Core/Loot: Move loot generation out of Player::SendLoot
Port From (https://github.com/TrinityCore/TrinityCore/commit/8c20f620d7b070b13b40803095e5fa97f9349512)
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@@ -20,10 +20,10 @@ using Framework.Database;
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using Game.DataStorage;
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using Game.Entities;
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using Game.Guilds;
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using Game.Loots;
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using Game.Networking;
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using Game.Networking.Packets;
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using Game.Spells;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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@@ -190,11 +190,30 @@ namespace Game
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{
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PreparedStatement stmt = DB.Characters.GetPreparedStatement(CharStatements.SEL_CHARACTER_GIFT_BY_ITEM);
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stmt.AddValue(0, item.GetGUID().GetCounter());
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var pos = item.GetPos();
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var itemGuid = item.GetGUID();
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_queryProcessor.AddCallback(DB.Characters.AsyncQuery(stmt)
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.WithCallback(result => HandleOpenWrappedItemCallback(item.GetPos(), item.GetGUID(), result)));
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.WithCallback(result => HandleOpenWrappedItemCallback(pos, itemGuid, result)));
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}
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else
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{
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// If item doesn't already have loot, attempt to load it. If that
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// fails then this is first time opening, generate loot
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if (!item.m_lootGenerated && !Global.LootItemStorage.LoadStoredLoot(item, player))
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{
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Loot loot = new(player.GetMap(), item.GetGUID(), LootType.Item, null);
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item.loot = loot;
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loot.GenerateMoneyLoot(item.GetTemplate().MinMoneyLoot, item.GetTemplate().MaxMoneyLoot);
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loot.FillLoot(item.GetEntry(), LootStorage.Items, player, true, loot.gold != 0);
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// Force save the loot and money items that were just rolled
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// Also saves the container item ID in Loot struct (not to DB)
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if (loot.gold > 0 || loot.unlootedCount > 0)
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Global.LootItemStorage.AddNewStoredLoot(item.GetGUID().GetCounter(), loot, player);
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}
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player.SendLoot(item.GetGUID(), LootType.Item);
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}
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}
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void HandleOpenWrappedItemCallback(ushort pos, ObjectGuid itemGuid, SQLResult result)
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