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Core/Loot: Only 3 items of the same entry can drop on 25 man raid difficulties and 1 everywhere else (non-raid or 10 man)
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@@ -289,6 +289,10 @@ bool Creature::InitEntry(uint32 Entry, uint32 /*team*/, const CreatureData* data
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--diff;
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}
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// Initialize loot duplicate count depending on raid difficulty
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if (GetMap()->IsRaid() && GetMap()->GetSpawnMode() & RAID_DIFFICULTY_MASK_25MAN)
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loot.maxDuplicates = 3;
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SetEntry(Entry); // normal entry always
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m_creatureInfo = cinfo; // map mode related always
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@@ -258,6 +258,10 @@ bool GameObject::Create(uint32 guidlow, uint32 name_id, Map* map, uint32 phaseMa
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LastUsedScriptID = GetGOInfo()->ScriptId;
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AIM_Initialize();
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// Initialize loot duplicate count depending on raid difficulty
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if (map->IsRaid() && map->GetSpawnMode() & RAID_DIFFICULTY_MASK_25MAN)
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loot.maxDuplicates = 3;
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return true;
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}
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@@ -52,16 +52,27 @@ LootStore LootTemplates_Reference("reference_loot_template", "reference
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LootStore LootTemplates_Skinning("skinning_loot_template", "creature skinning id", true);
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LootStore LootTemplates_Spell("spell_loot_template", "spell id (random item creating)", false);
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struct NotMatchingLootMode : public std::unary_function<LootStoreItem*, bool>
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// Selects invalid loot items to be removed from group possible entries (before rolling)
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struct LootGroupInvalidSelector : public std::unary_function<LootStoreItem*, bool>
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{
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explicit NotMatchingLootMode(uint16 lootMode) : _lootMode(lootMode) { }
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explicit LootGroupInvalidSelector(Loot const& loot, uint16 lootMode) : _loot(loot), _lootMode(lootMode) { }
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bool operator()(LootStoreItem* item) const
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{
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return !(item->lootmode & _lootMode);
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if (!(item->lootmode & _lootMode))
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return true;
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uint8 foundDuplicates = 0;
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for (std::vector<LootItem>::const_iterator itr = _loot.items.begin(); itr != _loot.items.end(); ++itr)
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if (itr->itemid == item->itemid)
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if (++foundDuplicates == _loot.maxDuplicates)
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return true;
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return false;
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}
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private:
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Loot const& _loot;
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uint16 _lootMode;
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};
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@@ -89,7 +100,7 @@ class LootTemplate::LootGroup // A set of loot def
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LootStoreItemList ExplicitlyChanced; // Entries with chances defined in DB
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LootStoreItemList EqualChanced; // Zero chances - every entry takes the same chance
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LootStoreItem const* Roll(uint16 lootMode) const; // Rolls an item from the group, returns NULL if all miss their chances
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LootStoreItem const* Roll(Loot& loot, uint16 lootMode) const; // Rolls an item from the group, returns NULL if all miss their chances
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// This class must never be copied - storing pointers
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LootGroup(LootGroup const&);
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@@ -1076,10 +1087,10 @@ void LootTemplate::LootGroup::AddEntry(LootStoreItem* item)
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}
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// Rolls an item from the group, returns NULL if all miss their chances
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LootStoreItem const* LootTemplate::LootGroup::Roll(uint16 lootMode) const
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LootStoreItem const* LootTemplate::LootGroup::Roll(Loot& loot, uint16 lootMode) const
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{
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LootStoreItemList possibleLoot = ExplicitlyChanced;
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possibleLoot.remove_if(NotMatchingLootMode(lootMode));
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possibleLoot.remove_if(LootGroupInvalidSelector(loot, lootMode));
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if (!possibleLoot.empty()) // First explicitly chanced entries are checked
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{
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@@ -1098,7 +1109,7 @@ LootStoreItem const* LootTemplate::LootGroup::Roll(uint16 lootMode) const
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}
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possibleLoot = EqualChanced;
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possibleLoot.remove_if(NotMatchingLootMode(lootMode));
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possibleLoot.remove_if(LootGroupInvalidSelector(loot, lootMode));
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if (!possibleLoot.empty()) // If nothing selected yet - an item is taken from equal-chanced part
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return Trinity::Containers::SelectRandomContainerElement(possibleLoot);
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@@ -1145,7 +1156,7 @@ void LootTemplate::LootGroup::CopyConditions(ConditionList /*conditions*/)
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// Rolls an item from the group (if any takes its chance) and adds the item to the loot
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void LootTemplate::LootGroup::Process(Loot& loot, uint16 lootMode) const
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{
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if (LootStoreItem const* item = Roll(lootMode))
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if (LootStoreItem const* item = Roll(loot, lootMode))
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loot.AddItem(*item);
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}
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@@ -1285,7 +1296,7 @@ void LootTemplate::Process(Loot& loot, bool rate, uint16 lootMode, uint8 groupId
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for (LootStoreItemList::const_iterator i = Entries.begin(); i != Entries.end(); ++i)
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{
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LootStoreItem* item = *i;
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if (item->lootmode &~ lootMode) // Do not add if mode mismatch
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if (!(item->lootmode & lootMode)) // Do not add if mode mismatch
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continue;
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if (!item->Roll(rate))
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@@ -1294,7 +1305,6 @@ void LootTemplate::Process(Loot& loot, bool rate, uint16 lootMode, uint8 groupId
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if (item->mincountOrRef < 0) // References processing
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{
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LootTemplate const* Referenced = LootTemplates_Reference.GetLootFor(-item->mincountOrRef);
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if (!Referenced)
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continue; // Error message already printed at loading stage
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@@ -298,12 +298,13 @@ struct Loot
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uint8 unlootedCount;
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uint64 roundRobinPlayer; // GUID of the player having the Round-Robin ownership for the loot. If 0, round robin owner has released.
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LootType loot_type; // required for achievement system
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uint8 maxDuplicates; // Max amount of items with the same entry that can drop (default is 1; on 25 man raid mode 3)
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// GUIDLow of container that holds this loot (item_instance.entry)
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// Only set for inventory items that can be right-click looted
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uint32 containerID;
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Loot(uint32 _gold = 0) : gold(_gold), unlootedCount(0), loot_type(LOOT_CORPSE), containerID(0) {}
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Loot(uint32 _gold = 0) : gold(_gold), unlootedCount(0), loot_type(LOOT_CORPSE), maxDuplicates(1), containerID(0) {}
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~Loot() { clear(); }
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// For deleting items at loot removal since there is no backward interface to the Item()
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