Core/Items: Item bonus generation improvements

* Pass ItemContext to item creation wherever possible
* Support scaling item levels with m+ keystone levels (not used currently)
* Fixed item link validation when client sends it as default uninitialized bonus list with context only
* Support scaling items depending on current active season (seasons not implemented)
* Implemented content tuning redirection
Port From (https://github.com/TrinityCore/TrinityCore/commit/0fb8765a6638fd947b59fce44d5c31251d0cdadd)
This commit is contained in:
hondacrx
2023-06-21 09:19:40 -04:00
parent 378b0ffccd
commit 49a07ebcce
30 changed files with 796 additions and 336 deletions
+10 -10
View File
@@ -2096,9 +2096,9 @@ namespace Game.Chat
if (!context.IsEmpty())
{
itemContext = context.ToEnum<ItemContext>();
if (itemContext != ItemContext.None && itemContext < ItemContext.Max)
if (itemContext < ItemContext.Max)
{
var contextBonuses = Global.DB2Mgr.GetDefaultItemBonusTree(itemId, itemContext);
var contextBonuses = ItemBonusMgr.GetBonusListsForItem(itemId, new(itemContext));
bonusListIDs.AddRange(contextBonuses);
}
}
@@ -2156,7 +2156,7 @@ namespace Game.Chat
return false;
}
Item item = playerTarget.StoreNewItem(dest, itemId, true, ItemEnchantmentManager.GenerateItemRandomBonusListId(itemId), null, itemContext, bonusListIDs);
Item item = playerTarget.StoreNewItem(dest, itemId, true, ItemEnchantmentManager.GenerateItemRandomBonusListId(itemId), null, itemContext, bonusListIDs.Empty() ? null : bonusListIDs);
// remove binding (let GM give it to another player later)
if (player == playerTarget)
@@ -2208,7 +2208,7 @@ namespace Game.Chat
ItemContext itemContext = ItemContext.None;
if (context.HasValue)
itemContext = (ItemContext)context;
itemContext = (ItemContext)context.Value;
Player player = handler.GetSession().GetPlayer();
Player playerTarget = handler.GetSelectedPlayer();
@@ -2230,13 +2230,13 @@ namespace Game.Chat
if (msg == InventoryResult.Ok)
{
List<uint> bonusListIDsForItem = new(bonusListIDs); // copy, bonuses for each depending on context might be different for each item
if (itemContext != ItemContext.None && itemContext < ItemContext.Max)
if (itemContext < ItemContext.Max)
{
var contextBonuses = Global.DB2Mgr.GetDefaultItemBonusTree(template.Value.GetId(), itemContext);
var contextBonuses = ItemBonusMgr.GetBonusListsForItem(template.Value.GetId(), new(itemContext));
bonusListIDsForItem.AddRange(contextBonuses);
}
Item item = playerTarget.StoreNewItem(dest, template.Value.GetId(), true, 0, null, itemContext, bonusListIDsForItem);
Item item = playerTarget.StoreNewItem(dest, template.Value.GetId(), true, 0, null, itemContext, bonusListIDsForItem.Empty() ? null : bonusListIDsForItem);
// remove binding (let GM give it to another player later)
if (player == playerTarget)
@@ -2330,9 +2330,9 @@ namespace Game.Chat
if (!context.IsEmpty())
{
itemContext = context.ToEnum<ItemContext>();
if (itemContext != ItemContext.None && itemContext < ItemContext.Max)
if (itemContext < ItemContext.Max)
{
var contextBonuses = Global.DB2Mgr.GetDefaultItemBonusTree(itemId, itemContext);
var contextBonuses = ItemBonusMgr.GetBonusListsForItem(itemId, new(itemContext));
bonusListIDs.AddRange(contextBonuses);
}
}
@@ -2396,7 +2396,7 @@ namespace Game.Chat
return false;
}
Item item = playerTarget.StoreNewItem(dest, itemId, true, ItemEnchantmentManager.GenerateItemRandomBonusListId(itemId), null, itemContext, bonusListIDs);
Item item = playerTarget.StoreNewItem(dest, itemId, true, ItemEnchantmentManager.GenerateItemRandomBonusListId(itemId), null, itemContext, bonusListIDs.Empty() ? null : bonusListIDs);
// remove binding (let GM give it to another player later)
if (player == playerTarget)