Core/Loot: Implemented dungeon encounter personal loot

Closes #20066
This commit is contained in:
Shauren
2022-10-25 00:30:52 +02:00
parent c672e27f27
commit 010e6f7f49
12 changed files with 346 additions and 131 deletions

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@@ -2268,15 +2268,32 @@ void GameObject::Use(Unit* user)
{
if (info->chest.chestPersonalLoot)
{
Loot* loot = new Loot(GetMap(), GetGUID(), LOOT_CHEST, nullptr);
m_personalLoot[player->GetGUID()].reset(loot);
GameObjectTemplateAddon const* addon = GetTemplateAddon();
if (info->chest.DungeonEncounter)
{
std::vector<Player*> tappers;
for (ObjectGuid tapperGuid : GetTapList())
if (Player* tapper = ObjectAccessor::GetPlayer(*this, tapperGuid))
tappers.push_back(tapper);
loot->SetDungeonEncounterId(info->chest.DungeonEncounter);
loot->FillLoot(info->chest.chestPersonalLoot, LootTemplates_Gameobject, player, true, false, GetLootMode(), GetMap()->GetDifficultyLootItemContext());
if (tappers.empty())
tappers.push_back(player);
if (GetLootMode() > 0)
if (GameObjectTemplateAddon const* addon = GetTemplateAddon())
m_personalLoot = GenerateDungeonEncounterPersonalLoot(info->chest.DungeonEncounter, info->chest.chestPersonalLoot,
LootTemplates_Gameobject, LOOT_CHEST, this, addon ? addon->Mingold : 0, addon ? addon->Maxgold : 0,
GetLootMode(), GetMap()->GetDifficultyLootItemContext(), tappers);
}
else
{
Loot* loot = new Loot(GetMap(), GetGUID(), LOOT_CHEST, nullptr);
m_personalLoot[player->GetGUID()].reset(loot);
loot->SetDungeonEncounterId(info->chest.DungeonEncounter);
loot->FillLoot(info->chest.chestPersonalLoot, LootTemplates_Gameobject, player, true, false, GetLootMode(), GetMap()->GetDifficultyLootItemContext());
if (GetLootMode() > 0 && addon)
loot->generateMoneyLoot(addon->Mingold, addon->Maxgold);
}
}
}

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@@ -821,6 +821,7 @@ struct TC_GAME_API ItemTemplate
bool HasSignature() const;
bool IsWeapon() const { return GetClass() == ITEM_CLASS_WEAPON; }
bool IsArmor() const { return GetClass() == ITEM_CLASS_ARMOR; }
bool IsRangedWeapon() const
{

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@@ -11080,14 +11080,17 @@ InventoryResult Player::CanUseItem(ItemTemplate const* proto, bool skipRequiredL
return EQUIP_ERR_OK;
}
InventoryResult Player::CanRollForItemInLFG(ItemTemplate const* proto, Map const* map) const
InventoryResult Player::CanRollNeedForItem(ItemTemplate const* proto, Map const* map, bool restrictOnlyLfg) const
{
if (!GetGroup() || !GetGroup()->isLFGGroup())
return EQUIP_ERR_OK; // not in LFG group
if (restrictOnlyLfg)
{
if (!GetGroup() || !GetGroup()->isLFGGroup())
return EQUIP_ERR_OK; // not in LFG group
// check if looted object is inside the lfg dungeon
if (!sLFGMgr->inLfgDungeonMap(GetGroup()->GetGUID(), map->GetId(), map->GetDifficultyID()))
return EQUIP_ERR_OK;
// check if looted object is inside the lfg dungeon
if (!sLFGMgr->inLfgDungeonMap(GetGroup()->GetGUID(), map->GetId(), map->GetDifficultyID()))
return EQUIP_ERR_OK;
}
if (!proto)
return EQUIP_ERR_ITEM_NOT_FOUND;
@@ -11107,41 +11110,14 @@ InventoryResult Player::CanRollForItemInLFG(ItemTemplate const* proto, Map const
return EQUIP_ERR_CANT_EQUIP_SKILL;
}
uint8 _class = GetClass();
if (proto->GetClass() == ITEM_CLASS_WEAPON && GetSkillValue(proto->GetSkill()) == 0)
return EQUIP_ERR_PROFICIENCY_NEEDED;
if (proto->GetClass() == ITEM_CLASS_ARMOR && proto->GetSubClass() > ITEM_SUBCLASS_ARMOR_MISCELLANEOUS && proto->GetSubClass() < ITEM_SUBCLASS_ARMOR_COSMETIC && proto->GetInventoryType() != INVTYPE_CLOAK)
if (proto->GetClass() == ITEM_CLASS_ARMOR && proto->GetInventoryType() != INVTYPE_CLOAK)
{
if (_class == CLASS_WARRIOR || _class == CLASS_PALADIN || _class == CLASS_DEATH_KNIGHT)
{
if (GetLevel() < 40)
{
if (proto->GetSubClass() != ITEM_SUBCLASS_ARMOR_MAIL)
return EQUIP_ERR_CLIENT_LOCKED_OUT;
}
else if (proto->GetSubClass() != ITEM_SUBCLASS_ARMOR_PLATE)
return EQUIP_ERR_CLIENT_LOCKED_OUT;
}
else if (_class == CLASS_HUNTER || _class == CLASS_SHAMAN)
{
if (GetLevel() < 40)
{
if (proto->GetSubClass() != ITEM_SUBCLASS_ARMOR_LEATHER)
return EQUIP_ERR_CLIENT_LOCKED_OUT;
}
else if (proto->GetSubClass() != ITEM_SUBCLASS_ARMOR_MAIL)
return EQUIP_ERR_CLIENT_LOCKED_OUT;
}
if (_class == CLASS_ROGUE || _class == CLASS_DRUID)
if (proto->GetSubClass() != ITEM_SUBCLASS_ARMOR_LEATHER)
return EQUIP_ERR_CLIENT_LOCKED_OUT;
if (_class == CLASS_MAGE || _class == CLASS_PRIEST || _class == CLASS_WARLOCK)
if (proto->GetSubClass() != ITEM_SUBCLASS_ARMOR_CLOTH)
return EQUIP_ERR_CLIENT_LOCKED_OUT;
ChrClassesEntry const* classesEntry = sChrClassesStore.AssertEntry(GetClass());
if (!(classesEntry->ArmorTypeMask & 1 << proto->GetSubClass()))
return EQUIP_ERR_CLIENT_LOCKED_OUT;
}
return EQUIP_ERR_OK;
@@ -17880,8 +17856,7 @@ bool Player::isAllowedToLoot(const Creature* creature) const
switch (loot->GetLootMethod())
{
case PERSONAL_LOOT: /// @todo implement personal loot (http://wow.gamepedia.com/Loot#Personal_Loot)
return false;
case PERSONAL_LOOT:
case FREE_FOR_ALL:
return true;
case ROUND_ROBIN:

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@@ -1355,7 +1355,7 @@ class TC_GAME_API Player : public Unit, public GridObject<Player>
InventoryResult CanUseItem(Item* pItem, bool not_loading = true) const;
bool HasItemTotemCategory(uint32 TotemCategory) const;
InventoryResult CanUseItem(ItemTemplate const* pItem, bool skipRequiredLevelCheck = false) const;
InventoryResult CanRollForItemInLFG(ItemTemplate const* item, Map const* map) const;
InventoryResult CanRollNeedForItem(ItemTemplate const* item, Map const* map, bool restrictOnlyLfg) const;
Item* StoreNewItem(ItemPosCountVec const& pos, uint32 itemId, bool update, ItemRandomBonusListId randomBonusListId = 0, GuidSet const& allowedLooters = GuidSet(), ItemContext context = ItemContext::NONE, std::vector<int32> const& bonusListIDs = std::vector<int32>(), bool addToCollection = true);
Item* StoreItem(ItemPosCountVec const& pos, Item* pItem, bool update);
Item* EquipNewItem(uint16 pos, uint32 item, ItemContext context, bool update);

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@@ -10583,9 +10583,9 @@ void Unit::SetMeleeAnimKitId(uint16 animKitId)
Creature* creature = victim->ToCreature();
bool isRewardAllowed = true;
bool isRewardAllowed = attacker != victim;
if (creature)
isRewardAllowed = !creature->GetTapList().empty();
isRewardAllowed = isRewardAllowed && !creature->GetTapList().empty();
std::vector<Player*> tappers;
if (isRewardAllowed && creature)
@@ -10601,11 +10601,6 @@ void Unit::SetMeleeAnimKitId(uint16 animKitId)
// call kill spell proc event (before real die and combat stop to triggering auras removed at death/combat stop)
if (isRewardAllowed)
{
WorldPackets::Party::PartyKillLog partyKillLog;
partyKillLog.Player = player->GetGUID();
partyKillLog.Victim = victim->GetGUID();
partyKillLog.Write();
std::unordered_set<Group*> groups;
for (Player* tapper : tappers)
{
@@ -10613,6 +10608,11 @@ void Unit::SetMeleeAnimKitId(uint16 animKitId)
{
if (groups.insert(tapperGroup).second)
{
WorldPackets::Party::PartyKillLog partyKillLog;
partyKillLog.Player = player && tapperGroup->IsMember(player->GetGUID()) ? player->GetGUID() : tapper->GetGUID();
partyKillLog.Victim = victim->GetGUID();
partyKillLog.Write();
tapperGroup->BroadcastPacket(partyKillLog.GetRawPacket(), tapperGroup->GetMemberGroup(tapper->GetGUID()) != 0);
if (creature)
@@ -10620,7 +10620,12 @@ void Unit::SetMeleeAnimKitId(uint16 animKitId)
}
}
else
tapper->SendDirectMessage(partyKillLog.GetRawPacket());
{
WorldPackets::Party::PartyKillLog partyKillLog;
partyKillLog.Player = tapper->GetGUID();
partyKillLog.Victim = victim->GetGUID();
tapper->SendDirectMessage(partyKillLog.Write());
}
}
// Generate loot before updating looter
@@ -10635,29 +10640,32 @@ void Unit::SetMeleeAnimKitId(uint16 animKitId)
Group* group = !groups.empty() ? *groups.begin() : nullptr;
Player* looter = group ? ASSERT_NOTNULL(ObjectAccessor::GetPlayer(*creature, group->GetLooterGuid())) : tappers[0];
Loot* loot = new Loot(creature->GetMap(), creature->GetGUID(), LOOT_CORPSE, dungeonEncounter ? group : nullptr);
if (dungeonEncounter)
loot->SetDungeonEncounterId(dungeonEncounter->ID);
if (uint32 lootid = creature->GetCreatureTemplate()->lootid)
loot->FillLoot(lootid, LootTemplates_Creature, looter, dungeonEncounter != nullptr, false, creature->GetLootMode(), creature->GetMap()->GetDifficultyLootItemContext());
if (creature->GetLootMode() > 0)
loot->generateMoneyLoot(creature->GetCreatureTemplate()->mingold, creature->GetCreatureTemplate()->maxgold);
if (group)
loot->NotifyLootList(creature->GetMap());
if (dungeonEncounter || groups.empty())
creature->m_loot.reset(loot); // TODO: personal boss loot
{
creature->m_personalLoot = GenerateDungeonEncounterPersonalLoot(dungeonEncounter->ID, creature->GetCreatureTemplate()->lootid,
LootTemplates_Creature, LOOT_CORPSE, creature, creature->GetCreatureTemplate()->mingold, creature->GetCreatureTemplate()->maxgold,
creature->GetLootMode(), creature->GetMap()->GetDifficultyLootItemContext(), tappers);
}
else
{
Loot* loot = new Loot(creature->GetMap(), creature->GetGUID(), LOOT_CORPSE, dungeonEncounter ? group : nullptr);
if (uint32 lootid = creature->GetCreatureTemplate()->lootid)
loot->FillLoot(lootid, LootTemplates_Creature, looter, dungeonEncounter != nullptr, false, creature->GetLootMode(), creature->GetMap()->GetDifficultyLootItemContext());
if (creature->GetLootMode() > 0)
loot->generateMoneyLoot(creature->GetCreatureTemplate()->mingold, creature->GetCreatureTemplate()->maxgold);
if (group)
loot->NotifyLootList(creature->GetMap());
creature->m_personalLoot[looter->GetGUID()].reset(loot); // trash mob loot is personal, generated with round robin rules
// Update round robin looter only if the creature had loot
if (!loot->isLooted())
for (Group* tapperGroup : groups)
tapperGroup->UpdateLooterGuid(creature);
// Update round robin looter only if the creature had loot
if (!loot->isLooted())
for (Group* tapperGroup : groups)
tapperGroup->UpdateLooterGuid(creature);
}
}
else
{

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@@ -33,16 +33,13 @@
#include "ObjectMgr.h"
#include "PartyPackets.h"
#include "Pet.h"
#include "PhasingHandler.h"
#include "Player.h"
#include "TerrainMgr.h"
#include "UpdateData.h"
#include "World.h"
#include "WorldSession.h"
Group::Group() : m_leaderGuid(), m_leaderFactionGroup(0), m_leaderName(""), m_groupFlags(GROUP_FLAG_NONE), m_groupCategory(GROUP_CATEGORY_HOME),
m_dungeonDifficulty(DIFFICULTY_NORMAL), m_raidDifficulty(DIFFICULTY_NORMAL_RAID), m_legacyRaidDifficulty(DIFFICULTY_10_N),
m_bgGroup(nullptr), m_bfGroup(nullptr), m_lootMethod(FREE_FOR_ALL), m_lootThreshold(ITEM_QUALITY_UNCOMMON), m_looterGuid(),
m_bgGroup(nullptr), m_bfGroup(nullptr), m_lootMethod(PERSONAL_LOOT), m_lootThreshold(ITEM_QUALITY_UNCOMMON), m_looterGuid(),
m_masterLooterGuid(), m_subGroupsCounts(nullptr), m_guid(), m_dbStoreId(0), m_isLeaderOffline(false),
m_readyCheckStarted(false), m_readyCheckTimer(Milliseconds::zero()), m_activeMarkers(0)
{
@@ -140,9 +137,6 @@ bool Group::Create(Player* leader)
if (m_groupFlags & GROUP_FLAG_RAID)
_initRaidSubGroupsCounter();
if (!isLFGGroup())
m_lootMethod = GROUP_LOOT;
m_lootThreshold = ITEM_QUALITY_UNCOMMON;
m_looterGuid = leaderGuid;
m_masterLooterGuid.Clear();
@@ -267,7 +261,7 @@ void Group::ConvertToLFG()
{
m_groupFlags = GroupFlags(m_groupFlags | GROUP_FLAG_LFG | GROUP_FLAG_LFG_RESTRICTED);
m_groupCategory = GROUP_CATEGORY_INSTANCE;
m_lootMethod = GROUP_LOOT;
m_lootMethod = PERSONAL_LOOT;
if (!isBGGroup() && !isBFGroup())
{
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_GROUP_TYPE);

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@@ -360,13 +360,14 @@ void WorldSession::HandleLeaveGroupOpcode(WorldPackets::Party::LeaveGroup& /*pac
}
}
void WorldSession::HandleSetLootMethodOpcode(WorldPackets::Party::SetLootMethod& packet)
void WorldSession::HandleSetLootMethodOpcode(WorldPackets::Party::SetLootMethod& /*packet*/)
{
// not allowed to change
/*
Group* group = GetPlayer()->GetGroup();
if (!group)
return;
/** error handling **/
if (!group->IsLeader(GetPlayer()->GetGUID()))
return;
@@ -389,13 +390,13 @@ void WorldSession::HandleSetLootMethodOpcode(WorldPackets::Party::SetLootMethod&
if (packet.LootMethod == MASTER_LOOT && !group->IsMember(packet.LootMasterGUID))
return;
/********************/
// everything's fine, do it
group->SetLootMethod(static_cast<LootMethod>(packet.LootMethod));
group->SetMasterLooterGuid(packet.LootMasterGUID);
group->SetLootThreshold(static_cast<ItemQualities>(packet.LootThreshold));
group->SendUpdate();
*/
}
void WorldSession::HandleMinimapPingOpcode(WorldPackets::Party::MinimapPingClient& packet)

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@@ -68,7 +68,13 @@ LootItem& LootItem::operator=(LootItem&&) noexcept = default;
LootItem::~LootItem() = default;
// Basic checks for player/item compatibility - if false no chance to see the item in the loot
bool LootItem::AllowedForPlayer(Player const* player, Loot const& loot) const
bool LootItem::AllowedForPlayer(Player const* player, Loot const* loot) const
{
return AllowedForPlayer(player, loot, itemid, needs_quest, follow_loot_rules, false, conditions);
}
bool LootItem::AllowedForPlayer(Player const* player, Loot const* loot, uint32 itemid, bool needs_quest, bool follow_loot_rules, bool strictUsabilityCheck,
ConditionContainer const& conditions)
{
// DB conditions check
if (!sConditionMgr->IsObjectMeetToConditions(player, conditions))
@@ -86,7 +92,7 @@ bool LootItem::AllowedForPlayer(Player const* player, Loot const& loot) const
return false;
// Master looter can see all items even if the character can't loot them
if (loot.GetLootMethod() == MASTER_LOOT && follow_loot_rules && player->GetGroup() && player->GetGroup()->GetMasterLooterGuid() == player->GetGUID())
if (loot && loot->GetLootMethod() == MASTER_LOOT && follow_loot_rules && loot->GetLootMasterGUID() == player->GetGUID())
return true;
// Don't allow loot for players without profession or those who already know the recipe
@@ -105,23 +111,19 @@ bool LootItem::AllowedForPlayer(Player const* player, Loot const& loot) const
}
}
// Don't allow to loot soulbound recipes that the player has already learned
if (pProto->GetClass() == ITEM_CLASS_RECIPE && pProto->GetBonding() == BIND_ON_ACQUIRE)
{
for (ItemEffectEntry const* itemEffect : pProto->Effects)
{
if (itemEffect->TriggerType != ITEM_SPELLTRIGGER_ON_LEARN)
continue;
if (player->HasSpell(itemEffect->SpellID))
return false;
}
}
// check quest requirements
if (!pProto->HasFlag(ITEM_FLAGS_CU_IGNORE_QUEST_STATUS) && ((needs_quest || (pProto->GetStartQuest() && player->GetQuestStatus(pProto->GetStartQuest()) != QUEST_STATUS_NONE)) && !player->HasQuestForItem(itemid)))
return false;
if (strictUsabilityCheck)
{
if ((pProto->IsWeapon() || pProto->IsArmor()) && !pProto->IsUsableByLootSpecialization(player, true))
return false;
if (player->CanRollNeedForItem(pProto, nullptr, false) != EQUIP_ERR_OK)
return false;
}
return true;
}
@@ -228,7 +230,7 @@ void LootRoll::SendStartRoll()
startLootRoll.Method = m_loot->GetLootMethod();
startLootRoll.ValidRolls = m_voteMask;
// In NEED_BEFORE_GREED need disabled for non-usable item for player
if (m_loot->GetLootMethod() == NEED_BEFORE_GREED && player->CanRollForItemInLFG(itemTemplate, m_map) != EQUIP_ERR_OK)
if (m_loot->GetLootMethod() == NEED_BEFORE_GREED && player->CanRollNeedForItem(itemTemplate, m_map, true) != EQUIP_ERR_OK)
startLootRoll.ValidRolls &= ~ROLL_FLAG_TYPE_NEED;
FillPacket(startLootRoll.Item);
@@ -1005,10 +1007,6 @@ void Loot::Update()
void Loot::FillNotNormalLootFor(Player const* player)
{
if (_dungeonEncounterId)
if (player->IsLockedToDungeonEncounter(_dungeonEncounterId))
return;
ObjectGuid plguid = player->GetGUID();
_allowedLooters.insert(plguid);
@@ -1016,7 +1014,7 @@ void Loot::FillNotNormalLootFor(Player const* player)
for (LootItem& item : items)
{
if (!item.AllowedForPlayer(player, *this))
if (!item.AllowedForPlayer(player, this))
continue;
item.AddAllowedLooter(player);

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@@ -193,7 +193,9 @@ struct TC_GAME_API LootItem
~LootItem();
// Basic checks for player/item compatibility - if false no chance to see the item in the loot - used only for loot generation
bool AllowedForPlayer(Player const* player, Loot const& loot) const;
bool AllowedForPlayer(Player const* player, Loot const* loot) const;
static bool AllowedForPlayer(Player const* player, Loot const* loot, uint32 itemid, bool needs_quest, bool follow_loot_rules, bool strictUsabilityCheck,
ConditionContainer const& conditions);
void AddAllowedLooter(Player const* player);
GuidSet const& GetAllowedLooters() const { return allowedGUIDs; }
bool HasAllowedLooter(ObjectGuid const& looter) const;
@@ -282,6 +284,8 @@ struct TC_GAME_API Loot
ObjectGuid const& GetGUID() const { return _guid; }
ObjectGuid const& GetOwnerGUID() const { return _owner; }
ItemContext GetItemContext() const { return _itemContext; }
void SetItemContext(ItemContext context) { _itemContext = context; }
LootMethod GetLootMethod() const { return _lootMethod; }
ObjectGuid const& GetLootMasterGUID() const { return _lootMaster; }
uint32 GetDungeonEncounterId() const { return _dungeonEncounterId; }
@@ -300,6 +304,7 @@ struct TC_GAME_API Loot
void generateMoneyLoot(uint32 minAmount, uint32 maxAmount);
bool FillLoot(uint32 lootId, LootStore const& store, Player* lootOwner, bool personal, bool noEmptyError = false, uint16 lootMode = LOOT_MODE_DEFAULT, ItemContext context = ItemContext::NONE);
void FillNotNormalLootFor(Player const* player); // count unlooted items
// Inserts the item into the loot (called by LootTemplate processors)
void AddItem(LootStoreItem const& item);
@@ -318,8 +323,6 @@ struct TC_GAME_API Loot
void Update();
private:
void FillNotNormalLootFor(Player const* player);
GuidSet PlayersLooting;
NotNormalLootItemMap PlayerFFAItems;

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@@ -272,7 +272,7 @@ void LootItemStorage::AddNewStoredLoot(uint64 containerId, Loot* loot, Player* p
// saved to the DB that the player never should have gotten. This check prevents that, so that only
// items that the player should get in loot are in the DB.
// IE: Horde items are not saved to the DB for Ally players.
if (!li.AllowedForPlayer(player, *loot))
if (!li.AllowedForPlayer(player, loot))
continue;
// Don't save currency tokens

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@@ -56,32 +56,43 @@ LootStore LootTemplates_Spell("spell_loot_template", "spell id (
// Selects invalid loot items to be removed from group possible entries (before rolling)
struct LootGroupInvalidSelector
{
explicit LootGroupInvalidSelector(Loot const& /*loot*/, uint16 lootMode) : /*_loot(loot),*/ _lootMode(lootMode) { }
explicit LootGroupInvalidSelector(uint16 lootMode, Player const* personalLooter) : _lootMode(lootMode), _personalLooter(personalLooter) { }
bool operator()(LootStoreItem* item) const
bool operator()(LootStoreItem const* item) const
{
if (!(item->lootmode & _lootMode))
return true;
if (_personalLooter && !LootItem::AllowedForPlayer(_personalLooter, nullptr, item->itemid, item->needs_quest,
!item->needs_quest || ASSERT_NOTNULL(sObjectMgr->GetItemTemplate(item->itemid))->HasFlag(ITEM_FLAGS_CU_FOLLOW_LOOT_RULES),
true, item->conditions))
return true;
return false;
}
private:
//Loot const& _loot;
uint16 _lootMode;
Player const* _personalLooter;
};
class LootTemplate::LootGroup // A set of loot definitions for items (refs are not allowed)
{
public:
LootGroup() { }
LootGroup() = default;
LootGroup(LootGroup const&) = delete;
LootGroup(LootGroup&&) = delete;
LootGroup& operator=(LootGroup const&) = delete;
LootGroup& operator=(LootGroup&&) = delete;
~LootGroup();
void AddEntry(LootStoreItem* item); // Adds an entry to the group (at loading stage)
bool HasDropForPlayer(Player const* player, bool strictUsabilityCheck) const;
bool HasQuestDrop() const; // True if group includes at least 1 quest drop entry
bool HasQuestDropForPlayer(Player const* player) const;
// The same for active quests of the player
void Process(Loot& loot, uint16 lootMode) const; // Rolls an item from the group (if any) and adds the item to the loot
void Process(Loot& loot, uint16 lootMode,
Player const* personalLooter = nullptr) const; // Rolls an item from the group (if any) and adds the item to the loot
float RawTotalChance() const; // Overall chance for the group (without equal chanced items)
float TotalChance() const; // Overall chance for the group
@@ -94,11 +105,8 @@ class LootTemplate::LootGroup // A set of loot def
LootStoreItemList ExplicitlyChanced; // Entries with chances defined in DB
LootStoreItemList EqualChanced; // Zero chances - every entry takes the same chance
LootStoreItem const* Roll(Loot& loot, uint16 lootMode) const; // Rolls an item from the group, returns NULL if all miss their chances
// This class must never be copied - storing pointers
LootGroup(LootGroup const&) = delete;
LootGroup& operator=(LootGroup const&) = delete;
// Rolls an item from the group, returns NULL if all miss their chances
LootStoreItem const* Roll(uint16 lootMode, Player const* personalLooter = nullptr) const;
};
//Remove all data and free all memory
@@ -370,10 +378,10 @@ void LootTemplate::LootGroup::AddEntry(LootStoreItem* item)
}
// Rolls an item from the group, returns NULL if all miss their chances
LootStoreItem const* LootTemplate::LootGroup::Roll(Loot& loot, uint16 lootMode) const
LootStoreItem const* LootTemplate::LootGroup::Roll(uint16 lootMode, Player const* personalLooter /*= nullptr*/) const
{
LootStoreItemList possibleLoot = ExplicitlyChanced;
possibleLoot.remove_if(LootGroupInvalidSelector(loot, lootMode));
possibleLoot.remove_if(LootGroupInvalidSelector(lootMode, personalLooter));
if (!possibleLoot.empty()) // First explicitly chanced entries are checked
{
@@ -392,13 +400,30 @@ LootStoreItem const* LootTemplate::LootGroup::Roll(Loot& loot, uint16 lootMode)
}
possibleLoot = EqualChanced;
possibleLoot.remove_if(LootGroupInvalidSelector(loot, lootMode));
possibleLoot.remove_if(LootGroupInvalidSelector(lootMode, personalLooter));
if (!possibleLoot.empty()) // If nothing selected yet - an item is taken from equal-chanced part
return Trinity::Containers::SelectRandomContainerElement(possibleLoot);
return nullptr; // Empty drop from the group
}
bool LootTemplate::LootGroup::HasDropForPlayer(Player const* player, bool strictUsabilityCheck) const
{
for (LootStoreItem const* lootStoreItem : ExplicitlyChanced)
if (LootItem::AllowedForPlayer(player, nullptr, lootStoreItem->itemid, lootStoreItem->needs_quest,
!lootStoreItem->needs_quest || ASSERT_NOTNULL(sObjectMgr->GetItemTemplate(lootStoreItem->itemid))->HasFlag(ITEM_FLAGS_CU_FOLLOW_LOOT_RULES),
strictUsabilityCheck, lootStoreItem->conditions))
return true;
for (LootStoreItem const* lootStoreItem : EqualChanced)
if (LootItem::AllowedForPlayer(player, nullptr, lootStoreItem->itemid, lootStoreItem->needs_quest,
!lootStoreItem->needs_quest || ASSERT_NOTNULL(sObjectMgr->GetItemTemplate(lootStoreItem->itemid))->HasFlag(ITEM_FLAGS_CU_FOLLOW_LOOT_RULES),
strictUsabilityCheck, lootStoreItem->conditions))
return true;
return false;
}
// True if group includes at least 1 quest drop entry
bool LootTemplate::LootGroup::HasQuestDrop() const
{
@@ -437,9 +462,9 @@ void LootTemplate::LootGroup::CopyConditions(ConditionContainer /*conditions*/)
}
// Rolls an item from the group (if any takes its chance) and adds the item to the loot
void LootTemplate::LootGroup::Process(Loot& loot, uint16 lootMode) const
void LootTemplate::LootGroup::Process(Loot& loot, uint16 lootMode, Player const* personalLooter /*= nullptr*/) const
{
if (LootStoreItem const* item = Roll(loot, lootMode))
if (LootStoreItem const* item = Roll(lootMode, personalLooter))
loot.AddItem(*item);
}
@@ -557,7 +582,7 @@ void LootTemplate::CopyConditions(LootItem* li) const
}
// Rolls for every item in the template and adds the rolled items the the loot
void LootTemplate::Process(Loot& loot, bool rate, uint16 lootMode, uint8 groupId) const
void LootTemplate::Process(Loot& loot, bool rate, uint16 lootMode, uint8 groupId, Player const* personalLooter /*= nullptr*/) const
{
if (groupId) // Group reference uses own processing of the group
{
@@ -567,7 +592,7 @@ void LootTemplate::Process(Loot& loot, bool rate, uint16 lootMode, uint8 groupId
if (!Groups[groupId - 1])
return;
Groups[groupId - 1]->Process(loot, lootMode);
Groups[groupId - 1]->Process(loot, lootMode, personalLooter);
return;
}
@@ -589,16 +614,162 @@ void LootTemplate::Process(Loot& loot, bool rate, uint16 lootMode, uint8 groupId
uint32 maxcount = uint32(float(item->maxcount) * sWorld->getRate(RATE_DROP_ITEM_REFERENCED_AMOUNT));
for (uint32 loop = 0; loop < maxcount; ++loop) // Ref multiplicator
Referenced->Process(loot, rate, lootMode, item->groupid);
Referenced->Process(loot, rate, lootMode, item->groupid, personalLooter);
}
else
{
// Plain entries (not a reference, not grouped)
// Chance is already checked, just add
if (!personalLooter
|| LootItem::AllowedForPlayer(personalLooter, nullptr, item->itemid, item->needs_quest,
!item->needs_quest || ASSERT_NOTNULL(sObjectMgr->GetItemTemplate(item->itemid))->HasFlag(ITEM_FLAGS_CU_FOLLOW_LOOT_RULES),
true, item->conditions))
loot.AddItem(*item);
}
else // Plain entries (not a reference, not grouped)
loot.AddItem(*item); // Chance is already checked, just add
}
// Now processing groups
for (LootGroups::const_iterator i = Groups.begin(); i != Groups.end(); ++i)
if (LootGroup* group = *i)
group->Process(loot, lootMode);
group->Process(loot, lootMode, personalLooter);
}
void LootTemplate::ProcessPersonalLoot(std::unordered_map<Player*, std::unique_ptr<Loot>>& personalLoot, bool rate, uint16 lootMode) const
{
auto getLootersForItem = [&personalLoot](auto&& predicate)
{
std::vector<Player*> lootersForItem;
for (auto&& [looter, loot] : personalLoot)
{
if (predicate(looter))
lootersForItem.push_back(looter);
}
return lootersForItem;
};
// Rolling non-grouped items
for (LootStoreItem const* item : Entries)
{
if (!(item->lootmode & lootMode)) // Do not add if mode mismatch
continue;
if (!item->Roll(rate))
continue; // Bad luck for the entry
if (item->reference > 0) // References processing
{
LootTemplate const* referenced = LootTemplates_Reference.GetLootFor(item->reference);
if (!referenced)
continue; // Error message already printed at loading stage
uint32 maxcount = uint32(float(item->maxcount) * sWorld->getRate(RATE_DROP_ITEM_REFERENCED_AMOUNT));
std::vector<Player*> gotLoot;
for (uint32 loop = 0; loop < maxcount; ++loop) // Ref multiplicator
{
std::vector<Player*> lootersForItem = getLootersForItem([&](Player const* looter)
{
return referenced->HasDropForPlayer(looter, item->groupid, true);
});
// nobody can loot this, skip it
if (lootersForItem.empty())
break;
auto newEnd = std::remove_if(lootersForItem.begin(), lootersForItem.end(), [&](Player const* looter)
{
return std::find(gotLoot.begin(), gotLoot.end(), looter) != gotLoot.end();
});
if (lootersForItem.begin() == newEnd)
{
// if we run out of looters this means that there are more items dropped than players
// start a new cycle adding one item to everyone
gotLoot.clear();
}
else
lootersForItem.erase(newEnd, lootersForItem.end());
Player* chosenLooter = Trinity::Containers::SelectRandomContainerElement(lootersForItem);
referenced->Process(*personalLoot[chosenLooter], rate, lootMode, item->groupid, chosenLooter);
gotLoot.push_back(chosenLooter);
}
}
else
{
// Plain entries (not a reference, not grouped)
// Chance is already checked, just add
std::vector<Player*> lootersForItem = getLootersForItem([&](Player const* looter)
{
return LootItem::AllowedForPlayer(looter, nullptr, item->itemid, item->needs_quest,
!item->needs_quest || ASSERT_NOTNULL(sObjectMgr->GetItemTemplate(item->itemid))->HasFlag(ITEM_FLAGS_CU_FOLLOW_LOOT_RULES),
true, item->conditions);
});
if (!lootersForItem.empty())
{
Player* chosenLooter = Trinity::Containers::SelectRandomContainerElement(lootersForItem);
personalLoot[chosenLooter]->AddItem(*item);
}
}
}
// Now processing groups
for (LootGroup const* group : Groups)
{
if (group)
{
std::vector<Player*> lootersForGroup = getLootersForItem([&](Player const* looter)
{
return group->HasDropForPlayer(looter, true);
});
if (!lootersForGroup.empty())
{
Player* chosenLooter = Trinity::Containers::SelectRandomContainerElement(lootersForGroup);
group->Process(*personalLoot[chosenLooter], lootMode);
}
}
}
}
// True if template includes at least 1 drop for the player
bool LootTemplate::HasDropForPlayer(Player const* player, uint8 groupId, bool strictUsabilityCheck) const
{
if (groupId) // Group reference
{
if (groupId > Groups.size())
return false; // Error message already printed at loading stage
if (!Groups[groupId - 1])
return false;
return Groups[groupId - 1]->HasDropForPlayer(player, strictUsabilityCheck);
}
// Checking non-grouped entries
for (LootStoreItem* lootStoreItem : Entries)
{
if (lootStoreItem->reference > 0) // References processing
{
LootTemplate const* referenced = LootTemplates_Reference.GetLootFor(lootStoreItem->reference);
if (!referenced)
continue; // Error message already printed at loading stage
if (referenced->HasDropForPlayer(player, lootStoreItem->groupid, strictUsabilityCheck))
return true;
}
else if (LootItem::AllowedForPlayer(player, nullptr, lootStoreItem->itemid, lootStoreItem->needs_quest,
!lootStoreItem->needs_quest || ASSERT_NOTNULL(sObjectMgr->GetItemTemplate(lootStoreItem->itemid))->HasFlag(ITEM_FLAGS_CU_FOLLOW_LOOT_RULES),
strictUsabilityCheck, lootStoreItem->conditions))
return true; // active quest drop found
}
// Now checking groups
for (LootGroup* group : Groups)
if (group)
if (group->HasDropForPlayer(player, strictUsabilityCheck))
return true;
return false;
}
// True if template includes at least 1 quest drop entry
@@ -775,6 +946,40 @@ bool LootTemplate::isReference(uint32 id)
return false;//not found or not reference
}
std::unordered_map<ObjectGuid, std::unique_ptr<Loot>> GenerateDungeonEncounterPersonalLoot(uint32 dungeonEncounterId, uint32 lootId, LootStore const& store,
LootType type, WorldObject const* lootOwner, uint32 minMoney, uint32 maxMoney, uint16 lootMode, ItemContext context, std::vector<Player*> const& tappers)
{
std::unordered_map<Player*, std::unique_ptr<Loot>> tempLoot;
for (Player* tapper : tappers)
{
if (tapper->IsLockedToDungeonEncounter(dungeonEncounterId))
continue;
std::unique_ptr<Loot>& loot = tempLoot[tapper];
loot.reset(new Loot(lootOwner->GetMap(), lootOwner->GetGUID(), type, nullptr));
loot->SetItemContext(context);
loot->SetDungeonEncounterId(dungeonEncounterId);
loot->generateMoneyLoot(minMoney, maxMoney);
}
if (LootTemplate const* tab = store.GetLootFor(lootId))
tab->ProcessPersonalLoot(tempLoot, store.IsRatesAllowed(), lootMode);
std::unordered_map<ObjectGuid, std::unique_ptr<Loot>> personalLoot;
for (auto&& [looter, loot] : tempLoot)
{
loot->FillNotNormalLootFor(looter);
if (loot->isLooted())
continue;
personalLoot[looter->GetGUID()] = std::move(loot);
}
return personalLoot;
}
void LoadLootTemplates_Creature()
{
TC_LOG_INFO("server.loading", "Loading creature loot templates...");

View File

@@ -20,7 +20,9 @@
#include "Define.h"
#include "ConditionMgr.h"
#include "ObjectGuid.h"
#include <list>
#include <memory>
#include <set>
#include <unordered_map>
#include <vector>
@@ -30,6 +32,8 @@ class LootTemplate;
class Player;
struct Loot;
struct LootItem;
enum LootType : uint8;
enum class ItemContext : uint8;
struct TC_GAME_API LootStoreItem
{
@@ -108,10 +112,13 @@ class TC_GAME_API LootTemplate
// Adds an entry to the group (at loading stage)
void AddEntry(LootStoreItem* item);
// Rolls for every item in the template and adds the rolled items the the loot
void Process(Loot& loot, bool rate, uint16 lootMode, uint8 groupId) const;
void Process(Loot& loot, bool rate, uint16 lootMode, uint8 groupId, Player const* personalLooter = nullptr) const;
void ProcessPersonalLoot(std::unordered_map<Player*, std::unique_ptr<Loot>>& personalLoot, bool rate, uint16 lootMode) const;
void CopyConditions(ConditionContainer const& conditions);
void CopyConditions(LootItem* li) const;
// True if template includes at least 1 drop for the player
bool HasDropForPlayer(Player const* player, uint8 groupId = 0, bool strictUsabilityCheck = false) const;
// True if template includes at least 1 quest drop entry
bool HasQuestDrop(LootTemplateMap const& store, uint8 groupId = 0) const;
// True if template includes at least 1 quest drop for an active quest of the player
@@ -132,6 +139,12 @@ class TC_GAME_API LootTemplate
LootTemplate& operator=(LootTemplate const&) = delete;
};
std::unordered_map<ObjectGuid, std::unique_ptr<Loot>> GenerateDungeonEncounterPersonalLoot(uint32 dungeonEncounterId,
uint32 lootId, LootStore const& store, LootType type, WorldObject const* lootOwner,
uint32 minMoney, uint32 maxMoney,
uint16 lootMode, ItemContext context,
std::vector<Player*> const& tappers);
//=====================================================
TC_GAME_API extern LootStore LootTemplates_Creature;