Core/Loot: Move loot generation out of Player::SendLoot

Port From (https://github.com/TrinityCore/TrinityCore/commit/8c20f620d7b070b13b40803095e5fa97f9349512)
This commit is contained in:
hondacrx
2022-09-18 22:13:40 -04:00
parent aa88c5bb2f
commit 6c7991c28f
6 changed files with 185 additions and 230 deletions
+49 -19
View File
@@ -480,6 +480,8 @@ namespace Game.Entities
// If there is no restock timer, or if the restock timer passed, the chest becomes ready to loot
m_restockTime = 0;
m_lootState = LootState.Ready;
loot = null;
m_personalLoot.Clear();
AddToObjectUpdateIfNeeded();
break;
default:
@@ -699,11 +701,16 @@ namespace Game.Entities
case GameObjectTypes.Chest:
loot?.Update();
foreach (var (_, loot) in m_personalLoot)
loot.Update();
// Non-consumable chest was partially looted and restock time passed, restock all loot now
if (GetGoInfo().Chest.consumable == 0 && GameTime.GetGameTime() >= m_restockTime)
if (GetGoInfo().Chest.consumable == 0 && GetGoInfo().Chest.chestRestockTime != 0 && GameTime.GetGameTime() >= m_restockTime)
{
m_restockTime = 0;
m_lootState = LootState.Ready;
loot = null;
m_personalLoot.Clear();
AddToObjectUpdateIfNeeded();
}
break;
@@ -789,6 +796,7 @@ namespace Game.Entities
}
loot = null;
m_personalLoot.Clear();
// Do not delete chests or goobers 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;
@@ -940,44 +948,48 @@ namespace Game.Entities
SendMessageToSet(packet, true);
}
public void GetFishLoot(Loot fishloot, Player loot_owner)
public Loot GetFishLoot(Player lootOwner)
{
fishloot.Clear();
uint zone, subzone;
uint defaultzone = 1;
GetZoneAndAreaId(out zone, out subzone);
Loot fishLoot = new(GetMap(), GetGUID(), LootType.Fishing, null);
// if subzone loot exist use it
fishloot.FillLoot(subzone, LootStorage.Fishing, loot_owner, true, true);
if (fishloot.Empty())
fishLoot.FillLoot(subzone, LootStorage.Fishing, lootOwner, true, true);
if (fishLoot.Empty())
{
//subzone no result,use zone loot
fishloot.FillLoot(zone, LootStorage.Fishing, loot_owner, true);
fishLoot.FillLoot(zone, LootStorage.Fishing, lootOwner, true);
//use zone 1 as default, somewhere fishing got nothing,becase subzone and zone not set, like Off the coast of Storm Peaks.
if (fishloot.Empty())
fishloot.FillLoot(defaultzone, LootStorage.Fishing, loot_owner, true, true);
if (fishLoot.Empty())
fishLoot.FillLoot(defaultzone, LootStorage.Fishing, lootOwner, true, true);
}
return fishLoot;
}
public void GetFishLootJunk(Loot fishloot, Player loot_owner)
public Loot GetFishLootJunk(Player lootOwner)
{
fishloot.Clear();
uint zone, subzone;
uint defaultzone = 1;
GetZoneAndAreaId(out zone, out subzone);
Loot fishLoot = new(GetMap(), GetGUID(), LootType.FishingJunk, null);
// if subzone loot exist use it
fishloot.FillLoot(subzone, LootStorage.Fishing, loot_owner, true, true, LootModes.JunkFish);
if (fishloot.Empty()) //use this becase if zone or subzone has normal mask drop, then fishloot.FillLoot return true.
fishLoot.FillLoot(subzone, LootStorage.Fishing, lootOwner, true, true, LootModes.JunkFish);
if (fishLoot.Empty()) //use this becase if zone or subzone has normal mask drop, then fishloot.FillLoot return true.
{
//use zone loot
fishloot.FillLoot(zone, LootStorage.Fishing, loot_owner, true, true, LootModes.JunkFish);
if (fishloot.Empty())
fishLoot.FillLoot(zone, LootStorage.Fishing, lootOwner, true, true, LootModes.JunkFish);
if (fishLoot.Empty())
//use zone 1 as default
fishloot.FillLoot(defaultzone, LootStorage.Fishing, loot_owner, true, true, LootModes.JunkFish);
fishLoot.FillLoot(defaultzone, LootStorage.Fishing, lootOwner, true, true, LootModes.JunkFish);
}
return fishLoot;
}
public void SaveToDB()
@@ -1886,10 +1898,16 @@ namespace Game.Entities
SetLootState(LootState.JustDeactivated);
}
else
{
loot = GetFishLoot(player);
player.SendLoot(GetGUID(), LootType.Fishing);
}
}
else// If fishing skill is too low, send junk loot.
{
loot = GetFishLootJunk(player);
player.SendLoot(GetGUID(), LootType.FishingJunk);
}
break;
}
case LootState.JustDeactivated: // nothing to do, will be deleted at next update
@@ -2099,6 +2117,10 @@ namespace Game.Entities
Player player = user.ToPlayer();
Loot loot = new Loot(GetMap(), GetGUID(), LootType.Fishinghole, null);
loot.FillLoot(GetGoInfo().GetLootId(), LootStorage.Gameobject, player, true);
m_personalLoot[player.GetGUID()] = loot;
player.SendLoot(GetGUID(), LootType.Fishinghole);
player.UpdateCriteria(CriteriaType.CatchFishInFishingHole, GetGoInfo().entry);
return;
@@ -2814,7 +2836,16 @@ namespace Game.Entities
return true;
}
public override Loot GetLootForPlayer(Player player)
{
if (m_personalLoot.Empty())
return loot;
return m_personalLoot.LookupByKey(player.GetGUID());
}
public void SetLinkedTrap(GameObject linkedTrap) { m_linkedTrap = linkedTrap.GetGUID(); }
public GameObject GetLinkedTrap()
{
return ObjectAccessor.GetGameObject(this, m_linkedTrap);
@@ -3298,8 +3329,6 @@ namespace Game.Entities
bool HasLootRecipient() { return !m_lootRecipient.IsEmpty() || !m_lootRecipientGroup.IsEmpty(); }
public override Loot GetLootForPlayer(Player player) { return loot; }
public override uint GetLevelForTarget(WorldObject target)
{
Unit owner = GetOwner();
@@ -3425,6 +3454,7 @@ namespace Game.Entities
List<ObjectGuid> m_SkillupList = new();
public Loot loot;
Dictionary<ObjectGuid, Loot> m_personalLoot = new();
public GameObjectModel m_model;