Separate spellbook into spec, general, profession, and mount tabs

- Class spec abilities now get individual tabs (e.g. Fire, Frost, Arcane)
- Primary professions each get their own tab (Alchemy, Blacksmithing, etc.)
- Secondary professions get tabs (Cooking, First Aid, Fishing)
- Mounts tab for all spells linked to Riding skill line (762)
- General tab for everything else (racials, weapon skills, etc.)
- Tab order: specs first, then General, then professions, then Mounts
This commit is contained in:
Kelsi 2026-02-25 14:59:09 -08:00
parent da959cfb8f
commit 0d87a86516

View file

@ -156,9 +156,18 @@ void SpellbookScreen::loadSkillLineDBCs(pipeline::AssetManager* assetManager) {
void SpellbookScreen::categorizeSpells(const std::unordered_set<uint32_t>& knownSpells) { void SpellbookScreen::categorizeSpells(const std::unordered_set<uint32_t>& knownSpells) {
spellTabs.clear(); spellTabs.clear();
static constexpr uint32_t SKILLLINE_CATEGORY_CLASS = 7; // SkillLine.dbc category IDs
static constexpr uint32_t CAT_CLASS = 7; // Class abilities (spec trees)
static constexpr uint32_t CAT_PROFESSION = 11; // Primary professions
static constexpr uint32_t CAT_SECONDARY = 9; // Secondary professions (Cooking, First Aid, Fishing, Riding)
std::map<uint32_t, std::vector<const SpellInfo*>> specialtySpells; // Riding skill line ID — mount spells are linked here via SkillLineAbility
static constexpr uint32_t SKILLLINE_RIDING = 762;
// Buckets
std::map<uint32_t, std::vector<const SpellInfo*>> specSpells; // skillLineId -> spells (class specs)
std::map<uint32_t, std::vector<const SpellInfo*>> profSpells; // skillLineId -> spells (professions)
std::vector<const SpellInfo*> mountSpells;
std::vector<const SpellInfo*> generalSpells; std::vector<const SpellInfo*> generalSpells;
for (uint32_t spellId : knownSpells) { for (uint32_t spellId : knownSpells) {
@ -170,11 +179,35 @@ void SpellbookScreen::categorizeSpells(const std::unordered_set<uint32_t>& known
auto slIt = spellToSkillLine.find(spellId); auto slIt = spellToSkillLine.find(spellId);
if (slIt != spellToSkillLine.end()) { if (slIt != spellToSkillLine.end()) {
uint32_t skillLineId = slIt->second; uint32_t skillLineId = slIt->second;
auto catIt = skillLineCategories.find(skillLineId);
if (catIt != skillLineCategories.end() && catIt->second == SKILLLINE_CATEGORY_CLASS) { // Mounts: spells linked to Riding skill line (762)
specialtySpells[skillLineId].push_back(info); if (skillLineId == SKILLLINE_RIDING) {
mountSpells.push_back(info);
continue; continue;
} }
auto catIt = skillLineCategories.find(skillLineId);
if (catIt != skillLineCategories.end()) {
uint32_t cat = catIt->second;
// Class spec abilities
if (cat == CAT_CLASS) {
specSpells[skillLineId].push_back(info);
continue;
}
// Primary professions (Alchemy, Blacksmithing, etc.)
if (cat == CAT_PROFESSION) {
profSpells[skillLineId].push_back(info);
continue;
}
// Secondary professions (Cooking, First Aid, Fishing — but NOT Riding, already handled)
if (cat == CAT_SECONDARY) {
profSpells[skillLineId].push_back(info);
continue;
}
}
} }
generalSpells.push_back(info); generalSpells.push_back(info);
@ -182,25 +215,50 @@ void SpellbookScreen::categorizeSpells(const std::unordered_set<uint32_t>& known
auto byName = [](const SpellInfo* a, const SpellInfo* b) { return a->name < b->name; }; auto byName = [](const SpellInfo* a, const SpellInfo* b) { return a->name < b->name; };
// 1. Class spec tabs (sorted alphabetically by spec name)
{
std::vector<std::pair<std::string, std::vector<const SpellInfo*>>> named; std::vector<std::pair<std::string, std::vector<const SpellInfo*>>> named;
for (auto& [skillLineId, spells] : specialtySpells) { for (auto& [skillLineId, spells] : specSpells) {
auto nameIt = skillLineNames.find(skillLineId); auto nameIt = skillLineNames.find(skillLineId);
std::string tabName = (nameIt != skillLineNames.end()) ? nameIt->second : "Specialty"; std::string tabName = (nameIt != skillLineNames.end()) ? nameIt->second : "Spec";
std::sort(spells.begin(), spells.end(), byName); std::sort(spells.begin(), spells.end(), byName);
named.push_back({std::move(tabName), std::move(spells)}); named.push_back({std::move(tabName), std::move(spells)});
} }
std::sort(named.begin(), named.end(), std::sort(named.begin(), named.end(),
[](const auto& a, const auto& b) { return a.first < b.first; }); [](const auto& a, const auto& b) { return a.first < b.first; });
for (auto& [name, spells] : named) { for (auto& [name, spells] : named) {
spellTabs.push_back({std::move(name), std::move(spells)}); spellTabs.push_back({std::move(name), std::move(spells)});
} }
}
// 2. General tab (everything not in a specific category)
if (!generalSpells.empty()) { if (!generalSpells.empty()) {
std::sort(generalSpells.begin(), generalSpells.end(), byName); std::sort(generalSpells.begin(), generalSpells.end(), byName);
spellTabs.push_back({"General", std::move(generalSpells)}); spellTabs.push_back({"General", std::move(generalSpells)});
} }
// 3. Professions tabs (primary + secondary, each skill line gets its own tab)
{
std::vector<std::pair<std::string, std::vector<const SpellInfo*>>> named;
for (auto& [skillLineId, spells] : profSpells) {
auto nameIt = skillLineNames.find(skillLineId);
std::string tabName = (nameIt != skillLineNames.end()) ? nameIt->second : "Profession";
std::sort(spells.begin(), spells.end(), byName);
named.push_back({std::move(tabName), std::move(spells)});
}
std::sort(named.begin(), named.end(),
[](const auto& a, const auto& b) { return a.first < b.first; });
for (auto& [name, spells] : named) {
spellTabs.push_back({std::move(name), std::move(spells)});
}
}
// 4. Mounts tab
if (!mountSpells.empty()) {
std::sort(mountSpells.begin(), mountSpells.end(), byName);
spellTabs.push_back({"Mounts", std::move(mountSpells)});
}
lastKnownSpellCount = knownSpells.size(); lastKnownSpellCount = knownSpells.size();
} }