using System;
using System.Collections.Generic;
using System.IO;
using System.Text.RegularExpressions;
using ACE.Database.Models.World;
using ACE.Entity.Enum;
using ACE.Entity.Enum.Properties;
namespace ACE.Database.SQLFormatters
{
public abstract class SQLWriter
{
protected static readonly Regex IllegalInFileName = new Regex($"[{Regex.Escape(new string(Path.GetInvalidFileNameChars()))}]", RegexOptions.Compiled);
///
/// Set this to enable auto commenting when creating SQL statements.
/// If a weenie id is found in the dictionary, the name will be added in the form of a /* Friendly Weenie Name */
///
public IDictionary WeenieNames;
///
/// Set this to enable auto commenting when creating SQL statements.
/// If a spell id is found in the dictionary, the name will be added in the form of a /* Friendly Spell Name */
///
public IDictionary SpellNames;
///
/// Set this to enable auto commenting when creating SQL statements.
/// If a opcode is found in the dictionary, the name will be added in the form of a /* Friendly Opcode Name */
///
public IDictionary PacketOpCodes;
///
/// Set this to enable auto commenting when creating SQL statements.
///
public IDictionary> TreasureWielded;
///
/// Set this to enable auto commenting when creating SQL statements.
///
public IDictionary TreasureDeath;
///
/// Set this to enable auto commenting when creating SQL statements.
///
public IDictionary Weenies;
///
/// lineGenerator should generate the entire line after the first (. It should include the trailing ) and any comments after.
/// It should consist of only a single line.
/// This will automatically call FixNullFields on the output created by lineGenerator()
///
protected static void ValuesWriter(int count, Func lineGenerator, StreamWriter writer)
{
for (int i = 0; i < count; i++)
{
string output;
if (i == 0)
output = "VALUES (";
else
output = " , (";
output += lineGenerator(i);
if (i == count - 1)
output += ";";
output = FixNullFields(output);
writer.WriteLine(output);
}
}
///
/// If input is null, NULL will be returned.
/// If input is not null, a string surrounded in ' will be returned, and any ' found within the string will be replaced wtih ''
///
protected static string GetSQLString(string input)
{
if (input == null)
return null;
return "'" + input.Replace("'", "''") + "'";
}
///
/// This will find values that were not output to a values line, for example, if a property is a (int?), and it has no value, you might see ", ," in the sql.
/// This function will replace that ", ," with ", NULL,".
/// It also removes empty comments like the folliwng: " /* */"
///
protected static string FixNullFields(string input)
{
input = input.Replace(", ,", ", NULL,");
input = input.Replace(", ,", ", NULL,");
// Fix cases where the last field might be null
input = input.Replace(", )", ", NULL)");
// Remove empty comments
input = input.Replace(" /* */", "");
return input;
}
protected string GetValueEnumName(PropertyInt property, int value)
{
switch (property)
{
case PropertyInt.ActivationCreateClass:
case PropertyInt.AttackersClass:
case PropertyInt.PetClass:
if (WeenieNames != null)
{
WeenieNames.TryGetValue((uint) value, out var propertyValueDescription);
return propertyValueDescription;
}
break;
case PropertyInt.ActivationResponse:
return ((ActivationResponse)value).ToString();
case PropertyInt.AetheriaBitfield:
return ((AetheriaBitfield)value).ToString();
case PropertyInt.AiAllowedCombatStyle:
return ((CombatStyle)value).ToString();
case PropertyInt.AppraisalLongDescDecoration:
return ((AppraisalLongDescDecorations)value).ToString();
case PropertyInt.AttackType:
return ((AttackType)value).ToString();
case PropertyInt.ChannelsActive:
case PropertyInt.ChannelsAllowed:
return ((Channel)value).ToString();
case PropertyInt.ClothingPriority:
return ((CoverageMask)value).ToString();
case PropertyInt.CurrentWieldedLocation:
return ((EquipMask)value).ToString();
case PropertyInt.DamageType:
return ((DamageType)value).ToString();
case PropertyInt.DefaultCombatStyle:
return ((CombatStyle)value).ToString();
case PropertyInt.HookType:
return ((HookType)value).ToString();
case PropertyInt.ImbuedEffect:
case PropertyInt.ImbuedEffect2:
case PropertyInt.ImbuedEffect3:
case PropertyInt.ImbuedEffect4:
return ((ImbuedEffectType)value).ToString();
case PropertyInt.ItemUseable:
return ((Usable)value).ToString();
case PropertyInt.MerchandiseItemTypes:
return ((ItemType)value).ToString();
case PropertyInt.PhysicsState:
return ((PhysicsState)value).ToString();
case PropertyInt.PortalBitmask:
return ((PortalBitmask)value).ToString();
case PropertyInt.SlayerCreatureType:
return ((CreatureType)value).ToString();
case PropertyInt.TargetType:
return ((ItemType)value).ToString();
case PropertyInt.UiEffects:
return ((UiEffects)value).ToString();
case PropertyInt.ValidLocations:
return ((EquipMask)value).ToString();
case PropertyInt.WieldRequirements:
case PropertyInt.WieldRequirements2:
case PropertyInt.WieldRequirements3:
case PropertyInt.WieldRequirements4:
return ((WieldRequirement)value).ToString();
case PropertyInt.CombatTactic:
case PropertyInt.HomesickTargetingTactic:
case PropertyInt.TargetingTactic:
return ((TargetingTactic)value).ToString();
case PropertyInt.Tolerance:
return ((Tolerance)value).ToString();
case PropertyInt.AiOptions:
return ((AiOption)value).ToString();
case PropertyInt.Faction1Bits:
case PropertyInt.Faction2Bits:
case PropertyInt.Faction3Bits:
case PropertyInt.Hatred1Bits:
case PropertyInt.Hatred2Bits:
case PropertyInt.Hatred3Bits:
return ((FactionBits)value).ToString();
case PropertyInt.CharacterTitleId:
return ((CharacterTitle)value).ToString();
}
return property.GetValueEnumName(value);
}
protected string GetValueEnumName(PropertyDataId property, uint value)
{
switch (property)
{
case PropertyDataId.AlternateCurrency:
case PropertyDataId.AugmentationCreateItem:
case PropertyDataId.LastPortal:
case PropertyDataId.LinkedPortalOne:
case PropertyDataId.LinkedPortalTwo:
case PropertyDataId.OriginalPortal:
case PropertyDataId.UseCreateItem:
case PropertyDataId.VendorsClassId:
case PropertyDataId.PCAPPhysicsDIDDataTemplatedFrom:
if (WeenieNames != null)
{
WeenieNames.TryGetValue(value, out var propertyValueDescription);
return propertyValueDescription;
}
break;
case PropertyDataId.BlueSurgeSpell:
case PropertyDataId.DeathSpell:
case PropertyDataId.ProcSpell:
case PropertyDataId.RedSurgeSpell:
case PropertyDataId.Spell:
case PropertyDataId.YellowSurgeSpell:
if (SpellNames != null)
{
SpellNames.TryGetValue(value, out var propertyValueDescription);
return propertyValueDescription;
}
break;
case PropertyDataId.WieldedTreasureType:
if (TreasureWielded != null && TreasureWielded.ContainsKey(value))
{
return GetValuesForTreasureDID(TreasureWielded[value]);
}
else if (TreasureDeath != null && TreasureDeath.ContainsKey(value))
{
return $"Loot Tier: {TreasureDeath[value].Tier}";
}
break;
case PropertyDataId.DeathTreasureType:
if (TreasureDeath != null && TreasureDeath.ContainsKey(value))
{
return $"Loot Tier: {TreasureDeath[value].Tier}";
}
else if (TreasureWielded != null && TreasureWielded.ContainsKey(value))
{
return GetValuesForTreasureDID(TreasureWielded[value]);
}
break;
case PropertyDataId.InventoryTreasureType:
if (TreasureWielded != null && TreasureWielded.ContainsKey(value))
{
return GetValuesForTreasureDID(TreasureWielded[value]);
}
else if (TreasureDeath != null && TreasureDeath.ContainsKey(value))
{
return $"Loot Tier: {TreasureDeath[value].Tier}";
}
break;
case PropertyDataId.ShopTreasureType:
if (TreasureWielded != null && TreasureWielded.ContainsKey(value))
{
return GetValuesForTreasureDID(TreasureWielded[value]);
}
else if (TreasureDeath != null && TreasureDeath.ContainsKey(value))
{
return $"Loot Tier: {TreasureDeath[value].Tier}";
}
break;
case PropertyDataId.PCAPRecordedObjectDesc:
return ((ObjectDescriptionFlag)value).ToString();
case PropertyDataId.PCAPRecordedPhysicsDesc:
return ((PhysicsDescriptionFlag)value).ToString();
case PropertyDataId.PCAPRecordedWeenieHeader:
return ((WeenieHeaderFlag)value).ToString();
case PropertyDataId.PCAPRecordedWeenieHeader2:
return ((WeenieHeaderFlag2)value).ToString();
}
return property.GetValueEnumName(value);
}
protected string GetValuesForTreasureDID(List treasureWieldedList)
{
string treasure = "";
var setNumber = 0;
var setTotalProbability = 0.0f;
var nextItemIsStartOfSubSet = false;
var nextItemIsPartOfSubSet = false;
var depth = 0;
var subSetTotalProbability = new Dictionary();
foreach (var item in treasureWieldedList)
{
var treasureItem = "";
if (item.StackSize > 1 && item.StackSizeVariance == 0)
treasureItem += $"{item.StackSize}x ";
if (item.StackSize > 1 && item.StackSizeVariance > 0)
{
var minStack = Math.Max(1, (int)Math.Round(item.StackSize * (1.0f - item.StackSizeVariance), 0, MidpointRounding.AwayFromZero));
var maxStack = item.StackSize;
if (minStack != maxStack)
treasureItem += $"{minStack}x to {maxStack}x ";
else
treasureItem += $"{maxStack}x ";
}
treasureItem += $"{WeenieNames[item.WeenieClassId]} ({item.WeenieClassId})";
if (item.PaletteId > 0)
treasureItem += $" | Palette: {Enum.GetName(typeof(PaletteTemplate), item.PaletteId)} ({item.PaletteId})";
if (item.Shade > 0)
treasureItem += $" | Shade: {item.Shade}";
if (item.StackSizeVariance > 0)
treasureItem += $" | StackSizeVariance: {item.StackSizeVariance}";
if (item.SetStart || (setTotalProbability >= 1.0f && !nextItemIsPartOfSubSet))
{
if ((!nextItemIsStartOfSubSet && !item.ContinuesPreviousSet) || (nextItemIsStartOfSubSet && item.ContinuesPreviousSet) || (setTotalProbability >= 1.0f && !nextItemIsStartOfSubSet))
{
if (setTotalProbability > 0.0f && setTotalProbability < 1.0f)
{
var setProbabilityLeftover = (1.0f - setTotalProbability) * 100;
if (setProbabilityLeftover < 0.01f)
treasure += Environment.NewLine + $" | {Math.Ceiling(setProbabilityLeftover),6:#.00}% chance of nothing from this set";
else
treasure += Environment.NewLine + $" | {(1.0f - setTotalProbability) * 100,6:#.00}% chance of nothing from this set";
}
if (depth > 0 && subSetTotalProbability[depth] > 0.0f && subSetTotalProbability[depth] < 1.0f)
{
var setProbabilityLeftover = (1.0f - subSetTotalProbability[depth]) * 100;
if (setProbabilityLeftover < 0.01f)
treasure += Environment.NewLine + $" | {new string(' ', 1 * depth)} {Math.Ceiling(setProbabilityLeftover),6:#.00}% chance of nothing from this subset";
else
treasure += Environment.NewLine + $" | {new string(' ', 1 * depth)} {(1.0f - subSetTotalProbability[depth]) * 100,6:#.00}% chance of nothing from this subset";
}
treasure += Environment.NewLine + $" # Set: {++setNumber}";
nextItemIsStartOfSubSet = false;
nextItemIsPartOfSubSet = false;
setTotalProbability = 0.0f;
if (depth > 0)
depth--;
}
else if (nextItemIsStartOfSubSet)
{
treasure += Environment.NewLine + $" | {new string(' ', 1 * depth)} with";
nextItemIsStartOfSubSet = false;
nextItemIsPartOfSubSet = true;
}
else if (nextItemIsPartOfSubSet && item.ContinuesPreviousSet)
{
nextItemIsStartOfSubSet = false;
nextItemIsPartOfSubSet = false;
if (depth > 0)
depth--;
}
}
if (!nextItemIsPartOfSubSet)
{
if ((setTotalProbability + item.Probability) > 1.0f)
{
var realProbability = item.Probability - (setTotalProbability + item.Probability - 1.0f);
if ($"{realProbability:#.00}" != $"{item.Probability:#.00}")
treasureItem += $" | Chance adjusted down from {item.Probability * 100:#.00}% due to overage for this set";
treasure += Environment.NewLine + $" | {realProbability * 100,6:#.00}% chance of {treasureItem}";
}
else
treasure += Environment.NewLine + $" | {item.Probability * 100,6:#.00}% chance of {treasureItem}";
setTotalProbability += item.Probability;
}
else
{
treasure += Environment.NewLine + $" | {new string(' ', 1 * depth)} {item.Probability * 100,6:#.00}% chance of {treasureItem}";
subSetTotalProbability[depth] += item.Probability;
}
if (item.HasSubSet)
{
nextItemIsStartOfSubSet = true;
nextItemIsPartOfSubSet = false;
depth++;
subSetTotalProbability[depth] = 0.0f;
}
}
if (depth > 0 && subSetTotalProbability[depth] > 0.0f && subSetTotalProbability[depth] < 1.0f)
{
var setProbabilityLeftover = (1.0f - subSetTotalProbability[depth]) * 100;
if (setProbabilityLeftover < 0.01f)
treasure += Environment.NewLine + $" | {new string(' ', 1 * depth)} {Math.Ceiling(setProbabilityLeftover),6:#.00}% chance of nothing from this subset";
else
treasure += Environment.NewLine + $" | {new string(' ', 1 * depth)} {(1.0f - subSetTotalProbability[depth]) * 100,6:#.00}% chance of nothing from this subset";
}
if (setTotalProbability > 0.0f && setTotalProbability < 1.0f)
{
var setProbabilityLeftover = (1.0f - setTotalProbability) * 100;
if (setProbabilityLeftover < 0.01f)
treasure += Environment.NewLine + $" | {Math.Ceiling(setProbabilityLeftover),6:#.00}% chance of nothing from this set";
else
treasure += Environment.NewLine + $" | {(1.0f - setTotalProbability) * 100,6:#.00}% chance of nothing from this set";
}
return treasure;
}
protected string GetValueForTreasureData(uint weenieOrType, bool isWeenieClassID = false)
{
string label = "UNKNOWN RANDOMLY GENERATED TREASURE";
uint? deathTreasureType = null;
uint? wieldedTreasureType = null;
if (isWeenieClassID)
{
if (Weenies != null && Weenies.ContainsKey(weenieOrType))
{
deathTreasureType = Weenies[weenieOrType].GetProperty(PropertyDataId.DeathTreasureType);
wieldedTreasureType = Weenies[weenieOrType].GetProperty(PropertyDataId.WieldedTreasureType);
}
}
else
{
deathTreasureType = weenieOrType;
wieldedTreasureType = weenieOrType;
}
if (deathTreasureType.HasValue && wieldedTreasureType.HasValue)
{
if (TreasureDeath != null && TreasureDeath.ContainsKey(deathTreasureType.Value))
{
label = $"RANDOMLY GENERATED TREASURE from Loot Tier {TreasureDeath[deathTreasureType.Value].Tier} from Death Treasure Table id: {deathTreasureType}";
}
else if (TreasureWielded != null && TreasureWielded.ContainsKey(wieldedTreasureType.Value))
{
label = $"something from one or more sets from Wielded Treasure Table id: {wieldedTreasureType}";
label += GetValuesForTreasureDID(TreasureWielded[wieldedTreasureType.Value]);
}
}
else
{
label = "nothing";
}
return label;
}
protected static float? TrimNegativeZero(float? input, int places = 6)
{
if (input == null)
return null;
var str = input.Value.ToString($"0.{new string('#', places)}");
if (str == $"-0.{new string('#', places)}" || str == "-0")
str = str.Substring(1, str.Length - 1);
var ret = float.Parse(str);
return ret;
}
}
}