Core/GameObject: implement restock mechanic for non-consumable gameobjects

Port From (https://github.com/TrinityCore/TrinityCore/commit/c637260a37271a9ed2b19d44a62210e833010bde)
This commit is contained in:
hondacrx
2021-12-24 21:14:21 -05:00
parent 958dbbb4d9
commit 2a9a1a1d6b
+36 -8
View File
@@ -534,6 +534,13 @@ namespace Game.Entities
}
return;
}
case GameObjectTypes.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_lootState = LootState.Ready;
AddToObjectUpdateIfNeeded();
break;
default:
m_lootState = LootState.Ready; // for other GOis same switched without delay to GO_READY
break;
@@ -717,6 +724,13 @@ namespace Game.Entities
else
m_groupLootTimer -= diff;
}
// Gameobject was partially looted and restock time passed, restock all loot now
if (GameTime.GetGameTime() >= m_restockTime)
{
m_lootState = LootState.Ready;
AddToObjectUpdateIfNeeded();
}
break;
case GameObjectTypes.Trap:
{
@@ -803,16 +817,21 @@ namespace Game.Entities
// Do not delete gameobjects that are not consumed on loot, while still allowing them to despawn when they expire if summoned
bool isSummonedAndExpired = (GetOwner() != null || GetSpellId() != 0) && m_respawnTime == 0;
bool isPermanentSpawn = m_respawnDelayTime == 0;
if (!GetGoInfo().IsDespawnAtAction() &&
((GetGoType() == GameObjectTypes.Goober && (!isSummonedAndExpired || isPermanentSpawn)) ||
(GetGoType() == GameObjectTypes.Chest && !isSummonedAndExpired && GetGoInfo().Chest.chestRestockTime == 0))) // ToDo: chests with data2 (chestRestockTime) > 0 and data3 (consumable) = 0 should not despawn on loot
if (!GetGoInfo().IsDespawnAtAction() && !isSummonedAndExpired)
{
SetLootState(LootState.Ready);
if (GetGoType() == GameObjectTypes.Chest && GetGoInfo().Chest.chestRestockTime > 0)
{
// Start restock timer when the chest is fully looted
m_restockTime = GameTime.GetGameTime() + GetGoInfo().Chest.chestRestockTime;
SetLootState(LootState.NotReady);
AddToObjectUpdateIfNeeded();
}
else
SetLootState(LootState.Ready);
UpdateObjectVisibility();
return;
}
else
else if (GetOwner() != null || GetSpellId() != 0)
{
SetRespawnTime(0);
Delete();
@@ -1321,9 +1340,13 @@ namespace Game.Entities
if (questStatus != QuestGiverStatus.None && questStatus != QuestGiverStatus.Future)
return true;
break;
// scan GO chest with loot including quest items
case GameObjectTypes.Chest:
{
// Chests become inactive while not ready to be looted
if (GetLootState() == LootState.NotReady)
return false;
// scan GO chest with loot including quest items
if (LootStorage.Gameobject.HaveQuestLootForPlayer(GetGoInfo().GetLootId(), target))
{
Battleground bg = target.GetBattleground();
@@ -2503,6 +2526,10 @@ namespace Game.Entities
m_lootStateUnitGUID = unit ? unit.GetGUID() : ObjectGuid.Empty;
GetAI().OnLootStateChanged((uint)state, unit);
// Start restock timer if the chest is partially looted or not looted at all
if (GetGoType() == GameObjectTypes.Chest && state == LootState.Activated && GetGoInfo().Chest.chestRestockTime > 0 && m_restockTime == 0)
m_restockTime = GameTime.GetGameTime() + GetGoInfo().Chest.chestRestockTime;
// only set collision for doors on SetGoState
if (GetGoType() == GameObjectTypes.Door)
return;
@@ -3021,7 +3048,8 @@ namespace Game.Entities
LootState m_lootState;
ObjectGuid m_lootStateUnitGUID; // GUID of the unit passed with SetLootState(LootState, Unit*)
bool m_spawnedByDefault;
uint m_cooldownTime; // used as internal reaction delay time store (not state change reaction).
long m_restockTime;
long m_cooldownTime; // used as internal reaction delay time store (not state change reaction).
// For traps this: spell casting cooldown, for doors/buttons: reset time.
Player m_ritualOwner; // used for GAMEOBJECT_TYPE_SUMMONING_RITUAL where GO is not summoned (no owner)