4d2a80ddb8
mod-paragon Paragon_Essence.cpp: - Broaden SkillLinesLinkedToSpell: collect every SkillLineAbility row for an anchor spell regardless of AcquireMethod, so anchor spells whose primary SLA uses AcquireMethod 0 (e.g. Blood Strike) correctly identify their skill lines and let the dependent classifier do its job. - IsSpellSkillLineCascadeDependent / RevokeUnwantedCascadeSpellsForPlayer use the broadened helper. HandleCommit calls the post-purchase sweep immediately so the spellbook never carries lingering cascade dependents (Blood Presence / Forceful Deflection / Death Coil / Death Grip). - New character_paragon_panel_spell_revoked table tracks which active dependents we've revoked per (guid, parent) so OnPlayerLogin can re-revoke them after AC's _LoadSkills -> learnSkillRewardedSpells silently re-grants them. - OnPlayerLogin opens the client SILENCE window via SendSilenceOpenForCommit with an empty allow list and intentionally omits the matching SendSilenceClose: the chat frame buffers CHAT_MSG_SYSTEM during the loading screen and only flushes after PLAYER_ENTERING_WORLD, so a paired CLOSE would shut the filter before the buffered "you have unlearned X" toasts hit it. The addon's 8s fail-open closes the window after the flush. - New `.paragon hat` chat command for diagnosing Honor Among Thieves triggers (talent rank, learned spell, applied aura, proc table entry). mod-paragon Paragon_SC.cpp: - OnPlayerUpdate pushes server-authoritative combo points to the client via PARAA "R CP <n>" whenever the count changes. The client-side ComboFrame Paragon simulator listens for this and updates the target frame, fixing HAT-generated CP not displaying (HAT's trigger casts with a null target, which the combat-log inference path can't see). - OnPlayerUpdate also pushes "R RUNES <cd0..cd5>" (ms remaining per rune slot) on rune mask changes, so the client RuneFrame simulator stays in lock-step with Spell::TakeRunePower instead of drifting through combat-log latency. mod-paragon SQL: - New updates/2026_05_09_00.sql migration creates character_paragon_panel_spell_revoked for AC's auto-DBUpdater so a fresh checkout can stand up an existing characters DB without manual intervention. Matching CREATE TABLE IF NOT EXISTS in base/character_paragon_panel_learned.sql for fresh installs. mod-paragon conf: - New Paragon.Diag.PanelLearn flag traces every PanelLearnSpellChain commit (chain ids, before/after spell-map sizes, side-spell classification) for diagnosing "spell reappears on relog" bugs. Co-authored-by: Cursor <cursoragent@cursor.com>
275 lines
11 KiB
C++
275 lines
11 KiB
C++
/*
|
||
* mod-paragon — Paragon (class 12) class hooks
|
||
*
|
||
* See README for design. This file wires Player::IsClass / HasActivePowerType
|
||
* so Paragon can reuse other classes' mechanics in narrowly scoped contexts.
|
||
*/
|
||
|
||
#include "Chat.h"
|
||
#include "Config.h"
|
||
#include "GameTime.h"
|
||
#include "Log.h"
|
||
#include "ObjectGuid.h"
|
||
#include "Player.h"
|
||
#include "ScriptMgr.h"
|
||
#include "SharedDefines.h"
|
||
#include "UnitDefines.h"
|
||
#include "WorldPacket.h"
|
||
#include "WorldSession.h"
|
||
|
||
#include <fmt/format.h>
|
||
#include <string>
|
||
#include <unordered_map>
|
||
|
||
class Paragon_PlayerScript : public PlayerScript
|
||
{
|
||
public:
|
||
Paragon_PlayerScript() : PlayerScript("Paragon_PlayerScript", {
|
||
PLAYERHOOK_ON_PLAYER_IS_CLASS,
|
||
PLAYERHOOK_ON_PLAYER_HAS_ACTIVE_POWER_TYPE,
|
||
PLAYERHOOK_ON_UPDATE,
|
||
PLAYERHOOK_ON_LOGIN,
|
||
PLAYERHOOK_ON_LOGOUT,
|
||
PLAYERHOOK_ON_AFTER_UPDATE_MAX_POWER
|
||
})
|
||
{
|
||
LOG_INFO("module", "[paragon] Paragon_PlayerScript registered "
|
||
"(MultiResource.HasActivePowers={})",
|
||
sConfigMgr->GetOption<bool>("Paragon.MultiResource.HasActivePowers", false));
|
||
}
|
||
|
||
[[nodiscard]] Optional<bool> OnPlayerIsClass(Player const* player, Classes unitClass, ClassContext context) override
|
||
{
|
||
if (!player || player->getClass() != CLASS_PARAGON)
|
||
return std::nullopt;
|
||
|
||
// Death Knight rune / runic power ability stack (narrow on purpose).
|
||
if (unitClass == CLASS_DEATH_KNIGHT && context == CLASS_CONTEXT_ABILITY)
|
||
return true;
|
||
|
||
// Warrior ability stack: enables warrior-spec ability gates anywhere
|
||
// they're checked. None of the currently-traced sites in core/scripts
|
||
// gate on (CLASS_WARRIOR, CLASS_CONTEXT_ABILITY), so this is a safe
|
||
// forward-compatible claim. Rage generation itself is gated on
|
||
// HasActivePowerType(POWER_RAGE) and is wired below.
|
||
if (unitClass == CLASS_WARRIOR && context == CLASS_CONTEXT_ABILITY)
|
||
return true;
|
||
|
||
// Reactive melee states: Overpower-on-dodge (warrior), Counterattack window (hunter).
|
||
// We intentionally do NOT claim CLASS_ROGUE here: that context skips the generic
|
||
// AURA_STATE_DEFENSE update on dodge (Riposte path) in Unit::ProcDamageAndSpellFor.
|
||
if (context == CLASS_CONTEXT_ABILITY_REACTIVE)
|
||
{
|
||
if (unitClass == CLASS_WARRIOR || unitClass == CLASS_HUNTER)
|
||
return true;
|
||
}
|
||
|
||
return std::nullopt;
|
||
}
|
||
|
||
[[nodiscard]] bool OnPlayerHasActivePowerType(Player const* player, Powers power) override
|
||
{
|
||
if (!player || player->getClass() != CLASS_PARAGON)
|
||
return false;
|
||
|
||
if (power == POWER_RUNIC_POWER || power == POWER_RUNE)
|
||
return true;
|
||
|
||
if (sConfigMgr->GetOption<bool>("Paragon.MultiResource.HasActivePowers", false))
|
||
{
|
||
switch (power)
|
||
{
|
||
case POWER_MANA:
|
||
case POWER_RAGE:
|
||
case POWER_ENERGY:
|
||
case POWER_FOCUS:
|
||
return true;
|
||
default:
|
||
break;
|
||
}
|
||
}
|
||
|
||
return false;
|
||
}
|
||
|
||
// ChrClasses.dbc says POWER_RUNE has no pool (Unit::GetCreatePowers returns 0
|
||
// for POWER_RUNE), so Player::InitStatsForLevel and the level-reset path
|
||
// both clobber MaxPower(POWER_RUNE)=0 every login. The 3.3.5 client greys
|
||
// the action button for any rune-cost spell when UnitPowerMax(player,
|
||
// SPELL_POWER_RUNES) is 0 — visual rune pips can still animate via
|
||
// PLAYER_RUNE_REGEN_*, but the spell stays unusable.
|
||
//
|
||
// Fix: pin POWER_RUNE max=8 (and current=8 in the easy spots) for Paragon
|
||
// anywhere UpdateMaxPower runs. Rune availability is still authoritatively
|
||
// tracked in m_runes; this just keeps the client engine happy.
|
||
void OnPlayerAfterUpdateMaxPower(Player* player, Powers& power, float& value) override
|
||
{
|
||
if (!player || player->getClass() != CLASS_PARAGON)
|
||
return;
|
||
|
||
if (power == POWER_RUNE)
|
||
value = 8.0f;
|
||
else if (power == POWER_RUNIC_POWER)
|
||
value = 1000.0f;
|
||
}
|
||
|
||
// Login: re-claim MaxPower for POWER_RUNE / POWER_RUNIC_POWER and seed
|
||
// the rune state to the client. Player::LoadFromDB runs InitStatsForLevel
|
||
// which calls Unit::SetMaxPower with the value from GetCreatePowers — and
|
||
// GetCreatePowers returns 0 for POWER_RUNE (engine assumption: only DK has
|
||
// runes; class is identified via getClass(), not IsClass()). So we have to
|
||
// overwrite MaxPower here once the player is fully loaded. ResyncRunes is
|
||
// a one-shot push so the rune frame is correct on first appearance.
|
||
void OnPlayerLogin(Player* player) override
|
||
{
|
||
if (!player || player->getClass() != CLASS_PARAGON)
|
||
return;
|
||
|
||
player->SetMaxPower(POWER_RUNE, 8);
|
||
if (player->GetMaxPower(POWER_RUNIC_POWER) <= 0)
|
||
player->SetMaxPower(POWER_RUNIC_POWER, 1000);
|
||
player->ResyncRunes(MAX_RUNES);
|
||
|
||
ParagonRuneSyncState seed;
|
||
seed.lastReadyMask = 0;
|
||
for (uint8 i = 0; i < MAX_RUNES; ++i)
|
||
if (player->GetRuneCooldown(i) == 0)
|
||
seed.lastReadyMask |= (1u << i);
|
||
runeSyncByGuid[player->GetGUID()] = seed;
|
||
}
|
||
|
||
void OnPlayerLogout(Player* player) override
|
||
{
|
||
if (!player)
|
||
return;
|
||
runeSyncByGuid.erase(player->GetGUID());
|
||
}
|
||
|
||
// Per-tick rune state pump for Paragon.
|
||
//
|
||
// Two responsibilities:
|
||
//
|
||
// 1. UNIT_FIELD_POWER5 (POWER_RUNE) tracks the live ready-rune count. The
|
||
// 3.3.5 client's local "is this action usable" check on rune-cost
|
||
// spells reads UnitPower(player, SPELL_POWER_RUNES); for DK that's
|
||
// engine-managed but Paragon must own it.
|
||
//
|
||
// 2. Push SMSG_RESYNC_RUNES *only* on ready-bitmask transitions (rune
|
||
// consumed → on cd, or finished cd → ready). We deliberately do NOT
|
||
// push during the cooldown — Player::ResyncRunes encodes the per-rune
|
||
// "passed cooldown" byte as `255 - cd_ms * 51`, which is monotonic
|
||
// only for cd values in seconds (0..5). With cd in milliseconds the
|
||
// byte oscillates wildly tick-to-tick (cd=10000 → 207, cd=9000 → 7,
|
||
// cd=8000 → 63). Frequent resyncs feed the client garbage and freeze
|
||
// the rune frame. One mask-change resync is enough; sweeps run on the
|
||
// client's own 10s timer started from SMSG_SPELL_GO's CAST_FLAG_RUNE_LIST
|
||
// payload (which uses correct encoding) plus a Lua-side
|
||
// GetRuneCooldown poll in RuneFrame.lua.
|
||
void OnPlayerUpdate(Player* player, uint32 /*p_time*/) override
|
||
{
|
||
if (!player || player->getClass() != CLASS_PARAGON)
|
||
return;
|
||
|
||
uint8 readyMask = 0;
|
||
uint8 readyCount = 0;
|
||
for (uint8 i = 0; i < MAX_RUNES; ++i)
|
||
{
|
||
if (player->GetRuneCooldown(i) == 0)
|
||
{
|
||
readyMask |= (1u << i);
|
||
++readyCount;
|
||
}
|
||
}
|
||
|
||
if (uint32(readyCount) != player->GetPower(POWER_RUNE))
|
||
player->SetPower(POWER_RUNE, readyCount);
|
||
|
||
ParagonRuneSyncState& st = runeSyncByGuid[player->GetGUID()];
|
||
if (readyMask != st.lastReadyMask)
|
||
{
|
||
player->ResyncRunes(MAX_RUNES);
|
||
st.lastReadyMask = readyMask;
|
||
|
||
// Authoritative rune CD pump (PARAA "R RUNES cd0 cd1 ... cd5",
|
||
// ms remaining per slot, 0 = ready). The 3.3.5 client engine
|
||
// class-gates SMSG_RESYNC_RUNES / SMSG_SPELL_GO RUNE_LIST to DK,
|
||
// so the Paragon RuneFrame sim drives the visual entirely off
|
||
// COMBAT_LOG_EVENT_UNFILTERED:SPELL_CAST_SUCCESS. The combat log
|
||
// arrives ~100–200ms after the server already started the
|
||
// cooldown, so the client's local timer trails the server. When
|
||
// the user spams a rune spell, the server's slot refreshes
|
||
// first, accepts the next cast, but the client UI still shows
|
||
// CD remaining → "leak-through" past a greyed icon. Pushing the
|
||
// actual remaining ms on every mask transition keeps the
|
||
// visual locked to server state.
|
||
std::string body = "R RUNES";
|
||
for (uint8 i = 0; i < MAX_RUNES; ++i)
|
||
body += " " + std::to_string(player->GetRuneCooldown(i));
|
||
std::string const payload = std::string(kParagonAddonPrefix) + "\t" + body;
|
||
WorldPacket runePkt;
|
||
ChatHandler::BuildChatPacket(runePkt, CHAT_MSG_WHISPER, LANG_ADDON, player, player, payload);
|
||
player->SendDirectMessage(&runePkt);
|
||
}
|
||
|
||
// Combo point pump: the 3.3.5 client engine class-gates SMSG_UPDATE_COMBO_POINTS
|
||
// to rogue / druid, so the Paragon UI sim never sees CP changes from
|
||
// Honor Among Thieves / Mutilate / etc. via either the engine state or
|
||
// the client-side combat-log inference (HAT's 51699 trigger fires with a
|
||
// null target and doesn't always emit SPELL_CAST_SUCCESS in the log).
|
||
// Push the count over PARAA whenever it changes; the addon's combo
|
||
// simulator listens for "R CP <n>" and overwrites paragonCP, so the
|
||
// ComboFrame on the target frame paints reliably.
|
||
int8 const cp = player->GetComboPoints();
|
||
if (cp != st.lastCp)
|
||
{
|
||
std::string const payload = std::string(kParagonAddonPrefix) + "\t"
|
||
+ fmt::format("R CP {}", int32(cp));
|
||
WorldPacket data;
|
||
ChatHandler::BuildChatPacket(data, CHAT_MSG_WHISPER, LANG_ADDON, player, player, payload);
|
||
player->SendDirectMessage(&data);
|
||
st.lastCp = cp;
|
||
}
|
||
|
||
if (!sConfigMgr->GetOption<bool>("Paragon.Diag.RuneTrace", false))
|
||
return;
|
||
|
||
static thread_local time_t lastLogged = 0;
|
||
time_t const wall = GameTime::GetGameTime().count();
|
||
if (wall - lastLogged < 5)
|
||
return;
|
||
lastLogged = wall;
|
||
|
||
std::string out;
|
||
for (uint8 i = 0; i < MAX_RUNES; ++i)
|
||
{
|
||
char buf[64];
|
||
snprintf(buf, sizeof(buf), "[%u: type=%u cur=%u cd=%u]",
|
||
i,
|
||
uint32(player->GetBaseRune(i)),
|
||
uint32(player->GetCurrentRune(i)),
|
||
uint32(player->GetRuneCooldown(i)));
|
||
out += buf;
|
||
}
|
||
LOG_INFO("module", "[paragon-diag] {} runes: {} mask=0x{:02x}",
|
||
player->GetName(), out, uint32(readyMask));
|
||
}
|
||
|
||
private:
|
||
struct ParagonRuneSyncState
|
||
{
|
||
uint8 lastReadyMask{0xFFu}; // sentinel: no prior snapshot
|
||
int8 lastCp{-1}; // sentinel: no prior snapshot
|
||
};
|
||
|
||
static constexpr char const* kParagonAddonPrefix = "PARAA";
|
||
|
||
static std::unordered_map<ObjectGuid, ParagonRuneSyncState> runeSyncByGuid;
|
||
};
|
||
|
||
std::unordered_map<ObjectGuid, Paragon_PlayerScript::ParagonRuneSyncState> Paragon_PlayerScript::runeSyncByGuid;
|
||
|
||
void AddSC_paragon()
|
||
{
|
||
new Paragon_PlayerScript();
|
||
}
|