Core/Loot: Added type to LootStoreItem to replace reference != 0 checks

Port From (https://github.com/TrinityCore/TrinityCore/commit/7e70ea701e554c9e404683014cd3bc1cc4885eaf)
This commit is contained in:
Hondacrx
2024-09-26 21:22:15 -04:00
parent db5e3383d7
commit 57858e1bed
2 changed files with 292 additions and 251 deletions
+286 -251
View File
@@ -9,6 +9,7 @@ using Game.Entities;
using Game.Spells;
using System;
using System.Collections.Generic;
using System.Linq;
namespace Game.Loots
{
@@ -98,22 +99,22 @@ namespace Game.Loots
// Remove real entries and check loot existence
var templates = Global.ObjectMgr.GetCreatureTemplates();
foreach (var creatureTemplate in templates.Values)
foreach (var (creatureId, creatureTemplate) in templates)
{
foreach (var (_, creatureDifficulty) in creatureTemplate.difficultyStorage)
{
if (creatureDifficulty.LootID != 0)
{
if (!lootIdSet.Contains(creatureDifficulty.LootID))
Creature.ReportNonExistingId(creatureDifficulty.LootID, creatureTemplate.Entry);
Creature.ReportNonExistingId(creatureDifficulty.LootID, creatureId);
else
lootIdSetUsed.Add(creatureDifficulty.LootID);
}
}
}
foreach (var id in lootIdSetUsed)
lootIdSet.Remove(id);
foreach (var lootId in lootIdSetUsed)
lootIdSet.Remove(lootId);
// 1 means loot for player corpse
lootIdSet.Remove(SharedConst.PlayerCorpseLootEntry);
@@ -136,7 +137,7 @@ namespace Game.Loots
List<uint> lootIdSet, lootIdSetUsed = new();
uint count = Disenchant.LoadAndCollectLootIds(out lootIdSet);
foreach (var disenchant in CliDB.ItemDisenchantLootStorage.Values)
foreach (var (_, disenchant) in CliDB.ItemDisenchantLootStorage)
{
uint lootid = disenchant.Id;
if (!lootIdSet.Contains(lootid))
@@ -145,8 +146,8 @@ namespace Game.Loots
lootIdSetUsed.Add(lootid);
}
foreach (var id in lootIdSetUsed)
lootIdSet.Remove(id);
foreach (var lootId in lootIdSetUsed)
lootIdSet.Remove(lootId);
// output error for any still listed (not referenced from appropriate table) ids
Disenchant.ReportUnusedIds(lootIdSet);
@@ -215,8 +216,8 @@ namespace Game.Loots
}
}
foreach (var id in lootIdSetUsed)
lootIdSet.Remove(id);
foreach (var lootId in lootIdSetUsed)
lootIdSet.Remove(lootId);
// output error for any still listed (not referenced from appropriate table) ids
Gameobject.ReportUnusedIds(lootIdSet);
@@ -238,9 +239,10 @@ namespace Game.Loots
// remove real entries and check existence loot
var its = Global.ObjectMgr.GetItemTemplates();
foreach (var pair in its)
if (lootIdSet.Contains(pair.Value.GetId()) && pair.Value.HasFlag(ItemFlags.HasLoot))
lootIdSet.Remove(pair.Value.GetId());
foreach (var (itemId, itemTemplate) in its)
if (itemTemplate.HasFlag(ItemFlags.HasLoot))
if (!lootIdSet.Remove(itemId))
Items.ReportNonExistingId(itemId, itemId);
// output error for any still listed (not referenced from appropriate table) ids
Items.ReportUnusedIds(lootIdSet);
@@ -262,14 +264,10 @@ namespace Game.Loots
// remove real entries and check existence loot
var its = Global.ObjectMgr.GetItemTemplates();
foreach (var pair in its)
{
if (!pair.Value.HasFlag(ItemFlags.IsMillable))
continue;
if (lootIdSet.Contains(pair.Value.GetId()))
lootIdSet.Remove(pair.Value.GetId());
}
foreach (var (itemId, itemTemplate) in its)
if (!itemTemplate.HasFlag(ItemFlags.IsMillable))
if (!lootIdSet.Remove(itemId))
Milling.ReportNonExistingId(itemId, itemId);
// output error for any still listed (not referenced from appropriate table) ids
Milling.ReportUnusedIds(lootIdSet);
@@ -292,22 +290,22 @@ namespace Game.Loots
// Remove real entries and check loot existence
var templates = Global.ObjectMgr.GetCreatureTemplates();
foreach (var creatureTemplate in templates.Values)
foreach (var (creatureId, creatureTemplate) in templates)
{
foreach (var (_, creatureDifficulty) in creatureTemplate.difficultyStorage)
{
if (creatureDifficulty.PickPocketLootID != 0)
{
if (!lootIdSet.Contains(creatureDifficulty.PickPocketLootID))
Pickpocketing.ReportNonExistingId(creatureDifficulty.PickPocketLootID, creatureTemplate.Entry);
Pickpocketing.ReportNonExistingId(creatureDifficulty.PickPocketLootID, creatureId);
else
lootIdSetUsed.Add(creatureDifficulty.PickPocketLootID);
}
}
}
foreach (var id in lootIdSetUsed)
lootIdSet.Remove(id);
foreach (var lootId in lootIdSetUsed)
lootIdSet.Remove(lootId);
// output error for any still listed (not referenced from appropriate table) ids
Pickpocketing.ReportUnusedIds(lootIdSet);
@@ -329,14 +327,10 @@ namespace Game.Loots
// remove real entries and check existence loot
var its = Global.ObjectMgr.GetItemTemplates();
foreach (var pair in its)
{
if (!pair.Value.HasFlag(ItemFlags.IsProspectable))
continue;
if (lootIdSet.Contains(pair.Value.GetId()))
lootIdSet.Remove(pair.Value.GetId());
}
foreach (var (itemId, itemTemplate) in its)
if (itemTemplate.HasFlag(ItemFlags.IsProspectable))
if (!lootIdSet.Remove(itemId))
Prospecting.ReportNonExistingId(itemId, itemId);
// output error for any still listed (not referenced from appropriate table) ids
Prospecting.ReportUnusedIds(lootIdSet);
@@ -357,9 +351,8 @@ namespace Game.Loots
uint count = Mail.LoadAndCollectLootIds(out lootIdSet);
// remove real entries and check existence loot
foreach (var mail in CliDB.MailTemplateStorage.Values)
if (lootIdSet.Contains(mail.Id))
lootIdSet.Remove(mail.Id);
foreach (var (_, mailTemplate) in CliDB.MailTemplateStorage)
lootIdSet.Remove(mailTemplate.Id);
// output error for any still listed (not referenced from appropriate table) ids
Mail.ReportUnusedIds(lootIdSet);
@@ -382,22 +375,22 @@ namespace Game.Loots
// remove real entries and check existence loot
var templates = Global.ObjectMgr.GetCreatureTemplates();
foreach (var creatureTemplate in templates.Values)
foreach (var (creatureId, creatureTemplate) in templates)
{
foreach (var (_, creatureDifficulty) in creatureTemplate.difficultyStorage)
{
if (creatureDifficulty.SkinLootID != 0)
{
if (!lootIdSet.Contains(creatureDifficulty.SkinLootID))
Skinning.ReportNonExistingId(creatureDifficulty.SkinLootID, creatureTemplate.Entry);
Skinning.ReportNonExistingId(creatureDifficulty.SkinLootID, creatureId);
else
lootIdSetUsed.Add(creatureDifficulty.SkinLootID);
}
}
}
foreach (var id in lootIdSetUsed)
lootIdSet.Remove(id);
foreach (var lootId in lootIdSetUsed)
lootIdSet.Remove(lootId);
// output error for any still listed (not referenced from appropriate table) ids
Skinning.ReportUnusedIds(lootIdSet);
@@ -416,18 +409,15 @@ namespace Game.Loots
uint oldMSTime = Time.GetMSTime();
List<uint> lootIdSet;
List<uint> lootIdSetUsed = new();
uint count = Spell.LoadAndCollectLootIds(out lootIdSet);
// remove real entries and check existence loot
foreach (SpellNameRecord spellNameEntry in CliDB.SpellNameStorage.Values)
Global.SpellMgr.ForEachSpellInfo(spellInfo =>
{
SpellInfo spellInfo = Global.SpellMgr.GetSpellInfo(spellNameEntry.Id, Difficulty.None);
if (spellInfo == null)
continue;
// possible cases
if (!spellInfo.IsLootCrafting())
continue;
return;
if (!lootIdSet.Contains(spellInfo.Id))
{
@@ -439,8 +429,11 @@ namespace Game.Loots
}
}
else
lootIdSet.Remove(spellInfo.Id);
}
lootIdSetUsed.Add(spellInfo.Id);
});
foreach (uint lootId in lootIdSetUsed)
lootIdSet.Remove(lootId);
// output error for any still listed (not referenced from appropriate table) ids
Spell.ReportUnusedIds(lootIdSet);
@@ -483,7 +476,7 @@ namespace Game.Loots
public class LootStoreItem
{
public uint itemid; // id of the item
public uint reference; // referenced TemplateleId
public LootStoreItemType type;
public float chance; // chance to drop for both quest and non-quest items, chance to be used for refs
public ushort lootmode;
public bool needs_quest; // quest drop (negative ChanceOrQuestChance in DB)
@@ -492,10 +485,10 @@ namespace Game.Loots
public byte maxcount; // max drop count for the item mincount or Ref multiplicator
public ConditionsReference conditions; // additional loot condition
public LootStoreItem(uint _itemid, uint _reference, float _chance, bool _needs_quest, ushort _lootmode, byte _groupid, byte _mincount, byte _maxcount)
public LootStoreItem(uint _itemid, LootStoreItemType _type, float _chance, bool _needs_quest, ushort _lootmode, byte _groupid, byte _mincount, byte _maxcount)
{
itemid = _itemid;
reference = _reference;
type = _type;
chance = _chance;
lootmode = _lootmode;
needs_quest = _needs_quest;
@@ -509,66 +502,78 @@ namespace Game.Loots
if (chance >= 100.0f)
return true;
if (reference > 0) // reference case
return RandomHelper.randChance(chance * (rate ? WorldConfig.GetFloatValue(WorldCfg.RateDropItemReferenced) : 1.0f));
switch (type)
{
case LootStoreItemType.Item:
{
ItemTemplate pProto = Global.ObjectMgr.GetItemTemplate(itemid);
float qualityModifier = pProto != null && rate && LootStoreItem.QualityToRate[(int)pProto.GetQuality()] != WorldCfg.Max ? WorldConfig.GetFloatValue(LootStoreItem.QualityToRate[(int)pProto.GetQuality()]) : 1.0f;
return RandomHelper.randChance(chance * qualityModifier);
}
case LootStoreItemType.Reference:
return RandomHelper.randChance(chance * (rate ? WorldConfig.GetFloatValue(WorldCfg.RateDropItemReferenced) : 1.0f));
default:
break;
}
ItemTemplate pProto = Global.ObjectMgr.GetItemTemplate(itemid);
float qualityModifier = pProto != null && rate ? WorldConfig.GetFloatValue(qualityToRate[(int)pProto.GetQuality()]) : 1.0f;
return RandomHelper.randChance(chance * qualityModifier);
return false;
}
public bool IsValid(LootStore store, uint entry)
{
if (mincount == 0)
{
Log.outError(LogFilter.Sql, "Table '{0}' entry {1} item {2}: wrong mincount ({3}) - skipped", store.GetName(), entry, itemid, reference);
Log.outError(LogFilter.Sql, "Table '{0}' entry {1} item {2}: wrong mincount ({3}) - skipped", store.GetName(), entry, itemid, mincount);
return false;
}
if (reference == 0) // item (quest or non-quest) entry, maybe grouped
switch (type)
{
ItemTemplate proto = Global.ObjectMgr.GetItemTemplate(itemid);
if (proto == null)
{
Log.outError(LogFilter.Sql, "Table '{0}' entry {1} item {2}: item does not exist - skipped", store.GetName(), entry, itemid);
return false;
}
case LootStoreItemType.Item:
ItemTemplate proto = Global.ObjectMgr.GetItemTemplate(itemid);
if (proto == null)
{
Log.outError(LogFilter.Sql, "Table '{0}' entry {1} item {2}: item does not exist - skipped", store.GetName(), entry, itemid);
return false;
}
if (chance == 0 && groupid == 0) // Zero chance is allowed for grouped entries only
{
Log.outError(LogFilter.Sql, "Table '{0}' entry {1} item {2}: equal-chanced grouped entry, but group not defined - skipped", store.GetName(), entry, itemid);
return false;
}
if (chance == 0 && groupid == 0) // Zero chance is allowed for grouped entries only
{
Log.outError(LogFilter.Sql, "Table '{0}' entry {1} item {2}: equal-chanced grouped entry, but group not defined - skipped", store.GetName(), entry, itemid);
return false;
}
if (chance != 0 && chance < 0.000001f) // loot with low chance
{
Log.outError(LogFilter.Sql, "Table '{0}' entry {1} item {2}: low chance ({3}) - skipped",
store.GetName(), entry, itemid, chance);
return false;
}
if (chance != 0 && chance < 0.000001f) // loot with low chance
{
Log.outError(LogFilter.Sql, "Table '{0}' entry {1} item {2}: low chance ({3}) - skipped",
store.GetName(), entry, itemid, chance);
return false;
}
if (maxcount < mincount) // wrong max count
{
Log.outError(LogFilter.Sql, "Table '{0}' entry {1} item {2}: max count ({3}) less that min count ({4}) - skipped", store.GetName(), entry, itemid, maxcount, reference);
if (maxcount < mincount) // wrong max count
{
Log.outError(LogFilter.Sql, "Table '{0}' entry {1} item {2}: max count ({3}) less that min count ({4}) - skipped", store.GetName(), entry, itemid, maxcount, mincount);
return false;
}
break;
case LootStoreItemType.Reference:
if (needs_quest)
Log.outError(LogFilter.Sql, "Table '{0}' entry {1} item {2}: quest chance will be treated as non-quest chance", store.GetName(), entry, itemid);
else if (chance == 0) // no chance for the reference
{
Log.outError(LogFilter.Sql, "Table '{0}' entry {1} item {2}: zero chance is specified for a reference, skipped", store.GetName(), entry, itemid);
return false;
}
break;
default:
Log.outError(LogFilter.Sql, $"Table '{store.GetName()}' Entry {entry} Item {itemid}: invalid ItemType {type}, skipped");
return false;
}
}
else // mincountOrRef < 0
{
if (needs_quest)
Log.outError(LogFilter.Sql, "Table '{0}' entry {1} item {2}: quest chance will be treated as non-quest chance", store.GetName(), entry, itemid);
else if (chance == 0) // no chance for the reference
{
Log.outError(LogFilter.Sql, "Table '{0}' entry {1} item {2}: zero chance is specified for a reference, skipped", store.GetName(), entry, itemid);
return false;
}
}
return true; // Referenced template existence is checked at whole store level
}
public static WorldCfg[] qualityToRate = new WorldCfg[7]
{
public static WorldCfg[] QualityToRate =
[
WorldCfg.RateDropItemPoor, // ITEM_QUALITY_POOR
WorldCfg.RateDropItemNormal, // ITEM_QUALITY_NORMAL
WorldCfg.RateDropItemUncommon, // ITEM_QUALITY_UNCOMMON
@@ -576,7 +581,9 @@ namespace Game.Loots
WorldCfg.RateDropItemEpic, // ITEM_QUALITY_EPIC
WorldCfg.RateDropItemLegendary, // ITEM_QUALITY_LEGENDARY
WorldCfg.RateDropItemArtifact, // ITEM_QUALITY_ARTIFACT
};
WorldCfg.Max, // ITEM_QUALITY_HEIRLOOM
WorldCfg.Max, // ITEM_QUALITY_WOW_TOKEN
];
}
public class LootStore
@@ -590,52 +597,53 @@ namespace Game.Loots
void Verify()
{
foreach (var i in m_LootTemplates)
i.Value.Verify(this, i.Key);
foreach (var (lootId, lootTemplate) in m_LootTemplates)
lootTemplate.Verify(this, lootId);
}
public uint LoadAndCollectLootIds(out List<uint> lootIdSet)
{
uint count = LoadLootTable();
lootIdSet = new List<uint>();
foreach (var tab in m_LootTemplates)
lootIdSet.Add(tab.Key);
lootIdSet = new(m_LootTemplates.Select(tab => tab.Key));
return count;
}
public void CheckLootRefs(List<uint> ref_set = null)
{
foreach (var pair in m_LootTemplates)
pair.Value.CheckLootRefs(m_LootTemplates, ref_set);
foreach (var (_, lootTemplate) in m_LootTemplates)
lootTemplate.CheckLootRefs(m_LootTemplates, ref_set);
}
public void ReportUnusedIds(List<uint> lootIdSet)
{
// all still listed ids isn't referenced
foreach (var id in lootIdSet)
Log.outError(LogFilter.Sql, "Table '{0}' entry {1} isn't {2} and not referenced from loot, and then useless.", GetName(), id, GetEntryName());
foreach (var lootId in lootIdSet)
Log.outError(LogFilter.Sql, $"Table '{GetName()}' entry {lootId} isn't {GetEntryName()} and not referenced from loot, and then useless.");
}
public void ReportNonExistingId(uint lootId, uint ownerId)
{
Log.outError(LogFilter.Sql, "Table '{0}' Entry {1} does not exist but it is used by {2} {3}", GetName(), lootId, GetEntryName(), ownerId);
}
public bool HaveLootFor(uint loot_id) { return m_LootTemplates.ContainsKey(loot_id); }
public bool HaveQuestLootFor(uint loot_id)
{
var lootTemplate = m_LootTemplates.LookupByKey(loot_id);
if (lootTemplate == null)
return false;
// scan loot for quest items
return lootTemplate.HasQuestDrop(m_LootTemplates);
LootTemplate lootTemplate = m_LootTemplates.LookupByKey(loot_id);
if (lootTemplate != null)
return lootTemplate.HasQuestDrop(m_LootTemplates);
return false;
}
public bool HaveQuestLootForPlayer(uint loot_id, Player player)
{
var tab = m_LootTemplates.LookupByKey(loot_id);
if (tab != null)
if (tab.HasQuestDropForPlayer(m_LootTemplates, player))
return true;
LootTemplate lootTemplate = m_LootTemplates.LookupByKey(loot_id);
if (lootTemplate != null && lootTemplate.HasQuestDropForPlayer(m_LootTemplates, player))
return true;
return false;
}
@@ -659,8 +667,8 @@ namespace Game.Loots
// Clearing store (for reloading case)
Clear();
// 0 1 2 3 4 5 6 7 8
SQLResult result = DB.World.Query("SELECT Entry, Item, Reference, Chance, QuestRequired, LootMode, GroupId, MinCount, MaxCount FROM {0}", GetName());
// 0 1 2 3 4 5 6 7 8
SQLResult result = DB.World.Query($"SELECT Entry, ItemType, Item, Chance, QuestRequired, LootMode, GroupId, MinCount, MaxCount FROM {GetName()}");
if (result.IsEmpty())
return 0;
@@ -668,8 +676,8 @@ namespace Game.Loots
do
{
uint entry = result.Read<uint>(0);
uint item = result.Read<uint>(1);
uint reference = result.Read<uint>(2);
LootStoreItemType type = (LootStoreItemType)result.Read<sbyte>(1);
uint item = result.Read<uint>(2);
float chance = result.Read<float>(3);
bool needsquest = result.Read<bool>(4);
ushort lootmode = result.Read<ushort>(5);
@@ -677,7 +685,7 @@ namespace Game.Loots
byte mincount = result.Read<byte>(7);
byte maxcount = result.Read<byte>(8);
LootStoreItem storeitem = new(item, reference, chance, needsquest, lootmode, groupid, mincount, maxcount);
LootStoreItem storeitem = new(item, type, chance, needsquest, lootmode, groupid, mincount, maxcount);
if (!storeitem.IsValid(this, entry)) // Validity checks
continue;
@@ -712,7 +720,7 @@ namespace Game.Loots
{
public void AddEntry(LootStoreItem item)
{
if (item.groupid > 0 && item.reference == 0) // Group
if (item.groupid > 0 && item.type != LootStoreItemType.Reference) // Group
{
if (!Groups.ContainsKey(item.groupid - 1))
Groups[item.groupid - 1] = new LootGroup();
@@ -740,40 +748,41 @@ namespace Game.Loots
// Rolling non-grouped items
foreach (var item in Entries)
{
if (!Convert.ToBoolean(item.lootmode & lootMode)) // Do not add if mode mismatch
if ((item.lootmode & lootMode) == 0) // Do not add if mode mismatch
continue;
if (!item.Roll(rate))
continue; // Bad luck for the entry
if (item.reference > 0) // References processing
switch (item.type)
{
LootTemplate Referenced = LootStorage.Reference.GetLootFor(item.reference);
if (Referenced == null)
continue; // Error message already printed at loading stage
case LootStoreItemType.Item:
// Plain entries (not a reference, not grouped)
// Chance is already checked, just add
if (personalLooter == null
|| LootItem.AllowedForPlayer(personalLooter, null, item.itemid, item.needs_quest,
!item.needs_quest || Global.ObjectMgr.GetItemTemplate(item.itemid).HasFlag(ItemFlagsCustom.FollowLootRules),
true, item.conditions))
loot.AddItem(item);
break;
case LootStoreItemType.Reference:
LootTemplate Referenced = LootStorage.Reference.GetLootFor(item.itemid);
if (Referenced == null)
continue; // Error message already printed at loading stage
uint maxcount = (uint)(item.maxcount * WorldConfig.GetFloatValue(WorldCfg.RateDropItemReferencedAmount));
for (uint loop = 0; loop < maxcount; ++loop) // Ref multiplicator
Referenced.Process(loot, rate, lootMode, item.groupid, personalLooter);
}
else
{
// Plain entries (not a reference, not grouped)
// Chance is already checked, just add
if (personalLooter == null
|| LootItem.AllowedForPlayer(personalLooter, null, item.itemid, item.needs_quest,
!item.needs_quest || Global.ObjectMgr.GetItemTemplate(item.itemid).HasFlag(ItemFlagsCustom.FollowLootRules),
true, item.conditions))
loot.AddItem(item);
uint maxcount = (uint)(item.maxcount * WorldConfig.GetFloatValue(WorldCfg.RateDropItemReferencedAmount));
for (uint loop = 0; loop < maxcount; ++loop) // Ref multiplicator
Referenced.Process(loot, rate, lootMode, item.groupid, personalLooter);
break;
default:
break;
}
}
// Now processing groups
foreach (var group in Groups.Values)
{
if (group != null)
group.Process(loot, lootMode, personalLooter);
}
foreach (var (_, group) in Groups)
group?.Process(loot, lootMode, personalLooter);
}
public void ProcessPersonalLoot(Dictionary<Player, Loot> personalLoot, bool rate, ushort lootMode)
@@ -798,68 +807,75 @@ namespace Game.Loots
if (!item.Roll(rate))
continue; // Bad luck for the entry
if (item.reference > 0) // References processing
switch (item.type)
{
LootTemplate referenced = LootStorage.Reference.GetLootFor(item.reference);
if (referenced == null)
continue; // Error message already printed at loading stage
uint maxcount = (uint)((float)item.maxcount * WorldConfig.GetFloatValue(WorldCfg.RateDropItemReferencedAmount));
List<Player> gotLoot = new();
for (uint loop = 0; loop < maxcount; ++loop) // Ref multiplicator
case LootStoreItemType.Item:
{
var lootersForItem = getLootersForItem(looter => referenced.HasDropForPlayer(looter, item.groupid, true));
// nobody can loot this, skip it
if (lootersForItem.Empty())
break;
var newEnd = lootersForItem.RemoveAll(looter => gotLoot.Contains(looter));
if (lootersForItem.Count == newEnd)
// Plain entries (not a reference, not grouped)
// Chance is already checked, just add
var lootersForItem = getLootersForItem(looter =>
{
// if we run out of looters this means that there are more items dropped than players
// start a new cycle adding one item to everyone
gotLoot.Clear();
return LootItem.AllowedForPlayer(looter, null, item.itemid, item.needs_quest,
!item.needs_quest || Global.ObjectMgr.GetItemTemplate(item.itemid).HasFlag(ItemFlagsCustom.FollowLootRules),
true, item.conditions);
});
if (!lootersForItem.Empty())
{
Player chosenLooter = lootersForItem.SelectRandom();
personalLoot[chosenLooter].AddItem(item);
}
else
lootersForItem.RemoveRange(newEnd, lootersForItem.Count - newEnd);
Player chosenLooter = lootersForItem.SelectRandom();
referenced.Process(personalLoot[chosenLooter], rate, lootMode, item.groupid, chosenLooter);
gotLoot.Add(chosenLooter);
break;
}
}
else
{
// Plain entries (not a reference, not grouped)
// Chance is already checked, just add
var lootersForItem = getLootersForItem(looter =>
case LootStoreItemType.Reference:
{
return LootItem.AllowedForPlayer(looter, null, item.itemid, item.needs_quest,
!item.needs_quest || Global.ObjectMgr.GetItemTemplate(item.itemid).HasFlag(ItemFlagsCustom.FollowLootRules),
true, item.conditions);
});
LootTemplate referenced = LootStorage.Reference.GetLootFor(item.itemid);
if (referenced == null)
continue; // Error message already printed at loading stage
if (!lootersForItem.Empty())
{
Player chosenLooter = lootersForItem.SelectRandom();
personalLoot[chosenLooter].AddItem(item);
uint maxcount = (uint)((float)item.maxcount * WorldConfig.GetFloatValue(WorldCfg.RateDropItemReferencedAmount));
List<Player> gotLoot = new();
for (uint loop = 0; loop < maxcount; ++loop) // Ref multiplicator
{
var lootersForItem = getLootersForItem(looter => referenced.HasDropForPlayer(looter, item.groupid, true));
// nobody can loot this, skip it
if (lootersForItem.Empty())
break;
var newEnd = lootersForItem.RemoveAll(looter => gotLoot.Contains(looter));
if (lootersForItem.Count == newEnd)
{
// if we run out of looters this means that there are more items dropped than players
// start a new cycle adding one item to everyone
gotLoot.Clear();
}
else
lootersForItem.RemoveRange(newEnd, lootersForItem.Count - newEnd);
Player chosenLooter = lootersForItem.SelectRandom();
referenced.Process(personalLoot[chosenLooter], rate, lootMode, item.groupid, chosenLooter);
gotLoot.Add(chosenLooter);
}
break;
}
default:
break;
}
}
// Now processing groups
foreach (LootGroup group in Groups.Values)
{
if (group != null)
// Now processing groups
foreach (LootGroup group in Groups.Values)
{
var lootersForGroup = getLootersForItem(looter => group.HasDropForPlayer(looter, true));
if (!lootersForGroup.Empty())
if (group != null)
{
Player chosenLooter = lootersForGroup.SelectRandom();
group.Process(personalLoot[chosenLooter], lootMode);
var lootersForGroup = getLootersForItem(looter => group.HasDropForPlayer(looter, true));
if (!lootersForGroup.Empty())
{
Player chosenLooter = lootersForGroup.SelectRandom();
group.Process(personalLoot[chosenLooter], lootMode);
}
}
}
}
@@ -882,22 +898,28 @@ namespace Game.Loots
// Checking non-grouped entries
foreach (LootStoreItem lootStoreItem in Entries)
{
if (lootStoreItem.reference > 0) // References processing
switch (lootStoreItem.type)
{
LootTemplate referenced = LootStorage.Reference.GetLootFor(lootStoreItem.reference);
if (referenced == null)
continue; // Error message already printed at loading stage
if (referenced.HasDropForPlayer(player, lootStoreItem.groupid, strictUsabilityCheck))
return true;
case LootStoreItemType.Item:
if (LootItem.AllowedForPlayer(player, null, lootStoreItem.itemid, lootStoreItem.needs_quest,
!lootStoreItem.needs_quest || Global.ObjectMgr.GetItemTemplate(lootStoreItem.itemid).HasFlag(ItemFlagsCustom.FollowLootRules),
strictUsabilityCheck, lootStoreItem.conditions))
return true; // active quest drop found
break;
case LootStoreItemType.Reference:
LootTemplate referenced = LootStorage.Reference.GetLootFor(lootStoreItem.itemid);
if (referenced == null)
continue; // Error message already printed at loading stage
if (referenced.HasDropForPlayer(player, lootStoreItem.groupid, strictUsabilityCheck))
return true;
break;
default:
break;
}
else if (LootItem.AllowedForPlayer(player, null, lootStoreItem.itemid, lootStoreItem.needs_quest,
!lootStoreItem.needs_quest || Global.ObjectMgr.GetItemTemplate(lootStoreItem.itemid).HasFlag(ItemFlagsCustom.FollowLootRules),
strictUsabilityCheck, lootStoreItem.conditions))
return true; // active quest drop found
}
// Now checking groups
foreach (LootGroup group in Groups.Values)
foreach (var (_, group) in Groups)
if (group != null && group.HasDropForPlayer(player, strictUsabilityCheck))
return true;
@@ -932,21 +954,27 @@ namespace Game.Loots
foreach (var item in Entries)
{
if (item.reference > 0) // References
switch (item.type)
{
var Referenced = store.LookupByKey(item.reference);
if (Referenced == null)
continue; // Error message [should be] already printed at loading stage
if (Referenced.HasQuestDrop(store, item.groupid))
return true;
case LootStoreItemType.Item:
if (item.needs_quest)
return true; // quest drop found
break;
case LootStoreItemType.Reference:
var Referenced = store.LookupByKey(item.itemid);
if (Referenced == null)
continue; // Error message [should be] already printed at loading stage
if (Referenced.HasQuestDrop(store, item.groupid))
return true;
break;
default:
break;
}
else if (item.needs_quest)
return true; // quest drop found
}
// Now processing groups
foreach (var group in Groups.Values)
if (group.HasQuestDrop())
foreach (var (_, group) in Groups)
if (group != null && group.HasQuestDrop())
return true;
return false;
@@ -968,21 +996,27 @@ namespace Game.Loots
// Checking non-grouped entries
foreach (var item in Entries)
{
if (item.reference > 0) // References processing
switch (item.type)
{
var Referenced = store.LookupByKey(item.reference);
if (Referenced == null)
continue; // Error message already printed at loading stage
if (Referenced.HasQuestDropForPlayer(store, player, item.groupid))
return true;
case LootStoreItemType.Item:
if (player.HasQuestForItem(item.itemid))
return true; // active quest drop found
break;
case LootStoreItemType.Reference:
var Referenced = store.LookupByKey(item.itemid);
if (Referenced == null)
continue; // Error message already printed at loading stage
if (Referenced.HasQuestDropForPlayer(store, player, item.groupid))
return true;
break;
default:
break;
}
else if (player.HasQuestForItem(item.itemid))
return true; // active quest drop found
}
// Now checking groups
foreach (var group in Groups.Values)
if (group.HasQuestDropForPlayer(player))
foreach (var (_, group) in Groups)
if (group != null && group.HasQuestDropForPlayer(player))
return true;
return false;
@@ -1000,17 +1034,17 @@ namespace Game.Loots
{
foreach (var item in Entries)
{
if (item.reference > 0)
if (item.type == LootStoreItemType.Reference)
{
if (LootStorage.Reference.GetLootFor(item.reference) == null)
LootStorage.Reference.ReportNonExistingId(item.reference, item.itemid);
if (LootStorage.Reference.GetLootFor(item.itemid) == null)
LootStorage.Reference.ReportNonExistingId(item.itemid, item.itemid);
else if (ref_set != null)
ref_set.Remove(item.reference);
ref_set.Remove(item.itemid);
}
}
foreach (var group in Groups.Values)
group.CheckLootRefs(store, ref_set);
foreach (var (_, group) in Groups)
group?.CheckLootRefs(store, ref_set);
}
public bool LinkConditions(ConditionId id, ConditionsReference reference)
@@ -1079,26 +1113,22 @@ namespace Game.Loots
public bool HasQuestDrop()
{
foreach (var i in ExplicitlyChanced)
if (i.needs_quest)
return true;
if (ExplicitlyChanced.Any(item => item.needs_quest))
return true;
foreach (var i in EqualChanced)
if (i.needs_quest)
return true;
if (EqualChanced.Any(item => item.needs_quest))
return true;
return false;
}
public bool HasQuestDropForPlayer(Player player)
{
foreach (var i in ExplicitlyChanced)
if (player.HasQuestForItem(i.itemid))
return true;
if (ExplicitlyChanced.Any(item => player.HasQuestForItem(item.itemid)))
return true;
foreach (var i in EqualChanced)
if (player.HasQuestForItem(i.itemid))
return true;
if (EqualChanced.Any(item => player.HasQuestForItem(item.itemid)))
return true;
return false;
}
@@ -1109,16 +1139,18 @@ namespace Game.Loots
if (item != null)
loot.AddItem(item);
}
float RawTotalChance()
{
float result = 0;
foreach (var i in ExplicitlyChanced)
if (!i.needs_quest)
result += i.chance;
foreach (var item in ExplicitlyChanced)
if (!item.needs_quest)
result += item.chance;
return result;
}
float TotalChance()
{
float result = RawTotalChance();
@@ -1139,31 +1171,34 @@ namespace Game.Loots
Log.outError(LogFilter.Sql, "Table '{0}' entry {1} group {2} has items with chance=0% but group total chance >= 100% ({3})", lootstore.GetName(), id, group_id, chance);
}
public void CheckLootRefs(LootTemplateMap store, List<uint> ref_set)
{
foreach (var item in ExplicitlyChanced)
{
if (item.reference > 0)
if (item.type == LootStoreItemType.Reference)
{
if (LootStorage.Reference.GetLootFor(item.reference) == null)
LootStorage.Reference.ReportNonExistingId(item.reference, item.itemid);
if (LootStorage.Reference.GetLootFor(item.itemid) == null)
LootStorage.Reference.ReportNonExistingId(item.itemid, item.itemid);
else if (ref_set != null)
ref_set.Remove(item.reference);
ref_set.Remove(item.itemid);
}
}
foreach (var item in EqualChanced)
{
if (item.reference > 0)
if (item.type == LootStoreItemType.Reference)
{
if (LootStorage.Reference.GetLootFor(item.reference) == null)
LootStorage.Reference.ReportNonExistingId(item.reference, item.itemid);
if (LootStorage.Reference.GetLootFor(item.itemid) == null)
LootStorage.Reference.ReportNonExistingId(item.itemid, item.itemid);
else if (ref_set != null)
ref_set.Remove(item.reference);
ref_set.Remove(item.itemid);
}
}
}
public LootStoreItemList GetExplicitlyChancedItemList() { return ExplicitlyChanced; }
public LootStoreItemList GetEqualChancedItemList() { return EqualChanced; }
LootStoreItemList ExplicitlyChanced = new(); // Entries with chances defined in DB