Implementing: Discovery/POIs
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- Scatman
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Re: Implementing: Discovery/POIs
It was hard for me to type so much.
I think I just broke my world record for longest post.
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Re: Implementing: Discovery/POIs
Indeed. Remember who you're talking to. If your answer is less-than 1000 chars, I will not get it. I hope you didn't hurt your "important wrist" typing all that up, Scatto!
So, do you think starting with this declaration in Player.h is right?
So, do you think starting with this declaration in Player.h is right?
Code: Select all
map<int32, vector<int32> > player_location_ids;- Scatman
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Re: Implementing: Discovery/POIs
I'd say so!
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Re: Implementing: Discovery/POIs
Scat, here's an idea. Instead of making one map<vector<>> of zone/locations, could I actually make a Struct{} for `character_history`, of which Discovery POIs are a 'type' of, and simply load all player history into that instead? Then, I can look for history_type = 'Discovery' (enum), and current_zone_id = zone_id stored in this struct, too... to limit the iteration?
I am designing this to store all disco locIDs in a `character_history` table, that will contain far more than just locs (last death, level ups, slayer stats, etc).
something like this. When I call LoadCharacterHistory(), I could then branch inside that function based on history_type and still load map<zone_id, vector<location_id> > as originally planned... but I thought I would run this passed you first.
I am designing this to store all disco locIDs in a `character_history` table, that will contain far more than just locs (last death, level ups, slayer stats, etc).
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CREATE TABLE `character_history` (
`id` int(10) unsigned NOT NULL auto_increment,
`char_id` int(10) unsigned NOT NULL default '0',
`zone_id` int(10) unsigned NOT NULL default '0',
`history_type` enum('None','AA','Achievement','ALevel','Death','Discovery','Kill','TLevel') collate latin1_general_ci NOT NULL default 'None',
`history_value` int(10) NOT NULL default '0',
`history_date` int(10) unsigned NOT NULL default '0',
PRIMARY KEY (`id`),
KEY `FK_character_history` (`char_id`),
KEY `FK_history_zone` (`zone_id`),
CONSTRAINT `FK_history_zone` FOREIGN KEY (`zone_id`) REFERENCES `zones` (`id`) ON DELETE CASCADE ON UPDATE CASCADE,
CONSTRAINT `FK_character_history` FOREIGN KEY (`char_id`) REFERENCES `characters` (`id`) ON DELETE CASCADE ON UPDATE CASCADE
) ENGINE=InnoDB DEFAULT CHARSET=latin1 COLLATE=latin1_general_ci- Sylva1n
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Re: Implementing: Discovery/POIs
if you do this you should also add what killed the player ie: which mob , or if opening a chest ( Quebecker was killed by a teasured chest.) lol
- John Adams
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Re: Implementing: Discovery/POIs
char_id = player
zone_id = where
type = death
value = spawn_id (even chests are spawns)
date = when
I think we got it covered
Or we can even have type = death_combat, death_falling, death_stupidity, etc.
zone_id = where
type = death
value = spawn_id (even chests are spawns)
date = when
I think we got it covered
Or we can even have type = death_combat, death_falling, death_stupidity, etc.
- Scatman
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Re: Implementing: Discovery/POIs
Yeah that'd work just fine too.
- John Adams
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Re: Implementing: Discovery/POIs
Scat,
I am looking through the list of `guild_event_defaults`, and aside from some of them being guild-specific, this seems like a pretty good list of all "stats" things to track for players individually, too. I don't think I want to make a table holding these constants, but maybe code them in just like our current `statistics` definitions?
I dunno. I'm fighting with myself right now whether or not to just use the damn existing world stats to hold this "history" (referring to Player PvE counters in World.h), or make a whole new thread/tables/data... hmm. But, I like this list of potential stats for players.
I am looking through the list of `guild_event_defaults`, and aside from some of them being guild-specific, this seems like a pretty good list of all "stats" things to track for players individually, too. I don't think I want to make a table holding these constants, but maybe code them in just like our current `statistics` definitions?
I dunno. I'm fighting with myself right now whether or not to just use the damn existing world stats to hold this "history" (referring to Player PvE counters in World.h), or make a whole new thread/tables/data... hmm. But, I like this list of potential stats for players.
- Scatman
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Re: Implementing: Discovery/POIs
Yeah I think that's fine to use our current stats, same thread and all!
- xinux
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Re: Implementing: Discovery/POIs
Necro'ing
John FYI you know you can go into your UI\Default\POI and open up eq2_poi.xml and get every poi location & type along with coordinates.
John FYI you know you can go into your UI\Default\POI and open up eq2_poi.xml and get every poi location & type along with coordinates.
EQ II - Build=1360 (Orig) - Build=1360 (DoF) - Build=2654 (KoS) - Build=3375 (Classic) - Build=3554 (EoF)
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- John Adams
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Re: Implementing: Discovery/POIs
Yes.xinux wrote:John FYI you know you can go into your UI\Default\POI and open up eq2_poi.xml and get every poi location & type along with coordinates.
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