Commit Graph
933 Commits
Author SHA1 Message Date
luis 05828b9eac Pet Battles: Fix weather env slot, generic detection, multi-hit overkill
- Weather now targets environment slot 2 (PBOID 8 / PetbattleEnviros::Weather)
  instead of slot 0 (Pad0), matching client expectations
- Replace hardcoded weather ability name list with generic DB2-driven detection:
  PropsID chain walk + reverse AuraBattlePetAbilityID walk + BattlePetAbilityState
  diagnostic logging to discover remaining weather abilities
- Multi-hit abilities now stop when the target dies (prevents overkill)
- Battle positioning: offset player 5 units behind pet along facing axis
2026-03-12 08:37:35 -03:00
luis cf2fcb272a Pet Battles: Implement weather system and battle positioning 2026-03-12 08:35:37 -03:00
luis 7bf6bcb46c Pet Battles: Add effect properties mapping dump for diagnostics
The BattlePetEffectPropertiesID values in the DB2 don't map 0-18
sequentially — they're arbitrary IDs (222, 26, 24, etc.). Add startup
logging that dumps all unique PropertiesIDs with their ParamLabel
strings and usage counts, so we can build the correct mapping.

Also improve the UNHANDLED effect warning to include all 6 Param values
and the ParamLabel strings from the DB2, making the logs self-documenting.
2026-03-12 08:33:41 -03:00
luis 8d332b0643 Pet Battles: Fix wild battle pet marking not working
Two bugs prevented TryMarkAsWildBattlePet() from ever marking critters:

1. Init order: BattlePetMgr::Initialize() ran AFTER sMapMgr->Initialize(),
   so the species-by-creature map was empty during creature spawning.
   Moved battle pet initialization before map system startup.

2. Respawn flag wipe: TryMarkAsWildBattlePet() ran BEFORE
   setDeathState(JUST_RESPAWNED), which calls ReplaceAllNpcFlags from
   template, wiping the dynamically added UNIT_NPC_FLAG_WILD_BATTLE_PET.
   Moved TryMarkAsWildBattlePet() to after setDeathState.
2026-03-12 08:32:18 -03:00
luis 6df914d395 Pet Battles: Fix weather auras, multi-turn auras, and pet death continuation
- Move TickWeather() inside AURA_PROCESSING_BEGIN/END block so client
  processes weather effects correctly (was outside the wrapper)
- Emit AURA_CHANGE for environment auras each round with CurrentRound
  increment (was missing — pet auras had this but weather did not)
- Add AURA_APPLY/AURA_CANCEL for multi-turn abilities so client shows
  buff icon during multi-turn sequences (Burrow, Lift-Off, etc.)
- Fix HandlePetBattleInput to only accept input during ROUND_IN_PROGRESS
  state, preventing ProcessRound from firing with dead front pet during
  WAITING_FOR_FRONT_PET state
2026-03-12 08:30:37 -03:00
luis 38cd0bf7d6 Pet Battles: Fix AFK timeout triggering immediately
Move _roundTimerSecs increment inside the 1-second tick block.
Previously it incremented every Update() call (~100ms), reaching
the 45s threshold in ~4.5 seconds instead of 45 seconds.
2026-03-12 08:28:37 -03:00
luis ade323f7b3 Pet Battles: PR readiness fixes — validation, timeouts, logging, cleanup
- Add per-round AFK timeout (30s + 15s grace, auto-forfeit)
- Add input validation: MoveType range check, duplicate input guard,
  battle state checks, distance check for wild battles, queue loadout check
- Fix 28 TC_LOG_ERROR → TC_LOG_DEBUG/WARN for non-error messages
- Send SMSG_BATTLE_PETS_HEALED after HealBattlePetsPct
- Send SMSG_PET_BATTLE_MAX_GAME_LENGTH_WARNING 5 min before timeout
- Fix CMSG_BATTLE_PET_SUMMON threading (PROCESS_INPLACE → THREADUNSAFE)
- Remove unused ResolveSpeed() and opponentTeam variable
- Fix TOOD typo, add ChatRestricted TODO comment
2026-03-12 08:27:04 -03:00
luis dc30fdd09d Pet Battles: Emit AURA_PROCESSING_BEGIN/END and AURA_CHANGE effects
Matches Blizzard sniff pattern where every round wraps aura tick
processing in BEGIN(PBOID=9) / END(PBOID=9) sentinel effects.

- Emit AURA_PROCESSING_BEGIN before aura ticking
- Phase 1: DoT/HoT periodic damage/healing (SET_HEALTH)
- Phase 2: AURA_CHANGE per active aura with updated CurrentRound
- Phase 3: Decrement rounds, AURA_CANCEL for expired auras
- Emit AURA_PROCESSING_END after all aura processing
- Add explicit switch cases for effect types 13/14 in BuildRoundEffects
- Fill SourceTeam/SourcePet and Param3/Param4 on AURA_CANCEL effects
2026-03-12 08:24:21 -03:00
luis 24cc4993f9 Pet Battles: Dynamically mark critters as wild battle pets 2026-03-12 08:22:52 -03:00
luis 1debf61e1b Pet Battles: Fix weather/environment effects not showing in client UI
SetWeather() updated internal state but never emitted round effects,
so the client never knew weather was applied. Weather expiry also had
no AURA_CANCEL, leaving stale icons. InitialUpdate Enviros array was
never populated with active weather data.

- SetWeather() now emits AURA_APPLY targeting environment PBOID (6+)
- Previous weather is cancelled before new weather is applied
- Cleansing weather emits AURA_CANCEL for all active environment auras
- TickWeather() emits AURA_CANCEL when weather duration expires
- BuildPetBattleEnviros() populates InitialUpdate Enviros in all paths
- Added PBOID_ENVIRONMENT_BASE constant and TargetEnvSlot field for
  environment-targeted round effects
2026-03-12 08:20:07 -03:00
luis 9ff52e29fb Housing: Fix fixture edit mode using wrong EditorMode and missing FixtureGuid
The "Edit House Exterior" button sent EditorMode=4 (Customize/interior) instead
of EditorMode=6 (ExteriorCustomization). The client checks
C_HouseEditor.IsHouseEditorModeActive(ExteriorCustomization) which returned
false, so the exterior customization UI never activated.

Also the SMSG response had an empty FixtureGuid — the client uses this GUID
to determine enter vs exit state for fixture editing.

Fixes:
- Use HOUSING_EDITOR_MODE_EXTERIOR_CUSTOMIZATION (6) for fixture edit mode
- Populate FixtureGuid with the root fixture MeshObject GUID (componentType=9)
- Always CREATE Account entity in fixture mode (same pattern as decor edit)
- Include all fixture MeshObject CREATEs in same UPDATE_OBJECT packet
- Add GetPlotMeshObjects() accessor to HousingMap
2026-03-12 07:58:15 -03:00
luis 1a7d471b08 Housing: Fix edit mode decor list by sending all MeshObject CREATEs in same packet
The Placed Decor list was empty or incomplete because the client correlates
MeshObject FHousingDecor_C.DecorGUID with Account FHousingStorage_C entries
only when both arrive together. MeshObjects created via normal grid visibility
(separate earlier packets) arrived before FHousingStorage_C was populated,
so the client never associated them with decor entries.

Key fixes:
- Always send Account entity as CREATE (not VALUES_UPDATE) on edit mode entry
  since the initial login CREATE has no FHousingStorage_C data
- Re-send CREATE for ALL decor MeshObjects in the same UPDATE_OBJECT packet
  as the Account entity, ensuring the client has complete correlation data
- Add plot boundary spell visual activation on edit mode entry
- Improve edit mode diagnostics with mesh tracking counters
- Fix various housing packet and neighborhood handler improvements
2026-03-12 07:56:50 -03:00
luis 4f7372c043 Housing: Fix house finder map showing wrong occupied plot markers
Field1 and Field2 in JamCliHouseFinderNeighborhood are a bitmask of
occupied plot indices (client ORs them into uint64 at offset 520, then
checks bit N to render plot N as occupied). We were incorrectly packing
plot counts into Field1 and MapID into Field2, producing wrong bits.

Also set JamCliHouse::HouseLevel to the plot index, which the client
uses as the hash table key for plot-to-house mapping.
2026-03-12 07:50:30 -03:00
luis 0cb961d47d Housing: Fix entity GUID mismatch, initiative wire format, and packet error fields
Fix Housing/4 NeighborhoodMirrorEntity GUID using battlenetAccountId instead
of the neighborhood's actual DB low GUID. The client matches entity GUIDs
against NeighborhoodGUID references in JamCliHouse packets — a mismatch
causes the client to fail to associate plot data with the correct entity.
Added ResetGuid() to correct the GUID in Player::LoadFromDB before the
entity is added to the world.

Fix initiative SMSG_GET_PLAYER_INITIATIVE_INFO_RESULT: duration now converts
DB2 days to seconds (×86400), progress scales from 0.0–1.0 to 0–1000 wire
format, and the packet is sent proactively on service status check so the
client's isLoaded flag gets set.

Revert incorrect HasError replacements on 14+ non-initiative response packets
back to their proper Result field assignments. Remove fake initiative SQL
hotfix data that overwrote real DB2 records.
2026-03-12 07:49:28 -03:00
Céfiro_Caecias be453341aa DB/World: item_loot_template 2026-03-11 18:36:01 -03:00
Céfiro_Caecias 410b10434c DB/World: DBErrors Fixes 2026-03-11 17:43:10 -03:00
Céfiro_Caecias 16ffd4f291 DB/World: DBErrors Fixes 2026-03-11 17:01:38 -03:00
Céfiro_Caecias 0904a357a8 DB/World: TC Tables Calibrations 2026-03-11 17:01:04 -03:00
Céfiro_Caecias 9711520b0e Update README.md 2026-03-11 16:16:34 -03:00
luis 728fb96387 +++ 2026-03-11 14:20:53 -03:00
luis 6e05686bfe typo 2026-03-11 14:17:28 -03:00
luis 8a7bf4fe76 duplicate 2026-03-11 14:03:15 -03:00
Shauren 154d79123c Core/AuctionHouse: Replace IteratorPair with std::span
Signed-off-by: luis <[email protected]>
2026-03-11 14:01:19 -03:00
luis 7bb714e7dc Missing tables 2026-03-11 13:57:54 -03:00
luis 2a3d992f66 missing changes 2026-03-11 13:53:41 -03:00
luis b9425b5542 rework 2026-03-11 13:45:47 -03:00
luis 4066c83108 Core/Conditions: Allow CONDITION_NONE to be used without a script if NegativeCondition is 1 2026-03-11 08:50:23 -03:00
Shauren cb995fb8e9 Core/Conditions: Replace Condition::ToString with fmt::formatter
Signed-off-by: luis <[email protected]>
2026-03-11 08:46:54 -03:00
luis 456d69d25a Core/Quests Implement quest campaigns 2026-03-11 08:46:19 -03:00
luis 8fdb729d0b Core/Quests: Move questline handling to new QuestMgr namespace and implement SPELL_EFFECT_SKIP_QUESTLINE 2026-03-10 22:04:58 -03:00
luis 418ebd03cf fix crash 2026-03-10 20:45:23 -03:00
MoltenCrystal 3679885aed Scripts/Spells: Update Consecration areatrigger script (#31715)
Signed-off-by: luis <[email protected]>
2026-03-10 20:42:19 -03:00
luis 9837379646 improved race haranir 2026-03-10 20:42:01 -03:00
MoltenCrystal 988fc809b5 Scripts/Spells: Update Judgment (#31714)
Signed-off-by: luis <[email protected]>
2026-03-10 20:42:01 -03:00
Céfiro_Caecias d4d93577cc DB/World: DBErrors Fixes 2026-03-10 20:33:52 -03:00
luis 9b5cf857c8 new race 2026-03-10 20:13:25 -03:00
luis 42ef944517 Housing: Fix 0/0 decor budget display by sending CREATE for missing entities
Account and HousingPlayerHouseEntity get destroyed on the client during
map transfers to the housing map. The edit mode handler always sent
VALUES_UPDATE, which the client "rescued" (ignored) because the entities
no longer existed in its object cache.

Now check HaveAtClient() first — if the client doesn't have the entity,
send a full CREATE_OBJECT and re-register the GUID in m_clientGUIDs.
This ensures the client receives InteriorDecorPlacementBudget, storage
entries, and DecorMaxOwnedCount needed for the decor count display.
2026-03-10 19:55:50 -03:00
luis b299277770 Housing: Fix initiative packet parsing, opcode collisions, and tutorial CVar timing
- Fix CMSG_INITIATIVE_REPORT_PROGRESS ByteBufferException: packet only
  contains a packed NeighborhoodGuid (sniff-verified 7 bytes), not three
  extra uint32 fields. Handler now just sends initiative info back.

- Fix 4 SMSG initiative opcode collisions (0x420369-0x42036C) with
  existing opcodes (CATALOG_SHOP_OBTAIN_LICENSE, MIRROR_VARS,
  SET_INSTANCE_LEAVER, UNSET_INSTANCE_LEAVER). Reassigned to
  0x420380-0x420383.

- Fix tutorial mode still blocking editor: CVar injection in
  Player::LoadFromDB happened after the client already fetched account
  data during auth. Added SendAccountDataTimes() after SetAccountData()
  to force the client to re-fetch the updated GLOBAL_CONFIG_CACHE with
  housingTutorialsEnabled=0 and closedInfoFramesAccountWide bits.

- Reset FHousingStorage_C populated flag on every edit mode entry so
  the Account VALUES_UPDATE always carries the full storage map.

- Remove FHousingDecorActor_C fragment from decor MeshObjects (sniff
  analysis confirmed fragment 28 is not present on any retail entity).

- Use DROP+CREATE instead of CREATE IF NOT EXISTS in initiative SQL
  to prevent stale schema from persisting silently.
2026-03-10 19:54:41 -03:00
luis 1d444ee8f7 Housing: Deep-dive initiative improvements from sniff/IDA analysis
Sniff analysis (223 packets across 12 .pkt files):
- Confirmed SMSG_INITIATIVE_SERVICE_STATUS wire format (1 byte, 0x80)
- Activity log responses contain packed GUIDs with double contribution scores
- Player initiative info uses float scale (ProgressRequired=1000.0f)
- Task progress is neighborhood-wide aggregate (confirmed by sniff values)

IDA binary analysis findings implemented:
- Add 8 new enums: NeighborhoodInitiativeUpdateStatus (Started/Milestone/
  Completed/Failed), ChestResult, TaskType (Single/RepeatableFinite/
  RepeatableInfinite), CompletionState, InitiativeFlags, MilestoneFlags,
  RewardFlags, NeighborhoodType
- Add 5 new SMSG opcodes: INITIATIVE_UPDATE_STATUS (1 byte status),
  INITIATIVE_POINTS_UPDATE (2 uint32: current/max), INITIATIVE_MILESTONE_UPDATE
  (3 bytes: index/reached/flags), INITIATIVE_CHEST_RESULT (1 uint32 result),
  INITIATIVE_TRACKED_UPDATED (packed GUID)
- Send InitiativeUpdateStatus on initiative start/complete/expire/milestone
- Send InitiativePointsUpdate after every task progress change
- Send InitiativeMilestoneUpdate when milestones are reached

Weighted cycle selection (IDA-verified):
- Build InitiativeCyclePriority index map during initialization
- SelectWeightedCycle() uses InitiativeCyclePriority.Weight for weighted
  random selection among candidate cycles
- CheckAndStartInitiatives() now uses weighted selection with fallback
  to equal-weight when no priority data exists

DB2 data fixes:
- Fix InitiativeReward.RewardData SQL column type from text to bigint
- Fix reward data values from empty string to 0
- Document that RewardType=0 with RewardAmount = favor points granted
  via Housing::AddFavor (HouseInitiativeFavor = AccountTransType 66)
2026-03-10 19:49:39 -03:00
luis 8b80a9f7ad Housing: Complete initiative persistence — task progress, milestones, rewards
- Add neighborhood_initiative_task_progress table persisting per-task progress
  and status (NOT_STARTED/IN_PROGRESS/COMPLETE) across server restarts
- Add neighborhood_initiative_milestones table persisting milestone reached
  state with timestamps
- Add neighborhood_initiative_reward_claims table tracking per-player reward
  claims to prevent double-claiming
- Implement PersistSingleTaskProgress, PersistMilestoneReached, PersistRewardClaim
  with corresponding CHAR_REP/INS prepared statements
- LoadFromDB now restores task progress, milestone state, and reward claims
  from DB instead of defaulting to zero/recalculating
- Implement ClaimMilestoneReward with full DB2 reward chain: walks
  InitiativeRewardXMilestone → InitiativeReward to grant currency, items,
  or favor based on RewardType
- HasUnclaimedRewards now checks per-player claim state, not just milestone reached
- HandleGetInitiativeClaimRewardRequest and HandleGetInitiativeOpenChestRequest
  now use ClaimMilestoneReward for actual reward distribution
- PersistTaskProgress stub replaced with full implementation
2026-03-10 19:43:07 -03:00
luis 5def5c28d0 Housing: Wire up initiative/endeavor system and fix interior editor unlock
- Register PlayerInitiativeComponent_C entity fragment (FragmentID 37) on player
  load so C_NeighborhoodInitiative Lua API returns initiative state
- Populate InitiativeInfo fields (duration, progress, milestone, cycle, contribution)
  and Houses set from InitiativeManager data
- Send SMSG_INITIATIVE_SERVICE_STATUS (0x80=enabled) proactively on both exterior
  and interior map entry so IsInitiativeEnabled() returns true immediately
- Set IsInitiative flag on cornerstone UI response when neighborhood has active initiative
- Add InsertSetUpdateFieldValue friend declaration to SetUpdateFieldSetter (was missing,
  preventing set-type update field insertion from compiling)
- Send SMSG_HOUSING_GET_CURRENT_HOUSE_INFO_RESPONSE in interior map so editor UI
  has proper house context
- Add SendPostTutorialAuras to HouseInteriorMap to unlock all editor modes (expert,
  cleanup, layout, customize) — auras are lost on map transfer and must be re-sent
2026-03-10 13:36:47 -03:00
luis 1e768c19b2 Housing: Fix tutorial mode blocking editor features via account CVar injection
The client's housing editor UI checks FrameTutorialAccount flags stored in the
closedInfoFramesAccountWide CVar bitfield (GLOBAL_CONFIG_CACHE account data),
which is completely separate from the 256-bit server tutorial flags sent via
SMSG_TUTORIAL_FLAGS. Without bit 38 (HousingModesUnlocked) set in this CVar,
expert/cleanup/layout/customize modes remain locked.

Fix: inject closedInfoFramesAccountWide (all bits set) and housingTutorialsEnabled=0
into the GLOBAL_CONFIG_CACHE account data during player login and house purchase.
The code handles both fresh and existing account data, replacing or appending CVars
as needed. Account data timestamps are bumped so the client re-requests the config.

Added TODO markers for adapting this when the housing tutorial questline is
implemented (quest-driven FrameTutorialAccount bit progression).
2026-03-10 13:32:34 -03:00
luis 19c91b9f3c Housing: Read decor budget values from HouseLevelRewardInfo DB2
Budget values (interior/exterior decor, room, fixture) were hardcoded instead
of being read from the HouseLevelRewardInfo DB2. RewardType 38-41 maps to
ExpectedStatType housing budget enums. Wire these DB2 values into HouseLevelData
during LoadHouseLevelRewardInfoData, with hardcoded values as fallback only when
DB2 entries are missing. Log final budget values per level at startup for
verification.
2026-03-10 13:30:37 -03:00
luis 81c3566786 debug log 2026-03-10 13:28:53 -03:00
luis 110b6b5193 Housing: Fix decor learning UI update and editor mode budget display
Update Account entity FHousingStorage_C when learning decor via spell so the
client's decor list refreshes immediately without requiring a relog.

Include HousingPlayerHouseEntity in the combined UPDATE_OBJECT packets sent
when entering editor mode, requesting storage, and buying a plot. The client
needs budget max values alongside FHousingStorage_C entries to compute and
display placed/remaining decor counts.
2026-03-10 13:27:16 -03:00
Céfiro_Caecias 1f7df8c94c DB/World: DBErrors Fixes 2026-03-10 10:14:38 -03:00
luis 54f3ef3dee Housing: Fix plot ownership display and door GO position
- Fix NeighborhoodMirrorData Houses array: add entries for ALL 55 plots
  (including empty ones) so Houses[i] corresponds to DB2 PlotIndex=i.
  Previously only occupied plots were added, causing the client to map
  Houses[0] to plot 0 when it actually contained plot 7's data.
  Fixed in all 5 locations: Neighborhood.cpp, NeighborhoodHandler.cpp,
  HousingHandler.cpp (2 sites), Player.cpp.

- Fix door interaction GO position: raise Z from -0.56 to 1.5 (door frame
  level instead of stair base) and pull X back from 9.28 to 8.0 (actual
  door threshold instead of mesh origin at stair foot).
2026-03-10 08:36:51 -03:00
luis 30f4de2717 yupo 2026-03-09 22:21:23 -03:00
luis 448e2304e9 Housing: Remove dynamic platform GO spawn that rendered visibly
The platform WMO (574432) is already loaded from the static gameobject table
(sniff data). Dynamically spawning a second one at the ground-clamped Z
caused it to render visibly on the surface. The static spawn provides the
DynamicMapTree collision needed for house ground-clamping.
2026-03-09 22:19:55 -03:00
luis d1740ba213 Housing: Fix client crash from duplicate CREATE packets for entity fragments
Housing/3 and Housing/4 entities were never registered in Player::m_clientGUIDs,
causing HaveAtClient() to always return false. Every SendUpdateToPlayer() call
sent CREATE_OBJECT instead of VALUES_UPDATE, producing duplicate CREATEs that
freeze/crash the client.

Include both entities in Player::BuildCreateUpdateBlockForPlayer alongside
BNetAccount, and track their GUIDs in m_clientGUIDs so subsequent updates
correctly use VALUES_UPDATE.
2026-03-09 22:18:43 -03:00