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Core/GameObject: implement restock mechanic for non-consumable gameobjects (#23526)
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@@ -510,6 +510,13 @@ void GameObject::Update(uint32 diff)
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}
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return;
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}
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case GAMEOBJECT_TYPE_CHEST:
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if (m_restockTime > GameTime::GetGameTime())
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return;
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// If there is no restock timer, or if the restock timer passed, the chest becomes ready to loot
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m_lootState = GO_READY;
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AddToObjectUpdateIfNeeded();
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break;
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default:
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m_lootState = GO_READY; // for other GOis same switched without delay to GO_READY
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break;
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@@ -694,6 +701,13 @@ void GameObject::Update(uint32 diff)
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}
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else m_groupLootTimer -= diff;
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}
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// Gameobject was partially looted and restock time passed, restock all loot now
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if (GameTime::GetGameTime() >= m_restockTime)
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{
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m_lootState = GO_READY;
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AddToObjectUpdateIfNeeded();
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}
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break;
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case GAMEOBJECT_TYPE_TRAP:
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{
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@@ -769,16 +783,21 @@ void GameObject::Update(uint32 diff)
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// Do not delete gameobjects that are not consumed on loot, while still allowing them to despawn when they expire if summoned
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bool isSummonedAndExpired = (GetOwner() || GetSpellId()) && m_respawnTime == 0;
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bool isPermanentSpawn = m_respawnDelayTime == 0;
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if (!GetGOInfo()->IsDespawnAtAction() &&
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((GetGoType() == GAMEOBJECT_TYPE_GOOBER && (!isSummonedAndExpired || isPermanentSpawn)) ||
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(GetGoType() == GAMEOBJECT_TYPE_CHEST && !isSummonedAndExpired && GetGOInfo()->chest.chestRestockTime == 0))) // ToDo: chests with data2 (chestRestockTime) > 0 and data3 (consumable) = 0 should not despawn on loot
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if (!GetGOInfo()->IsDespawnAtAction() && !isSummonedAndExpired)
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{
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SetLootState(GO_READY);
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if (GetGoType() == GAMEOBJECT_TYPE_CHEST && GetGOInfo()->chest.chestRestockTime > 0)
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{
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// Start restock timer when the chest is fully looted
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m_restockTime = GameTime::GetGameTime() + GetGOInfo()->chest.chestRestockTime;
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SetLootState(GO_NOT_READY);
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AddToObjectUpdateIfNeeded();
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}
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else
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SetLootState(GO_READY);
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UpdateObjectVisibility();
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return;
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}
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else
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else if (GetOwner() || GetSpellId())
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{
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SetRespawnTime(0);
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Delete();
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@@ -1308,6 +1327,10 @@ bool GameObject::ActivateToQuest(Player* target) const
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}
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case GAMEOBJECT_TYPE_CHEST:
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{
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// Chests become inactive while not ready to be looted
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if (getLootState() == GO_NOT_READY)
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return false;
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// scan GO chest with loot including quest items
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if (LootTemplates_Gameobject.HaveQuestLootForPlayer(GetGOInfo()->GetLootId(), target))
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{
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@@ -2307,6 +2330,10 @@ void GameObject::SetLootState(LootState state, Unit* unit)
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AI()->OnLootStateChanged(state, unit);
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// Start restock timer if the chest is partially looted or not looted at all
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if (GetGoType() == GAMEOBJECT_TYPE_CHEST && state == GO_ACTIVATED && GetGOInfo()->chest.chestRestockTime > 0 && m_restockTime == 0)
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m_restockTime = GameTime::GetGameTime() + GetGOInfo()->chest.chestRestockTime;
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if (GetGoType() == GAMEOBJECT_TYPE_DOOR) // only set collision for doors on SetGoState
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return;
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@@ -308,6 +308,7 @@ class TC_GAME_API GameObject : public WorldObject, public GridObject<GameObject>
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LootState m_lootState;
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ObjectGuid m_lootStateUnitGUID; // GUID of the unit passed with SetLootState(LootState, Unit*)
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bool m_spawnedByDefault;
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time_t m_restockTime;
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time_t m_cooldownTime; // used as internal reaction delay time store (not state change reaction).
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// For traps this: spell casting cooldown, for doors/buttons: reset time.
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GOState m_prevGoState; // What state to set whenever resetting
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