Core/Chat: Allow incorrect spell/skill language assignments to mirror client behavior
Port From (https://github.com/TrinityCore/TrinityCore/commit/14098b28b39bc9d1ea17d18a7ecd3dd610f29cdc)
This commit is contained in:
@@ -97,7 +97,9 @@ namespace Game.Chat.Commands
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// skipping UNIVERSAL language (0)
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Global.LanguageMgr.ForEachLanguage((lang, languageDesc) =>
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{
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handler.GetSession().GetPlayer().LearnSpell(languageDesc.SpellId, false);
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if (languageDesc.SpellId != 0)
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handler.GetSession().GetPlayer().LearnSpell(languageDesc.SpellId, false);
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return true;
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});
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@@ -31,7 +31,7 @@ namespace Game.Chat
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{
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public class LanguageManager : Singleton<LanguageManager>
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{
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Dictionary<uint, LanguageDesc> _langsMap = new();
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MultiMap<uint, LanguageDesc> _langsMap = new();
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MultiMap<Tuple<uint, byte>, string> _wordsMap = new();
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LanguageManager() { }
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@@ -41,36 +41,7 @@ namespace Game.Chat
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Cypher.Assert(spellEffect != null && spellEffect.Effect == (uint)SpellEffectName.Language);
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uint languageId = (uint)spellEffect.EffectMiscValue[0];
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if (!_langsMap.TryGetValue(languageId, out LanguageDesc desc))
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{
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Log.outWarn(LogFilter.Spells, $"LoadSpellEffectLanguage called on Spell {spellEffect.SpellID} with language {languageId} which does not exist in Language.db2!");
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return;
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}
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desc.SpellId = spellEffect.SpellID;
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}
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uint GetSpellLanguage(uint spellId)
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{
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SpellInfo spellInfo = Global.SpellMgr.GetSpellInfo(spellId, Difficulty.None);
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if (spellInfo != null)
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{
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var effects = spellInfo.GetEffects();
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if (effects.Length != 1 || effects[0].Effect != SpellEffectName.Language)
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Log.outWarn(LogFilter.Spells, $"Invalid language spell {spellId}. Expected 1 effect with SPELL_EFFECT_LANGUAGE");
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else
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return (uint)effects[0].MiscValue;
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}
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return 0;
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}
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bool IsRelevantLanguageSkill(SkillLineRecord skillLineEntry)
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{
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if (skillLineEntry == null)
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return false;
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SkillRaceClassInfoRecord entry = Global.DB2Mgr.GetAvailableSkillRaceClassInfo(skillLineEntry.Id);
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return entry != null;
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_langsMap.Add(languageId, new LanguageDesc(spellEffect.SpellID, 0)); // register without a skill id for now
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}
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public void LoadLanguages()
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@@ -79,7 +50,25 @@ namespace Game.Chat
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// Load languages from Languages.db2. Just the id, we don't need the name
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foreach (LanguagesRecord langEntry in CliDB.LanguagesStorage.Values)
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_langsMap.Add(langEntry.Id, new LanguageDesc());
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{
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var spellsRange = _langsMap.LookupByKey(langEntry.Id);
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if (spellsRange.Empty())
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_langsMap.Add(langEntry.Id, new LanguageDesc());
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else
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{
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List<LanguageDesc> langsWithSkill = new();
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foreach (var spellItr in spellsRange)
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foreach (var skillPair in Global.SpellMgr.GetSkillLineAbilityMapBounds(spellItr.SpellId))
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langsWithSkill.Add(new LanguageDesc(spellItr.SpellId, (uint)skillPair.SkillLine));
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foreach (var langDesc in langsWithSkill)
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{
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// erase temporary assignment that lacked skill
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_langsMap.Remove(langEntry.Id, new LanguageDesc(langDesc.SpellId, 0));
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_langsMap.Add(langEntry.Id, langDesc);
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}
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}
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}
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// Add the languages used in code in case they don't exist
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_langsMap.Add((uint)Language.Universal, new LanguageDesc());
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@@ -90,49 +79,6 @@ namespace Game.Chat
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Log.outInfo(LogFilter.ServerLoading, $"Loaded {_langsMap.Count} languages in {Time.GetMSTimeDiffToNow(oldMSTime)} ms");
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}
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public void LoadLanguagesSkills()
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{
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uint oldMSTime = Time.GetMSTime();
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uint count = 0;
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foreach (SkillLineRecord skillLineEntry in CliDB.SkillLineStorage.Values)
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{
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if (skillLineEntry.CategoryID != SkillCategory.Languages)
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continue;
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if (!IsRelevantLanguageSkill(skillLineEntry))
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continue;
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var skills = Global.DB2Mgr.GetSkillLineAbilitiesBySkill(skillLineEntry.Id);
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// We're expecting only 1 skill
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if (skills.Count != 1)
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Log.outWarn(LogFilter.ServerLoading, $"Found language skill line with {skills.Count} spells. Expected 1. Will use 1st if available");
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SkillLineAbilityRecord ability = skills.Empty() ? null : skills[0];
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if (ability != null)
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{
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uint languageId = GetSpellLanguage(ability.Spell);
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if (languageId != 0)
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{
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if (!_langsMap.TryGetValue(languageId, out LanguageDesc desc))
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Log.outWarn(LogFilter.ServerLoading, $"Spell {ability.Spell} has language {languageId}, which doesn't exist in Languages.db2");
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else
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{
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desc.SpellId = ability.Spell;
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desc.SkillId = skillLineEntry.Id;
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++count;
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}
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}
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}
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}
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// Languages that don't have skills will be added in SpellMgr::LoadSpellInfoStore() (e.g. LANG_ZOMBIE, LANG_SHATH_YAR)
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// Log load time
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Log.outInfo(LogFilter.ServerLoading, $"Loaded {count} languages skills in {Time.GetMSTimeDiffToNow(oldMSTime)} ms");
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}
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public void LoadLanguagesWords()
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{
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uint oldMSTime = Time.GetMSTime();
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@@ -215,10 +161,10 @@ namespace Game.Chat
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public bool IsLanguageExist(Language languageId)
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{
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return _langsMap.ContainsKey((uint)languageId);
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return CliDB.LanguagesStorage.HasRecord((uint)languageId);
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}
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public LanguageDesc GetLanguageDescById(Language languageId)
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public List<LanguageDesc> GetLanguageDescById(Language languageId)
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{
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return _langsMap.LookupByKey((uint)languageId);
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}
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