Core/GameObject: backported restock and despawn handlings for goobers and chest

*thx @Wyrserth
This commit is contained in:
Ovahlord
2020-01-08 00:36:51 +01:00
parent 23b17ec6e5
commit f5dd7cdb67
2 changed files with 43 additions and 11 deletions

View File

@@ -69,6 +69,8 @@ GameObject::GameObject() : WorldObject(false), MapObject(),
m_respawnTime = 0;
m_respawnDelayTime = 300;
m_despawnDelay = 0;
m_despawnRespawnTime = 0s;
m_restockTime = 0;
m_lootState = GO_NOT_READY;
m_spawnedByDefault = true;
m_usetimes = 0;
@@ -417,6 +419,14 @@ void GameObject::Update(uint32 diff)
}
return;
}
case GAMEOBJECT_TYPE_CHEST:
if (m_restockTime > GameTime::GetGameTime())
return;
// If there is no restock timer, or if the restock timer passed, the chest becomes ready to loot
m_restockTime = 0;
m_lootState = GO_READY;
AddToObjectUpdateIfNeeded();
break;
default:
m_lootState = GO_READY; // for other GOis same switched without delay to GO_READY
break;
@@ -604,6 +614,14 @@ void GameObject::Update(uint32 diff)
}
else m_groupLootTimer -= diff;
}
// Gameobject was partially looted and restock time passed, restock all loot now
if (!GetGOInfo()->chest.consumable && GameTime::GetGameTime() >= m_restockTime)
{
m_restockTime = 0;
m_lootState = GO_READY;
AddToObjectUpdateIfNeeded();
}
break;
case GAMEOBJECT_TYPE_TRAP:
{
@@ -675,21 +693,26 @@ void GameObject::Update(uint32 diff)
loot.clear();
//! If this is summoned by a spell with ie. SPELL_EFFECT_SUMMON_OBJECT_WILD, with or without owner, we check respawn criteria based on spell
//! The GetOwnerGUID() check is mostly for compatibility with hacky scripts - 99% of the time summoning should be done trough spells.
if (GetSpellId() || GetOwnerGUID())
// Do not delete chests or goobers that are not consumed on loot, while still allowing them to despawn when they expire if summoned
bool isSummonedAndExpired = (GetOwner() || GetSpellId()) && m_respawnTime == 0;
if ((GetGoType() == GAMEOBJECT_TYPE_CHEST || GetGoType() == GAMEOBJECT_TYPE_GOOBER) && !GetGOInfo()->IsDespawnAtAction() && !isSummonedAndExpired)
{
//Don't delete spell spawned chests, which are not consumed on loot
if (m_respawnTime > 0 && GetGoType() == GAMEOBJECT_TYPE_CHEST && !GetGOInfo()->IsDespawnAtAction())
if (GetGoType() == GAMEOBJECT_TYPE_CHEST && GetGOInfo()->chest.chestRestockTime > 0)
{
UpdateObjectVisibility();
SetLootState(GO_READY);
// Start restock timer when the chest is fully looted
m_restockTime = GameTime::GetGameTime() + GetGOInfo()->chest.chestRestockTime;
SetLootState(GO_NOT_READY);
AddToObjectUpdateIfNeeded();
}
else
{
SetRespawnTime(0);
Delete();
}
SetLootState(GO_READY);
UpdateObjectVisibility();
return;
}
else if (GetOwnerGUID() || GetSpellId())
{
SetRespawnTime(0);
Delete();
return;
}
@@ -1199,6 +1222,10 @@ bool GameObject::ActivateToQuest(Player* target) const
}
case GAMEOBJECT_TYPE_CHEST:
{
// Chests become inactive while not ready to be looted
if (getLootState() == GO_NOT_READY)
return false;
// scan GO chest with loot including quest items
if (LootTemplates_Gameobject.HaveQuestLootForPlayer(GetGOInfo()->GetLootId(), target))
{
@@ -2278,6 +2305,10 @@ void GameObject::SetLootState(LootState state, Unit* unit)
AI()->OnLootStateChanged(state, unit);
// Start restock timer if the chest is partially looted or not looted at all
if (GetGoType() == GAMEOBJECT_TYPE_CHEST && state == GO_ACTIVATED && GetGOInfo()->chest.chestRestockTime > 0 && m_restockTime == 0)
m_restockTime = GameTime::GetGameTime() + GetGOInfo()->chest.chestRestockTime;
if (GetGoType() == GAMEOBJECT_TYPE_DOOR) // only set collision for doors on SetGoState
return;

View File

@@ -313,6 +313,7 @@ class TC_GAME_API GameObject : public WorldObject, public GridObject<GameObject>
LootState m_lootState;
ObjectGuid m_lootStateUnitGUID; // GUID of the unit passed with SetLootState(LootState, Unit*)
bool m_spawnedByDefault;
time_t m_restockTime;
time_t m_cooldownTime; // used as internal reaction delay time store (not state change reaction).
// For traps this: spell casting cooldown, for doors/buttons: reset time.
GOState m_prevGoState; // What state to set whenever resetting