Core/Players: Fix reusing skill slots when re-learning a skill
Port From (https://github.com/TrinityCore/TrinityCore/commit/9aa5f625a6177b47325635bddee8d603aa9dc769)
This commit is contained in:
@@ -1162,20 +1162,36 @@ namespace Game.Entities
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}
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}
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else //add
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else //add
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{
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{
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currVal = 0;
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// Check if the player already has a skill, otherwise pick a empty skill slot if available
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for (uint i = 0; i < SkillConst.MaxPlayerSkills; ++i)
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byte skillSlot = skillStatusData != null ? skillStatusData.Pos : (byte)0;
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if (skillSlot == 0)
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{
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{
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if (skillInfoField.SkillLineID[(int)i] == 0)
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for (int i = 0; i < SkillConst.MaxPlayerSkills; ++i)
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{
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{
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var skillEntry = CliDB.SkillLineStorage.LookupByKey(id);
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if (((SkillInfo)m_activePlayerData.Skill).SkillLineID[i] == 0)
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if (skillEntry == null)
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{
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{
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Log.outError(LogFilter.Spells, "Skill not found in SkillLineStore: skill #{0}", id);
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skillSlot = (byte)i;
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break;
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}
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}
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}
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if (skillSlot == 0)
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{
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Log.outError(LogFilter.Misc, $"Tried to add skill #{id} but the player cannot have additional skills");
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return;
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return;
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}
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}
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SkillLineRecord skillEntry = CliDB.SkillLineStorage.LookupByKey(id);
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if (skillEntry == null)
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{
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Log.outError(LogFilter.Misc, $"Player.SetSkill: Skill (SkillID: {id}) not found in SkillLineStore for player '{GetName()}' ({GetGUID().ToString()})");
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return;
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}
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if (skillEntry.ParentSkillLineID != 0)
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if (skillEntry.ParentSkillLineID != 0)
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{
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if (skillEntry.ParentTierIndex > 0)
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{
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{
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SkillRaceClassInfoRecord rcEntry = Global.DB2Mgr.GetSkillRaceClassInfo(skillEntry.ParentSkillLineID, GetRace(), GetClass());
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SkillRaceClassInfoRecord rcEntry = Global.DB2Mgr.GetSkillRaceClassInfo(skillEntry.ParentSkillLineID, GetRace(), GetClass());
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if (rcEntry != null)
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if (rcEntry != null)
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@@ -1188,8 +1204,10 @@ namespace Game.Entities
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}
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}
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}
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}
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}
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}
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}
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else
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else
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{ // also learn missing child skills at 0 value
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{
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// also learn missing child skills at 0 value
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List<SkillLineRecord> childSkillLines = Global.DB2Mgr.GetSkillLinesForParentSkill(id);
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List<SkillLineRecord> childSkillLines = Global.DB2Mgr.GetSkillLinesForParentSkill(id);
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if (childSkillLines != null)
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if (childSkillLines != null)
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foreach (SkillLineRecord childSkillLine in childSkillLines)
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foreach (SkillLineRecord childSkillLine in childSkillLines)
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@@ -1204,27 +1222,25 @@ namespace Game.Entities
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}
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}
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}
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}
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SetSkillLineId(i, (ushort)id);
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if (skillStatusData == null)
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SetSkillLineId(skillSlot, (ushort)id);
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SetSkillStep(i, (ushort)step);
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SetSkillStep(skillSlot, (ushort)step);
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SetSkillRank(i, (ushort)newVal);
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SetSkillRank(skillSlot, (ushort)newVal);
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SetSkillStartingRank(i, 1);
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SetSkillStartingRank(skillSlot, 1);
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SetSkillMaxRank(i, (ushort)maxVal);
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SetSkillMaxRank(skillSlot, (ushort)maxVal);
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// apply skill bonuses
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// apply skill bonuses
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SetSkillTempBonus(i, 0);
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SetSkillTempBonus(skillSlot, 0);
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SetSkillPermBonus(i, 0);
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SetSkillPermBonus(skillSlot, 0);
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UpdateSkillEnchantments(id, currVal, (ushort)newVal);
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UpdateSkillEnchantments(id, 0, (ushort)newVal);
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// insert new entry or update if not deleted old entry yet
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// update or add entry
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if (skillStatusData != null)
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if (skillStatusData != null)
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{
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skillStatusData.Pos = (byte)i;
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skillStatusData.State = SkillState.Changed;
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skillStatusData.State = SkillState.Changed;
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}
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else
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else
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mSkillStatus.Add(id, new SkillStatusData((uint)i, SkillState.New));
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mSkillStatus.Add(id, new SkillStatusData((uint)skillSlot, SkillState.New));
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if (newVal != 0)
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if (newVal != 0)
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{
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{
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@@ -1251,9 +1267,6 @@ namespace Game.Entities
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// Learn all spells for skill
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// Learn all spells for skill
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LearnSkillRewardedSpells(id, newVal);
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LearnSkillRewardedSpells(id, newVal);
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}
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}
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return;
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}
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}
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}
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}
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}
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}
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