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Fractured/modules/mod-paragon/src/Paragon_Essence.cpp
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Docker Build abb25f56d1 Paragon: expand IsClass hooks and addon pet talent reset
Broaden OnPlayerIsClass for CLASS_CONTEXT_ABILITY, pet/charm/equip contexts; add PARAA C RESET PET TALENTS handler. Update CLIENT-PATCHES.md for patch-enUS-5/6 and PARAA.

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-05-10 01:36:54 -04:00

2130 lines
79 KiB
C++

/*
* mod-paragon — Ability Essence (AE) / Talent Essence (TE)
*
* Inspired by Project Ascension's classless currencies (see Fandom:
* Ability Essence / Talent Essence). Server-side only: values persist in
* character_paragon_currency; optional per-spell AE costs live in world
* table paragon_spell_ae_cost. Client UI for bars / advancement panels is
* separate (see README).
*/
#include "CharacterDatabase.h"
#include "Chat.h"
#include "CommandScript.h"
#include "Config.h"
#include "Pet.h"
#include "Player.h"
#include "RBAC.h"
#include "ScriptMgr.h"
#include "SharedDefines.h"
#include "SpellAuras.h"
#include "SpellInfo.h"
#include "SpellMgr.h"
#include "WorldDatabase.h"
#include "WorldPacket.h"
#include "Log.h"
#include "DBCEnums.h"
#include "DBCStores.h"
#include <fmt/format.h>
#include <algorithm>
#include <array>
#include <string_view>
#include <unordered_map>
#include <unordered_set>
#include <utility>
#include <vector>
using namespace Acore::ChatCommands;
namespace
{
// Wire-format prefix shared with the ParagonAdvancement addon (Net.lua).
char const* const kAddonPrefix = "PARAA";
struct ParagonCurrencyData
{
uint32 abilityEssence = 0;
uint32 talentEssence = 0;
};
std::unordered_map<uint32, ParagonCurrencyData> gParagonCurrencyCache;
uint32 ComputeStartingAE(uint8 level)
{
uint32 base = sConfigMgr->GetOption<uint32>("Paragon.Currency.AE.Start", 9);
uint32 per = sConfigMgr->GetOption<uint32>("Paragon.Currency.AE.PerLevel", 1);
uint32 minLv = sConfigMgr->GetOption<uint32>("Paragon.Currency.GrantLevelMin", 10);
if (level >= minLv)
base += uint32(level - minLv + 1) * per;
return base;
}
uint32 ComputeStartingTE(uint8 level)
{
uint32 base = sConfigMgr->GetOption<uint32>("Paragon.Currency.TE.Start", 0);
uint32 per = sConfigMgr->GetOption<uint32>("Paragon.Currency.TE.PerLevel", 1);
uint32 minLv = sConfigMgr->GetOption<uint32>("Paragon.Currency.GrantLevelMin", 10);
if (level >= minLv)
base += uint32(level - minLv + 1) * per;
return base;
}
ParagonCurrencyData& GetOrCreateCacheEntry(uint32 lowGuid)
{
return gParagonCurrencyCache[lowGuid];
}
void DbUpsertCurrency(uint32 lowGuid, uint32 ae, uint32 te)
{
CharacterDatabase.DirectExecute(
"REPLACE INTO character_paragon_currency (guid, ability_essence, talent_essence) VALUES ({}, {}, {})",
lowGuid, ae, te);
}
void LoadCurrencyFromDb(Player* player)
{
if (!player || player->getClass() != CLASS_PARAGON)
return;
if (!sConfigMgr->GetOption<bool>("Paragon.Currency.Enabled", true))
return;
uint32 const lowGuid = player->GetGUID().GetCounter();
if (QueryResult r = CharacterDatabase.Query(
"SELECT ability_essence, talent_essence FROM character_paragon_currency WHERE guid = {}", lowGuid))
{
Field const* f = r->Fetch();
ParagonCurrencyData& d = GetOrCreateCacheEntry(lowGuid);
d.abilityEssence = f[0].Get<uint32>();
d.talentEssence = f[1].Get<uint32>();
return;
}
uint32 const ae = ComputeStartingAE(player->GetLevel());
uint32 const te = ComputeStartingTE(player->GetLevel());
DbUpsertCurrency(lowGuid, ae, te);
ParagonCurrencyData& d = GetOrCreateCacheEntry(lowGuid);
d.abilityEssence = ae;
d.talentEssence = te;
}
void SaveCurrencyToDb(Player* player)
{
if (!player || player->getClass() != CLASS_PARAGON)
return;
if (!sConfigMgr->GetOption<bool>("Paragon.Currency.Enabled", true))
return;
uint32 const lowGuid = player->GetGUID().GetCounter();
auto itr = gParagonCurrencyCache.find(lowGuid);
if (itr == gParagonCurrencyCache.end())
return;
DbUpsertCurrency(lowGuid, itr->second.abilityEssence, itr->second.talentEssence);
}
void RemoveCacheEntry(uint32 lowGuid)
{
gParagonCurrencyCache.erase(lowGuid);
}
uint32 GetAE(Player* player)
{
if (!player)
return 0;
auto itr = gParagonCurrencyCache.find(player->GetGUID().GetCounter());
if (itr == gParagonCurrencyCache.end())
return 0;
return itr->second.abilityEssence;
}
uint32 GetTE(Player* player)
{
if (!player)
return 0;
auto itr = gParagonCurrencyCache.find(player->GetGUID().GetCounter());
if (itr == gParagonCurrencyCache.end())
return 0;
return itr->second.talentEssence;
}
// Pushes an addon-channel message to a single player. The 3.3.5 client
// recognises CHAT_MSG_WHISPER+LANG_ADDON as an addon broadcast and fires
// CHAT_MSG_ADDON locally, splitting payload on the first tab into
// (prefix, body). The ParagonAdvancement addon listens for prefix "PARAA".
void SendAddonMessage(Player* player, std::string const& body)
{
if (!player || !player->GetSession())
return;
std::string payload = std::string(kAddonPrefix) + "\t" + body;
WorldPacket data;
ChatHandler::BuildChatPacket(data, CHAT_MSG_WHISPER, LANG_ADDON, player, player, payload);
player->SendDirectMessage(&data);
}
// Helper: send "R CURRENCY <ae> <te>" so the client can update its
// authoritative balance. Safe to call any time the cached values change.
void PushCurrency(Player* player)
{
if (!player || player->getClass() != CLASS_PARAGON)
return;
if (!sConfigMgr->GetOption<bool>("Paragon.Currency.Enabled", true))
return;
// Defensive: if for any reason the in-memory cache has lost this player
// (race during login, hot-reload, etc.) refuse to silently broadcast
// (0, 0). Hydrate from DB first so the panel always sees real balances.
if (gParagonCurrencyCache.find(player->GetGUID().GetCounter()) == gParagonCurrencyCache.end())
LoadCurrencyFromDb(player);
SendAddonMessage(player, fmt::format("R CURRENCY {} {}", GetAE(player), GetTE(player)));
}
bool TrySpendAE(Player* player, uint32 amount)
{
if (!amount)
return true;
auto itr = gParagonCurrencyCache.find(player->GetGUID().GetCounter());
if (itr == gParagonCurrencyCache.end())
return false;
if (itr->second.abilityEssence < amount)
return false;
itr->second.abilityEssence -= amount;
return true;
}
bool TrySpendTE(Player* player, uint32 amount)
{
if (!amount)
return true;
auto itr = gParagonCurrencyCache.find(player->GetGUID().GetCounter());
if (itr == gParagonCurrencyCache.end())
return false;
if (itr->second.talentEssence < amount)
return false;
itr->second.talentEssence -= amount;
return true;
}
void GrantLevelUpEssence(Player* player, uint8 oldLevel, uint8 newLevel)
{
if (!player || player->getClass() != CLASS_PARAGON)
return;
if (!sConfigMgr->GetOption<bool>("Paragon.Currency.Enabled", true))
return;
uint32 const minLv = sConfigMgr->GetOption<uint32>("Paragon.Currency.GrantLevelMin", 10);
uint32 const aePer = sConfigMgr->GetOption<uint32>("Paragon.Currency.AE.PerLevel", 1);
uint32 const tePer = sConfigMgr->GetOption<uint32>("Paragon.Currency.TE.PerLevel", 1);
ParagonCurrencyData& d = GetOrCreateCacheEntry(player->GetGUID().GetCounter());
for (uint32 lvl = uint32(oldLevel) + 1; lvl <= uint32(newLevel); ++lvl)
{
if (lvl >= minLv)
{
d.abilityEssence += aePer;
d.talentEssence += tePer;
}
}
}
uint32 LookupSpellAECost(uint32 spellId)
{
uint32 const fallback = sConfigMgr->GetOption<uint32>("Paragon.Currency.AE.DefaultSpellCost", 2);
QueryResult r = WorldDatabase.Query("SELECT ae_cost FROM paragon_spell_ae_cost WHERE spell_id = {}", spellId);
if (!r)
return fallback;
return std::max<uint32>(r->Fetch()[0].Get<uint32>(), 1u);
}
// Matches client bake `lvl` (Spell.dbc SpellLevel; see _gen_paragon_advancement_spells_lua.py).
uint32 GetParagonPanelSpellRequiredLevel(SpellInfo const* info)
{
if (!info)
return 1u;
uint32 lv = info->SpellLevel;
if (!lv)
lv = info->BaseLevel;
return std::max(1u, lv);
}
// Forward declaration: reset handlers below need PushSnapshot, which itself
// is defined later (after PushSpellSnapshot / PushTalentSnapshot).
void PushSnapshot(Player* pl);
// Forward declaration: the login-time scoped sweep (defined a few helpers
// down) calls into the chain-walker (defined further down).
void CollectSpellChainIds(uint32 baseSpellId, std::unordered_set<uint32>& out);
// ---- Panel-learn tracking (Overview + resets) ------------------------------
//
// Spells / talent ranks bought through Character Advancement are stored in
// character_paragon_panel_spells and character_paragon_panel_talents. The
// addon snapshot lists ONLY these rows (intersected with the live player),
// so racial spells, trainer defaults, etc. never appear in Overview.
void DbInsertPanelSpell(uint32 lowGuid, uint32 spellId)
{
CharacterDatabase.DirectExecute(
"INSERT IGNORE INTO character_paragon_panel_spells (guid, spell_id) VALUES ({}, {})",
lowGuid, spellId);
}
void DbInsertPanelSpellChild(uint32 lowGuid, uint32 parentSpellId, uint32 childSpellId)
{
CharacterDatabase.DirectExecute(
"INSERT IGNORE INTO character_paragon_panel_spell_children "
"(guid, parent_spell_id, child_spell_id) VALUES ({}, {}, {})",
lowGuid, parentSpellId, childSpellId);
}
// Persist an "active dependent we revoked" so we can re-revoke it after
// AC's skill cascade re-grants it on the next login. See
// `RevokeBlockedSpellsForPlayer` for the redo step.
void DbInsertPanelSpellRevoked(uint32 lowGuid, uint32 parentSpellId, uint32 revokedSpellId)
{
CharacterDatabase.DirectExecute(
"INSERT IGNORE INTO character_paragon_panel_spell_revoked "
"(guid, parent_spell_id, revoked_spell_id) VALUES ({}, {}, {})",
lowGuid, parentSpellId, revokedSpellId);
}
// Drop any panel_spell_revoked rows whose `revoked_spell_id` falls inside
// `chainIds`. Called from `PanelLearnSpellChain` right after the panel
// purchase row is committed so a freshly bought spell can't be unlearned
// on the next login by a stale (pre-purchase) revoke entry. Without this,
// the very first login after the purchase would walk the revoke table,
// hit the ghost row, `removeSpell` the freshly-paid-for ability, and
// then `PushSpellSnapshot` (which deletes panel_spells rows whose spell
// the player no longer has) would erase the purchase from the panel
// record entirely -- losing both the spell and the AE refund hook.
void DbDeletePanelSpellRevokedForChain(uint32 lowGuid,
std::unordered_set<uint32> const& chainIds)
{
if (chainIds.empty())
return;
std::string in;
in.reserve(chainIds.size() * 8);
bool first = true;
for (uint32 sid : chainIds)
{
if (!first)
in += ",";
in += std::to_string(sid);
first = false;
}
CharacterDatabase.DirectExecute(
"DELETE FROM character_paragon_panel_spell_revoked "
"WHERE guid = {} AND revoked_spell_id IN ({})",
lowGuid, in);
}
// Build the allowlist of spell IDs the player legitimately owns through
// Character Advancement: every chain rank of every spell in panel_spells,
// every rank-spell-id up to the purchased rank of every talent in
// panel_talents, and every recorded panel_spell_children id. Both
// `RevokeUnwantedCascadeSpellsForPlayer` and `RevokeBlockedSpellsForPlayer`
// need exactly this set; without the talent contribution, buying a spell
// after a talent (e.g., DK Death Coil after Scourge Strike) caused the
// post-commit sweep to revoke the talent-granted spell because it didn't
// appear in panel_spells. See ParagonAdvancement_TalentData.lua: many
// "abilities" the player perceives as spells (Scourge Strike id=2216,
// Bladestorm, Starfall, ...) are panel TALENTS that grant a spell rank
// via Player::LearnTalent.
void BuildPanelOwnedSpellsAllowlist(uint32 lowGuid, std::unordered_set<uint32>& allowed)
{
if (!lowGuid)
return;
if (QueryResult r = CharacterDatabase.Query(
"SELECT spell_id FROM character_paragon_panel_spells WHERE guid = {}",
lowGuid))
{
do
{
CollectSpellChainIds(r->Fetch()[0].Get<uint32>(), allowed);
} while (r->NextRow());
}
if (QueryResult r = CharacterDatabase.Query(
"SELECT talent_id, `rank` FROM character_paragon_panel_talents WHERE guid = {}",
lowGuid))
{
do
{
Field const* f = r->Fetch();
uint32 const tid = f[0].Get<uint32>();
uint32 const rank = f[1].Get<uint32>();
TalentEntry const* te = sTalentStore.LookupEntry(tid);
if (!te || !rank)
continue;
// panel_talents.rank is 1-based ("1 means rank-1 owned"). Allow
// every rank id from 0..rank-1 so a partial-rank purchase still
// protects all lower ranks the player rolled through.
uint32 const cap = std::min<uint32>(rank, MAX_TALENT_RANK);
for (uint32 i = 0; i < cap; ++i)
if (te->RankID[i])
allowed.insert(te->RankID[i]);
} while (r->NextRow());
}
if (QueryResult r = CharacterDatabase.Query(
"SELECT child_spell_id FROM character_paragon_panel_spell_children WHERE guid = {}",
lowGuid))
{
do
{
allowed.insert(r->Fetch()[0].Get<uint32>());
} while (r->NextRow());
}
}
// Walk every (guid, *, revoked_spell_id) row and `removeSpell` it if the
// player still has it. Call sites:
// * `OnPlayerLogin` -- because `_LoadSkills` -> `learnSkillRewardedSpells`
// ran during LoadFromDB and may have re-granted Blood Presence /
// Death Coil / Death Grip / etc. before any of our hooks fired.
// * `HandleParagonResetAbilities` is NOT a caller; reset clears the
// table outright so the revoke list starts fresh on next purchase.
//
// Allowlist-aware: a revoked row whose `revoked_spell_id` is now part of
// a panel_spells chain (or recorded as a passive child) is *stale* -- it
// was inserted before the player legitimately purchased that spell, so
// re-running `removeSpell` on it would zap a paid-for ability. Such rows
// are skipped and dropped from the table so they can't fire again. This
// is the self-heal path for the pre-fix bug where buying a spell that
// had previously been caught by the login sweep left the (0, sid) ghost
// row in place; on every subsequent login that ghost would unlearn the
// freshly bought spell, and `PushSpellSnapshot`'s !HasSpell branch would
// then delete the panel_spells row, vanishing the purchase entirely.
void RevokeBlockedSpellsForPlayer(Player* pl)
{
if (!pl)
return;
uint32 const lowGuid = pl->GetGUID().GetCounter();
// Allowlist: chain ranks of panel_spells + rank IDs of panel_talents
// + panel_spell_children. Talents matter here because many Wrath
// "abilities" (Scourge Strike, Bladestorm, ...) are talent-granted.
std::unordered_set<uint32> allowed;
BuildPanelOwnedSpellsAllowlist(lowGuid, allowed);
QueryResult r = CharacterDatabase.Query(
"SELECT revoked_spell_id FROM character_paragon_panel_spell_revoked WHERE guid = {}",
lowGuid);
if (!r)
return;
uint32 removed = 0;
std::vector<uint32> stale; // allowlisted -> drop the row
do
{
uint32 const sid = r->Fetch()[0].Get<uint32>();
if (allowed.count(sid))
{
stale.push_back(sid);
continue;
}
if (pl->HasSpell(sid))
{
pl->removeSpell(sid, SPEC_MASK_ALL, false);
++removed;
}
} while (r->NextRow());
if (!stale.empty())
{
// Build IN-list. `stale` is bounded by the player's revoked rows.
std::sort(stale.begin(), stale.end());
stale.erase(std::unique(stale.begin(), stale.end()), stale.end());
std::string in;
in.reserve(stale.size() * 8);
bool first = true;
for (uint32 sid : stale)
{
if (!first)
in += ",";
in += std::to_string(sid);
first = false;
}
CharacterDatabase.DirectExecute(
"DELETE FROM character_paragon_panel_spell_revoked "
"WHERE guid = {} AND revoked_spell_id IN ({})",
lowGuid, in);
LOG_INFO("module",
"Paragon panel: dropped {} stale revoke rows for {} "
"(spell now owned via panel purchase)",
stale.size(), pl->GetName());
}
if (removed)
LOG_INFO("module",
"Paragon panel: re-revoked {} skill-cascade dependents for {} on login",
removed, pl->GetName());
}
[[nodiscard]] static bool SkillLineAbilityIsSkillCascadeSigned(SkillLineAbilityEntry const* sla)
{
return sla && (sla->AcquireMethod == SKILL_LINE_ABILITY_LEARNED_ON_SKILL_LEARN
|| sla->AcquireMethod == SKILL_LINE_ABILITY_LEARNED_ON_SKILL_VALUE);
}
// SkillLine ids from every SkillLineAbility row that lists `spellId`
// (any AcquireMethod). Used as the *anchor* side of cascade detection.
//
// Important: the old helper only kept rows with AcquireMethod
// LEARNED_ON_SKILL_* . Spells like Blood Strike are usually tied to
// their skill line via a trainer/default row (AcquireMethod 0). That
// meant the anchor set was empty, so `IsSpellSkillLineCascadeDependent`
// never matched Forceful Deflection / Blood Presence — those were stored
// as innocent "children" and never revoked.
//
// Dependent detection still requires the *dependent* spell to have a
// LEARNED_ON_SKILL_* row on one of these lines (same as
// `learnSkillRewardedSpells`).
[[nodiscard]] static std::unordered_set<uint32> SkillLinesLinkedToSpell(uint32 spellId)
{
std::unordered_set<uint32> out;
SkillLineAbilityMapBounds bounds = sSpellMgr->GetSkillLineAbilityMapBounds(spellId);
for (auto it = bounds.first; it != bounds.second; ++it)
{
SkillLineAbilityEntry const* sla = it->second;
if (!sla)
continue;
out.insert(sla->SkillLine);
}
return out;
}
// True when `depSpellId` is granted as a skill-line reward on one of the
// same SkillLines as `anchorSpellId` (e.g. Blood Strike -> Forceful
// Deflection / Blood Presence). Passives learned only via spell effects
// (disease auras, etc.) typically return false here.
[[nodiscard]] static bool IsSpellSkillLineCascadeDependent(uint32 anchorSpellId, uint32 depSpellId)
{
std::unordered_set<uint32> const anchorLines = SkillLinesLinkedToSpell(anchorSpellId);
if (anchorLines.empty())
return false;
SkillLineAbilityMapBounds db = sSpellMgr->GetSkillLineAbilityMapBounds(depSpellId);
for (auto it = db.first; it != db.second; ++it)
{
SkillLineAbilityEntry const* sla = it->second;
if (!SkillLineAbilityIsSkillCascadeSigned(sla))
continue;
if (anchorLines.count(sla->SkillLine))
return true;
}
return false;
}
// Older builds recorded skill-line cascade passives (Forceful Deflection,
// Runic Focus, ...) as `panel_spell_children`. Strip those rows and
// revoke the spell so the login sweep + reset logic match current policy.
static void PruneSkillLineCascadeChildrenFromDb(Player* pl, uint32 lowGuid)
{
if (!pl)
return;
QueryResult r = CharacterDatabase.Query(
"SELECT parent_spell_id, child_spell_id FROM character_paragon_panel_spell_children WHERE guid = {}",
lowGuid);
if (!r)
return;
do
{
uint32 const parent = r->Fetch()[0].Get<uint32>();
uint32 const child = r->Fetch()[1].Get<uint32>();
if (!IsSpellSkillLineCascadeDependent(parent, child))
continue;
CharacterDatabase.DirectExecute(
"DELETE FROM character_paragon_panel_spell_children WHERE guid = {} AND parent_spell_id = {} AND child_spell_id = {}",
lowGuid, parent, child);
if (pl->HasSpell(child))
{
pl->removeSpell(child, SPEC_MASK_ALL, false);
DbInsertPanelSpellRevoked(lowGuid, parent, child);
}
} while (r->NextRow());
}
// Login-time scoped sweep for cascade-granted dependents that the
// commit-time diff missed.
//
// Background: AC's `_addSpell` calls `LearnDefaultSkill(skill, 0)` once
// for any SkillLineAbility-linked spell when the player doesn't yet have
// the skill. `LearnDefaultSkill` -> `SetSkill` -> `learnSkillRewardedSpells`
// then grants every reward of that skill as PLAYERSPELL_TEMPORARY (which
// lives in m_spells but is NOT written to character_spell). On every
// subsequent login `_LoadSkills` re-fires the cascade for any skill row
// that exists in `character_skills`, silently re-granting Blood Presence
// / Forceful Deflection / Death Coil / etc. -- including for characters
// like Test whose first commit predates the per-purchase revoke list.
//
// Strategy: from the player's panel-purchased spells, derive the set of
// SkillLines we've activated (via SkillLineAbility's SkillLine field).
// Walk those SkillLines' rewards and revoke any spell (active or passive)
// currently in m_spells that isn't in our allowlist (panel chain ranks +
// non-cascade passive children). Persist each revoke into
// `character_paragon_panel_spell_revoked` so the cheaper
// `RevokeBlockedSpellsForPlayer` path handles it on every subsequent
// login.
//
// Why this is safe (unlike the earlier blanket-temporary sweep):
// * Only walks SkillLines that we caused to be activated. Racial
// skills, weapon skills, Defense, etc. live in different SkillLines
// and are never reached.
// * Passives that are pure spell-effect side effects stay in
// `character_paragon_panel_spell_children` and remain allowlisted.
// * Skill-line cascade passives (Forceful Deflection, ...) are not
// allowlisted children anymore; see `PruneSkillLineCascadeChildrenFromDb`
// + `PanelLearnSpellChain`.
void RevokeUnwantedCascadeSpellsForPlayer(Player* pl)
{
if (!pl)
return;
bool const diag = sConfigMgr->GetOption<bool>("Paragon.Diag.PanelLearn", false);
uint32 const lowGuid = pl->GetGUID().GetCounter();
PruneSkillLineCascadeChildrenFromDb(pl, lowGuid);
// Allowlist: chain ranks of panel_spells + rank IDs of panel_talents
// + panel_spell_children. Talents matter here because many Wrath
// "abilities" (Scourge Strike, Bladestorm, ...) are talent-granted:
// a Death Coil purchase otherwise activates the DK skill line and
// sweeps Scourge Strike (55090) out from under the talent.
std::unordered_set<uint32> allowed;
BuildPanelOwnedSpellsAllowlist(lowGuid, allowed);
if (allowed.empty())
return;
// From the allowlist, derive which SkillLines we've activated. Use
// every SkillLineAbility row for each spell (not only LEARNED_ON_SKILL_*),
// matching `SkillLinesLinkedToSpell` / `_addSpell`'s LearnDefaultSkill path.
std::unordered_set<uint32> ourSkillLines;
for (uint32 spellId : allowed)
{
SkillLineAbilityMapBounds bounds = sSpellMgr->GetSkillLineAbilityMapBounds(spellId);
for (auto it = bounds.first; it != bounds.second; ++it)
{
SkillLineAbilityEntry const* sla = it->second;
if (!sla)
continue;
ourSkillLines.insert(sla->SkillLine);
}
}
if (ourSkillLines.empty())
return;
// For each activated SkillLine, walk its rewards and queue revokes for
// active spells that aren't allowlisted but are currently in m_spells.
std::vector<uint32> toRevoke;
for (uint32 skillLine : ourSkillLines)
{
for (SkillLineAbilityEntry const* ab : GetSkillLineAbilitiesBySkillLine(skillLine))
{
if (!ab)
continue;
uint32 const sid = ab->Spell;
if (!sid)
continue;
if (allowed.count(sid))
continue;
if (!pl->HasSpell(sid))
continue; // not in m_spells right now
SpellInfo const* info = sSpellMgr->GetSpellInfo(sid);
if (!info)
continue;
toRevoke.push_back(sid);
}
}
if (toRevoke.empty())
{
if (diag)
LOG_INFO("module",
"[paragon-diag] login sweep: no orphan cascade spells for {} "
"(skillLines scanned={}, allowlist={})",
pl->GetName(), ourSkillLines.size(), allowed.size());
return;
}
// Dedup (a spell can show up under multiple SkillLines).
std::sort(toRevoke.begin(), toRevoke.end());
toRevoke.erase(std::unique(toRevoke.begin(), toRevoke.end()), toRevoke.end());
for (uint32 sid : toRevoke)
{
pl->removeSpell(sid, SPEC_MASK_ALL, false);
// parent_spell_id = 0 -> "caught at login by scoped sweep, no
// specific parent". Distinct PK from the (guid, parent, sid)
// rows the commit-time diff inserts.
DbInsertPanelSpellRevoked(lowGuid, 0u, sid);
}
LOG_INFO("module",
"Paragon panel: scoped sweep revoked {} cascade spells for {} "
"(skillLines scanned={}, allowlist={})",
toRevoke.size(), pl->GetName(), ourSkillLines.size(), allowed.size());
}
// Blood Elf racial "Arcane Torrent" is three different spell IDs in WotLK
// (28730 mana, 25046 rogue energy, 50613 DK runic power), all on skill line
// 756. The blanket SkillLineAbility overlay opened all three to class 12;
// Paragon should keep only the mana version (matches primary power display).
void RevokeDuplicateBloodElfArcaneTorrent(Player* pl)
{
if (!pl || pl->getRace() != RACE_BLOODELF)
return;
constexpr uint32 SPELL_ARCANE_TORRENT_ROGUE = 25046;
constexpr uint32 SPELL_ARCANE_TORRENT_DK = 50613;
for (uint32 sid : { SPELL_ARCANE_TORRENT_ROGUE, SPELL_ARCANE_TORRENT_DK })
if (pl->HasSpell(sid))
pl->removeSpell(sid, SPEC_MASK_ALL, false);
}
// Snapshot of currently-known spell IDs (excluding entries marked removed).
// Used by PanelLearnSpellChain to detect spells that AzerothCore's
// addSpell machinery auto-learns alongside the spell we asked for.
std::unordered_set<uint32> SnapshotKnownSpells(Player* pl)
{
std::unordered_set<uint32> out;
if (!pl)
return out;
PlayerSpellMap const& spells = pl->GetSpellMap();
out.reserve(spells.size());
for (auto const& kv : spells)
{
PlayerSpell const* ps = kv.second;
if (ps && ps->State != PLAYERSPELL_REMOVED)
out.insert(kv.first);
}
return out;
}
// (suppression-via-placeholder helpers were removed: AzerothCore's auto-
// learn for class spells comes via `learnSkillRewardedSpells` -> `_addSpell`,
// not via `SPELL_EFFECT_LEARN_SPELL` effects on the parent. Pre-blocking
// by spell id list didn't intercept the right path. The chat-toast
// suppression now lives client-side in ParagonAdvancement_Net.lua;
// the server just tells the client which ids to silence.)
// Build the full chain id set for `baseSpellId` (every rank). Used both
// by PanelLearnSpellChain and by the silence-window opener so the client
// knows which "you have learned X" toasts to keep visible.
void CollectSpellChainIds(uint32 baseSpellId, std::unordered_set<uint32>& out)
{
if (!baseSpellId)
return;
uint32 const firstId = sSpellMgr->GetFirstSpellInChain(baseSpellId);
uint32 cur = firstId ? firstId : baseSpellId;
while (cur)
{
if (!out.insert(cur).second)
break;
uint32 const n = sSpellMgr->GetNextSpellInChain(cur);
if (!n || n == cur)
break;
cur = n;
}
}
// Learn every rank of the spell chain that contains `baseSpellId` for which
// the player meets the SpellLevel requirement, then record ONLY the
// first-rank id in character_paragon_panel_spells.
//
// Recording only the chain head (one row per panel purchase) keeps reset
// accounting clean: refundAE is computed once per chain via
// LookupSpellAECost(firstRankId), and Player::removeSpell already cascades
// across higher ranks. If we recorded every learned rank we'd refund N x
// the cost for an N-rank chain and need to dedupe in reset.
//
// Side effect: AC's spell-learn machinery cascades through both the
// `SPELL_EFFECT_LEARN_SPELL` effects and the SkillLineAbility map (when
// the player gains a new skill via `LearnDefaultSkill` -> `SetSkill` ->
// `learnSkillRewardedSpells`), so learning a single class spell can
// auto-grant several side spells (e.g., Plague Strike pulls Death Coil,
// Death Grip, Blood Plague, Blood Presence, Forceful Deflection, Runic
// Focus). We diff the player's spell list before/after `learnSpell` to
// classify those side effects:
// * Passives that are pure spell-effect side effects (disease auras,
// etc.) are kept; we record them in character_paragon_panel_spell_children
// so reset unlearns them alongside the parent.
// * Passives that are skill-line cascade rewards on the same SkillLine
// as the rank being learned (Forceful Deflection with Blood Strike)
// are revoked like actives — they are not panel children.
// * Active dependents (Death Coil, Death Grip, Blood Presence, ...) are
// revoked immediately via `removeSpell` so the player only ends up
// with what they actually purchased.
// The "you have learned X" / "you have unlearned X" chat toasts that
// fire during this dance are silenced client-side via a SILENCE
// addon-channel window opened around the whole commit (see
// HandleCommit + ParagonAdvancement_Net.lua).
void PanelLearnSpellChain(Player* pl, uint32 baseSpellId)
{
if (!pl || !baseSpellId)
return;
uint32 const playerLevel = pl->GetLevel();
uint32 const firstId = sSpellMgr->GetFirstSpellInChain(baseSpellId);
uint32 const trackId = firstId ? firstId : baseSpellId;
uint32 const lowGuid = pl->GetGUID().GetCounter();
std::unordered_set<uint32> chainIds;
CollectSpellChainIds(trackId, chainIds);
bool const diag = sConfigMgr->GetOption<bool>("Paragon.Diag.PanelLearn", false);
if (diag)
{
LOG_INFO("module",
"[paragon-diag] PanelLearnSpellChain start: player={} lvl={} class={} baseSpellId={} trackId={} chainSize={}",
pl->GetName(), playerLevel, uint32(pl->getClass()), baseSpellId, trackId, chainIds.size());
}
uint32 cur = trackId;
while (cur)
{
SpellInfo const* info = sSpellMgr->GetSpellInfo(cur);
if (!info)
break;
// Spell.dbc ranks are ordered by required level ascending, so the
// first rank that exceeds the player's level terminates the walk.
uint32 const reqLv = GetParagonPanelSpellRequiredLevel(info);
if (playerLevel < reqLv)
break;
if (!pl->HasSpell(cur))
{
std::unordered_set<uint32> before = SnapshotKnownSpells(pl);
if (diag)
LOG_INFO("module",
"[paragon-diag] pre-learn rank={} spellMapSize={}",
cur, before.size());
pl->learnSpell(cur, false);
std::unordered_set<uint32> after = SnapshotKnownSpells(pl);
if (diag)
LOG_INFO("module",
"[paragon-diag] post-learn rank={} spellMapSize={} delta={}",
cur, after.size(),
int32(after.size()) - int32(before.size()));
// Diff: classify each new spell that wasn't in the chain we
// asked for. Pure spell-effect passives stick (children); skill-
// line cascade passives and actives get revoked.
for (uint32 spellId : after)
{
if (before.count(spellId))
continue; // already known
if (chainIds.count(spellId))
{
if (diag)
LOG_INFO("module",
"[paragon-diag] +{} (chain rank, kept)", spellId);
continue;
}
SpellInfo const* dep = sSpellMgr->GetSpellInfo(spellId);
if (!dep)
continue;
if (dep->IsPassive())
{
if (IsSpellSkillLineCascadeDependent(cur, spellId))
{
pl->removeSpell(spellId, SPEC_MASK_ALL, false);
DbInsertPanelSpellRevoked(lowGuid, trackId, spellId);
if (diag)
LOG_INFO("module",
"[paragon-diag] +{} (skill-line passive dep, REVOKED, parent={})",
spellId, trackId);
}
else
{
DbInsertPanelSpellChild(lowGuid, trackId, spellId);
if (diag)
LOG_INFO("module",
"[paragon-diag] +{} (passive dep, kept as child of {})",
spellId, trackId);
}
}
else
{
pl->removeSpell(spellId, SPEC_MASK_ALL, false);
// Persist so we can re-revoke after the next login --
// AC's _LoadSkills -> learnSkillRewardedSpells will
// re-grant skill-rewarded actives (Blood Presence,
// Death Coil, Death Grip, ...) every time the player
// logs in.
DbInsertPanelSpellRevoked(lowGuid, trackId, spellId);
if (diag)
LOG_INFO("module",
"[paragon-diag] +{} (active dep, REVOKED, parent={})",
spellId, trackId);
}
}
}
uint32 const next = sSpellMgr->GetNextSpellInChain(cur);
if (!next || next == cur)
break;
cur = next;
}
DbInsertPanelSpell(lowGuid, trackId);
// Clear any stale revoke rows that targeted a rank in this chain. A
// prior login sweep (before the purchase) or an earlier commit-time
// diff (e.g., this chain was revoked as a cascade dependent of a
// *different* purchase the user has since reset/refunded) may have
// left rows that would otherwise re-fire `removeSpell` next login.
DbDeletePanelSpellRevokedForChain(lowGuid, chainIds);
if (diag)
LOG_INFO("module",
"[paragon-diag] PanelLearnSpellChain end: trackId={}", trackId);
}
void DbUpsertPanelTalent(uint32 lowGuid, uint32 talentId, uint32 rank)
{
if (!rank)
{
CharacterDatabase.DirectExecute(
"DELETE FROM character_paragon_panel_talents WHERE guid = {} AND talent_id = {}",
lowGuid, talentId);
return;
}
CharacterDatabase.DirectExecute(
"REPLACE INTO character_paragon_panel_talents (guid, talent_id, `rank`) VALUES ({}, {}, {})",
lowGuid, talentId, rank);
}
uint32 ComputeTalentRankAnySpec(Player* pl, uint32 talentId)
{
if (!pl)
return 0;
TalentEntry const* te = sTalentStore.LookupEntry(talentId);
if (!te)
return 0;
uint32 best = 0;
for (uint8 spec = 0; spec < pl->GetSpecsCount(); ++spec)
for (uint8 r = 0; r < MAX_TALENT_RANK; ++r)
if (te->RankID[r] && pl->HasTalent(te->RankID[r], spec))
best = std::max(best, uint32(r + 1));
return best;
}
// ---- Commit handler --------------------------------------------------------
//
// Wire format from Net.lua Net:Commit:
// "C COMMIT s:<id1>,<id2>,...<empty allowed> t:<talentId>:<delta>,..."
// Both sub-lists are optional but the leading tags are not. Examples:
// "C COMMIT s:5176,8921 t:"
// "C COMMIT s: t:1234:1,5678:2"
// We parse leniently and abort on any structural error.
//
// On success we push:
// "R OK <ae> <te>" followed by R SPELLS / R TALENTS snapshots.
// On failure (insufficient AE/TE, unknown spell, etc.):
// "R ERR <reason>" -- the panel restores its pending state.
constexpr size_t kCommitMaxItems = 64;
std::vector<uint32> ParseCsvUInt(std::string_view csv)
{
std::vector<uint32> out;
out.reserve(8);
size_t i = 0;
while (i < csv.size())
{
size_t end = csv.find(',', i);
if (end == std::string_view::npos)
end = csv.size();
if (end > i)
{
std::string tok(csv.substr(i, end - i));
try { out.push_back(uint32(std::stoul(tok))); }
catch (...) { out.push_back(0); }
}
i = end + 1;
}
return out;
}
// Returns true on success; on failure, *err is filled and no state is mutated.
// Send a SILENCE OPEN window to the client listing every spell id whose
// learn/unlearn chat toast SHOULD remain visible. The client then suppresses
// every "you have learned X" / "you have unlearned X" system message during
// the window whose subject isn't on the allow-list. Window auto-closes
// after a short timeout client-side; we also send an explicit CLOSE at the
// end of the commit to release earlier.
//
// Allow-list contents:
// * full chain ids for every spell the player explicitly purchased (so
// the player still sees "Plague Strike (Rank 1..N) learned" toasts);
// * every talent rank id the player explicitly purchased (so addToSpellBook
// talents like Bladestorm/Starfall still toast normally).
// Anything else learned/unlearned during the window -- the SkillLineAbility
// cascade and our diff-revoke cleanup -- is silenced.
void SendSilenceOpenForCommit(Player* pl,
std::vector<std::pair<uint32, uint32>> const& spellsAndCosts,
std::vector<std::pair<uint32, uint32>> const& talentDeltas)
{
if (!pl)
return;
std::unordered_set<uint32> allow;
for (auto const& kv : spellsAndCosts)
CollectSpellChainIds(kv.first, allow);
for (auto const& [tid, delta] : talentDeltas)
{
(void)delta;
TalentEntry const* te = sTalentStore.LookupEntry(tid);
if (!te)
continue;
for (uint8 r = 0; r < MAX_TALENT_RANK; ++r)
if (te->RankID[r])
allow.insert(te->RankID[r]);
}
// Open the window even when the allow list is empty (still useful for
// talent-only commits that cascade unrelated passives, etc.).
std::string body = "R SILENCE OPEN";
if (!allow.empty())
{
body += ' ';
bool first = true;
for (uint32 id : allow)
{
if (!first)
body += ',';
body += std::to_string(id);
first = false;
// Stay under the addon-channel chat budget (~250 chars). When
// close to full, flush this batch and start a new OPEN message.
// Client treats multiple OPEN as additive.
if (body.size() > 220)
{
SendAddonMessage(pl, body);
body = "R SILENCE OPEN ";
first = true;
}
}
}
SendAddonMessage(pl, body);
}
void SendSilenceClose(Player* pl)
{
if (pl)
SendAddonMessage(pl, "R SILENCE CLOSE");
}
bool HandleCommit(Player* pl, std::string const& body, std::string* err)
{
// Strip leading "C COMMIT " (already stripped by caller, but be defensive)
constexpr std::string_view kPrefix = "C COMMIT ";
std::string_view rest = body;
if (rest.substr(0, kPrefix.size()) == kPrefix)
rest.remove_prefix(kPrefix.size());
// Find " t:" delimiter to split spells / talents sections.
auto sPos = rest.find("s:");
auto tPos = rest.find(" t:");
if (sPos != 0 || tPos == std::string_view::npos)
{
*err = "malformed commit";
return false;
}
std::string_view spellsCsv = rest.substr(2, tPos - 2);
std::string_view talentsCsv = rest.substr(tPos + 3);
std::vector<uint32> spellIds = ParseCsvUInt(spellsCsv);
// Talents are "id:delta,id:delta,...". Parse into vector of pairs.
std::vector<std::pair<uint32, uint32>> talentDeltas;
{
size_t i = 0;
while (i < talentsCsv.size())
{
size_t end = talentsCsv.find(',', i);
if (end == std::string_view::npos)
end = talentsCsv.size();
if (end > i)
{
std::string_view tok = talentsCsv.substr(i, end - i);
size_t colon = tok.find(':');
if (colon == std::string_view::npos)
{
*err = "talent token missing colon";
return false;
}
uint32 tid = 0, delta = 0;
try
{
tid = uint32(std::stoul(std::string(tok.substr(0, colon))));
delta = uint32(std::stoul(std::string(tok.substr(colon + 1))));
}
catch (...)
{
*err = "talent token parse failed";
return false;
}
if (tid && delta)
talentDeltas.emplace_back(tid, delta);
}
i = end + 1;
}
}
if (spellIds.size() + talentDeltas.size() > kCommitMaxItems)
{
*err = "commit exceeds size cap";
return false;
}
// Pre-validate spells: must be valid SpellInfo, not already learned,
// and afford their combined AE cost.
uint32 totalAE = 0;
std::vector<std::pair<uint32, uint32>> spellsAndCosts;
spellsAndCosts.reserve(spellIds.size());
for (uint32 id : spellIds)
{
if (!id)
continue;
SpellInfo const* info = sSpellMgr->GetSpellInfo(id);
if (!info)
{
*err = fmt::format("unknown spell {}", id);
return false;
}
if (pl->HasSpell(id))
continue; // silently skip; not an error from the user's POV
uint32 const reqLv = GetParagonPanelSpellRequiredLevel(info);
if (pl->GetLevel() < reqLv)
{
*err = fmt::format("requires level {} for spell {}", reqLv, id);
return false;
}
uint32 cost = LookupSpellAECost(id);
spellsAndCosts.emplace_back(id, cost);
totalAE += cost;
}
// (combined AE budget — spells + spell-granting talent ranks — is checked
// once below after we know the talent AE total)
// Pre-validate talents. addToSpellBook talents (Starfall, Bladestorm, …)
// cost both AE and TE per rank; other talents cost TE only.
uint32 const tePerRank = sConfigMgr->GetOption<uint32>("Paragon.Currency.TE.TalentLearnCost", 1);
uint32 const aePerRank = sConfigMgr->GetOption<uint32>("Paragon.Currency.AE.TalentLearnCost", 1);
uint32 talentsTE = 0;
uint32 talentsAE = 0;
for (auto const& [tid, delta] : talentDeltas)
{
TalentEntry const* te = sTalentStore.LookupEntry(tid);
if (!te)
{
*err = fmt::format("unknown talent {}", tid);
return false;
}
// Same tier gate as default Wrath UI: row 0 @ 10, +5 per row down.
uint32 const minLevelForTier = 10u + te->Row * 5u;
if (pl->GetLevel() < minLevelForTier)
{
*err = fmt::format("requires level {} for that talent tier", minLevelForTier);
return false;
}
if (te->addToSpellBook)
{
talentsAE += delta * aePerRank;
talentsTE += delta * tePerRank;
}
else
talentsTE += delta * tePerRank;
}
if (GetTE(pl) < talentsTE)
{
*err = fmt::format("not enough TE (need {} have {})", talentsTE, GetTE(pl));
return false;
}
if (GetAE(pl) < (totalAE + talentsAE))
{
*err = fmt::format("not enough AE (need {} have {})", totalAE + talentsAE, GetAE(pl));
return false;
}
uint32 const lowGuid = pl->GetGUID().GetCounter();
// Open client-side silence window so the cascade dependents AC's
// learnSpell drags along (Death Coil/Death Grip/Blood Plague/Blood
// Presence/Forceful Deflection/Runic Focus/...) don't spam learn/
// unlearn toasts. Allow list = chain ranks of explicitly purchased
// spells + talent rank ids. Closed below at the end of the commit.
SendSilenceOpenForCommit(pl, spellsAndCosts, talentDeltas);
// Apply spells: each consumes its individual AE cost. PanelLearnSpellChain
// also grants every higher rank up to the player's current level so the
// panel matches "trainer-style" learning (e.g., buying Wrath at L60 yields
// ranks 1-9 in one purchase). Only the chain head is recorded so reset
// refunds the AE cost exactly once per purchase.
for (auto const& [id, cost] : spellsAndCosts)
{
if (!TrySpendAE(pl, cost))
{
*err = "AE spend failed mid-commit (race?)";
SendSilenceClose(pl);
return false;
}
PanelLearnSpellChain(pl, id);
}
// Apply talents one rank at a time so each call goes through the
// existing OnPlayerLearnTalents hook (which spends TE per rank, and
// both AE+TE for addToSpellBook talents).
// command=true bypasses talent-point and tier-spend requirements;
// class-mask is bypassed in core for Paragon (Player::LearnTalent).
for (auto const& [tid, delta] : talentDeltas)
{
TalentEntry const* te = sTalentStore.LookupEntry(tid);
if (!te)
continue;
// Find the player's current rank in this talent (0-indexed; 0 means
// none, 1 means rank-1, etc.). Compare against MAX_TALENT_RANK.
uint32 currentRank = 0;
for (uint8 r = 0; r < MAX_TALENT_RANK; ++r)
{
if (te->RankID[r] && pl->HasTalent(te->RankID[r], pl->GetActiveSpec()))
{
currentRank = r + 1;
// keep scanning to find HIGHEST rank
}
}
uint32 const targetRank = std::min<uint32>(currentRank + delta, MAX_TALENT_RANK);
for (uint32 r = currentRank; r < targetRank; ++r)
pl->LearnTalent(tid, r, /*command=*/true);
}
for (auto const& [tid, delta] : talentDeltas)
{
(void)delta;
uint32 const r = ComputeTalentRankAnySpec(pl, tid);
DbUpsertPanelTalent(lowGuid, tid, r);
}
// One scoped sweep after all panel DB rows for this commit exist. Catches
// cascade dependents the per-rank diff missed when anchor SkillLine rows
// used a non-LEARN_* AcquireMethod (fixed in SkillLinesLinkedToSpell, but
// this is cheap insurance for mixed commits / talent side effects).
RevokeUnwantedCascadeSpellsForPlayer(pl);
SaveCurrencyToDb(pl);
SendSilenceClose(pl);
return true;
}
// ---- Snapshot push (R SPELLS / R TALENTS) ---------------------------------
//
// Sends spell IDs and talent (id, rank) pairs that were purchased through
// Character Advancement only (see character_paragon_panel_* tables).
//
// Addon-channel messages have a generous chat-packet size budget but smaller
// is friendlier, so we chunk into ~180-char payload bodies. Format:
// "R SPELLS <id>,<id>,..." (multiple messages OK; client appends)
// "R SPELLS_END" (sentinel: rebuild list now)
// "R TALENTS <tid>:<rank>,..." (chunked similarly)
// "R TALENTS_END"
// The client clears its buffer when it sees the first "R SPELLS" / "R TALENTS"
// after a "_END", so resending is idempotent.
constexpr size_t kSnapshotChunkBudget = 180;
void PushSpellSnapshot(Player* pl)
{
if (!pl)
return;
uint32 const lowGuid = pl->GetGUID().GetCounter();
std::string buf;
buf.reserve(kSnapshotChunkBudget + 16);
buf = "R SPELLS ";
bool first = true;
auto flush = [&](bool finalChunk)
{
if (buf.size() > 9)
SendAddonMessage(pl, buf);
buf = "R SPELLS ";
first = true;
if (finalChunk)
SendAddonMessage(pl, "R SPELLS_END");
};
if (QueryResult r = CharacterDatabase.Query(
"SELECT spell_id FROM character_paragon_panel_spells WHERE guid = {} ORDER BY spell_id", lowGuid))
{
do
{
uint32 const sid = r->Fetch()[0].Get<uint32>();
if (!pl->HasSpell(sid))
{
CharacterDatabase.DirectExecute(
"DELETE FROM character_paragon_panel_spells WHERE guid = {} AND spell_id = {}",
lowGuid, sid);
continue;
}
SpellInfo const* info = sSpellMgr->GetSpellInfo(sid);
if (info && info->HasAttribute(SPELL_ATTR0_DO_NOT_DISPLAY))
continue;
std::string token = (first ? "" : ",") + std::to_string(sid);
if (buf.size() + token.size() > kSnapshotChunkBudget)
flush(/*finalChunk=*/false);
buf.append(first ? std::to_string(sid) : token);
first = false;
} while (r->NextRow());
}
flush(/*finalChunk=*/true);
}
void PushTalentSnapshot(Player* pl)
{
if (!pl)
return;
uint32 const lowGuid = pl->GetGUID().GetCounter();
std::string buf = "R TALENTS ";
bool first = true;
auto flush = [&](bool finalChunk)
{
if (buf.size() > 10)
SendAddonMessage(pl, buf);
buf = "R TALENTS ";
first = true;
if (finalChunk)
SendAddonMessage(pl, "R TALENTS_END");
};
if (QueryResult r = CharacterDatabase.Query(
"SELECT talent_id, `rank` FROM character_paragon_panel_talents WHERE guid = {}", lowGuid))
{
do
{
Field const* f = r->Fetch();
uint32 const tid = f[0].Get<uint32>();
uint32 const dbRank = f[1].Get<uint32>();
uint32 const actual = ComputeTalentRankAnySpec(pl, tid);
if (!actual || !dbRank)
{
CharacterDatabase.DirectExecute(
"DELETE FROM character_paragon_panel_talents WHERE guid = {} AND talent_id = {}",
lowGuid, tid);
continue;
}
uint32 const shown = std::min(actual, dbRank);
std::string token =
(first ? "" : ",") + std::to_string(tid) + ":" + std::to_string(shown);
if (buf.size() + token.size() > kSnapshotChunkBudget)
flush(/*finalChunk=*/false);
buf.append(first ? (std::to_string(tid) + ":" + std::to_string(shown)) : token);
first = false;
} while (r->NextRow());
}
flush(/*finalChunk=*/true);
}
bool HandleParagonResetAbilities(Player* pl, std::string* err)
{
if (!pl || pl->getClass() != CLASS_PARAGON)
{
*err = "not a Paragon";
return false;
}
if (!sConfigMgr->GetOption<bool>("Paragon.Currency.Enabled", true))
{
*err = "Paragon currency disabled";
return false;
}
LoadCurrencyFromDb(pl);
uint32 const lowGuid = pl->GetGUID().GetCounter();
uint32 refundAE = 0;
if (QueryResult r = CharacterDatabase.Query(
"SELECT spell_id FROM character_paragon_panel_spells WHERE guid = {} ORDER BY spell_id", lowGuid))
{
do
{
uint32 const sid = r->Fetch()[0].Get<uint32>();
refundAE += LookupSpellAECost(sid);
// Unlearn any passive dependents we tracked when this parent
// was learned (Frost Fever, Blood Presence, Forceful
// Deflection, ...). Done before removing the parent so the
// server doesn't re-grant them via SPELL_EFFECT_LEARN_SPELL
// re-application during the parent's removeSpell cascade.
if (QueryResult cr = CharacterDatabase.Query(
"SELECT child_spell_id FROM character_paragon_panel_spell_children "
"WHERE guid = {} AND parent_spell_id = {}", lowGuid, sid))
{
do
{
uint32 const cid = cr->Fetch()[0].Get<uint32>();
if (pl->HasSpell(cid))
pl->removeSpell(cid, SPEC_MASK_ALL, false);
} while (cr->NextRow());
}
if (pl->HasSpell(sid))
pl->removeSpell(sid, SPEC_MASK_ALL, false);
} while (r->NextRow());
}
// Best-effort revoke pass for active dependents the cascade may have
// re-installed since last commit (Blood Presence, Death Coil, ...).
// Without this, a player who upgraded to this build with orphan
// dependents already in their spellbook would still see them after
// Reset Abilities; with this they're swept the moment they reset.
if (QueryResult rev = CharacterDatabase.Query(
"SELECT revoked_spell_id FROM character_paragon_panel_spell_revoked WHERE guid = {}", lowGuid))
{
do
{
uint32 const sid = rev->Fetch()[0].Get<uint32>();
if (pl->HasSpell(sid))
pl->removeSpell(sid, SPEC_MASK_ALL, false);
} while (rev->NextRow());
}
CharacterDatabase.DirectExecute("DELETE FROM character_paragon_panel_spells WHERE guid = {}", lowGuid);
CharacterDatabase.DirectExecute("DELETE FROM character_paragon_panel_spell_children WHERE guid = {}", lowGuid);
CharacterDatabase.DirectExecute("DELETE FROM character_paragon_panel_spell_revoked WHERE guid = {}", lowGuid);
if (refundAE)
{
ParagonCurrencyData& d = GetOrCreateCacheEntry(lowGuid);
d.abilityEssence += refundAE;
}
SaveCurrencyToDb(pl);
PushCurrency(pl);
PushSnapshot(pl);
LOG_INFO("module", "Paragon panel: {} reset abilities (+{} AE refund)", pl->GetName(), refundAE);
return true;
}
bool HandleParagonResetTalents(Player* pl, std::string* err)
{
if (!pl || pl->getClass() != CLASS_PARAGON)
{
*err = "not a Paragon";
return false;
}
if (!sConfigMgr->GetOption<bool>("Paragon.Currency.Enabled", true))
{
*err = "Paragon currency disabled";
return false;
}
LoadCurrencyFromDb(pl);
uint32 const lowGuid = pl->GetGUID().GetCounter();
uint32 refundAE = 0;
uint32 refundTE = 0;
uint32 const tePerRank = sConfigMgr->GetOption<uint32>("Paragon.Currency.TE.TalentLearnCost", 1);
uint32 const aePerRank = sConfigMgr->GetOption<uint32>("Paragon.Currency.AE.TalentLearnCost", 1);
if (QueryResult r = CharacterDatabase.Query(
"SELECT talent_id, `rank` FROM character_paragon_panel_talents WHERE guid = {}", lowGuid))
{
do
{
Field const* f = r->Fetch();
uint32 const tid = f[0].Get<uint32>();
uint32 const dbRank = f[1].Get<uint32>();
TalentEntry const* te = sTalentStore.LookupEntry(tid);
if (!te || !dbRank)
continue;
uint32 const actual = ComputeTalentRankAnySpec(pl, tid);
uint32 const ranks = std::min(dbRank, actual);
if (!ranks)
continue;
if (te->addToSpellBook)
{
refundAE += ranks * aePerRank;
refundTE += ranks * tePerRank;
}
else
refundTE += ranks * tePerRank;
} while (r->NextRow());
}
uint8 const origSpec = pl->GetActiveSpec();
for (uint8 s = 0; s < pl->GetSpecsCount(); ++s)
{
pl->ActivateSpec(s);
pl->resetTalents(true);
}
pl->ActivateSpec(origSpec);
CharacterDatabase.DirectExecute("DELETE FROM character_paragon_panel_talents WHERE guid = {}", lowGuid);
ParagonCurrencyData& d = GetOrCreateCacheEntry(lowGuid);
d.abilityEssence += refundAE;
d.talentEssence += refundTE;
SaveCurrencyToDb(pl);
PushCurrency(pl);
PushSnapshot(pl);
LOG_INFO("module", "Paragon panel: {} reset talents (+{} AE +{} TE refund)", pl->GetName(), refundAE, refundTE);
return true;
}
bool HandleParagonResetAll(Player* pl, std::string* err)
{
std::string sub;
if (!HandleParagonResetTalents(pl, err))
return false;
if (!HandleParagonResetAbilities(pl, &sub))
{
*err = sub;
return false;
}
LOG_INFO("module", "Paragon panel: {} reset everything", pl->GetName());
return true;
}
void PushSnapshot(Player* pl)
{
if (!pl || pl->getClass() != CLASS_PARAGON)
return;
PushSpellSnapshot(pl);
PushTalentSnapshot(pl);
}
class Paragon_Essence_PlayerScript : public PlayerScript
{
public:
Paragon_Essence_PlayerScript() : PlayerScript("Paragon_Essence_PlayerScript", {
PLAYERHOOK_ON_LOGIN,
PLAYERHOOK_ON_LOGOUT,
PLAYERHOOK_ON_SAVE,
PLAYERHOOK_ON_CREATE,
PLAYERHOOK_ON_LEVEL_CHANGED,
PLAYERHOOK_CAN_LEARN_TALENT,
PLAYERHOOK_ON_PLAYER_LEARN_TALENTS,
PLAYERHOOK_ON_BEFORE_SEND_CHAT_MESSAGE
}) { }
void OnPlayerLogin(Player* player) override
{
LoadCurrencyFromDb(player);
PushCurrency(player);
PushSnapshot(player);
// AC's character load sequence runs _LoadSkills (which fires
// learnSkillRewardedSpells) and _LoadSpells before this hook,
// so any active dependents we revoked at panel-commit time
// (Blood Presence / Death Coil / Death Grip / ...) have been
// silently re-granted by the skill cascade. Walk our persisted
// revoke list and remove them again.
//
// `removeSpell` triggers SMSG_REMOVED_SPELL on the client which
// generates "You have unlearned X" CHAT_MSG_SYSTEM toasts. The
// chat frame buffers system messages while the loading screen
// is up and only flushes them after PLAYER_ENTERING_WORLD, so
// a paired OPEN/CLOSE we send here would already be CLOSED by
// the time those buffered toasts reach the filter. We open the
// silence window from the server side as a defensive measure,
// but rely on the client to keep the window open across the
// login flush via its own PA.Silence:Open({}) call in the
// PLAYER_LOGIN handler. The window auto-closes via the addon's
// fail-open timer (PA.Silence.WINDOW_SECONDS).
if (player && player->getClass() == CLASS_PARAGON
&& sConfigMgr->GetOption<bool>("Paragon.Currency.Enabled", true))
{
std::vector<std::pair<uint32, uint32>> emptySpells;
std::vector<std::pair<uint32, uint32>> emptyTalents;
SendSilenceOpenForCommit(player, emptySpells, emptyTalents);
// Step 1: re-revoke spells we explicitly recorded last commit
// (cheap, exact: just walks the persisted revoke table).
RevokeBlockedSpellsForPlayer(player);
// Step 2: scoped sweep across SkillLines we activated via panel
// purchases. Catches cascade-granted active spells that the
// commit-time diff missed -- e.g., legacy characters whose
// first commit predates the per-purchase revoke list, or any
// cascade re-fire on relog. Only walks our own SkillLines, so
// racials / weapon skills / Defense rewards are never touched.
RevokeUnwantedCascadeSpellsForPlayer(player);
// Step 3: Blood Elf only -- strip rogue/DK Arcane Torrent clones
// (skill-line overlay taught all three; see 2026_05_10_03.sql).
RevokeDuplicateBloodElfArcaneTorrent(player);
// Intentionally NOT calling SendSilenceClose here -- the chat
// frame buffers system messages during the loading screen and
// would flush them after the CLOSE arrives. The addon's
// fail-open timer (8s) closes the window after the flush.
}
}
void OnPlayerLogout(Player* player) override
{
SaveCurrencyToDb(player);
RemoveCacheEntry(player->GetGUID().GetCounter());
}
void OnPlayerSave(Player* player) override
{
SaveCurrencyToDb(player);
}
void OnPlayerCreate(Player* player) override
{
if (!player || player->getClass() != CLASS_PARAGON)
return;
if (!sConfigMgr->GetOption<bool>("Paragon.Currency.Enabled", true))
return;
uint32 const lowGuid = player->GetGUID().GetCounter();
uint32 const ae = ComputeStartingAE(player->GetLevel());
uint32 const te = ComputeStartingTE(player->GetLevel());
DbUpsertCurrency(lowGuid, ae, te);
ParagonCurrencyData& d = GetOrCreateCacheEntry(lowGuid);
d.abilityEssence = ae;
d.talentEssence = te;
// Player isn't fully in-world here; OnPlayerLogin will push.
}
void OnPlayerLevelChanged(Player* player, uint8 oldLevel) override
{
if (!player || player->getClass() != CLASS_PARAGON)
return;
// Cache is authoritative once OnPlayerLogin loaded it; reloading
// from DB here would clobber any AE/TE the player has spent since
// the last save (e.g., panel Lock-In followed by a level-up before
// the next OnPlayerSave tick), effectively refunding the spend.
// Hydrate ONLY if the cache is unexpectedly empty.
uint32 const lowGuid = player->GetGUID().GetCounter();
if (gParagonCurrencyCache.find(lowGuid) == gParagonCurrencyCache.end())
LoadCurrencyFromDb(player);
GrantLevelUpEssence(player, oldLevel, player->GetLevel());
// Persist the grant immediately so a crash before next save doesn't
// lose freshly-awarded essence. Cheap (single REPLACE).
SaveCurrencyToDb(player);
PushCurrency(player);
}
bool OnPlayerCanLearnTalent(Player* player, TalentEntry const* talent, uint32 /*rank*/) override
{
if (!player || player->getClass() != CLASS_PARAGON)
return true;
if (!talent)
return false;
uint32 const minLevelForTier = 10u + talent->Row * 5u;
if (player->GetLevel() < minLevelForTier)
return false;
if (!sConfigMgr->GetOption<bool>("Paragon.Currency.Enabled", true))
return true;
// addToSpellBook talents cost both AE and TE per rank.
if (talent->addToSpellBook)
{
uint32 const aeCost = sConfigMgr->GetOption<uint32>("Paragon.Currency.AE.TalentLearnCost", 1);
uint32 const teCost = sConfigMgr->GetOption<uint32>("Paragon.Currency.TE.TalentLearnCost", 1);
return GetAE(player) >= aeCost && GetTE(player) >= teCost;
}
uint32 const cost = sConfigMgr->GetOption<uint32>("Paragon.Currency.TE.TalentLearnCost", 1);
return GetTE(player) >= cost;
}
// ParagonAdvancement addon -> server: addon-channel chat from a Paragon
// player that begins with our PARAA prefix is treated as a control
// request. Supported requests:
// "Q CURRENCY" -- push R CURRENCY back to refresh bars
// "Q SNAPSHOT" -- push R SPELLS and R TALENTS for Overview
// "C COMMIT s:... t:..." -- apply pending learns from the panel
// "C RESET ABILITIES" / "C RESET TALENTS" / "C RESET ALL" / "C RESET EVERYTHING"
// "C RESET PET TALENTS" -- free + instant pet talent reset (no popup,
// no gold). Routes to Player::ResetPetTalents
// which itself calls Pet::resetTalents and
// refreshes the talent points.
void OnPlayerBeforeSendChatMessage(Player* player, uint32& /*type*/, uint32& lang, std::string& msg) override
{
if (!player || player->getClass() != CLASS_PARAGON)
return;
if (lang != LANG_ADDON)
return;
std::string const expectedPrefix = std::string(kAddonPrefix) + "\t";
if (msg.compare(0, expectedPrefix.size(), expectedPrefix) != 0)
return;
std::string body = msg.substr(expectedPrefix.size());
if (body == "Q CURRENCY")
{
PushCurrency(player);
return;
}
if (body == "Q SNAPSHOT")
{
PushSnapshot(player);
return;
}
// Combat lockdown: any mutating control message ("C ...") is
// rejected while the player is in combat. The client also
// self-gates the buttons that would emit these (see
// ParagonAdvancement.lua), but the authoritative check lives
// here so a hand-crafted addon message can't bypass it.
// Read-only "Q ..." queries above are allowed in combat so
// the panel can keep its currency / snapshot displays current.
if (!body.empty() && body[0] == 'C' && player->IsInCombat())
{
SendAddonMessage(player,
"R ERR cannot use Character Advancement while in combat");
return;
}
if (body.compare(0, 9, "C COMMIT ") == 0)
{
std::string err;
if (HandleCommit(player, body, &err))
{
SendAddonMessage(player, fmt::format("R OK {} {}", GetAE(player), GetTE(player)));
PushCurrency(player);
PushSnapshot(player);
}
else
{
SendAddonMessage(player, "R ERR " + err);
LOG_INFO("module", "Paragon commit rejected for player {}: {}",
player->GetName(), err);
}
return;
}
if (body == "C RESET ABILITIES")
{
std::string err;
if (!HandleParagonResetAbilities(player, &err))
SendAddonMessage(player, "R ERR " + err);
return;
}
if (body == "C RESET TALENTS")
{
std::string err;
if (!HandleParagonResetTalents(player, &err))
SendAddonMessage(player, "R ERR " + err);
return;
}
if (body == "C RESET ALL" || body == "C RESET EVERYTHING")
{
std::string err;
if (!HandleParagonResetAll(player, &err))
SendAddonMessage(player, "R ERR " + err);
return;
}
if (body == "C RESET PET TALENTS")
{
// Pet talent reset: deliberately bypasses the engine's
// gold-cost confirmation flow. Player::ResetPetTalents
// wraps Pet::resetTalents (which only refunds and unlearns;
// does NOT charge gold or dismiss the pet) and re-sends the
// talent UI to the client. Pre-conditions:
// - the player must own a HUNTER_PET (the only pet kind
// with a talent tree in 3.3.5)
// - the pet must have spent at least 1 talent point
// If either fails Player::ResetPetTalents returns silently;
// we ack with R OK so the client UI can refresh either way.
Pet* pet = player->GetPet();
if (!pet || pet->getPetType() != HUNTER_PET)
{
SendAddonMessage(player,
"R ERR No active hunter pet to reset.");
return;
}
player->ResetPetTalents();
SendAddonMessage(player, "R OK PET TALENTS RESET");
return;
}
}
void OnPlayerLearnTalents(Player* player, uint32 talentId, uint32 /*talentRank*/, uint32 /*spellid*/) override
{
if (!player || player->getClass() != CLASS_PARAGON)
return;
if (!sConfigMgr->GetOption<bool>("Paragon.Currency.Enabled", true))
return;
TalentEntry const* talent = sTalentStore.LookupEntry(talentId);
bool const dualCost = talent && talent->addToSpellBook;
if (dualCost)
{
uint32 const aeCost = sConfigMgr->GetOption<uint32>("Paragon.Currency.AE.TalentLearnCost", 1);
uint32 const teCost = sConfigMgr->GetOption<uint32>("Paragon.Currency.TE.TalentLearnCost", 1);
if (!TrySpendTE(player, teCost))
{
LOG_ERROR("module",
"Paragon TE spend failed post-learn for talent {} (player {}) — currency desync?",
talentId, player->GetName());
return;
}
if (!TrySpendAE(player, aeCost))
{
ParagonCurrencyData& d = GetOrCreateCacheEntry(player->GetGUID().GetCounter());
d.talentEssence += teCost;
SaveCurrencyToDb(player);
PushCurrency(player);
LOG_ERROR("module",
"Paragon AE spend failed post-learn for talent {} (player {}) — refunded TE; currency desync?",
talentId, player->GetName());
return;
}
}
else
{
uint32 const cost = sConfigMgr->GetOption<uint32>("Paragon.Currency.TE.TalentLearnCost", 1);
if (!TrySpendTE(player, cost))
{
LOG_ERROR("module",
"Paragon TE spend failed post-learn for talent {} (player {}) — currency desync?",
talentId, player->GetName());
return;
}
}
PushCurrency(player);
}
};
class Paragon_Essence_CommandScript : public CommandScript
{
public:
Paragon_Essence_CommandScript() : CommandScript("Paragon_Essence_CommandScript") { }
ChatCommandTable GetCommands() const override
{
static ChatCommandTable paragonSubTable =
{
{ "currency", HandleCurrency, rbac::RBAC_PERM_COMMAND_LEARN, Console::No },
{ "learn", HandleLearn, rbac::RBAC_PERM_COMMAND_LEARN, Console::No },
{ "runes", HandleRunes, rbac::RBAC_PERM_COMMAND_LEARN, Console::No },
{ "hat", HandleHat, rbac::RBAC_PERM_COMMAND_LEARN, Console::No },
};
static ChatCommandTable commandTable =
{
{ "paragon", paragonSubTable },
};
return commandTable;
}
static bool HandleCurrency(ChatHandler* handler)
{
Player* pl = handler->GetPlayer();
if (!pl || pl->getClass() != CLASS_PARAGON)
{
handler->SendErrorMessage("Paragon currency is only tracked for Paragon characters.", false);
return false;
}
if (!sConfigMgr->GetOption<bool>("Paragon.Currency.Enabled", true))
{
handler->SendErrorMessage("Paragon.Currency.Enabled is off.", false);
return false;
}
LoadCurrencyFromDb(pl);
handler->PSendSysMessage("Ability Essence: {} | Talent Essence: {}", GetAE(pl), GetTE(pl));
return true;
}
// .paragon runes — diagnostic dump of rune state (server-side truth) and
// forced ResyncRunes packet to the client. Helps diagnose visual-vs-server
// desync where the rune pip animates to ready but the spell cast still
// returns SPELL_FAILED_NO_POWER because GetRuneCooldown(i) > 0 server-side.
static bool HandleRunes(ChatHandler* handler)
{
Player* pl = handler->GetPlayer();
if (!pl || pl->getClass() != CLASS_PARAGON)
{
handler->SendErrorMessage("Only Paragon characters have a rune block to inspect.", false);
return false;
}
for (uint8 i = 0; i < MAX_RUNES; ++i)
{
handler->PSendSysMessage("rune[{}] base={} cur={} cd={}ms grace={}ms",
i,
uint32(pl->GetBaseRune(i)),
uint32(pl->GetCurrentRune(i)),
uint32(pl->GetRuneCooldown(i)),
uint32(pl->GetGracePeriod(i)));
}
for (uint8 t = 0; t < NUM_RUNE_TYPES; ++t)
{
handler->PSendSysMessage("regen[{}] = {} (1/cooldown_ms)",
uint32(t),
pl->GetFloatValue(PLAYER_RUNE_REGEN_1 + t));
}
// Force a fresh client snapshot so we can see if visual catches up.
pl->ResyncRunes(MAX_RUNES);
handler->PSendSysMessage("|cff00ff00ResyncRunes packet sent.|r");
return true;
}
static bool HandleLearn(ChatHandler* handler, SpellInfo const* spell)
{
Player* pl = handler->GetPlayer();
if (!pl || pl->getClass() != CLASS_PARAGON)
{
handler->SendErrorMessage("Only Paragon characters use AE for this command.", false);
return false;
}
if (!sConfigMgr->GetOption<bool>("Paragon.Currency.Enabled", true))
{
handler->SendErrorMessage("Paragon.Currency.Enabled is off.", false);
return false;
}
if (!spell)
return false;
LoadCurrencyFromDb(pl);
uint32 const cost = LookupSpellAECost(spell->Id);
if (GetAE(pl) < cost)
{
handler->PSendSysMessage("Not enough Ability Essence (need {}, have {}).", cost, GetAE(pl));
return false;
}
if (!SpellMgr::IsSpellValid(spell))
{
handler->SendErrorMessage("Invalid spell.", false);
return false;
}
if (pl->HasSpell(spell->Id))
{
handler->SendErrorMessage("You already know this spell.", false);
return false;
}
if (!TrySpendAE(pl, cost))
return false;
PanelLearnSpellChain(pl, spell->Id);
SaveCurrencyToDb(pl);
PushCurrency(pl);
handler->PSendSysMessage("Learned spell {} ({} AE spent, {} AE remaining).", spell->Id, cost, GetAE(pl));
return true;
}
// .paragon hat — diagnostic for Honor Among Thieves on a Paragon.
// Prints HasTalent, HasAura, HasSpell, EquippedItemClass, ProcEvent
// hookup, and re-applies the talent's passive aura if missing.
//
// HAT in 3.3.5: rank ids 51698 (R1) / 51700 (R2) / 51701 (R3).
// Effect 0 is APPLY_AREA_AURA_PARTY -> SPELL_AURA_PROC_TRIGGER_SPELL
// (52916) which targets the rogue (the original caster) when ANY
// party member crits, and 52916 in turn casts 51699 to grant +1 CP.
static bool HandleHat(ChatHandler* handler)
{
Player* pl = handler->GetPlayer();
if (!pl)
return false;
constexpr std::array<uint32, 3> kHatRanks = { 51698u, 51700u, 51701u };
constexpr uint32 kHatProc = 52916u;
constexpr uint32 kHatTrigger = 51699u;
handler->PSendSysMessage("|cff00ffff[paragon hat]|r class={} lvl={} group={}",
uint32(pl->getClass()), pl->GetLevel(),
pl->GetGroup() ? "yes" : "no");
uint32 ownedRank = 0;
uint32 ownedRankId = 0;
for (uint32 i = 0; i < kHatRanks.size(); ++i)
{
uint32 const id = kHatRanks[i];
bool hasTalent = pl->HasTalent(id, pl->GetActiveSpec());
bool hasAura = pl->HasAura(id);
SpellInfo const* info = sSpellMgr->GetSpellInfo(id);
handler->PSendSysMessage(
" R{} ({}): HasTalent={} HasAura={} HasSpell={} info={}",
i + 1, id,
hasTalent ? "Y" : "n",
hasAura ? "Y" : "n",
pl->HasSpell(id) ? "Y" : "n",
info ? "ok" : "MISSING");
if (hasTalent && !ownedRank)
{
ownedRank = i + 1;
ownedRankId = id;
}
}
SpellInfo const* procInfo = sSpellMgr->GetSpellInfo(kHatProc);
SpellInfo const* trigInfo = sSpellMgr->GetSpellInfo(kHatTrigger);
handler->PSendSysMessage(" proc52916 info={} trig51699 info={}",
procInfo ? "ok" : "MISSING",
trigInfo ? "ok" : "MISSING");
if (!ownedRank)
{
handler->PSendSysMessage("|cffff8000No HAT rank in active spec.|r");
return true;
}
SpellInfo const* rank = sSpellMgr->GetSpellInfo(ownedRankId);
if (!rank)
return true;
// Inspect the talent rank effects so we can see exactly what AC
// thinks should be applied.
for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
{
SpellEffectInfo const& eff = rank->Effects[i];
if (eff.Effect == 0)
continue;
handler->PSendSysMessage(
" eff[{}] effect={} aura={} targetA={} trigger={} basePts={}",
i, uint32(eff.Effect), uint32(eff.ApplyAuraName),
uint32(eff.TargetA.GetTarget()), eff.TriggerSpell, eff.BasePoints);
}
// Force-apply the rank passive aura if it isn't already there. We
// use Aura::TryRefreshStackOrCreate so we don't go through CheckCast
// (which can fail silently for various reasons).
if (!pl->HasAura(ownedRankId))
{
Aura* a = Aura::TryRefreshStackOrCreate(rank, MAX_EFFECT_MASK, pl, pl);
handler->PSendSysMessage(" force-apply rank aura -> {}",
a ? "OK" : "FAILED");
}
else
{
handler->PSendSysMessage(" rank aura already on player.");
}
// Dump the live SpellProcEntry the engine will use when checking
// "should this aura proc". Confirms the ProcFlags fallback from
// SpellInfo, and the SpellPhase / Hit gates.
if (SpellProcEntry const* pe = sSpellMgr->GetSpellProcEntry(ownedRankId))
{
handler->PSendSysMessage(
" ProcEntry({}): ProcFlags=0x{:X} SpellTypeMask=0x{:X} SpellPhaseMask=0x{:X} HitMask=0x{:X} chance={} cd={}ms",
ownedRankId,
pe->ProcFlags, pe->SpellTypeMask, pe->SpellPhaseMask,
pe->HitMask, pe->Chance,
uint32(pe->Cooldown.count()));
}
else
{
handler->PSendSysMessage(
" ProcEntry({}): NONE (proc system will not fire this aura)",
ownedRankId);
}
// Walk the player's applied auras and report whether the engine
// currently sees an effect-mask flag turned on for the rank's
// PROC_TRIGGER_SPELL effect. If the aura is up but the flag is
// off, the engine won't proc it.
if (AuraApplication* aa = pl->GetAuraApplication(ownedRankId))
{
handler->PSendSysMessage(
" AuraApp: effectMask=0x{:X} effectsToApply=0x{:X} flags=0x{:X}",
uint32(aa->GetEffectMask()),
uint32(aa->GetEffectsToApply()),
uint32(aa->GetFlags()));
}
else
{
handler->PSendSysMessage(" AuraApp: NONE on player");
}
// Force-fire the trigger chain (52916 -> dummy -> 51699 -> +CP) on
// the player's current target. If this works, the proc machinery
// is at fault. If THIS fails, the trigger spells are at fault.
if (Unit* tgt = pl->GetSelectedUnit())
{
uint32 const cpBefore = pl->GetComboPoints(tgt);
// Mimic spell_rog_honor_among_thieves::HandleProc: cast 52916
// FROM tgt -> tgt with the rogue/Paragon as original caster.
tgt->CastSpell(tgt, kHatProc, true, nullptr, nullptr, pl->GetGUID());
uint32 const cpAfter = pl->GetComboPoints(tgt);
handler->PSendSysMessage(
" force-fire 52916 on {}: CP {} -> {}",
tgt->GetName(), cpBefore, cpAfter);
}
else
{
handler->PSendSysMessage(
" no target selected: pick a unit and run again to force-fire 52916.");
}
return true;
}
};
} // namespace (anonymous)
void AddSC_paragon_essence()
{
new Paragon_Essence_PlayerScript();
new Paragon_Essence_CommandScript();
}