Cleaned up namespaces (still have to do Map Project) and removed references to FFXIV Classic from the code. Removed the Launcher Editor project as it is no longer needed (host file editing is cleaner).

This commit is contained in:
Filip Maj 2019-06-19 00:05:18 -04:00
parent 7587a6e142
commit 0f61c4c0e1
544 changed files with 54548 additions and 55498 deletions

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/*
===========================================================================
Copyright (C) 2015-2019 Project Meteor Dev Team
This file is part of Project Meteor Server.
Project Meteor Server is free software: you can redistribute it and/or modify
it under the terms of the GNU Affero General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Project Meteor Server is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Affero General Public License for more details.
You should have received a copy of the GNU Affero General Public License
along with Project Meteor Server. If not, see <https:www.gnu.org/licenses/>.
===========================================================================
*/
using System.Collections.Generic;
using FFXIVClassic_Map_Server.packets.send.actor;
using FFXIVClassic_Map_Server.Actors;
using Meteor.Common;
namespace FFXIVClassic_Map_Server.utils
{
class ActorPropertyPacketUtil
{
private Actor forActor;
private List<SubPacket> subPackets = new List<SubPacket>();
private SetActorPropetyPacket currentActorPropertyPacket;
private string currentTarget;
public ActorPropertyPacketUtil(string firstTarget, Actor forActor)
{
currentActorPropertyPacket = new SetActorPropetyPacket(firstTarget);
this.forActor = forActor;
this.currentTarget = firstTarget;
}
public void AddProperty(string property)
{
if (!currentActorPropertyPacket.AddProperty(forActor, property))
{
currentActorPropertyPacket.SetIsMore(true);
currentActorPropertyPacket.AddTarget();
subPackets.Add(currentActorPropertyPacket.BuildPacket(forActor.actorId));
currentActorPropertyPacket = new SetActorPropetyPacket(currentTarget);
currentActorPropertyPacket.AddProperty(forActor, property);
}
}
public void NewTarget(string target)
{
currentActorPropertyPacket.AddTarget();
currentTarget = target;
currentActorPropertyPacket.SetTarget(target);
}
public List<SubPacket> Done()
{
currentActorPropertyPacket.AddTarget();
currentActorPropertyPacket.SetIsMore(false);
subPackets.Add(currentActorPropertyPacket.BuildPacket(forActor.actorId));
return subPackets;
}
}
}

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/*
===========================================================================
Copyright (C) 2015-2019 Project Meteor Dev Team
This file is part of Project Meteor Server.
Project Meteor Server is free software: you can redistribute it and/or modify
it under the terms of the GNU Affero General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Project Meteor Server is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Affero General Public License for more details.
You should have received a copy of the GNU Affero General Public License
along with Project Meteor Server. If not, see <https:www.gnu.org/licenses/>.
===========================================================================
*/
using Meteor.Common;
using System;
namespace FFXIVClassic_Map_Server.utils
{
class CharacterUtils
{
public struct FaceInfo
{
[BitfieldLength(5)]
public uint characteristics;
[BitfieldLength(3)]
public uint characteristicsColor;
[BitfieldLength(6)]
public uint type;
[BitfieldLength(2)]
public uint ears;
[BitfieldLength(2)]
public uint mouth;
[BitfieldLength(2)]
public uint features;
[BitfieldLength(3)]
public uint nose;
[BitfieldLength(3)]
public uint eyeShape;
[BitfieldLength(1)]
public uint irisSize;
[BitfieldLength(3)]
public uint eyebrows;
[BitfieldLength(2)]
public uint unknown;
}
public static FaceInfo GetFaceInfo(byte characteristics, byte characteristicsColor, byte faceType, byte ears, byte faceMouth, byte faceFeatures, byte faceNose, byte faceEyeShape, byte faceIrisSize, byte faceEyebrows)
{
FaceInfo faceInfo = new FaceInfo();
faceInfo.characteristics = characteristics;
faceInfo.characteristicsColor = characteristicsColor;
faceInfo.type = faceType;
faceInfo.ears = ears;
faceInfo.features = faceFeatures;
faceInfo.eyebrows = faceEyebrows;
faceInfo.eyeShape = faceEyeShape;
faceInfo.irisSize = faceIrisSize;
faceInfo.mouth = faceMouth;
faceInfo.nose = faceNose;
return faceInfo;
}
public static UInt32 GetTribeModel(byte tribe)
{
switch (tribe)
{
//Hyur Midlander Male
case 1:
default:
return 1;
//Hyur Midlander Female
case 2:
return 2;
//Elezen Male
case 4:
case 6:
return 3;
//Elezen Female
case 5:
case 7:
return 4;
//Lalafell Male
case 8:
case 10:
return 5;
//Lalafell Female
case 9:
case 11:
return 6;
//Miqo'te Female
case 12:
case 13:
return 8;
//Roegadyn Male
case 14:
case 15:
return 7;
//Hyur Highlander Male
case 3:
return 9;
}
}
public static string GetClassNameForId(short id)
{
switch (id)
{
case 2: return "pug";
case 3: return "gla";
case 4: return "mrd";
case 7: return "arc";
case 8: return "lnc";
case 22: return "thm";
case 23: return "cnj";
case 29: return "crp";
case 30: return "bsm";
case 31: return "arm";
case 32: return "gsm";
case 33: return "ltw";
case 34: return "wvr";
case 35: return "alc";
case 36: return "cul";
case 39: return "min";
case 40: return "btn";
case 41: return "fsh";
default: return "undefined";
}
}
}
}

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/*
===========================================================================
Copyright (C) 2015-2019 Project Meteor Dev Team
This file is part of Project Meteor Server.
Project Meteor Server is free software: you can redistribute it and/or modify
it under the terms of the GNU Affero General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Project Meteor Server is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Affero General Public License for more details.
You should have received a copy of the GNU Affero General Public License
along with Project Meteor Server. If not, see <https:www.gnu.org/licenses/>.
===========================================================================
*/
using System;
using System.Collections.Generic;
using SharpNav;
using SharpNav.Pathfinding;
using Meteor.Common;
namespace FFXIVClassic_Map_Server.utils
{
class NavmeshUtils
{
// navmesh
public static bool CanSee(actors.area.Zone zone, float x1, float y1, float z1, float x2, float y2, float z2)
{
// todo: prolly shouldnt raycast
var navMesh = zone.tiledNavMesh;
if (navMesh != null)
{
var navMeshQuery = zone.navMeshQuery;
NavPoint startPt, endPt;
SharpNav.Pathfinding.Path path = new SharpNav.Pathfinding.Path();
RaycastHit hit = new RaycastHit();
SharpNav.Geometry.Vector3 c = new SharpNav.Geometry.Vector3(x1, y1, z1);
SharpNav.Geometry.Vector3 ep = new SharpNav.Geometry.Vector3(x2, y2, z2);
SharpNav.Geometry.Vector3 e = new SharpNav.Geometry.Vector3(5, 5, 5);
navMeshQuery.FindNearestPoly(ref c, ref e, out startPt);
navMeshQuery.FindNearestPoly(ref ep, ref e, out endPt);
if (navMeshQuery.Raycast(ref startPt, ref ep, RaycastOptions.None, out hit, path))
{
return true;
}
return false;
}
return true;
}
public static SharpNav.TiledNavMesh LoadNavmesh(TiledNavMesh navmesh, string filePath)
{
SharpNav.IO.NavMeshSerializer serializer;
if (System.IO.Path.GetExtension(filePath) == ".snb")
serializer = new SharpNav.IO.Binary.NavMeshBinarySerializer();
else
serializer = new SharpNav.IO.Json.NavMeshJsonSerializer();
return serializer.Deserialize(System.IO.Path.Combine("../../navmesh/", filePath));
//return navmesh = new SharpNav.IO.Json.NavMeshJsonSerializer().Deserialize(filePath);
}
public static List<Vector3> GetPath(actors.area.Zone zone, float x, float y, float z, float targetX, float targetY, float targetZ, float stepSize = 0.70f, int pathSize = 45, float polyRadius = 0.0f, bool skipToTarget = false)
{
return GetPath(zone, new Vector3(x, y, z), new Vector3(targetX, targetY, targetZ), stepSize, pathSize, polyRadius, skipToTarget);
}
#region sharpnav stuff
// Copyright (c) 2013-2016 Robert Rouhani <robert.rouhani@gmail.com> and other contributors (see CONTRIBUTORS file).
// Licensed under the MIT License - https://raw.github.com/Robmaister/SharpNav/master/LICENSE
public static List<Vector3> GetPath(actors.area.Zone zone, Vector3 startVec, Vector3 endVec, float stepSize = 0.70f, int pathSize = 45, float polyRadius = 0.0f, bool skipToTarget = false)
{
var navMesh = zone.tiledNavMesh;
var navMeshQuery = zone.navMeshQuery;
// no navmesh loaded, run straight to player
if (navMesh == null)
{
return new List<Vector3>() { endVec };
}
// no need to waste cycles finding path to same point
if (startVec.X == endVec.X && startVec.Y == endVec.Y && startVec.Z == endVec.Z && polyRadius == 0.0f)
{
return null;
}
var smoothPath = new List<Vector3>(pathSize) { };
NavQueryFilter filter = new NavQueryFilter();
NavPoint startPt, endPt;
try
{
SharpNav.Geometry.Vector3 c = new SharpNav.Geometry.Vector3(startVec.X, startVec.Y, startVec.Z);
SharpNav.Geometry.Vector3 ep = new SharpNav.Geometry.Vector3(endVec.X, endVec.Y, endVec.Z);
SharpNav.Geometry.Vector3 e = new SharpNav.Geometry.Vector3(5, 5, 5);
navMeshQuery.FindNearestPoly(ref c, ref e, out startPt);
navMeshQuery.FindNearestPoly(ref ep, ref e, out endPt);
//calculate the overall path, which contains an array of polygon references
int MAX_POLYS = 256;
var path = new SharpNav.Pathfinding.Path();
navMeshQuery.FindPath(ref startPt, ref endPt, filter, path);
//find a smooth path over the mesh surface
int npolys = path.Count;
SharpNav.Geometry.Vector3 iterPos = new SharpNav.Geometry.Vector3();
SharpNav.Geometry.Vector3 targetPos = new SharpNav.Geometry.Vector3();
navMeshQuery.ClosestPointOnPoly(startPt.Polygon, startPt.Position, ref iterPos);
navMeshQuery.ClosestPointOnPoly(path[npolys - 1], endPt.Position, ref targetPos);
// set target to random point at end of path
if (polyRadius != 0.0f)
{
var randPoly = navMeshQuery.FindRandomPointAroundCircle(endPt, polyRadius);
targetPos = randPoly.Position;
}
if (skipToTarget)
{
return new List<Vector3>() { new Vector3(targetPos.X, targetPos.Y, targetPos.Z) };
}
smoothPath.Add(new Vector3(iterPos.X, iterPos.Y, iterPos.Z));
//float STEP_SIZE = 0.70f;
float SLOP = 0.15f;
while (npolys > 0 && smoothPath.Count < smoothPath.Capacity)
{
//find location to steer towards
SharpNav.Geometry.Vector3 steerPos = new SharpNav.Geometry.Vector3();
StraightPathFlags steerPosFlag = 0;
NavPolyId steerPosRef = NavPolyId.Null;
if (!GetSteerTarget(navMeshQuery, iterPos, targetPos, SLOP, path, ref steerPos, ref steerPosFlag, ref steerPosRef))
break;
bool endOfPath = (steerPosFlag & StraightPathFlags.End) != 0 ? true : false;
bool offMeshConnection = (steerPosFlag & StraightPathFlags.OffMeshConnection) != 0 ? true : false;
//find movement delta
SharpNav.Geometry.Vector3 delta = steerPos - iterPos;
float len = (float)Math.Sqrt(SharpNav.Geometry.Vector3.Dot(delta, delta));
//if steer target is at end of path or off-mesh link
//don't move past location
if ((endOfPath || offMeshConnection) && len < stepSize)
len = 1;
else
len = stepSize / len;
SharpNav.Geometry.Vector3 moveTgt = new SharpNav.Geometry.Vector3();
VMad(ref moveTgt, iterPos, delta, len);
//move
SharpNav.Geometry.Vector3 result = new SharpNav.Geometry.Vector3();
List<NavPolyId> visited = new List<NavPolyId>(pathSize);
NavPoint startPoint = new NavPoint(path[0], iterPos);
navMeshQuery.MoveAlongSurface(ref startPoint, ref moveTgt, out result, visited);
path.FixupCorridor(visited);
npolys = path.Count;
float h = 0;
navMeshQuery.GetPolyHeight(path[0], result, ref h);
result.Y = h;
iterPos = result;
//handle end of path when close enough
if (endOfPath && InRange(iterPos, steerPos, SLOP, 1000.0f))
{
//reached end of path
iterPos = targetPos;
if (smoothPath.Count < smoothPath.Capacity)
{
smoothPath.Add(new Vector3(iterPos.X, iterPos.Y, iterPos.Z));
}
break;
}
//store results
if (smoothPath.Count < smoothPath.Capacity)
{
smoothPath.Add(new Vector3(iterPos.X, iterPos.Y, iterPos.Z));
}
}
}
catch(Exception e)
{
Program.Log.Error(e.Message);
Program.Log.Error("Start pos {0} {1} {2} end pos {3} {4} {5}", startVec.X, startVec.Y, startVec.Z, endVec.X, endVec.Y, endVec.Z);
// todo: probably log this
return new List<Vector3>() { endVec };
}
return smoothPath;
}
/// <summary>
/// Scaled vector addition
/// </summary>
/// <param name="dest">Result</param>
/// <param name="v1">Vector 1</param>
/// <param name="v2">Vector 2</param>
/// <param name="s">Scalar</param>
private static void VMad(ref SharpNav.Geometry.Vector3 dest, SharpNav.Geometry.Vector3 v1, SharpNav.Geometry.Vector3 v2, float s)
{
dest.X = v1.X + v2.X * s;
dest.Y = v1.Y + v2.Y * s;
dest.Z = v1.Z + v2.Z * s;
}
private static bool GetSteerTarget(NavMeshQuery navMeshQuery, SharpNav.Geometry.Vector3 startPos, SharpNav.Geometry.Vector3 endPos, float minTargetDist, SharpNav.Pathfinding.Path path,
ref SharpNav.Geometry.Vector3 steerPos, ref StraightPathFlags steerPosFlag, ref NavPolyId steerPosRef)
{
StraightPath steerPath = new StraightPath();
navMeshQuery.FindStraightPath(startPos, endPos, path, steerPath, 0);
int nsteerPath = steerPath.Count;
if (nsteerPath == 0)
return false;
//find vertex far enough to steer to
int ns = 0;
while (ns < nsteerPath)
{
if ((steerPath[ns].Flags & StraightPathFlags.OffMeshConnection) != 0 ||
!InRange(steerPath[ns].Point.Position, startPos, minTargetDist, 1000.0f))
break;
ns++;
}
//failed to find good point to steer to
if (ns >= nsteerPath)
return false;
steerPos = steerPath[ns].Point.Position;
steerPos.Y = startPos.Y;
steerPosFlag = steerPath[ns].Flags;
if (steerPosFlag == StraightPathFlags.None && ns == (nsteerPath - 1))
steerPosFlag = StraightPathFlags.End; // otherwise seeks path infinitely!!!
steerPosRef = steerPath[ns].Point.Polygon;
return true;
}
private static bool InRange(SharpNav.Geometry.Vector3 v1, SharpNav.Geometry.Vector3 v2, float r, float h)
{
float dx = v2.X - v1.X;
float dy = v2.Y - v1.Y;
float dz = v2.Z - v1.Z;
return (dx * dx + dz * dz) < (r * r) && Math.Abs(dy) < h;
}
#endregion
public static Vector3 GamePosToNavmeshPos(float x, float y, float z)
{
return new Vector3(x, -z, y);
}
public static Vector3 NavmeshPosToGamePos(float x, float y, float z)
{
return new Vector3(x, z, -y);
}
}
}

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/*
===========================================================================
Copyright (C) 2015-2019 Project Meteor Dev Team
This file is part of Project Meteor Server.
Project Meteor Server is free software: you can redistribute it and/or modify
it under the terms of the GNU Affero General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Project Meteor Server is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Affero General Public License for more details.
You should have received a copy of the GNU Affero General Public License
along with Project Meteor Server. If not, see <https:www.gnu.org/licenses/>.
===========================================================================
*/
using Meteor.Common;
using FFXIVClassic_Map_Server.packets.send.player;
using MySql.Data.MySqlClient;
using System;
using System.Collections.Generic;
using System.IO;
using System.Text;
using System.Text.RegularExpressions;
namespace FFXIVClassic_Map_Server.utils
{
class SQLGeneration
{
public static void GenerateZones()
{
using (MySqlConnection conn = new MySqlConnection(String.Format("Server={0}; Port={1}; Database={2}; UID={3}; Password={4}", ConfigConstants.DATABASE_HOST, ConfigConstants.DATABASE_PORT, ConfigConstants.DATABASE_NAME, ConfigConstants.DATABASE_USERNAME, ConfigConstants.DATABASE_PASSWORD)))
{
try
{
conn.Open();
//Load Last 5 Completed
string query = @"
INSERT INTO server_zones VALUES (@id, NULL, @placename, false, false, false, false)";
MySqlCommand cmd = new MySqlCommand(query, conn);
cmd.Parameters.AddWithValue("@id", 100);
cmd.Parameters.AddWithValue("@placename", "");
cmd.Prepare();
Dictionary<uint, string> placenames = new Dictionary<uint, string>();
string line2;
Regex csvSplit2 = new Regex("(?:^|,)(\"(?:[^\"]+|\"\")*\"|[^,]*)", RegexOptions.Compiled);
System.IO.StreamReader file2 = new System.IO.StreamReader("D:\\Coding\\FFXIV Related\\FFXIV Tool\\2012.09.19.0001.decode.csv\\xtx_placeName.csv");
while ((line2 = file2.ReadLine()) != null)
{
MatchCollection matches = csvSplit2.Matches(line2);
uint id;
string name;
try
{
id = UInt32.Parse(matches[0].Value.Trim(','));
name = matches[2].Value.Trim(',');
}
catch (FormatException)
{ continue; }
placenames.Add(id, name);
}
string line;
Regex csvSplit = new Regex("(?:^|,)(\"(?:[^\"]+|\"\")*\"|[^,]*)", RegexOptions.Compiled);
System.IO.StreamReader file = new System.IO.StreamReader("D:\\Coding\\FFXIV Related\\FFXIV Tool\\2012.09.19.0001.decode.csv\\_zoneParam.csv");
while ((line = file.ReadLine()) != null)
{
MatchCollection matches = csvSplit.Matches(line);
uint id;
uint pId;
try
{
id = UInt32.Parse(matches[0].Value.Trim(','));
pId = UInt32.Parse(matches[1].Value.Trim(','));
}
catch (FormatException)
{ continue; }
cmd.Parameters["@id"].Value = id;
cmd.Parameters["@placename"].Value = placenames[pId];
Program.Log.Debug("Wrote: {0}", id);
cmd.ExecuteNonQuery();
}
}
catch (MySqlException e)
{
Program.Log.Error(e.ToString());
}
finally
{
conn.Dispose();
}
}
}
public static void GenerateActors()
{
using (MySqlConnection conn = new MySqlConnection(String.Format("Server={0}; Port={1}; Database={2}; UID={3}; Password={4}", ConfigConstants.DATABASE_HOST, ConfigConstants.DATABASE_PORT, ConfigConstants.DATABASE_NAME, ConfigConstants.DATABASE_USERNAME, ConfigConstants.DATABASE_PASSWORD)))
{
try
{
conn.Open();
//Load Last 5 Completed
string query = @"
INSERT INTO gamedata_actor_templates VALUES (@id, @displayNameId, NULL)";
MySqlCommand cmd = new MySqlCommand(query, conn);
cmd.Parameters.AddWithValue("@id", 100);
cmd.Parameters.AddWithValue("@displayNameId", 100);
cmd.Prepare();
string line, line2;
Regex csvSplit = new Regex("(?:^|,)(\"(?:[^\"]+|\"\")*\"|[^,]*)", RegexOptions.Compiled);
System.IO.StreamReader file = new System.IO.StreamReader("D:\\Coding\\FFXIV Related\\FFXIV Tool\\2012.09.19.0001.decode.csv\\actorclass.csv");
while ((line = file.ReadLine()) != null)
{
MatchCollection matches = csvSplit.Matches(line);
uint id;
uint nameId;
try
{
id = UInt32.Parse(matches[0].Value.Trim(','));
nameId = UInt32.Parse(matches[6].Value.Trim(','));
}
catch (FormatException)
{ continue; }
cmd.Parameters["@id"].Value = id;
cmd.Parameters["@displayNameId"].Value = nameId;
Program.Log.Debug("Wrote: {0} : {1}", id, nameId);
cmd.ExecuteNonQuery();
}
}
catch (MySqlException e)
{
Program.Log.Error(e.ToString());
}
finally
{
conn.Dispose();
}
}
}
public static void GenerateActorAppearance()
{
uint NUMFIELDS = 39;
using (MySqlConnection conn = new MySqlConnection(String.Format("Server={0}; Port={1}; Database={2}; UID={3}; Password={4}", ConfigConstants.DATABASE_HOST, ConfigConstants.DATABASE_PORT, ConfigConstants.DATABASE_NAME, ConfigConstants.DATABASE_USERNAME, ConfigConstants.DATABASE_PASSWORD)))
{
try
{
conn.Open();
//Load Last 5 Completed
string query = @"
INSERT INTO gamedata_actor_appearance VALUES (@id, ";
for (int i = 0; i < NUMFIELDS-1; i++)
query += "@v"+i+", ";
query += "@v" + (NUMFIELDS-1) + ")";
MySqlCommand cmd = new MySqlCommand(query, conn);
cmd.Parameters.AddWithValue("@id", 0);
for (int i = 0; i < NUMFIELDS; i++)
cmd.Parameters.AddWithValue("@v" + i, 100);
cmd.Prepare();
string line;
Regex csvSplit = new Regex("(?:^|,)(\"(?:[^\"]+|\"\")*\"|[^,]*)", RegexOptions.Compiled);
//System.IO.StreamReader file = new System.IO.StreamReader("D:\\Coding\\FFXIV Related\\FFXIV Tool\\2012.09.19.0001.decode.csv\\actorclass.csv");
System.IO.StreamReader file = new System.IO.StreamReader("D:\\Coding\\FFXIV Related\\FFXIV Tool\\2012.09.19.0001.decode.csv\\actorclass_graphic.csv");
while ((line = file.ReadLine()) != null)
{
MatchCollection matches = csvSplit.Matches(line);
uint id;
try
{
id = UInt32.Parse(matches[0].Value.Trim(','));
for (int i = 0; i < NUMFIELDS; i++)
cmd.Parameters["@v" + i].Value = matches[i + 7].Value.Trim(',');
}
catch (FormatException)
{ continue; }
cmd.Parameters["@id"].Value = id;
Program.Log.Debug("Wrote: {0}", id);
cmd.ExecuteNonQuery();
}
}
catch (MySqlException e)
{
Program.Log.Error(e.ToString());
}
finally
{
conn.Dispose();
}
}
}
public static void GenerateAchievementIds()
{
using (MySqlConnection conn = new MySqlConnection(String.Format("Server={0}; Port={1}; Database={2}; UID={3}; Password={4}", ConfigConstants.DATABASE_HOST, ConfigConstants.DATABASE_PORT, ConfigConstants.DATABASE_NAME, ConfigConstants.DATABASE_USERNAME, ConfigConstants.DATABASE_PASSWORD)))
{
try
{
conn.Open();
//Load Last 5 Completed
string query = @"
INSERT INTO gamedata_achievements VALUES (@id, @name, @otherId, @rewardPoints)";
MySqlCommand cmd = new MySqlCommand(query, conn);
cmd.Parameters.AddWithValue("@id", 100);
cmd.Parameters.AddWithValue("@name", "Battle");
cmd.Parameters.AddWithValue("@otherId", 0);
cmd.Parameters.AddWithValue("@rewardPoints", 0);
cmd.Prepare();
int otherId = 1;
string line, line2;
Regex csvSplit = new Regex("(?:^|,)(\"(?:[^\"]+|\"\")*\"|[^,]*)", RegexOptions.Compiled);
System.IO.StreamReader file = new System.IO.StreamReader("D:\\Coding\\FFXIV Related\\FFXIV Tool\\2012.09.19.0001.decode.csv\\achievement.csv");
System.IO.StreamReader file2 = new System.IO.StreamReader("D:\\Coding\\FFXIV Related\\FFXIV Tool\\2012.09.19.0001.decode.csv\\xtx_achievement.csv");
while ((line = file.ReadLine()) != null)
{
line2 = file2.ReadLine();
MatchCollection matches = csvSplit.Matches(line);
MatchCollection matches2 = csvSplit.Matches(line2);
uint id;
string name;
uint points;
try
{
id = UInt32.Parse(matches2[0].Value.Trim(','));
name = matches2[9].Value.Trim(',');
points = UInt32.Parse(matches[3].Value.Trim(','));
}
catch (FormatException)
{ continue; }
if (id == 100)
otherId = SetCompletedAchievementsPacket.CATEGORY_BATTLE;
else if (id == 200)
otherId = SetCompletedAchievementsPacket.CATEGORY_CHARACTER;
else if (id == 400)
otherId = SetCompletedAchievementsPacket.CATEGORY_CURRENCY;
else if (id == 500)
otherId = SetCompletedAchievementsPacket.CATEGORY_ITEMS;
else if (id == 600)
otherId = SetCompletedAchievementsPacket.CATEGORY_SYNTHESIS;
else if (id == 700)
otherId = SetCompletedAchievementsPacket.CATEGORY_GATHERING;
else if (id == 900)
otherId = SetCompletedAchievementsPacket.CATEGORY_MATERIA;
else if (id == 1000)
otherId = SetCompletedAchievementsPacket.CATEGORY_QUESTS;
else if (id == 1200)
otherId = SetCompletedAchievementsPacket.CATEGORY_SEASONAL_EVENTS;
else if (id == 1300)
otherId = SetCompletedAchievementsPacket.CATEGORY_DUNGEONS;
else if (id == 1400)
otherId = SetCompletedAchievementsPacket.CATEGORY_EXPLORATION;
else if (id == 1500)
otherId = SetCompletedAchievementsPacket.CATEGORY_GRAND_COMPANY;
Program.Log.Debug("Wrote: {0} : {1} : {2} : {3}", id, name, otherId, points);
cmd.Parameters["@id"].Value = id;
cmd.Parameters["@name"].Value = name;
cmd.Parameters["@otherId"].Value = otherId;
cmd.Parameters["@rewardPoints"].Value = points;
cmd.ExecuteNonQuery();
otherId++;
}
}
catch (MySqlException e)
{
Program.Log.Error(e.ToString());
}
finally
{
conn.Dispose();
}
}
}
public static void GetStaticActors()
{
using (MemoryStream s = new MemoryStream(File.ReadAllBytes("D:\\luadec\\script\\staticactorr9w.luab")))
{
using (BinaryReader binReader = new BinaryReader(s))
{
using (StreamWriter w = File.AppendText("D:\\myfile.txt"))
{
while (binReader.BaseStream.Position != binReader.BaseStream.Length)
{
uint id = Utils.SwapEndian(binReader.ReadUInt32()) | 0xA0F00000;
List<byte> list = new List<byte>();
byte readByte;
while ((readByte = binReader.ReadByte()) != 0)
{ //or whatever your condition is
list.Add(readByte);
}
string output = Encoding.UTF8.GetString(list.ToArray());
string output2 = String.Format("mStaticActors.Add(0x{0:x}, new {2}(0x{0:x}, \"{1}\"));", id, output.Substring(1 + output.LastIndexOf("/")), output.Split('/')[1]);
Program.Log.Debug(output2);
w.WriteLine(output2);
}
}
}
}
return;
}
public static void GenerateScriptsForNPCs()
{
using (MySqlConnection conn = new MySqlConnection(String.Format("Server={0}; Port={1}; Database={2}; UID={3}; Password={4}", ConfigConstants.DATABASE_HOST, ConfigConstants.DATABASE_PORT, ConfigConstants.DATABASE_NAME, ConfigConstants.DATABASE_USERNAME, ConfigConstants.DATABASE_PASSWORD)))
{
try
{
conn.Open();
//Load Last 5 Completed
string query = @"
SELECT uniqueId FROM server_spawn_locations WHERE zoneId = 206";
MySqlCommand cmd = new MySqlCommand(query, conn);
using (MySqlDataReader reader = cmd.ExecuteReader())
{
while (reader.Read())
{
string name = reader.GetString("uniqueId");
if (name == null || name.Equals(""))
continue;
string nameCapital = name.Substring(0, 1).ToUpper() + name.Substring(1);
string template = File.ReadAllText("D:\\Coding\\FFXIV Related\\ffxiv-classic-map-server\\FFXIVClassic Map Server\\bin\\Debug\\scripts\\unique\\wil0Town01\\PopulaceStandard\\bertram.lua");
template = template.Replace("defaultWil", "defaultFst");
template = template.Replace("DftWil", "DftFst");
template = template.Replace("Bertram", nameCapital);
File.WriteAllText(String.Format("D:\\Coding\\FFXIV Related\\ffxiv-classic-map-server\\FFXIVClassic Map Server\\bin\\Debug\\scripts\\unique\\fst0Town01a\\PopulaceStandard\\{0}.lua", name), template);
}
}
}
catch (MySqlException e)
{
Program.Log.Error(e.ToString());
}
finally
{
conn.Dispose();
}
}
}
}
}