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
+3 -182
View File
@@ -6109,95 +6109,13 @@ namespace Game.Entities
if (guid.IsGameObject())
{
GameObject go = GetMap().GetGameObject(guid);
bool shouldLootRelease(GameObject go, LootType lootType)
{
// not check distance for GO in case owned GO (fishing bobber case, for example)
// And permit out of range GO with no owner in case fishing hole
if (!go)
return true;
switch (lootType)
{
case LootType.Fishing:
case LootType.FishingJunk:
if (go.GetOwnerGUID() != GetGUID())
return true;
break;
case LootType.Fishinghole:
break;
default:
if (!go.IsWithinDistInMap(this))
return true;
break;
}
return false;
}
if (shouldLootRelease(go, loot_type))
if (go == null)
{
SendLootRelease(guid);
return;
}
loot = go.GetLootForPlayer(this);
// loot was generated and respawntime has passed since then, allow to recreate loot
// to avoid bugs, this rule covers spawned gameobjects only
// Don't allow to regenerate chest loot inside instances and raids, to avoid exploits with duplicate boss loot being given for some encounters
if (go.IsSpawnedByDefault() && go.GetLootState() == LootState.Activated && (loot == null || loot.IsLooted()) && !go.GetMap().Instanceable() && go.GetLootGenerationTime() + go.GetRespawnDelay() < GameTime.GetGameTime())
go.SetLootState(LootState.Ready);
if (go.GetLootState() == LootState.Ready)
{
uint lootid = go.GetGoInfo().GetLootId();
Battleground bg = GetBattleground();
if (bg)
{
if (!bg.CanActivateGO((int)go.GetEntry(), (uint)bg.GetPlayerTeam(GetGUID())))
{
SendLootRelease(guid);
return;
}
}
Group group = GetGroup();
bool groupRules = (group != null && go.GetGoInfo().type == GameObjectTypes.Chest && go.GetGoInfo().Chest.usegrouplootrules != 0);
loot = new Loot(GetMap(), guid, loot_type, groupRules ? group : null);
if (go.GetMap().Is25ManRaid())
loot.maxDuplicates = 3;
go.loot = loot;
if (lootid != 0)
{
// check current RR player and get next if necessary
if (groupRules)
group.UpdateLooterGuid(go, true);
loot.FillLoot(lootid, LootStorage.Gameobject, this, !groupRules, false, go.GetLootMode(), GetMap().GetDifficultyLootItemContext());
go.SetLootGenerationTime();
// get next RR player (for next loot)
if (groupRules && !loot.Empty())
group.UpdateLooterGuid(go);
}
if (go.GetLootMode() > 0)
{
GameObjectTemplateAddon addon = go.GetTemplateAddon();
if (addon != null)
loot.GenerateMoneyLoot(addon.Mingold, addon.Maxgold);
}
if (loot_type == LootType.Fishing)
go.GetFishLoot(loot, this);
else if (loot_type == LootType.FishingJunk)
go.GetFishLootJunk(loot, this);
go.SetLootState(LootState.Activated, this);
}
}
else if (guid.IsItem())
{
@@ -6210,44 +6128,11 @@ namespace Game.Entities
}
loot = item.GetLootForPlayer(this);
// If item doesn't already have loot, attempt to load it. If that
// fails then this is first time opening, generate loot
if (!item.m_lootGenerated && !Global.LootItemStorage.LoadStoredLoot(item, this))
{
item.m_lootGenerated = true;
loot = new Loot(GetMap(), guid, loot_type, null);
item.loot = loot;
switch (loot_type)
{
case LootType.Disenchanting:
loot.FillLoot(item.GetDisenchantLoot(this).Id, LootStorage.Disenchant, this, true);
break;
case LootType.Prospecting:
loot.FillLoot(item.GetEntry(), LootStorage.Prospecting, this, true);
break;
case LootType.Milling:
loot.FillLoot(item.GetEntry(), LootStorage.Milling, this, true);
break;
default:
loot.GenerateMoneyLoot(item.GetTemplate().MinMoneyLoot, item.GetTemplate().MaxMoneyLoot);
loot.FillLoot(item.GetEntry(), LootStorage.Items, this, true, loot.gold != 0);
// Force save the loot and money items that were just rolled
// Also saves the container item ID in Loot struct (not to DB)
if (loot.gold > 0 || loot.unlootedCount > 0)
Global.LootItemStorage.AddNewStoredLoot(item.GetGUID().GetCounter(), loot, this);
break;
}
}
}
else if (guid.IsCorpse()) // remove insignia
{
Corpse bones = ObjectAccessor.GetCorpse(this, guid);
if (bones == null || !(loot_type == LootType.Corpse || loot_type == LootType.Insignia) || bones.GetCorpseType() != CorpseType.Bones)
if (bones == null)
{
SendLootRelease(guid);
return;
@@ -6260,77 +6145,13 @@ namespace Game.Entities
Creature creature = GetMap().GetCreature(guid);
// must be in range and creature must be alive for pickpocket and must be dead for another loot
if (creature == null || creature.IsAlive() != (loot_type == LootType.Pickpocketing) || (!aeLooting && !creature.IsWithinDistInMap(this, SharedConst.InteractionDistance)))
{
SendLootRelease(guid);
return;
}
if (loot_type == LootType.Pickpocketing && IsFriendlyTo(creature))
if (creature == null)
{
SendLootRelease(guid);
return;
}
loot = creature.GetLootForPlayer(this);
if (loot_type == LootType.Pickpocketing)
{
if (loot == null || loot.loot_type != LootType.Pickpocketing)
{
if (creature.CanGeneratePickPocketLoot())
{
creature.StartPickPocketRefillTimer();
loot = new Loot(GetMap(), creature.GetGUID(), LootType.Pickpocketing, null);
creature.loot = loot;
uint lootid = creature.GetCreatureTemplate().PickPocketId;
if (lootid != 0)
loot.FillLoot(lootid, LootStorage.Pickpocketing, this, true);
// Generate extra money for pick pocket loot
uint a = RandomHelper.URand(0, creature.GetLevel() / 2);
uint b = RandomHelper.URand(0, GetLevel() / 2);
loot.gold = (uint)(10 * (a + b) * WorldConfig.GetFloatValue(WorldCfg.RateDropMoney));
}
else
{
SendLootError(loot.GetGUID(), guid, LootError.AlreadPickPocketed);
return;
}
}
}
else
{
// exploit fix
if (!creature.HasDynamicFlag(UnitDynFlags.Lootable))
{
SendLootError(loot.GetGUID(), guid, LootError.DidntKill);
return;
}
// the player whose group may loot the corpse
Player recipient = creature.GetLootRecipient();
Group recipientGroup = creature.GetLootRecipientGroup();
if (!recipient && !recipientGroup)
{
SendLootError(loot.GetGUID(), guid, LootError.DidntKill);
return;
}
if (loot.loot_type == LootType.Skinning)
{
loot_type = LootType.Skinning;
}
else if (loot_type == LootType.Skinning)
{
loot.Clear();
loot.FillLoot(creature.GetCreatureTemplate().SkinLootId, LootStorage.Skinning, this, true);
// Set new loot recipient
creature.SetLootRecipient(this, false);
}
}
}