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
+24 -17
View File
@@ -176,6 +176,11 @@ namespace Game
}
public bool Invoke(Creature creature)
{
return IsValidAELootTarget(creature);
}
public bool IsValidLootTarget(Creature creature)
{
if (creature.IsAlive())
return false;
@@ -189,6 +194,14 @@ namespace Game
return _looter.IsAllowedToLoot(creature);
}
bool IsValidAELootTarget(Creature creature)
{
if (creature.GetGUID() == _mainLootTarget)
return false;
return IsValidLootTarget(creature);
}
Player _looter;
ObjectGuid _mainLootTarget;
}
@@ -200,6 +213,14 @@ namespace Game
if (!GetPlayer().IsAlive() || !packet.Unit.IsCreatureOrVehicle())
return;
Creature lootTarget = ObjectAccessor.GetCreature(GetPlayer(), packet.Unit);
if (!lootTarget)
return;
AELootCreatureCheck check = new(_player, packet.Unit);
if (!check.IsValidLootTarget(lootTarget))
return;
// interrupt cast
if (GetPlayer().IsNonMeleeSpellCast(false))
GetPlayer().InterruptNonMeleeSpells(false);
@@ -207,7 +228,6 @@ namespace Game
GetPlayer().RemoveAurasWithInterruptFlags(SpellAuraInterruptFlags.Looting);
List<Creature> corpses = new();
AELootCreatureCheck check = new(_player, packet.Unit);
CreatureListSearcher searcher = new(_player, corpses, check);
Cell.VisitGridObjects(_player, searcher, AELootCreatureCheck.LootDistance);
@@ -247,6 +267,8 @@ namespace Game
if (player.GetLootGUID() == lguid)
player.SetLootGUID(ObjectGuid.Empty);
//Player is not looking at loot list, he doesn't need to see updates on the loot list
loot.RemoveLooter(player.GetGUID());
player.SendLootRelease(lguid);
player.GetAELootView().Remove(loot.GetGUID());
@@ -264,12 +286,7 @@ namespace Game
if (!go || ((go.GetOwnerGUID() != player.GetGUID() && go.GetGoType() != GameObjectTypes.FishingHole) && !go.IsWithinDistInMap(player)))
return;
if (go.GetGoType() == GameObjectTypes.Door)
{
// locked doors are opened with spelleffect openlock, prevent remove its as looted
go.UseDoorOrButton();
}
else if (loot.IsLooted() || go.GetGoType() == GameObjectTypes.FishingNode)
if (loot.IsLooted() || go.GetGoType() == GameObjectTypes.FishingNode || go.GetGoType() == GameObjectTypes.FishingHole)
{
if (go.GetGoType() == GameObjectTypes.FishingHole)
{ // The fishing hole used once more
@@ -288,10 +305,6 @@ namespace Game
{
// not fully looted object
go.SetLootState(LootState.Activated, player);
// if the round robin player release, reset it.
if (player.GetGUID() == loot.roundRobinPlayer)
loot.roundRobinPlayer.Clear();
}
}
else if (lguid.IsCorpse()) // ONLY remove insignia at BG
@@ -342,12 +355,6 @@ namespace Game
if (creature == null)
return;
if (!creature.IsWithinDistInMap(player, AELootCreatureCheck.LootDistance))
return;
if (creature.IsAlive() != (loot != null && loot.loot_type == LootType.Pickpocketing))
return;
if (loot.IsLooted())
{
creature.RemoveDynamicFlag(UnitDynFlags.Lootable);
+21 -2
View File
@@ -20,10 +20,10 @@ using Framework.Database;
using Game.DataStorage;
using Game.Entities;
using Game.Guilds;
using Game.Loots;
using Game.Networking;
using Game.Networking.Packets;
using Game.Spells;
using System;
using System.Collections.Generic;
using System.Linq;
@@ -190,11 +190,30 @@ namespace Game
{
PreparedStatement stmt = DB.Characters.GetPreparedStatement(CharStatements.SEL_CHARACTER_GIFT_BY_ITEM);
stmt.AddValue(0, item.GetGUID().GetCounter());
var pos = item.GetPos();
var itemGuid = item.GetGUID();
_queryProcessor.AddCallback(DB.Characters.AsyncQuery(stmt)
.WithCallback(result => HandleOpenWrappedItemCallback(item.GetPos(), item.GetGUID(), result)));
.WithCallback(result => HandleOpenWrappedItemCallback(pos, itemGuid, result)));
}
else
{
// 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, player))
{
Loot loot = new(player.GetMap(), item.GetGUID(), LootType.Item, null);
item.loot = loot;
loot.GenerateMoneyLoot(item.GetTemplate().MinMoneyLoot, item.GetTemplate().MaxMoneyLoot);
loot.FillLoot(item.GetEntry(), LootStorage.Items, player, 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, player);
}
player.SendLoot(item.GetGUID(), LootType.Item);
}
}
void HandleOpenWrappedItemCallback(ushort pos, ObjectGuid itemGuid, SQLResult result)