPDATE_CMD from the environment.
|
||||
|
||||
Environment:
|
||||
FRACTURED_GIT_REMOTE Git remote (default: origin).
|
||||
FRACTURED_POST_UPDATE_CMD Used with bare --run-after.
|
||||
EOF
|
||||
}
|
||||
|
||||
run() {
|
||||
if [[ "$DRY_RUN" -eq 1 ]]; then
|
||||
printf '[dry-run] '
|
||||
printf '%q ' "$@"
|
||||
printf '\n'
|
||||
else
|
||||
"$@"
|
||||
fi
|
||||
}
|
||||
|
||||
while [[ $# -gt 0 ]]; do
|
||||
case "$1" in
|
||||
-h | --help)
|
||||
usage
|
||||
exit 0
|
||||
;;
|
||||
--no-pull)
|
||||
NO_PULL=1
|
||||
shift
|
||||
;;
|
||||
--full)
|
||||
FULL_BUILD=1
|
||||
shift
|
||||
;;
|
||||
--compile-only)
|
||||
COMPILE_ONLY=1
|
||||
shift
|
||||
;;
|
||||
--dry-run)
|
||||
DRY_RUN=1
|
||||
shift
|
||||
;;
|
||||
--run-after)
|
||||
DO_RUN_AFTER=1
|
||||
shift
|
||||
if [[ $# -gt 0 && "$1" != -* ]]; then
|
||||
POST_UPDATE_CMD="$1"
|
||||
shift
|
||||
fi
|
||||
;;
|
||||
*)
|
||||
echo "error: unknown option: $1" >&2
|
||||
echo "Try: bash scripts/vps-update-server.sh --help" >&2
|
||||
exit 2
|
||||
;;
|
||||
esac
|
||||
done
|
||||
|
||||
if [[ "$FULL_BUILD" -eq 1 && "$COMPILE_ONLY" -eq 1 ]]; then
|
||||
echo "error: use only one of --full or --compile-only" >&2
|
||||
exit 2
|
||||
fi
|
||||
|
||||
if [[ ! -d "$ROOT/.git" ]]; then
|
||||
echo "error: not a git clone: $ROOT" >&2
|
||||
exit 1
|
||||
fi
|
||||
|
||||
if [[ ! -f "$ROOT/acore.sh" ]]; then
|
||||
echo "error: acore.sh not found under $ROOT" >&2
|
||||
exit 1
|
||||
fi
|
||||
|
||||
if [[ ! -f "$ROOT/conf/config.sh" ]]; then
|
||||
echo "error: missing $ROOT/conf/config.sh — copy conf/dist/config.sh and edit (see DEPLOY_LINUX_VPS.md)." >&2
|
||||
exit 1
|
||||
fi
|
||||
|
||||
cd "$ROOT"
|
||||
|
||||
if [[ "$DO_RUN_AFTER" -eq 1 && -z "${POST_UPDATE_CMD// }" ]]; then
|
||||
echo "error: --run-after needs a command or FRACTURED_POST_UPDATE_CMD set in the environment." >&2
|
||||
exit 2
|
||||
fi
|
||||
|
||||
current_branch() {
|
||||
git symbolic-ref -q --short HEAD || git rev-parse --short HEAD
|
||||
}
|
||||
|
||||
if [[ "$NO_PULL" -eq 0 ]]; then
|
||||
ref="$(current_branch)"
|
||||
if [[ "$ref" == "HEAD" ]]; then
|
||||
echo "error: detached HEAD; checkout a branch or use --no-pull." >&2
|
||||
exit 1
|
||||
fi
|
||||
echo "==> git pull $GIT_REMOTE $ref"
|
||||
run git pull "$GIT_REMOTE" "$ref"
|
||||
else
|
||||
echo "==> skipping git pull (--no-pull)"
|
||||
fi
|
||||
|
||||
echo "==> ensuring acore.sh and JSONPath are executable"
|
||||
if [[ "$DRY_RUN" -eq 1 ]]; then
|
||||
run chmod +x acore.sh deps/jsonpath/JSONPath.sh
|
||||
else
|
||||
chmod +x acore.sh deps/jsonpath/JSONPath.sh 2>/dev/null || true
|
||||
fi
|
||||
|
||||
if [[ "$FULL_BUILD" -eq 1 ]]; then
|
||||
echo "==> ./acore.sh compiler all (clean, configure, compile)"
|
||||
run ./acore.sh compiler all
|
||||
elif [[ "$COMPILE_ONLY" -eq 1 ]]; then
|
||||
echo "==> ./acore.sh compiler compile (incremental; build dir must exist)"
|
||||
run ./acore.sh compiler compile
|
||||
else
|
||||
echo "==> ./acore.sh compiler build (configure + compile)"
|
||||
run ./acore.sh compiler build
|
||||
fi
|
||||
|
||||
if [[ "$DO_RUN_AFTER" -eq 1 ]]; then
|
||||
echo "==> post-update: $POST_UPDATE_CMD"
|
||||
if [[ "$DRY_RUN" -eq 1 ]]; then
|
||||
printf '[dry-run] eval %q\n' "$POST_UPDATE_CMD"
|
||||
else
|
||||
# shellcheck disable=SC2086
|
||||
eval "$POST_UPDATE_CMD"
|
||||
fi
|
||||
fi
|
||||
|
||||
echo "Done. Restart authserver/worldserver (or your service manager) when ready so new binaries and SQL updates apply."
|
||||
Reference in New Issue
Block a user