Core/Loot: Move loot generation out of Player::SendLoot
Port From (https://github.com/TrinityCore/TrinityCore/commit/8c20f620d7b070b13b40803095e5fa97f9349512)
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@@ -176,6 +176,11 @@ namespace Game
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}
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public bool Invoke(Creature creature)
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{
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return IsValidAELootTarget(creature);
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}
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public bool IsValidLootTarget(Creature creature)
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{
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if (creature.IsAlive())
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return false;
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@@ -189,6 +194,14 @@ namespace Game
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return _looter.IsAllowedToLoot(creature);
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}
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bool IsValidAELootTarget(Creature creature)
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{
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if (creature.GetGUID() == _mainLootTarget)
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return false;
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return IsValidLootTarget(creature);
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}
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Player _looter;
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ObjectGuid _mainLootTarget;
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}
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@@ -200,6 +213,14 @@ namespace Game
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if (!GetPlayer().IsAlive() || !packet.Unit.IsCreatureOrVehicle())
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return;
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Creature lootTarget = ObjectAccessor.GetCreature(GetPlayer(), packet.Unit);
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if (!lootTarget)
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return;
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AELootCreatureCheck check = new(_player, packet.Unit);
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if (!check.IsValidLootTarget(lootTarget))
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return;
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// interrupt cast
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if (GetPlayer().IsNonMeleeSpellCast(false))
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GetPlayer().InterruptNonMeleeSpells(false);
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@@ -207,7 +228,6 @@ namespace Game
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GetPlayer().RemoveAurasWithInterruptFlags(SpellAuraInterruptFlags.Looting);
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List<Creature> corpses = new();
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AELootCreatureCheck check = new(_player, packet.Unit);
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CreatureListSearcher searcher = new(_player, corpses, check);
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Cell.VisitGridObjects(_player, searcher, AELootCreatureCheck.LootDistance);
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@@ -247,6 +267,8 @@ namespace Game
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if (player.GetLootGUID() == lguid)
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player.SetLootGUID(ObjectGuid.Empty);
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//Player is not looking at loot list, he doesn't need to see updates on the loot list
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loot.RemoveLooter(player.GetGUID());
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player.SendLootRelease(lguid);
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player.GetAELootView().Remove(loot.GetGUID());
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@@ -264,12 +286,7 @@ namespace Game
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if (!go || ((go.GetOwnerGUID() != player.GetGUID() && go.GetGoType() != GameObjectTypes.FishingHole) && !go.IsWithinDistInMap(player)))
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return;
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if (go.GetGoType() == GameObjectTypes.Door)
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{
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// locked doors are opened with spelleffect openlock, prevent remove its as looted
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go.UseDoorOrButton();
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}
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else if (loot.IsLooted() || go.GetGoType() == GameObjectTypes.FishingNode)
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if (loot.IsLooted() || go.GetGoType() == GameObjectTypes.FishingNode || go.GetGoType() == GameObjectTypes.FishingHole)
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{
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if (go.GetGoType() == GameObjectTypes.FishingHole)
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{ // The fishing hole used once more
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@@ -288,10 +305,6 @@ namespace Game
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{
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// not fully looted object
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go.SetLootState(LootState.Activated, player);
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// if the round robin player release, reset it.
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if (player.GetGUID() == loot.roundRobinPlayer)
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loot.roundRobinPlayer.Clear();
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}
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}
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else if (lguid.IsCorpse()) // ONLY remove insignia at BG
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@@ -342,12 +355,6 @@ namespace Game
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if (creature == null)
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return;
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if (!creature.IsWithinDistInMap(player, AELootCreatureCheck.LootDistance))
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return;
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if (creature.IsAlive() != (loot != null && loot.loot_type == LootType.Pickpocketing))
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return;
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if (loot.IsLooted())
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{
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creature.RemoveDynamicFlag(UnitDynFlags.Lootable);
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