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authorMikhail Redko <ovitnez@gmail.com>2021-10-01 17:33:21 +0300
committerShauren <shauren.trinity@gmail.com>2022-03-19 16:55:55 +0100
commit72a4fccaab4e83801c33c533cbcfdba1c6c43022 (patch)
tree5703361b82071bd33b551536450a91d83193cf02 /src
parente33b3e4a81c64fc7c9918c2c15f66f1f259d1fde (diff)
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 3cef126d0a449219f154a6498d26831f86220dfa)
Diffstat (limited to 'src')
-rw-r--r--src/server/game/Entities/Item/Item.cpp40
-rw-r--r--src/server/game/Entities/Item/Item.h2
-rw-r--r--src/server/game/Entities/Player/Player.cpp150
-rw-r--r--src/server/game/Entities/Player/Player.h4
-rw-r--r--src/server/game/Guilds/Guild.cpp9
-rw-r--r--src/server/game/Guilds/Guild.h1
-rw-r--r--src/server/game/Handlers/NPCHandler.cpp2
7 files changed, 134 insertions, 74 deletions
diff --git a/src/server/game/Entities/Item/Item.cpp b/src/server/game/Entities/Item/Item.cpp
index 7f3039e9d81..252e881936e 100644
--- a/src/server/game/Entities/Item/Item.cpp
+++ b/src/server/game/Entities/Item/Item.cpp
@@ -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
diff --git a/src/server/game/Entities/Item/Item.h b/src/server/game/Entities/Item/Item.h
index 30ef7ffb170..32c81b5d77a 100644
--- a/src/server/game/Entities/Item/Item.h
+++ b/src/server/game/Entities/Item/Item.h
@@ -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;
diff --git a/src/server/game/Entities/Player/Player.cpp b/src/server/game/Entities/Player/Player.cpp
index fb950efd189..d0feaf94fa1 100644
--- a/src/server/game/Entities/Player/Player.cpp
+++ b/src/server/game/Entities/Player/Player.cpp
@@ -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);
+ // Handling a free repair case - just repair every item without taking cost.
+ if (!takeCost)
+ {
+ for (auto const& [item, cost] : itemRepairCostStore)
+ DurabilityRepair(item->GetPos(), false, 0.f);
- uint32 TotalCost = 0;
- if (!item)
- return TotalCost;
+ return;
+ }
- uint32 maxDurability = item->m_itemData->MaxDurability;
- if (!maxDurability)
- return TotalCost;
+ 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.
- uint32 curDurability = item->m_itemData->Durability;
+ Guild* guild = GetGuild();
+ if (!guild)
+ return; // silent return, client shouldn't display this button for players without guild.
- if (cost)
- {
- uint32 LostDurability = maxDurability - curDurability;
- if (LostDurability>0)
+ 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)
{
- ItemTemplate const* ditemProto = item->GetTemplate();
+ uint64 newTotalCost = totalCost + cost;
+ if (newTotalCost > availableGuildMoney || newTotalCost > MAX_MONEY_AMOUNT)
+ break;
- 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;
- }
+ totalCost = newTotalCost;
- 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;
- }
+ // Repair item without taking cost. We'll do it later.
+ DurabilityRepair(item->GetPos(), false, 0.f);
+ }
- 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()];
+ // 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.
- uint32 costs = uint32(LostDurability * dmultiplier * double(dQualitymodEntry->Data) * item->GetRepairCostMultiplier());
+ uint64 totalCost = 0;
+ for (auto const& [item, cost] : itemRepairCostStore)
+ totalCost += cost;
- costs = uint32(costs * discountMod * sWorld->getRate(RATE_REPAIRCOST));
+ if (!HasEnoughMoney(totalCost))
+ return; // silent return, client should display error by itself and not send opcode.
- if (costs == 0) //fix for ITEM_QUALITY_ARTIFACT
- costs = 1;
+ ModifyMoney(-int32(totalCost));
- 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;
- }
+ // 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);
+ }
+}
- Guild* guild = sGuildMgr->GetGuildById(GetGuildId());
- if (!guild)
- return TotalCost;
+void Player::DurabilityRepair(uint16 pos, bool takeCost, float discountMod)
+{
+ Item* item = GetItemByPos(pos);
+ if (!item)
+ return;
- if (!guild->HandleMemberWithdrawMoney(GetSession(), costs, true))
- return TotalCost;
+ if (takeCost)
+ {
+ uint64 cost = item->CalculateDurabilityRepairCost(discountMod);
- 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));
+ 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));
}
- item->SetDurability(maxDurability);
+ 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()
diff --git a/src/server/game/Entities/Player/Player.h b/src/server/game/Entities/Player/Player.h
index c70df1ecb50..6684786987d 100644
--- a/src/server/game/Entities/Player/Player.h
+++ b/src/server/game/Entities/Player/Player.h
@@ -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();
diff --git a/src/server/game/Guilds/Guild.cpp b/src/server/game/Guilds/Guild.cpp
index 0f79f57358c..83c8894fc82 100644
--- a/src/server/game/Guilds/Guild.cpp
+++ b/src/server/game/Guilds/Guild.cpp
@@ -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)
{
diff --git a/src/server/game/Guilds/Guild.h b/src/server/game/Guilds/Guild.h
index d02feb29fed..179ee6073de 100644
--- a/src/server/game/Guilds/Guild.h
+++ b/src/server/game/Guilds/Guild.h
@@ -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);
diff --git a/src/server/game/Handlers/NPCHandler.cpp b/src/server/game/Handlers/NPCHandler.cpp
index 4366175f1b7..d19a83da7a7 100644
--- a/src/server/game/Handlers/NPCHandler.cpp
+++ b/src/server/game/Handlers/NPCHandler.cpp
@@ -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
{