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-rw-r--r--src/server/game/Pools/PoolMgr.cpp40
1 files changed, 14 insertions, 26 deletions
diff --git a/src/server/game/Pools/PoolMgr.cpp b/src/server/game/Pools/PoolMgr.cpp
index 37fac27db46..6940c7b5b6a 100644
--- a/src/server/game/Pools/PoolMgr.cpp
+++ b/src/server/game/Pools/PoolMgr.cpp
@@ -334,36 +334,27 @@ void PoolGroup<T>::SpawnObject(ActivePoolData& spawns, uint32 limit, uint64 trig
// roll objects to be spawned
if (!ExplicitlyChanced.empty())
{
- while (count && ExplicitlyChanced.size() > rolledObjects.size())
- {
- --count;
- float roll = (float)rand_chance();
+ float roll = (float)rand_chance();
- for (PoolObject& obj : ExplicitlyChanced)
+ for (PoolObject& obj : ExplicitlyChanced)
+ {
+ roll -= obj.chance;
+ // Triggering object is marked as spawned at this time and can be also rolled (respawn case)
+ // so this need explicit check for this case
+ if (roll < 0 && (obj.guid == triggerFrom || !spawns.IsActiveObject<T>(obj.guid)))
{
- roll -= obj.chance;
- // Triggering object is marked as spawned at this time and can be also rolled (respawn case)
- // so this need explicit check for this case
- if (roll < 0 && (obj.guid == triggerFrom || !spawns.IsActiveObject<T>(obj.guid)))
- {
- rolledObjects.push_back(obj);
- break;
- }
+ rolledObjects.push_back(obj);
+ break;
}
}
}
- else if (!EqualChanced.empty())
- {
- rolledObjects = EqualChanced;
- for (auto itr = rolledObjects.begin(); itr != rolledObjects.end();)
+ if (!EqualChanced.empty() && rolledObjects.empty())
+ {
+ std::copy_if(EqualChanced.begin(), EqualChanced.end(), std::back_inserter(rolledObjects), [triggerFrom, &spawns](PoolObject const& object)
{
- // remove most of the active objects so there is higher chance inactive ones are spawned
- if (spawns.IsActiveObject<T>(itr->guid) && urand(1, 4) != 1)
- itr = rolledObjects.erase(itr);
- else
- ++itr;
- }
+ return object.guid == triggerFrom || !spawns.IsActiveObject<T>(object.guid);
+ });
Trinity::Containers::RandomResize(rolledObjects, count);
}
@@ -371,9 +362,6 @@ void PoolGroup<T>::SpawnObject(ActivePoolData& spawns, uint32 limit, uint64 trig
// try to spawn rolled objects
for (PoolObject& obj : rolledObjects)
{
- if (spawns.IsActiveObject<T>(obj.guid))
- continue;
-
if (obj.guid == triggerFrom)
{
ReSpawn1Object(&obj);