Core/Misc: Improvement item durability repair logic. (#26911)

* Core/Misc: Improvement item durability repair logic.

* Move item repair cost calculation logic from Player::DurabilityRepair to Item::CalculateDurabilityRepairCost
* Make item repair cost calculation more congruent with client logic (std::round)
* Do not repair items if player does not have enough money to pay for the repair of all items at once
* Withdrawing money from guild bank only once to avoid spam in the guild bank log and reduce number of transactions in the database

Closes #25937

* Fix build

* Remove unnecessary scope

* Fix visual studio warning and one more check for reliability

(cherry picked from commit 3cef126d0a)
This commit is contained in:
Mikhail Redko
2021-10-01 17:33:21 +03:00
committed by Shauren
parent e33b3e4a81
commit 72a4fccaab
7 changed files with 148 additions and 88 deletions

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@@ -43,6 +43,7 @@
#include "StringConvert.h"
#include "TradeData.h"
#include "UpdateData.h"
#include "World.h"
#include "WorldSession.h"
#include <sstream>
@@ -1282,6 +1283,45 @@ void Item::SetCount(uint32 value)
}
}
uint64 Item::CalculateDurabilityRepairCost(float discount) const
{
uint32 maxDurability = m_itemData->MaxDurability;
if (!maxDurability)
return 0;
uint32 curDurability = m_itemData->Durability;
ASSERT(maxDurability >= curDurability);
uint32 lostDurability = maxDurability - curDurability;
if (!lostDurability)
return 0;
ItemTemplate const* itemTemplate = GetTemplate();
DurabilityCostsEntry const* durabilityCost = sDurabilityCostsStore.LookupEntry(GetItemLevel(GetOwner()));
if (!durabilityCost)
return 0;
uint32 durabilityQualityEntryId = (GetQuality() + 1) * 2;
DurabilityQualityEntry const* durabilityQualityEntry = sDurabilityQualityStore.LookupEntry(durabilityQualityEntryId);
if (!durabilityQualityEntry)
return 0;
uint32 dmultiplier = 0;
if (itemTemplate->GetClass() == ITEM_CLASS_WEAPON)
dmultiplier = durabilityCost->WeaponSubClassCost[itemTemplate->GetSubClass()];
else if (itemTemplate->GetClass() == ITEM_CLASS_ARMOR)
dmultiplier = durabilityCost->ArmorSubClassCost[itemTemplate->GetSubClass()];
uint64 cost = std::round(lostDurability * dmultiplier * durabilityQualityEntry->Data * GetRepairCostMultiplier());
cost = uint64(cost * discount * sWorld->getRate(RATE_REPAIRCOST));
if (cost == 0) // Fix for ITEM_QUALITY_ARTIFACT
cost = 1;
return cost;
}
bool Item::HasEnchantRequiredSkill(Player const* player) const
{
// Check all enchants for required skill

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@@ -258,6 +258,8 @@ class TC_GAME_API Item : public Object
void SetInTrade(bool b = true) { mb_in_trade = b; }
bool IsInTrade() const { return mb_in_trade; }
uint64 CalculateDurabilityRepairCost(float discount) const;
bool HasEnchantRequiredSkill(Player const* player) const;
uint32 GetEnchantRequiredLevel() const;

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@@ -4619,110 +4619,118 @@ void Player::DurabilityPointLossForEquipSlot(EquipmentSlots slot)
DurabilityPointsLoss(pItem, 1);
}
uint32 Player::DurabilityRepairAll(bool cost, float discountMod, bool guildBank)
void Player::DurabilityRepairAll(bool takeCost, float discountMod, bool guildBank)
{
uint32 TotalCost = 0;
// Collecting all items that can be repaired and repair costs
std::list<std::pair<Item*, uint64>> itemRepairCostStore;
// equipped, backpack, bags itself
uint8 inventoryEnd = INVENTORY_SLOT_ITEM_START + GetInventorySlotCount();
for (uint8 i = EQUIPMENT_SLOT_START; i < inventoryEnd; i++)
TotalCost += DurabilityRepair(((INVENTORY_SLOT_BAG_0 << 8) | i), cost, discountMod, guildBank);
if (Item* item = GetItemByPos(((INVENTORY_SLOT_BAG_0 << 8) | i)))
if (uint64 cost = item->CalculateDurabilityRepairCost(discountMod))
itemRepairCostStore.push_back(std::make_pair(item, cost));
// bank, buyback and keys not repaired
// items in inventory bags
for (uint8 j = INVENTORY_SLOT_BAG_START; j < INVENTORY_SLOT_BAG_END; j++)
for (uint8 i = 0; i < MAX_BAG_SIZE; i++)
TotalCost += DurabilityRepair(((j << 8) | i), cost, discountMod, guildBank);
return TotalCost;
}
if (Item* item = GetItemByPos(((j << 8) | i)))
if (uint64 cost = item->CalculateDurabilityRepairCost(discountMod))
itemRepairCostStore.push_back(std::make_pair(item, cost));
uint32 Player::DurabilityRepair(uint16 pos, bool cost, float discountMod, bool guildBank)
{
Item* item = GetItemByPos(pos);
uint32 TotalCost = 0;
if (!item)
return TotalCost;
uint32 maxDurability = item->m_itemData->MaxDurability;
if (!maxDurability)
return TotalCost;
uint32 curDurability = item->m_itemData->Durability;
if (cost)
// Handling a free repair case - just repair every item without taking cost.
if (!takeCost)
{
uint32 LostDurability = maxDurability - curDurability;
if (LostDurability>0)
{
ItemTemplate const* ditemProto = item->GetTemplate();
for (auto const& [item, cost] : itemRepairCostStore)
DurabilityRepair(item->GetPos(), false, 0.f);
DurabilityCostsEntry const* dcost = sDurabilityCostsStore.LookupEntry(ditemProto->GetBaseItemLevel());
if (!dcost)
{
TC_LOG_ERROR("entities.player.items", "Player::DurabilityRepair: Player '%s' (%s) tried to repair an item (ItemID: %u) with invalid item level %u",
GetName().c_str(), GetGUID().ToString().c_str(), ditemProto->GetId(), ditemProto->GetBaseItemLevel());
return TotalCost;
}
uint32 dQualitymodEntryId = (ditemProto->GetQuality() + 1) * 2;
DurabilityQualityEntry const* dQualitymodEntry = sDurabilityQualityStore.LookupEntry(dQualitymodEntryId);
if (!dQualitymodEntry)
{
TC_LOG_ERROR("entities.player.items", "Player::DurabilityRepair: Player '%s' (%s) tried to repair an item (ItemID: %u) with invalid QualitymodEntry %u",
GetName().c_str(), GetGUID().ToString().c_str(), ditemProto->GetId(), dQualitymodEntryId);
return TotalCost;
}
uint32 dmultiplier = 0;
if (ditemProto->GetClass() == ITEM_CLASS_WEAPON)
dmultiplier = dcost->WeaponSubClassCost[ditemProto->GetSubClass()];
else if (ditemProto->GetClass() == ITEM_CLASS_ARMOR)
dmultiplier = dcost->ArmorSubClassCost[ditemProto->GetSubClass()];
uint32 costs = uint32(LostDurability * dmultiplier * double(dQualitymodEntry->Data) * item->GetRepairCostMultiplier());
costs = uint32(costs * discountMod * sWorld->getRate(RATE_REPAIRCOST));
if (costs == 0) //fix for ITEM_QUALITY_ARTIFACT
costs = 1;
if (guildBank)
{
if (!GetGuildId())
{
TC_LOG_DEBUG("entities.player.items", "Player::DurabilityRepair: Player '%s' (%s) tried to repair item in a guild bank but is not member of a guild",
GetName().c_str(), GetGUID().ToString().c_str());
return TotalCost;
}
Guild* guild = sGuildMgr->GetGuildById(GetGuildId());
if (!guild)
return TotalCost;
if (!guild->HandleMemberWithdrawMoney(GetSession(), costs, true))
return TotalCost;
TotalCost = costs;
}
else if (!HasEnoughMoney(uint64(costs)))
{
TC_LOG_DEBUG("entities.player.items", "Player::DurabilityRepair: Player '%s' (%s) has not enough money to repair item",
GetName().c_str(), GetGUID().ToString().c_str());
return TotalCost;
}
else
ModifyMoney(-int64(costs));
}
return;
}
item->SetDurability(maxDurability);
if (guildBank)
{
// Handling a repair for guild money case.
// We have to repair items one by one until the guild bank has enough money available for withdrawal or until all items are repaired.
Guild* guild = GetGuild();
if (!guild)
return; // silent return, client shouldn't display this button for players without guild.
uint64 const availableGuildMoney = guild->GetMemberAvailableMoneyForRepairItems(GetGUID());
if (availableGuildMoney == 0)
return;
// Sort the items by repair cost from lowest to highest
itemRepairCostStore.sort([](auto const& a, auto const& b) -> bool { return a.second < b.second; });
// We must calculate total repair cost and take money once to avoid spam in the guild bank log and reduce number of transactions in the database
uint64 totalCost = 0;
for (auto const& [item, cost] : itemRepairCostStore)
{
uint64 newTotalCost = totalCost + cost;
if (newTotalCost > availableGuildMoney || newTotalCost > MAX_MONEY_AMOUNT)
break;
totalCost = newTotalCost;
// Repair item without taking cost. We'll do it later.
DurabilityRepair(item->GetPos(), false, 0.f);
}
// Take money for repairs from the guild bank
guild->HandleMemberWithdrawMoney(GetSession(), totalCost, true);
}
else
{
// Handling a repair for player's money case.
// Unlike repairing for guild money, in this case we must first check if player has enough money to repair all the items at once.
uint64 totalCost = 0;
for (auto const& [item, cost] : itemRepairCostStore)
totalCost += cost;
if (!HasEnoughMoney(totalCost))
return; // silent return, client should display error by itself and not send opcode.
ModifyMoney(-int32(totalCost));
// Payment for repair has already been taken, so just repair every item without taking cost.
for (auto const& [item, cost] : itemRepairCostStore)
DurabilityRepair(item->GetPos(), false, 0.f);
}
}
void Player::DurabilityRepair(uint16 pos, bool takeCost, float discountMod)
{
Item* item = GetItemByPos(pos);
if (!item)
return;
if (takeCost)
{
uint64 cost = item->CalculateDurabilityRepairCost(discountMod);
if (!HasEnoughMoney(cost))
{
TC_LOG_DEBUG("entities.player.items", "Player::DurabilityRepair: Player '%s' (%s) has not enough money to repair item",
GetName().c_str(), GetGUID().ToString().c_str());
return;
}
ModifyMoney(-int32(cost));
}
bool isBroken = item->IsBroken();
item->SetDurability(item->m_itemData->MaxDurability);
item->SetState(ITEM_CHANGED, this);
// reapply mods for total broken and repaired item if equipped
if (IsEquipmentPos(pos) && !curDurability)
if (IsEquipmentPos(pos) && isBroken)
_ApplyItemMods(item, pos & 255, true);
return TotalCost;
}
void Player::RepopAtGraveyard()

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@@ -2148,8 +2148,8 @@ class TC_GAME_API Player : public Unit, public GridObject<Player>
void DurabilityPointsLossAll(int32 points, bool inventory);
void DurabilityPointsLoss(Item* item, int32 points);
void DurabilityPointLossForEquipSlot(EquipmentSlots slot);
uint32 DurabilityRepairAll(bool cost, float discountMod, bool guildBank);
uint32 DurabilityRepair(uint16 pos, bool cost, float discountMod, bool guildBank);
void DurabilityRepairAll(bool takeCost, float discountMod, bool guildBank);
void DurabilityRepair(uint16 pos, bool takeCost, float discountMod);
void UpdateMirrorTimers();
void StopMirrorTimers();

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@@ -2884,6 +2884,15 @@ bool Guild::IsMember(ObjectGuid guid) const
return m_members.find(guid) != m_members.end();
}
uint64 Guild::GetMemberAvailableMoneyForRepairItems(ObjectGuid guid) const
{
Member const* member = GetMember(guid);
if (!member)
return 0;
return std::min(m_bankMoney, static_cast<uint64>(_GetMemberRemainingMoney(*member)));
}
// Bank (items move)
void Guild::SwapItems(Player* player, uint8 tabId, uint8 slotId, uint8 destTabId, uint8 destSlotId, uint32 splitedAmount)
{

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@@ -824,6 +824,7 @@ class TC_GAME_API Guild
bool ChangeMemberRank(CharacterDatabaseTransaction trans, ObjectGuid guid, GuildRankId newRank);
bool IsMember(ObjectGuid guid) const;
uint32 GetMembersCount() const { return uint32(m_members.size()); }
uint64 GetMemberAvailableMoneyForRepairItems(ObjectGuid guid) const;
// Bank
void SwapItems(Player* player, uint8 tabId, uint8 slotId, uint8 destTabId, uint8 destSlotId, uint32 splitedAmount);

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@@ -583,7 +583,7 @@ void WorldSession::HandleRepairItemOpcode(WorldPackets::Item::RepairItem& packet
Item* item = _player->GetItemByGuid(packet.ItemGUID);
if (item)
_player->DurabilityRepair(item->GetPos(), true, discountMod, packet.UseGuildBank);
_player->DurabilityRepair(item->GetPos(), true, discountMod);
}
else
{