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:
@@ -1086,26 +1086,19 @@ namespace Game.Entities
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{
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case ItemEnchantmentType.BonusListID:
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{
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var bonusesEffect = Global.DB2Mgr.GetItemBonusList(gemEnchant.EffectArg[i]);
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if (bonusesEffect != null)
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{
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foreach (ItemBonusRecord itemBonus in bonusesEffect)
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if (itemBonus.BonusType == ItemBonusType.ItemLevel)
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_bonusData.GemItemLevelBonus[slot] += (uint)itemBonus.Value[0];
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}
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foreach (var itemBonus in ItemBonusMgr.GetItemBonuses(gemEnchant.EffectArg[i]))
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if (itemBonus.BonusType == ItemBonusType.ItemLevel)
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_bonusData.GemItemLevelBonus[slot] += (uint)itemBonus.Value[0];
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break;
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}
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case ItemEnchantmentType.BonusListCurve:
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{
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uint artifactrBonusListId = Global.DB2Mgr.GetItemBonusListForItemLevelDelta((short)Global.DB2Mgr.GetCurveValueAt((uint)Curves.ArtifactRelicItemLevelBonus, gemBaseItemLevel + gemBonus.ItemLevelBonus));
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if (artifactrBonusListId != 0)
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uint bonusListId = ItemBonusMgr.GetItemBonusListForItemLevelDelta((short)Global.DB2Mgr.GetCurveValueAt((uint)Curves.ArtifactRelicItemLevelBonus, gemBaseItemLevel + gemBonus.ItemLevelBonus));
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if (bonusListId != 0)
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{
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var bonusesEffect = Global.DB2Mgr.GetItemBonusList(artifactrBonusListId);
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if (bonusesEffect != null)
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foreach (ItemBonusRecord itemBonus in bonusesEffect)
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if (itemBonus.BonusType == ItemBonusType.ItemLevel)
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_bonusData.GemItemLevelBonus[slot] += (uint)itemBonus.Value[0];
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foreach (var itemBonus in ItemBonusMgr.GetItemBonuses(bonusListId))
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if (itemBonus.BonusType == ItemBonusType.ItemLevel)
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_bonusData.GemItemLevelBonus[slot] += (uint)itemBonus.Value[0];
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}
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break;
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}
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@@ -1195,22 +1188,25 @@ namespace Game.Entities
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owner.SendPacket(itemTimeUpdate);
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}
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public static Item CreateItem(uint item, uint count, ItemContext context, Player player = null)
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public static Item CreateItem(uint itemEntry, uint count, ItemContext context, Player player = null, bool addDefaultBonuses = true)
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{
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if (count < 1)
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return null; //don't create item at zero count
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var pProto = Global.ObjectMgr.GetItemTemplate(item);
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var pProto = Global.ObjectMgr.GetItemTemplate(itemEntry);
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if (pProto != null)
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{
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if (count > pProto.GetMaxStackSize())
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count = pProto.GetMaxStackSize();
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Item pItem = Bag.NewItemOrBag(pProto);
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if (pItem.Create(Global.ObjectMgr.GetGenerator(HighGuid.Item).Generate(), item, context, player))
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Item item = Bag.NewItemOrBag(pProto);
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if (item.Create(Global.ObjectMgr.GetGenerator(HighGuid.Item).Generate(), itemEntry, context, player))
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{
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pItem.SetCount(count);
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return pItem;
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item.SetCount(count);
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if (addDefaultBonuses)
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item.SetBonuses(ItemBonusMgr.GetBonusListsForItem(itemEntry, new(context)));
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return item;
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}
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}
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@@ -1219,7 +1215,7 @@ namespace Game.Entities
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public Item CloneItem(uint count, Player player = null)
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{
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Item newItem = CreateItem(GetEntry(), count, GetContext(), player);
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Item newItem = CreateItem(GetEntry(), count, GetContext(), player, false);
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if (newItem == null)
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return null;
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@@ -1227,6 +1223,7 @@ namespace Game.Entities
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newItem.SetGiftCreator(GetGiftCreator());
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newItem.ReplaceAllItemFlags((ItemFieldFlags)(m_itemData.DynamicFlags & ~(uint)(ItemFieldFlags.Refundable | ItemFieldFlags.BopTradeable)));
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newItem.SetExpiration(m_itemData.Expiration);
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newItem.SetBonuses(m_itemData.ItemBonusKey.GetValue().BonusListIDs);
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// player CAN be NULL in which case we must not update random properties because that accesses player's item update queue
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if (player != null)
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newItem.SetItemRandomBonusList(m_randomBonusListId);
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@@ -2072,26 +2069,21 @@ namespace Game.Entities
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}
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public List<uint> GetBonusListIDs() { return m_itemData.ItemBonusKey.GetValue().BonusListIDs; }
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public void AddBonuses(uint bonusListID)
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{
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var bonusListIDs = GetBonusListIDs();
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if (bonusListIDs.Contains(bonusListID))
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return;
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var bonuses = Global.DB2Mgr.GetItemBonusList(bonusListID);
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if (bonuses != null)
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{
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ItemBonusKey itemBonusKey = new();
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itemBonusKey.ItemID = GetEntry();
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itemBonusKey.BonusListIDs = GetBonusListIDs();
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itemBonusKey.BonusListIDs.Add(bonusListID);
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SetUpdateFieldValue(m_values.ModifyValue(m_itemData).ModifyValue(m_itemData.ItemBonusKey), itemBonusKey);
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foreach (ItemBonusRecord bonus in bonuses)
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_bonusData.AddBonus(bonus.BonusType, bonus.Value);
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SetUpdateFieldValue(m_values.ModifyValue(m_itemData).ModifyValue(m_itemData.ItemAppearanceModID), (byte)_bonusData.AppearanceModID);
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}
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ItemBonusKey itemBonusKey = new();
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itemBonusKey.ItemID = GetEntry();
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itemBonusKey.BonusListIDs = GetBonusListIDs();
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itemBonusKey.BonusListIDs.Add(bonusListID);
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SetUpdateFieldValue(m_values.ModifyValue(m_itemData).ModifyValue(m_itemData.ItemBonusKey), itemBonusKey);
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foreach (var bonus in ItemBonusMgr.GetItemBonuses(bonusListID))
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_bonusData.AddBonus(bonus.BonusType, bonus.Value);
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SetUpdateFieldValue(m_values.ModifyValue(m_itemData).ModifyValue(m_itemData.ItemAppearanceModID), (byte)_bonusData.AppearanceModID);
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}
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public void SetBonuses(List<uint> bonusListIDs)
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@@ -2906,10 +2898,8 @@ namespace Game.Entities
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public void AddBonusList(uint bonusListId)
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{
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var bonuses = Global.DB2Mgr.GetItemBonusList(bonusListId);
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if (bonuses != null)
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foreach (ItemBonusRecord bonus in bonuses)
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AddBonus(bonus.BonusType, bonus.Value);
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foreach (var bonus in ItemBonusMgr.GetItemBonuses(bonusListId))
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AddBonus(bonus.BonusType, bonus.Value);
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}
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public void AddBonus(ItemBonusType type, int[] values)
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