Proper assignment of quest loot for group loot & round robin (#28831)

* Proper assignment of quest loot for group loot / round robin

* Update src/server/game/Loot/Loot.cpp

Co-authored-by: Giacomo Pozzoni <giacomopoz@gmail.com>

---------

Co-authored-by: Giacomo Pozzoni <giacomopoz@gmail.com>
This commit is contained in:
Renn
2023-06-11 06:30:26 -04:00
committed by GitHub
parent 9c3ffd4778
commit 0aa9b1cd5d
3 changed files with 26 additions and 11 deletions

View File

@@ -54,8 +54,18 @@ LootItem::LootItem(LootStoreItem const& li)
rollWinnerGUID = ObjectGuid::Empty;
}
// Basic checks for player/item compatibility - if false no chance to see the item in the loot
bool LootItem::AllowedForPlayer(Player const* player, ObjectGuid ownerGuid) const
{
return AllowedForPlayer(player, false, ownerGuid);
}
bool LootItem::AllowedForPlayer(Player const* player, bool isGivenByMasterLooter) const
{
return AllowedForPlayer(player, isGivenByMasterLooter, ObjectGuid::Empty);
}
// Basic checks for player/item compatibility - if false no chance to see the item in the loot
bool LootItem::AllowedForPlayer(Player const* player, bool isGivenByMasterLooter, ObjectGuid ownerGuid) const
{
// DB conditions check
if (!sConditionMgr->IsObjectMeetToConditions(const_cast<Player*>(player), conditions))
@@ -86,6 +96,9 @@ bool LootItem::AllowedForPlayer(Player const* player, bool isGivenByMasterLooter
if (pProto->Class == ITEM_CLASS_RECIPE && pProto->Bonding == BIND_WHEN_PICKED_UP && pProto->Spells[1].SpellId != 0 && player->HasSpell(pProto->Spells[1].SpellId))
return false;
if (needs_quest && !freeforall && player->GetGroup() && (player->GetGroup()->GetLootMethod() == GROUP_LOOT || player->GetGroup()->GetLootMethod() == ROUND_ROBIN) && !ownerGuid.IsEmpty() && ownerGuid != player->GetGUID())
return false;
// check quest requirements
if (!pProto->HasFlag(ITEM_FLAGS_CU_IGNORE_QUEST_STATUS) && ((needs_quest || (pProto->StartQuest && player->GetQuestStatus(pProto->StartQuest) != QUEST_STATUS_NONE)) && !player->HasQuestForItem(itemid)))
return false;
@@ -164,10 +177,10 @@ void Loot::AddItem(LootStoreItem const& item)
{
for (GroupReference* itr = group->GetFirstMember(); itr != nullptr; itr = itr->next())
if (Player* member = itr->GetSource())
if (generatedLoot.AllowedForPlayer(member))
if (generatedLoot.AllowedForPlayer(member, lootOwnerGUID))
canSeeItemInLootWindow = true;
}
else if (generatedLoot.AllowedForPlayer(player))
else if (generatedLoot.AllowedForPlayer(player, lootOwnerGUID))
canSeeItemInLootWindow = true;
}
@@ -261,7 +274,7 @@ void Loot::FillNotNormalLootFor(Player* player, bool presentAtLooting)
else
item = &quest_items[i - itemsSize];
if (!item->is_looted && item->freeforall && item->AllowedForPlayer(player))
if (!item->is_looted && item->freeforall && item->AllowedForPlayer(player, lootOwnerGUID))
if (ItemTemplate const* proto = sObjectMgr->GetItemTemplate(item->itemid))
if (proto->IsCurrencyToken())
player->StoreLootItem(i, this);
@@ -275,7 +288,7 @@ NotNormalLootItemList* Loot::FillFFALoot(Player* player)
for (uint8 i = 0; i < items.size(); ++i)
{
LootItem &item = items[i];
if (!item.is_looted && item.freeforall && item.AllowedForPlayer(player))
if (!item.is_looted && item.freeforall && item.AllowedForPlayer(player, lootOwnerGUID))
{
ql->push_back(NotNormalLootItem(i));
++unlootedCount;
@@ -302,7 +315,7 @@ NotNormalLootItemList* Loot::FillQuestLoot(Player* player)
{
LootItem &item = quest_items[i];
if (!item.is_looted && (item.AllowedForPlayer(player) || (item.follow_loot_rules && player->GetGroup() && ((player->GetGroup()->GetLootMethod() == MASTER_LOOT && player->GetGroup()->GetMasterLooterGuid() == player->GetGUID()) || player->GetGroup()->GetLootMethod() != MASTER_LOOT))))
if (!item.is_looted && (item.AllowedForPlayer(player, lootOwnerGUID) || (item.follow_loot_rules && player->GetGroup() && ((player->GetGroup()->GetLootMethod() == MASTER_LOOT && player->GetGroup()->GetMasterLooterGuid() == player->GetGUID()) || player->GetGroup()->GetLootMethod() != MASTER_LOOT))))
{
ql->push_back(NotNormalLootItem(i));
@@ -336,7 +349,7 @@ NotNormalLootItemList* Loot::FillNonQuestNonFFAConditionalLoot(Player* player, b
for (uint8 i = 0; i < items.size(); ++i)
{
LootItem &item = items[i];
if (!item.is_looted && !item.freeforall && (item.AllowedForPlayer(player)))
if (!item.is_looted && !item.freeforall && (item.AllowedForPlayer(player, lootOwnerGUID)))
{
if (presentAtLooting)
item.AddAllowedLooter(player);
@@ -619,7 +632,7 @@ ByteBuffer& operator<<(ByteBuffer& b, LootView const& lv)
// blocked rolled items and quest items, and !ffa items
for (uint8 i = 0; i < l.items.size(); ++i)
{
if (!l.items[i].is_looted && !l.items[i].freeforall && l.items[i].conditions.empty() && l.items[i].AllowedForPlayer(lv.viewer))
if (!l.items[i].is_looted && !l.items[i].freeforall && l.items[i].conditions.empty() && l.items[i].AllowedForPlayer(lv.viewer, l.roundRobinPlayer))
{
uint8 slot_type;
@@ -674,7 +687,7 @@ ByteBuffer& operator<<(ByteBuffer& b, LootView const& lv)
{
for (uint8 i = 0; i < l.items.size(); ++i)
{
if (!l.items[i].is_looted && !l.items[i].freeforall && l.items[i].conditions.empty() && l.items[i].AllowedForPlayer(lv.viewer))
if (!l.items[i].is_looted && !l.items[i].freeforall && l.items[i].conditions.empty() && l.items[i].AllowedForPlayer(lv.viewer, l.roundRobinPlayer))
{
if (!l.roundRobinPlayer.IsEmpty() && lv.viewer->GetGUID() != l.roundRobinPlayer)
// item shall not be displayed.
@@ -693,7 +706,7 @@ ByteBuffer& operator<<(ByteBuffer& b, LootView const& lv)
uint8 slot_type = lv.permission == OWNER_PERMISSION ? LOOT_SLOT_TYPE_OWNER : LOOT_SLOT_TYPE_ALLOW_LOOT;
for (uint8 i = 0; i < l.items.size(); ++i)
{
if (!l.items[i].is_looted && !l.items[i].freeforall && l.items[i].conditions.empty() && l.items[i].AllowedForPlayer(lv.viewer))
if (!l.items[i].is_looted && !l.items[i].freeforall && l.items[i].conditions.empty() && l.items[i].AllowedForPlayer(lv.viewer, l.roundRobinPlayer))
{
b << uint8(i) << l.items[i];
b << uint8(slot_type);

View File

@@ -150,7 +150,9 @@ struct TC_GAME_API LootItem
{ };
// Basic checks for player/item compatibility - if false no chance to see the item in the loot
bool AllowedForPlayer(Player const* player, bool isGivenByMasterLooter, ObjectGuid ownerGuid) const;
bool AllowedForPlayer(Player const* player, bool isGivenByMasterLooter = false) const;
bool AllowedForPlayer(Player const* player, ObjectGuid ownerGuid) const;
void AddAllowedLooter(Player const* player);
GuidSet const& GetAllowedLooters() const { return allowedGUIDs; }
};

View File

@@ -266,7 +266,7 @@ void LootItemStorage::AddNewStoredLoot(Loot* loot, Player* player)
// 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))
if (!li.AllowedForPlayer(player, loot->lootOwnerGUID))
continue;
// Don't save currency tokens