Paragon: add Builds catalog (saved loadouts with pet park/unpark)
Server-side Character Advancement now stores named, icon-tagged build
recipes (panel-purchased spells + per-spec talent ranks) and atomically
swaps between them by snapshotting the active build, refunding AE/TE
through HandleParagonReset{Talents,Abilities}, and re-spending on the
target recipe. Hunter pets attached to a build are parked to
PET_SAVE_NOT_IN_SLOT (mirroring HandleStableSwapPet) so name, talents,
and exp survive swaps; non-hunter pets (warlock demon, DK ghoul, mage
water elemental) are NOT parked because the engine resummons them from
a fresh template each cast.
New PARAA verbs: Q BUILDS / C BUILD NEW / C BUILD EDIT / C BUILD
DELETE / C BUILD FAVORITE / C BUILD LOAD. The catalog is pushed on
login and after every mutation as a single addon message.
Schema (mod-paragon migration 2026_05_10_03.sql):
- character_paragon_builds (build_id PK, guid, name, icon, is_favorite,
pet_number, created_at)
- character_paragon_build_spells (build_id, spell_id)
- character_paragon_build_talents (build_id, spec, talent_id, rank)
- character_paragon_active_build (guid PK, build_id)
The talent recipe table is spec-keyed so a build remembers tank/dps
dual-spec layouts independently. Swaps are blocked while in combat.
Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
@@ -15,16 +15,20 @@ This file is the table of contents and install guide.
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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-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` | ~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-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` | ~123 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), and 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. |
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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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| `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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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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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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(currency push, spell/talent snapshot, commit, combo points, rune
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cooldowns, learn-toast silence window, and **`C RESET PET TALENTS`**
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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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for hunter pet talent resets from the Character Advancement PETS tab,
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Mismatched versions usually
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and the **build catalog** verbs `Q BUILDS` / `C BUILD NEW` / `C BUILD
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manifest as the panel rendering blank or AE/TE reading 0/0.
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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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---
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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
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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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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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@@ -29,6 +29,8 @@
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#include <fmt/format.h>
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#include <fmt/format.h>
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#include <algorithm>
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#include <algorithm>
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#include <array>
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#include <array>
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#include <cctype>
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#include <cstdlib>
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#include <string_view>
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#include <string_view>
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#include <unordered_map>
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#include <unordered_map>
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#include <unordered_set>
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#include <unordered_set>
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@@ -1540,6 +1542,743 @@ void PushSnapshot(Player* pl)
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PushTalentSnapshot(pl);
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PushTalentSnapshot(pl);
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}
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}
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// ============================================================================
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// Build catalog (saved Character Advancement loadouts).
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// ----------------------------------------------------------------------------
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// See data/sql/db-characters/updates/2026_05_10_03.sql for the schema and
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// the architectural overview. The "active build" pointer is a per-character
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// row in `character_paragon_active_build`; if no row exists the player has
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// no active build (free-floating loadout, default state).
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//
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// Wire format (PARAA addon channel):
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//
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// Q BUILDS -- request catalog
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// C BUILD NEW <name>\t<icon> -- create empty build
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// C BUILD EDIT <id>\t<name>\t<icon> -- rename / re-icon
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// C BUILD DELETE <id> -- delete + drop parked pet
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// C BUILD FAVORITE <id> <0|1> -- toggle favorite flag
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// C BUILD LOAD <id> -- swap to this build
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//
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// Server replies push `R BUILDS` after every mutation. Format:
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//
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// R BUILDS active=<id|->\t<id>:<fav>:<haspet>:<name>:<icon>; ...
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//
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// Names and icon paths are sanitized server-side: name = ASCII printable
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// up to 32 chars (no '\t', '\r', '\n', ';', ':' since those are wire
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// separators); icon = filename suffix only (no slashes), capped at 64
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// chars. The client renders the icon as
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// "Interface\\Icons\\<icon>".
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// ----------------------------------------------------------------------------
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constexpr char const* kDefaultBuildIcon = "INV_Misc_QuestionMark";
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constexpr std::size_t kBuildNameMaxLen = 32;
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constexpr std::size_t kBuildIconMaxLen = 64;
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std::string SanitizeBuildName(std::string s)
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{
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std::string out;
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out.reserve(s.size());
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for (char c : s)
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{
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// Reject wire separators and control characters. Keep printable
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// ASCII + space; everything else dropped silently. WoW's font
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// engine handles UTF-8 input but our wire format is ; : \t so
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// we conservatively limit to ASCII to keep the serializer
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// simple and the parser unambiguous.
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if (c == '\t' || c == '\r' || c == '\n' || c == ';' || c == ':')
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continue;
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if (c < 0x20 || c == 0x7F)
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continue;
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out += c;
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}
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if (out.size() > kBuildNameMaxLen)
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out.resize(kBuildNameMaxLen);
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// Trim leading/trailing whitespace.
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auto notSpace = [](unsigned char c) { return !std::isspace(c); };
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auto first = std::find_if(out.begin(), out.end(), notSpace);
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auto last = std::find_if(out.rbegin(), out.rend(), notSpace).base();
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if (first >= last)
|
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return std::string();
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return std::string(first, last);
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}
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std::string SanitizeBuildIcon(std::string s)
|
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{
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std::string out;
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out.reserve(s.size());
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for (char c : s)
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{
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// Icon file paths are alnum + underscore + hyphen + dot only.
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// No slashes (we always prepend "Interface\\Icons\\" client-side).
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if ((c >= 'A' && c <= 'Z') || (c >= 'a' && c <= 'z') ||
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(c >= '0' && c <= '9') || c == '_' || c == '-' || c == '.')
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out += c;
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}
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if (out.size() > kBuildIconMaxLen)
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out.resize(kBuildIconMaxLen);
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if (out.empty())
|
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out = kDefaultBuildIcon;
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return out;
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}
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uint32 GetActiveBuildId(uint32 lowGuid)
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{
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if (QueryResult r = CharacterDatabase.Query(
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"SELECT build_id FROM character_paragon_active_build WHERE guid = {}", lowGuid))
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return r->Fetch()[0].Get<uint32>();
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return 0;
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}
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void SetActiveBuildId(uint32 lowGuid, uint32 buildId)
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{
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if (buildId)
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CharacterDatabase.DirectExecute(
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"REPLACE INTO character_paragon_active_build (guid, build_id) VALUES ({}, {})",
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lowGuid, buildId);
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else
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CharacterDatabase.DirectExecute(
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"DELETE FROM character_paragon_active_build WHERE guid = {}", lowGuid);
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}
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bool BuildBelongsToPlayer(uint32 lowGuid, uint32 buildId)
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{
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|
if (!buildId)
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return false;
|
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QueryResult r = CharacterDatabase.Query(
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"SELECT 1 FROM character_paragon_builds WHERE build_id = {} AND guid = {}",
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buildId, lowGuid);
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return r != nullptr;
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}
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void PushBuildCatalog(Player* pl)
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{
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if (!pl || pl->getClass() != CLASS_PARAGON)
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|
return;
|
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uint32 const lowGuid = pl->GetGUID().GetCounter();
|
||||||
|
uint32 const active = GetActiveBuildId(lowGuid);
|
||||||
|
|
||||||
|
std::string activeStr = active ? std::to_string(active) : std::string("-");
|
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std::string body = fmt::format("R BUILDS active={}\t", activeStr);
|
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|
if (QueryResult r = CharacterDatabase.Query(
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"SELECT build_id, is_favorite, pet_number, name, icon "
|
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"FROM character_paragon_builds WHERE guid = {} "
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"ORDER BY is_favorite DESC, build_id ASC", lowGuid))
|
||||||
|
{
|
||||||
|
bool first = true;
|
||||||
|
do
|
||||||
|
{
|
||||||
|
Field const* f = r->Fetch();
|
||||||
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uint32 id = f[0].Get<uint32>();
|
||||||
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uint8 fav = f[1].Get<uint8>();
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bool haspet = !f[2].IsNull() && f[2].Get<uint32>() != 0;
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std::string name = f[3].Get<std::string>();
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std::string icon = f[4].Get<std::string>();
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||||||
|
if (!first)
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||||||
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body += ';';
|
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first = false;
|
||||||
|
body += fmt::format("{}:{}:{}:{}:{}", id,
|
||||||
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static_cast<unsigned>(fav),
|
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|
haspet ? 1 : 0,
|
||||||
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name, icon);
|
||||||
|
} while (r->NextRow());
|
||||||
|
}
|
||||||
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||||||
|
SendAddonMessage(pl, body);
|
||||||
|
}
|
||||||
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|
||||||
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bool HandleBuildNew(Player* pl, std::string const& payload, std::string* err)
|
||||||
|
{
|
||||||
|
if (!pl || pl->getClass() != CLASS_PARAGON)
|
||||||
|
{
|
||||||
|
*err = "not a Paragon";
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
auto tab = payload.find('\t');
|
||||||
|
if (tab == std::string::npos)
|
||||||
|
{
|
||||||
|
*err = "BUILD NEW malformed";
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
std::string name = SanitizeBuildName(payload.substr(0, tab));
|
||||||
|
std::string icon = SanitizeBuildIcon(payload.substr(tab + 1));
|
||||||
|
if (name.empty())
|
||||||
|
{
|
||||||
|
*err = "build name is empty";
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
uint32 const lowGuid = pl->GetGUID().GetCounter();
|
||||||
|
|
||||||
|
// Soft cap: prevent a runaway script from creating thousands of
|
||||||
|
// empty builds. 64 is far above what fits in the UI grid; the
|
||||||
|
// client also enforces its own limit based on visible cells.
|
||||||
|
if (QueryResult cnt = CharacterDatabase.Query(
|
||||||
|
"SELECT COUNT(*) FROM character_paragon_builds WHERE guid = {}", lowGuid))
|
||||||
|
{
|
||||||
|
if (cnt->Fetch()[0].Get<uint32>() >= 64)
|
||||||
|
{
|
||||||
|
*err = "build limit reached (64)";
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
CharacterDatabase.DirectExecute(
|
||||||
|
"INSERT INTO character_paragon_builds (guid, name, icon) VALUES ({}, '{}', '{}')",
|
||||||
|
lowGuid, name, icon);
|
||||||
|
|
||||||
|
PushBuildCatalog(pl);
|
||||||
|
LOG_INFO("module", "Paragon build: {} created build '{}'", pl->GetName(), name);
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool HandleBuildEdit(Player* pl, std::string const& payload, std::string* err)
|
||||||
|
{
|
||||||
|
if (!pl || pl->getClass() != CLASS_PARAGON)
|
||||||
|
{
|
||||||
|
*err = "not a Paragon";
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
// payload is "<id>\t<name>\t<icon>"
|
||||||
|
auto t1 = payload.find('\t');
|
||||||
|
if (t1 == std::string::npos)
|
||||||
|
{
|
||||||
|
*err = "BUILD EDIT malformed";
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
auto t2 = payload.find('\t', t1 + 1);
|
||||||
|
if (t2 == std::string::npos)
|
||||||
|
{
|
||||||
|
*err = "BUILD EDIT malformed";
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
uint32 buildId = static_cast<uint32>(std::strtoul(payload.substr(0, t1).c_str(), nullptr, 10));
|
||||||
|
std::string name = SanitizeBuildName(payload.substr(t1 + 1, t2 - t1 - 1));
|
||||||
|
std::string icon = SanitizeBuildIcon(payload.substr(t2 + 1));
|
||||||
|
if (!buildId)
|
||||||
|
{
|
||||||
|
*err = "BUILD EDIT bad id";
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
if (name.empty())
|
||||||
|
{
|
||||||
|
*err = "build name is empty";
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
uint32 const lowGuid = pl->GetGUID().GetCounter();
|
||||||
|
if (!BuildBelongsToPlayer(lowGuid, buildId))
|
||||||
|
{
|
||||||
|
*err = "build does not belong to player";
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
CharacterDatabase.DirectExecute(
|
||||||
|
"UPDATE character_paragon_builds SET name = '{}', icon = '{}' WHERE build_id = {}",
|
||||||
|
name, icon, buildId);
|
||||||
|
|
||||||
|
PushBuildCatalog(pl);
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Permanently delete a parked pet (as if the player abandoned it at the
|
||||||
|
// stable master). This is intentionally destructive -- the client warns
|
||||||
|
// the user before reaching this code path. Mirrors the engine's
|
||||||
|
// PET_SAVE_AS_DELETED behavior in DeleteFromDB but scoped to the rows
|
||||||
|
// we know about (the pet itself is unsummoned and not present in
|
||||||
|
// PetStable.CurrentPet, so this is purely a DB cleanup).
|
||||||
|
void DeleteParkedPet(uint32 lowGuid, uint32 petNumber)
|
||||||
|
{
|
||||||
|
if (!petNumber)
|
||||||
|
return;
|
||||||
|
CharacterDatabase.DirectExecute(
|
||||||
|
"DELETE FROM character_pet WHERE owner = {} AND id = {}", lowGuid, petNumber);
|
||||||
|
CharacterDatabase.DirectExecute(
|
||||||
|
"DELETE FROM pet_aura WHERE guid = {}", petNumber);
|
||||||
|
CharacterDatabase.DirectExecute(
|
||||||
|
"DELETE FROM pet_spell WHERE guid = {}", petNumber);
|
||||||
|
CharacterDatabase.DirectExecute(
|
||||||
|
"DELETE FROM pet_spell_cooldown WHERE guid = {}", petNumber);
|
||||||
|
}
|
||||||
|
|
||||||
|
bool HandleBuildDelete(Player* pl, std::string const& payload, std::string* err)
|
||||||
|
{
|
||||||
|
if (!pl || pl->getClass() != CLASS_PARAGON)
|
||||||
|
{
|
||||||
|
*err = "not a Paragon";
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
uint32 const buildId = static_cast<uint32>(std::strtoul(payload.c_str(), nullptr, 10));
|
||||||
|
if (!buildId)
|
||||||
|
{
|
||||||
|
*err = "BUILD DELETE bad id";
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
uint32 const lowGuid = pl->GetGUID().GetCounter();
|
||||||
|
|
||||||
|
// Look up parked pet (and verify ownership) in a single query.
|
||||||
|
QueryResult r = CharacterDatabase.Query(
|
||||||
|
"SELECT pet_number FROM character_paragon_builds WHERE build_id = {} AND guid = {}",
|
||||||
|
buildId, lowGuid);
|
||||||
|
if (!r)
|
||||||
|
{
|
||||||
|
*err = "build not found";
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
Field const* f = r->Fetch();
|
||||||
|
uint32 petNumber = f[0].IsNull() ? 0 : f[0].Get<uint32>();
|
||||||
|
|
||||||
|
// If the build being deleted is currently active, clear the
|
||||||
|
// active pointer first so the player ends up in the "no active
|
||||||
|
// build" state. Their currently-learned spells/talents are
|
||||||
|
// preserved (the client warns them about this -- they keep the
|
||||||
|
// loadout but lose the named slot and the parked pet).
|
||||||
|
uint32 const active = GetActiveBuildId(lowGuid);
|
||||||
|
if (active == buildId)
|
||||||
|
SetActiveBuildId(lowGuid, 0);
|
||||||
|
|
||||||
|
CharacterDatabase.DirectExecute(
|
||||||
|
"DELETE FROM character_paragon_build_spells WHERE build_id = {}", buildId);
|
||||||
|
CharacterDatabase.DirectExecute(
|
||||||
|
"DELETE FROM character_paragon_build_talents WHERE build_id = {}", buildId);
|
||||||
|
CharacterDatabase.DirectExecute(
|
||||||
|
"DELETE FROM character_paragon_builds WHERE build_id = {} AND guid = {}",
|
||||||
|
buildId, lowGuid);
|
||||||
|
|
||||||
|
if (petNumber)
|
||||||
|
DeleteParkedPet(lowGuid, petNumber);
|
||||||
|
|
||||||
|
PushBuildCatalog(pl);
|
||||||
|
LOG_INFO("module", "Paragon build: {} deleted build {} (parked pet {})",
|
||||||
|
pl->GetName(), buildId, petNumber);
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool HandleBuildFavorite(Player* pl, std::string const& payload, std::string* err)
|
||||||
|
{
|
||||||
|
if (!pl || pl->getClass() != CLASS_PARAGON)
|
||||||
|
{
|
||||||
|
*err = "not a Paragon";
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
auto sp = payload.find(' ');
|
||||||
|
if (sp == std::string::npos)
|
||||||
|
{
|
||||||
|
*err = "BUILD FAVORITE malformed";
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
uint32 buildId = static_cast<uint32>(std::strtoul(payload.substr(0, sp).c_str(), nullptr, 10));
|
||||||
|
int flag = std::atoi(payload.substr(sp + 1).c_str());
|
||||||
|
if (!buildId)
|
||||||
|
{
|
||||||
|
*err = "BUILD FAVORITE bad id";
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
uint32 const lowGuid = pl->GetGUID().GetCounter();
|
||||||
|
if (!BuildBelongsToPlayer(lowGuid, buildId))
|
||||||
|
{
|
||||||
|
*err = "build does not belong to player";
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
CharacterDatabase.DirectExecute(
|
||||||
|
"UPDATE character_paragon_builds SET is_favorite = {} WHERE build_id = {}",
|
||||||
|
flag ? 1 : 0, buildId);
|
||||||
|
|
||||||
|
PushBuildCatalog(pl);
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Snapshot the player's current panel-purchased state into a build's
|
||||||
|
// recipe rows. Wipes the build's existing recipe rows first so this is
|
||||||
|
// idempotent. Reads `character_paragon_panel_spells` (already authoritative
|
||||||
|
// for purchased spells) and walks `Player::m_talents` per spec for
|
||||||
|
// purchased talents that ALSO appear in `character_paragon_panel_talents`
|
||||||
|
// (so we don't accidentally capture talents the player learned via some
|
||||||
|
// non-panel mechanism -- e.g. trainer dual-spec gift).
|
||||||
|
void SnapshotBuildFromCurrent(Player* pl, uint32 buildId)
|
||||||
|
{
|
||||||
|
uint32 const lowGuid = pl->GetGUID().GetCounter();
|
||||||
|
|
||||||
|
CharacterDatabase.DirectExecute(
|
||||||
|
"DELETE FROM character_paragon_build_spells WHERE build_id = {}", buildId);
|
||||||
|
CharacterDatabase.DirectExecute(
|
||||||
|
"DELETE FROM character_paragon_build_talents WHERE build_id = {}", buildId);
|
||||||
|
|
||||||
|
if (QueryResult sp = CharacterDatabase.Query(
|
||||||
|
"SELECT spell_id FROM character_paragon_panel_spells WHERE guid = {}", lowGuid))
|
||||||
|
{
|
||||||
|
do
|
||||||
|
{
|
||||||
|
uint32 sid = sp->Fetch()[0].Get<uint32>();
|
||||||
|
CharacterDatabase.DirectExecute(
|
||||||
|
"INSERT IGNORE INTO character_paragon_build_spells (build_id, spell_id) VALUES ({}, {})",
|
||||||
|
buildId, sid);
|
||||||
|
} while (sp->NextRow());
|
||||||
|
}
|
||||||
|
|
||||||
|
// Per-spec talents: query the engine's per-spec talent state via
|
||||||
|
// ActivateSpec round-trips, intersected with the panel-bought set
|
||||||
|
// so we only record talents the player actually paid for.
|
||||||
|
std::unordered_set<uint32> panelTalents;
|
||||||
|
if (QueryResult pt = CharacterDatabase.Query(
|
||||||
|
"SELECT talent_id FROM character_paragon_panel_talents WHERE guid = {}", lowGuid))
|
||||||
|
{
|
||||||
|
do { panelTalents.insert(pt->Fetch()[0].Get<uint32>()); } while (pt->NextRow());
|
||||||
|
}
|
||||||
|
|
||||||
|
if (panelTalents.empty())
|
||||||
|
return;
|
||||||
|
|
||||||
|
uint8 const origSpec = pl->GetActiveSpec();
|
||||||
|
for (uint8 s = 0; s < pl->GetSpecsCount(); ++s)
|
||||||
|
{
|
||||||
|
if (s != origSpec)
|
||||||
|
pl->ActivateSpec(s);
|
||||||
|
// Walk PlayerTalentMap and record the rank of each panel-known
|
||||||
|
// talent. The engine stores individual rank ids in the talent
|
||||||
|
// map; we resolve back to the (talentId, rank) pair by walking
|
||||||
|
// sTalentStore.
|
||||||
|
for (uint32 i = 0; i < sTalentStore.GetNumRows(); ++i)
|
||||||
|
{
|
||||||
|
TalentEntry const* te = sTalentStore.LookupEntry(i);
|
||||||
|
if (!te)
|
||||||
|
continue;
|
||||||
|
if (!panelTalents.count(te->TalentID))
|
||||||
|
continue;
|
||||||
|
uint8 rank = 0;
|
||||||
|
for (int8 r = MAX_TALENT_RANK - 1; r >= 0; --r)
|
||||||
|
{
|
||||||
|
if (te->RankID[r] && pl->HasTalent(te->RankID[r], s))
|
||||||
|
{
|
||||||
|
rank = static_cast<uint8>(r + 1);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if (!rank)
|
||||||
|
continue;
|
||||||
|
CharacterDatabase.DirectExecute(
|
||||||
|
"REPLACE INTO character_paragon_build_talents "
|
||||||
|
"(build_id, spec, talent_id, `rank`) VALUES ({}, {}, {}, {})",
|
||||||
|
buildId, s, te->TalentID, rank);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if (pl->GetActiveSpec() != origSpec)
|
||||||
|
pl->ActivateSpec(origSpec);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Park the currently-summoned hunter pet (if any) into PET_SAVE_NOT_IN_SLOT
|
||||||
|
// and bind the resulting pet_number to `buildId` so that on swap-back the
|
||||||
|
// same pet (with its name, talents, exp) can be re-summoned. Non-hunter
|
||||||
|
// pets (warlock demon, DK ghoul, mage water elemental) are NOT parked
|
||||||
|
// because the engine re-summons those from a fresh template each cast,
|
||||||
|
// so there's nothing to preserve.
|
||||||
|
void ParkActivePetForBuild(Player* pl, uint32 buildId)
|
||||||
|
{
|
||||||
|
if (!pl || !buildId)
|
||||||
|
return;
|
||||||
|
Pet* pet = pl->GetPet();
|
||||||
|
if (!pet || pet->getPetType() != HUNTER_PET)
|
||||||
|
return;
|
||||||
|
|
||||||
|
uint32 const lowGuid = pl->GetGUID().GetCounter();
|
||||||
|
uint32 const petNumber = pet->GetCharmInfo() ? pet->GetCharmInfo()->GetPetNumber() : 0;
|
||||||
|
|
||||||
|
pl->RemovePet(pet, PET_SAVE_NOT_IN_SLOT);
|
||||||
|
|
||||||
|
if (!petNumber)
|
||||||
|
return;
|
||||||
|
|
||||||
|
CharacterDatabase.DirectExecute(
|
||||||
|
"UPDATE character_paragon_builds SET pet_number = {} WHERE build_id = {}",
|
||||||
|
petNumber, buildId);
|
||||||
|
|
||||||
|
LOG_INFO("module", "Paragon build: parked pet #{} for build {} (player {})",
|
||||||
|
petNumber, buildId, lowGuid);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Reverse of ParkActivePetForBuild: if `buildId` has a parked pet,
|
||||||
|
// move that pet from PET_SAVE_NOT_IN_SLOT back to PET_SAVE_AS_CURRENT
|
||||||
|
// and re-summon it next to the player. Mirrors the engine's
|
||||||
|
// HandleStableSwapPet flow (NPCHandler.cpp:576).
|
||||||
|
void RestoreParkedPetForBuild(Player* pl, uint32 buildId)
|
||||||
|
{
|
||||||
|
if (!pl || !buildId)
|
||||||
|
return;
|
||||||
|
|
||||||
|
uint32 const lowGuid = pl->GetGUID().GetCounter();
|
||||||
|
|
||||||
|
QueryResult r = CharacterDatabase.Query(
|
||||||
|
"SELECT pet_number FROM character_paragon_builds WHERE build_id = {} AND guid = {}",
|
||||||
|
buildId, lowGuid);
|
||||||
|
if (!r)
|
||||||
|
return;
|
||||||
|
uint32 petNumber = r->Fetch()[0].IsNull() ? 0 : r->Fetch()[0].Get<uint32>();
|
||||||
|
if (!petNumber)
|
||||||
|
return;
|
||||||
|
|
||||||
|
// Refuse mid-combat / mid-instance restores -- these would race with
|
||||||
|
// the worldserver's spawn replication and can leave a "ghost pet"
|
||||||
|
// whose guid the client never receives. The build-load path is
|
||||||
|
// already gated on combat upstream; this is a defense-in-depth
|
||||||
|
// check.
|
||||||
|
if (pl->IsInCombat() || pl->GetMap()->IsBattlegroundOrArena())
|
||||||
|
{
|
||||||
|
LOG_INFO("module", "Paragon build: skipping pet restore for build {} (combat/arena)",
|
||||||
|
buildId);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// If a pet is already current (shouldn't happen because the swap
|
||||||
|
// path parks first, but defensively handle), park it to NOT_IN_SLOT
|
||||||
|
// so we don't create two CurrentPet rows.
|
||||||
|
if (Pet* existing = pl->GetPet())
|
||||||
|
pl->RemovePet(existing, PET_SAVE_NOT_IN_SLOT);
|
||||||
|
|
||||||
|
// DB: flip the parked pet's slot to AS_CURRENT.
|
||||||
|
CharacterDatabase.DirectExecute(
|
||||||
|
"UPDATE character_pet SET slot = {} WHERE owner = {} AND id = {}",
|
||||||
|
static_cast<int>(PET_SAVE_AS_CURRENT), lowGuid, petNumber);
|
||||||
|
|
||||||
|
// In-memory PetStable: move the matching UnslottedPets entry into
|
||||||
|
// CurrentPet so subsequent SummonPet() calls resolve correctly.
|
||||||
|
PetStable* ps = pl->GetPetStable();
|
||||||
|
if (ps)
|
||||||
|
{
|
||||||
|
// First, if there's a stale CurrentPet from the existing-park
|
||||||
|
// step above, push it back to UnslottedPets in memory.
|
||||||
|
if (ps->CurrentPet)
|
||||||
|
{
|
||||||
|
ps->UnslottedPets.push_back(std::move(*ps->CurrentPet));
|
||||||
|
ps->CurrentPet.reset();
|
||||||
|
}
|
||||||
|
for (auto it = ps->UnslottedPets.begin(); it != ps->UnslottedPets.end(); ++it)
|
||||||
|
{
|
||||||
|
if (it->PetNumber == petNumber)
|
||||||
|
{
|
||||||
|
ps->CurrentPet = std::move(*it);
|
||||||
|
ps->UnslottedPets.erase(it);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Match HandleStableSwapPet (NPCHandler.cpp:576): when a petnumber is
|
||||||
|
// specified, the `current` flag is ignored by GetLoadPetInfo, so use
|
||||||
|
// false to mirror the engine convention.
|
||||||
|
Pet* newPet = new Pet(pl, HUNTER_PET);
|
||||||
|
if (!newPet->LoadPetFromDB(pl, 0, petNumber, false))
|
||||||
|
{
|
||||||
|
delete newPet;
|
||||||
|
// Revert DB on failure so we don't strand the pet in CURRENT.
|
||||||
|
CharacterDatabase.DirectExecute(
|
||||||
|
"UPDATE character_pet SET slot = {} WHERE owner = {} AND id = {}",
|
||||||
|
static_cast<int>(PET_SAVE_NOT_IN_SLOT), lowGuid, petNumber);
|
||||||
|
LOG_INFO("module", "Paragon build: pet restore failed for build {} pet #{}",
|
||||||
|
buildId, petNumber);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// pet_number column on the build row is now stale (the pet is
|
||||||
|
// current, not parked). Clear it so a subsequent park can rewrite.
|
||||||
|
CharacterDatabase.DirectExecute(
|
||||||
|
"UPDATE character_paragon_builds SET pet_number = NULL WHERE build_id = {}",
|
||||||
|
buildId);
|
||||||
|
}
|
||||||
|
|
||||||
|
bool HandleBuildLoad(Player* pl, std::string const& payload, std::string* err)
|
||||||
|
{
|
||||||
|
if (!pl || pl->getClass() != CLASS_PARAGON)
|
||||||
|
{
|
||||||
|
*err = "not a Paragon";
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
uint32 const targetId = static_cast<uint32>(std::strtoul(payload.c_str(), nullptr, 10));
|
||||||
|
if (!targetId)
|
||||||
|
{
|
||||||
|
*err = "BUILD LOAD bad id";
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
uint32 const lowGuid = pl->GetGUID().GetCounter();
|
||||||
|
if (!BuildBelongsToPlayer(lowGuid, targetId))
|
||||||
|
{
|
||||||
|
*err = "build does not belong to player";
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (pl->IsInCombat())
|
||||||
|
{
|
||||||
|
*err = "cannot swap builds while in combat";
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
uint32 const activeId = GetActiveBuildId(lowGuid);
|
||||||
|
|
||||||
|
// No-op swap: target is already active. Refresh catalog so client
|
||||||
|
// UI re-syncs and bail.
|
||||||
|
if (activeId == targetId)
|
||||||
|
{
|
||||||
|
PushBuildCatalog(pl);
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
// -------------------------------------------------------------
|
||||||
|
// Phase 1: snapshot + park the current build's state, if any.
|
||||||
|
// -------------------------------------------------------------
|
||||||
|
if (activeId)
|
||||||
|
{
|
||||||
|
SnapshotBuildFromCurrent(pl, activeId);
|
||||||
|
ParkActivePetForBuild(pl, activeId);
|
||||||
|
}
|
||||||
|
|
||||||
|
// -------------------------------------------------------------
|
||||||
|
// Phase 2: reset all panel-bought spells/talents (refunds AE/TE
|
||||||
|
// through the existing reset path).
|
||||||
|
// -------------------------------------------------------------
|
||||||
|
std::string sub;
|
||||||
|
if (!HandleParagonResetTalents(pl, &sub))
|
||||||
|
{
|
||||||
|
*err = sub;
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
if (!HandleParagonResetAbilities(pl, &sub))
|
||||||
|
{
|
||||||
|
*err = sub;
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
// -------------------------------------------------------------
|
||||||
|
// Phase 3: re-spend AE/TE on the target build's recipe.
|
||||||
|
// ParagonResetAbilities/Talents above already set the active
|
||||||
|
// build pointer to "wiped" by removing all panel rows, but it
|
||||||
|
// hasn't touched character_paragon_active_build. We update it
|
||||||
|
// last (after success) so a partial failure leaves the player
|
||||||
|
// in "no active build" state with refunded currency.
|
||||||
|
// -------------------------------------------------------------
|
||||||
|
|
||||||
|
// Recipe spells: reuse PanelLearnSpellChain to drive the same
|
||||||
|
// commit path as the panel UI -- it inserts character_paragon_panel_spells
|
||||||
|
// / panel_spell_children / panel_spell_revoked rows internally. We
|
||||||
|
// explicitly TrySpendAE before each chain since PanelLearnSpellChain
|
||||||
|
// does NOT debit currency on its own (matches HandleCommit's pattern).
|
||||||
|
std::vector<uint32> recipeSpells;
|
||||||
|
if (QueryResult sp = CharacterDatabase.Query(
|
||||||
|
"SELECT spell_id FROM character_paragon_build_spells WHERE build_id = {}",
|
||||||
|
targetId))
|
||||||
|
{
|
||||||
|
do { recipeSpells.push_back(sp->Fetch()[0].Get<uint32>()); }
|
||||||
|
while (sp->NextRow());
|
||||||
|
}
|
||||||
|
|
||||||
|
// Recipe talents: collected up front so we can pre-flight AE+TE.
|
||||||
|
uint32 const tePerRank = sConfigMgr->GetOption<uint32>("Paragon.Currency.TE.TalentLearnCost", 1);
|
||||||
|
uint32 const aePerRank = sConfigMgr->GetOption<uint32>("Paragon.Currency.AE.TalentLearnCost", 1);
|
||||||
|
|
||||||
|
struct RecipeTalent { uint8 spec; uint32 tid; uint8 rank; };
|
||||||
|
std::vector<RecipeTalent> recipeTalents;
|
||||||
|
uint32 talentTeCost = 0;
|
||||||
|
uint32 talentAeCost = 0;
|
||||||
|
if (QueryResult pt = CharacterDatabase.Query(
|
||||||
|
"SELECT spec, talent_id, `rank` FROM character_paragon_build_talents "
|
||||||
|
"WHERE build_id = {} ORDER BY spec ASC, talent_id ASC", targetId))
|
||||||
|
{
|
||||||
|
do
|
||||||
|
{
|
||||||
|
Field const* f = pt->Fetch();
|
||||||
|
RecipeTalent rt{ f[0].Get<uint8>(), f[1].Get<uint32>(), f[2].Get<uint8>() };
|
||||||
|
TalentEntry const* te = sTalentStore.LookupEntry(rt.tid);
|
||||||
|
if (!te || !rt.rank)
|
||||||
|
continue;
|
||||||
|
recipeTalents.push_back(rt);
|
||||||
|
talentTeCost += static_cast<uint32>(rt.rank) * tePerRank;
|
||||||
|
if (te->addToSpellBook)
|
||||||
|
talentAeCost += static_cast<uint32>(rt.rank) * aePerRank;
|
||||||
|
} while (pt->NextRow());
|
||||||
|
}
|
||||||
|
|
||||||
|
uint32 spellAeCost = 0;
|
||||||
|
for (uint32 sid : recipeSpells)
|
||||||
|
spellAeCost += LookupSpellAECost(sid);
|
||||||
|
|
||||||
|
uint32 const totalAe = spellAeCost + talentAeCost;
|
||||||
|
if (GetAE(pl) < totalAe)
|
||||||
|
{
|
||||||
|
*err = fmt::format("not enough AE to load build (need {} have {})",
|
||||||
|
totalAe, GetAE(pl));
|
||||||
|
SetActiveBuildId(lowGuid, 0);
|
||||||
|
SaveCurrencyToDb(pl);
|
||||||
|
PushCurrency(pl);
|
||||||
|
PushSnapshot(pl);
|
||||||
|
PushBuildCatalog(pl);
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
if (GetTE(pl) < talentTeCost)
|
||||||
|
{
|
||||||
|
*err = fmt::format("not enough TE to load build (need {} have {})",
|
||||||
|
talentTeCost, GetTE(pl));
|
||||||
|
SetActiveBuildId(lowGuid, 0);
|
||||||
|
SaveCurrencyToDb(pl);
|
||||||
|
PushCurrency(pl);
|
||||||
|
PushSnapshot(pl);
|
||||||
|
PushBuildCatalog(pl);
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Apply spells (TrySpendAE per chain mirrors HandleCommit; the
|
||||||
|
// PanelLearnSpellChain call records DB rows for us).
|
||||||
|
for (uint32 sid : recipeSpells)
|
||||||
|
{
|
||||||
|
uint32 cost = LookupSpellAECost(sid);
|
||||||
|
if (!TrySpendAE(pl, cost))
|
||||||
|
break;
|
||||||
|
PanelLearnSpellChain(pl, sid);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Apply talents per spec. OnPlayerLearnTalents (this same script)
|
||||||
|
// debits TE per rank and AE+TE for addToSpellBook talents -- so we
|
||||||
|
// do NOT pre-deduct currency here, only invoke LearnTalent.
|
||||||
|
if (!recipeTalents.empty())
|
||||||
|
{
|
||||||
|
uint8 const origSpec = pl->GetActiveSpec();
|
||||||
|
uint8 lastSpec = 0xFF;
|
||||||
|
for (RecipeTalent const& rt : recipeTalents)
|
||||||
|
{
|
||||||
|
if (rt.spec != lastSpec)
|
||||||
|
{
|
||||||
|
pl->ActivateSpec(rt.spec);
|
||||||
|
lastSpec = rt.spec;
|
||||||
|
}
|
||||||
|
for (uint8 r = 0; r < rt.rank; ++r)
|
||||||
|
pl->LearnTalent(rt.tid, r, /*command=*/true);
|
||||||
|
// Mirror HandleCommit's panel-talent persistence (the
|
||||||
|
// OnPlayerLearnTalents hook spends currency but does NOT
|
||||||
|
// write to character_paragon_panel_talents).
|
||||||
|
DbUpsertPanelTalent(lowGuid, rt.tid, rt.rank);
|
||||||
|
}
|
||||||
|
if (pl->GetActiveSpec() != origSpec)
|
||||||
|
pl->ActivateSpec(origSpec);
|
||||||
|
}
|
||||||
|
|
||||||
|
SetActiveBuildId(lowGuid, targetId);
|
||||||
|
SaveCurrencyToDb(pl);
|
||||||
|
PushCurrency(pl);
|
||||||
|
PushSnapshot(pl);
|
||||||
|
|
||||||
|
// -------------------------------------------------------------
|
||||||
|
// Phase 4: restore the target build's parked pet (if any).
|
||||||
|
// -------------------------------------------------------------
|
||||||
|
RestoreParkedPetForBuild(pl, targetId);
|
||||||
|
|
||||||
|
PushBuildCatalog(pl);
|
||||||
|
LOG_INFO("module", "Paragon build: {} loaded build {}", pl->GetName(), targetId);
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
class Paragon_Essence_PlayerScript : public PlayerScript
|
class Paragon_Essence_PlayerScript : public PlayerScript
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
@@ -1559,6 +2298,7 @@ public:
|
|||||||
LoadCurrencyFromDb(player);
|
LoadCurrencyFromDb(player);
|
||||||
PushCurrency(player);
|
PushCurrency(player);
|
||||||
PushSnapshot(player);
|
PushSnapshot(player);
|
||||||
|
PushBuildCatalog(player);
|
||||||
|
|
||||||
// AC's character load sequence runs _LoadSkills (which fires
|
// AC's character load sequence runs _LoadSkills (which fires
|
||||||
// learnSkillRewardedSpells) and _LoadSpells before this hook,
|
// learnSkillRewardedSpells) and _LoadSpells before this hook,
|
||||||
@@ -1770,6 +2510,52 @@ public:
|
|||||||
SendAddonMessage(player, "R ERR " + err);
|
SendAddonMessage(player, "R ERR " + err);
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
// ---------------------------------------------------------------
|
||||||
|
// Build catalog (saved Character Advancement loadouts).
|
||||||
|
// See PushBuildCatalog / HandleBuild* near the top of this file
|
||||||
|
// for wire format and behavior.
|
||||||
|
// ---------------------------------------------------------------
|
||||||
|
if (body == "Q BUILDS")
|
||||||
|
{
|
||||||
|
PushBuildCatalog(player);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
if (body.compare(0, 12, "C BUILD NEW ") == 0)
|
||||||
|
{
|
||||||
|
std::string err;
|
||||||
|
if (!HandleBuildNew(player, body.substr(12), &err))
|
||||||
|
SendAddonMessage(player, "R ERR " + err);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
if (body.compare(0, 13, "C BUILD EDIT ") == 0)
|
||||||
|
{
|
||||||
|
std::string err;
|
||||||
|
if (!HandleBuildEdit(player, body.substr(13), &err))
|
||||||
|
SendAddonMessage(player, "R ERR " + err);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
if (body.compare(0, 15, "C BUILD DELETE ") == 0)
|
||||||
|
{
|
||||||
|
std::string err;
|
||||||
|
if (!HandleBuildDelete(player, body.substr(15), &err))
|
||||||
|
SendAddonMessage(player, "R ERR " + err);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
if (body.compare(0, 17, "C BUILD FAVORITE ") == 0)
|
||||||
|
{
|
||||||
|
std::string err;
|
||||||
|
if (!HandleBuildFavorite(player, body.substr(17), &err))
|
||||||
|
SendAddonMessage(player, "R ERR " + err);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
if (body.compare(0, 13, "C BUILD LOAD ") == 0)
|
||||||
|
{
|
||||||
|
std::string err;
|
||||||
|
if (!HandleBuildLoad(player, body.substr(13), &err))
|
||||||
|
SendAddonMessage(player, "R ERR " + err);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
if (body == "C RESET PET TALENTS")
|
if (body == "C RESET PET TALENTS")
|
||||||
{
|
{
|
||||||
// Pet talent reset: deliberately bypasses the engine's
|
// Pet talent reset: deliberately bypasses the engine's
|
||||||
|
|||||||
Reference in New Issue
Block a user