Core/Loot: Implemented dungeon encounter personal loot
Port From (https://github.com/TrinityCore/TrinityCore/commit/010e6f7f49744b16e3ecececb7d9605f8b8db4d5)
This commit is contained in:
+19
-16
@@ -52,6 +52,11 @@ namespace Game.Loots
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/// <param name="loot"></param>
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/// <returns></returns>
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public bool AllowedForPlayer(Player player, Loot loot)
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{
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return AllowedForPlayer(player, loot, itemid, needs_quest, follow_loot_rules, false, conditions);
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}
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public static bool AllowedForPlayer(Player player, Loot loot, uint itemid, bool needs_quest, bool follow_loot_rules, bool strictUsabilityCheck, List<Condition> conditions)
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{
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// DB conditions check
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if (!Global.ConditionMgr.IsObjectMeetToConditions(player, conditions))
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@@ -69,7 +74,7 @@ namespace Game.Loots
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return false;
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// Master looter can see all items even if the character can't loot them
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if (loot.GetLootMethod() == LootMethod.MasterLoot && follow_loot_rules && player.GetGroup() != null && player.GetGroup().GetMasterLooterGuid() == player.GetGUID())
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if (loot != null && loot.GetLootMethod() == LootMethod.MasterLoot && follow_loot_rules && loot.GetLootMasterGUID() == player.GetGUID())
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return true;
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// Don't allow loot for players without profession or those who already know the recipe
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@@ -88,24 +93,20 @@ namespace Game.Loots
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}
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}
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// Don't allow to loot soulbound recipes that the player has already learned
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if (pProto.GetClass() == ItemClass.Recipe && pProto.GetBonding() == ItemBondingType.OnAcquire)
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{
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foreach (var itemEffect in pProto.Effects)
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{
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if (itemEffect.TriggerType != ItemSpelltriggerType.OnLearn)
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continue;
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if (player.HasSpell((uint)itemEffect.SpellID))
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return false;
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}
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}
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// check quest requirements
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if (!pProto.FlagsCu.HasAnyFlag(ItemFlagsCustom.IgnoreQuestStatus)
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&& ((needs_quest || (pProto.GetStartQuest() != 0 && player.GetQuestStatus(pProto.GetStartQuest()) != QuestStatus.None)) && !player.HasQuestForItem(itemid)))
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return false;
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if (strictUsabilityCheck)
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{
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if ((pProto.IsWeapon() || pProto.IsArmor()) && !pProto.IsUsableByLootSpecialization(player, true))
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return false;
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if (player.CanRollNeedForItem(pProto, null, false) != InventoryResult.Ok)
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return false;
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}
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return true;
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}
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@@ -286,7 +287,7 @@ namespace Game.Loots
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startLootRoll.Method = m_loot.GetLootMethod();
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startLootRoll.ValidRolls = m_voteMask;
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// In NEED_BEFORE_GREED need disabled for non-usable item for player
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if (m_loot.GetLootMethod() == LootMethod.NeedBeforeGreed && player.CanRollForItemInLFG(itemTemplate, m_map) != InventoryResult.Ok)
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if (m_loot.GetLootMethod() == LootMethod.NeedBeforeGreed && player.CanRollNeedForItem(itemTemplate, m_map, true) != InventoryResult.Ok)
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startLootRoll.ValidRolls &= ~RollMask.Need;
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FillPacket(startLootRoll.Item);
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@@ -825,7 +826,7 @@ namespace Game.Loots
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_rolls.Remove(pair.Key);
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}
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void FillNotNormalLootFor(Player player)
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public void FillNotNormalLootFor(Player player)
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{
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ObjectGuid plguid = player.GetGUID();
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_allowedLooters.Add(plguid);
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@@ -1079,6 +1080,8 @@ namespace Game.Loots
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public ObjectGuid GetGUID() { return _guid; }
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public ObjectGuid GetOwnerGUID() { return _owner; }
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public ItemContext GetItemContext() { return _itemContext; }
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public void SetItemContext(ItemContext context) { _itemContext = context; }
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public LootMethod GetLootMethod() { return _lootMethod; }
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public ObjectGuid GetLootMasterGUID() { return _lootMaster; }
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+211
-16
@@ -65,6 +65,42 @@ namespace Game.Loots
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LoadLootTemplates_Reference();
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}
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public static Dictionary<ObjectGuid, Loot> GenerateDungeonEncounterPersonalLoot(uint dungeonEncounterId, uint lootId, LootStore store,
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LootType type, WorldObject lootOwner, uint minMoney, uint maxMoney, ushort lootMode, ItemContext context, List<Player> tappers)
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{
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Dictionary<Player, Loot> tempLoot = new();
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foreach (Player tapper in tappers)
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{
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if (tapper.IsLockedToDungeonEncounter(dungeonEncounterId))
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continue;
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Loot loot = new(lootOwner.GetMap(), lootOwner.GetGUID(), type, null);
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loot.SetItemContext(context);
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loot.SetDungeonEncounterId(dungeonEncounterId);
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loot.GenerateMoneyLoot(minMoney, maxMoney);
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tempLoot[tapper] = loot;
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}
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LootTemplate tab = store.GetLootFor(lootId);
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if (tab != null)
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tab.ProcessPersonalLoot(tempLoot, store.IsRatesAllowed(), lootMode);
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Dictionary<ObjectGuid, Loot> personalLoot = new();
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foreach (var (looter, loot) in tempLoot)
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{
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loot.FillNotNormalLootFor(looter);
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if (loot.IsLooted())
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continue;
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personalLoot[looter.GetGUID()] = loot;
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}
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return personalLoot;
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}
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public static void LoadLootTemplates_Creature()
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{
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Log.outInfo(LogFilter.ServerLoading, "Loading creature loot templates...");
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@@ -719,7 +755,7 @@ namespace Game.Loots
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Entries.Add(item);
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}
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public void Process(Loot loot, bool rate, ushort lootMode, byte groupId)
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public void Process(Loot loot, bool rate, ushort lootMode, byte groupId, Player personalLooter = null)
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{
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if (groupId != 0) // Group reference uses own processing of the group
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{
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@@ -729,7 +765,7 @@ namespace Game.Loots
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if (Groups[groupId - 1] == null)
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return;
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Groups[groupId - 1].Process(loot, lootMode);
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Groups[groupId - 1].Process(loot, lootMode, personalLooter);
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return;
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}
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@@ -750,19 +786,156 @@ namespace Game.Loots
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uint maxcount = (uint)(item.maxcount * WorldConfig.GetFloatValue(WorldCfg.RateDropItemReferencedAmount));
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for (uint loop = 0; loop < maxcount; ++loop) // Ref multiplicator
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Referenced.Process(loot, rate, lootMode, item.groupid);
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Referenced.Process(loot, rate, lootMode, item.groupid, personalLooter);
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}
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else
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{
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// Plain entries (not a reference, not grouped)
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// Chance is already checked, just add
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if (personalLooter == null
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|| LootItem.AllowedForPlayer(personalLooter, null, item.itemid, item.needs_quest,
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!item.needs_quest || Global.ObjectMgr.GetItemTemplate(item.itemid).HasFlag(ItemFlagsCustom.FollowLootRules),
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true, item.conditions))
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loot.AddItem(item);
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}
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else // Plain entries (not a reference, not grouped)
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loot.AddItem(item); // Chance is already checked, just add
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}
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// Now processing groups
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foreach (var group in Groups.Values)
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{
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if (group != null)
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group.Process(loot, lootMode);
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group.Process(loot, lootMode, personalLooter);
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}
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}
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public void ProcessPersonalLoot(Dictionary<Player, Loot> personalLoot, bool rate, ushort lootMode)
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{
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List<Player> getLootersForItem(Func<Player, bool> predicate)
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{
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List<Player> lootersForItem = new();
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foreach (var (looter, loot) in personalLoot)
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{
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if (predicate(looter))
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lootersForItem.Add(looter);
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}
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return lootersForItem;
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}
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// Rolling non-grouped items
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foreach (LootStoreItem item in Entries)
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{
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if ((item.lootmode & lootMode) == 0) // Do not add if mode mismatch
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continue;
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if (!item.Roll(rate))
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continue; // Bad luck for the entry
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if (item.reference > 0) // References processing
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{
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LootTemplate referenced = LootStorage.Reference.GetLootFor(item.reference);
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if (referenced == null)
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continue; // Error message already printed at loading stage
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uint maxcount = (uint)((float)item.maxcount * WorldConfig.GetFloatValue(WorldCfg.RateDropItemReferencedAmount));
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List<Player> gotLoot = new();
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for (uint loop = 0; loop < maxcount; ++loop) // Ref multiplicator
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{
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var lootersForItem = getLootersForItem(looter => referenced.HasDropForPlayer(looter, item.groupid, true));
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// nobody can loot this, skip it
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if (lootersForItem.Empty())
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break;
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var newEnd = lootersForItem.RemoveAll(looter => gotLoot.Contains(looter));
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if (lootersForItem.Count == newEnd)
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{
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// if we run out of looters this means that there are more items dropped than players
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// start a new cycle adding one item to everyone
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gotLoot.Clear();
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}
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else
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lootersForItem.RemoveRange(newEnd, lootersForItem.Count - newEnd);
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Player chosenLooter = lootersForItem.SelectRandom();
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referenced.Process(personalLoot[chosenLooter], rate, lootMode, item.groupid, chosenLooter);
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gotLoot.Add(chosenLooter);
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}
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}
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else
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{
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// Plain entries (not a reference, not grouped)
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// Chance is already checked, just add
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var lootersForItem = getLootersForItem(looter =>
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{
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return LootItem.AllowedForPlayer(looter, null, item.itemid, item.needs_quest,
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!item.needs_quest || Global.ObjectMgr.GetItemTemplate(item.itemid).HasFlag(ItemFlagsCustom.FollowLootRules),
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true, item.conditions);
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});
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if (!lootersForItem.Empty())
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{
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Player chosenLooter = lootersForItem.SelectRandom();
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personalLoot[chosenLooter].AddItem(item);
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}
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}
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}
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// Now processing groups
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foreach (LootGroup group in Groups.Values)
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{
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if (group != null)
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{
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var lootersForGroup = getLootersForItem(looter => group.HasDropForPlayer(looter, true));
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if (!lootersForGroup.Empty())
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{
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Player chosenLooter = lootersForGroup.SelectRandom();
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group.Process(personalLoot[chosenLooter], lootMode);
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}
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}
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}
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}
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// True if template includes at least 1 drop for the player
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bool HasDropForPlayer(Player player, byte groupId, bool strictUsabilityCheck)
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{
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if (groupId != 0) // Group reference
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{
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if (groupId > Groups.Count)
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return false; // Error message already printed at loading stage
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if (Groups[groupId - 1] == null)
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return false;
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return Groups[groupId - 1].HasDropForPlayer(player, strictUsabilityCheck);
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}
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// Checking non-grouped entries
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foreach (LootStoreItem lootStoreItem in Entries)
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{
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if (lootStoreItem.reference > 0) // References processing
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{
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LootTemplate referenced = LootStorage.Reference.GetLootFor(lootStoreItem.reference);
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if (referenced == null)
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continue; // Error message already printed at loading stage
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if (referenced.HasDropForPlayer(player, lootStoreItem.groupid, strictUsabilityCheck))
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return true;
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}
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else if (LootItem.AllowedForPlayer(player, null, lootStoreItem.itemid, lootStoreItem.needs_quest,
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!lootStoreItem.needs_quest || Global.ObjectMgr.GetItemTemplate(lootStoreItem.itemid).HasFlag(ItemFlagsCustom.FollowLootRules),
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strictUsabilityCheck, lootStoreItem.conditions))
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return true; // active quest drop found
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}
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// Now checking groups
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foreach (LootGroup group in Groups.Values)
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if (group != null && group.HasDropForPlayer(player, strictUsabilityCheck))
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return true;
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return false;
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}
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public void CopyConditions(List<Condition> conditions)
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{
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foreach (var i in Entries)
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@@ -859,7 +1032,7 @@ namespace Game.Loots
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{
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// Checking group chances
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foreach (var group in Groups)
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group.Value.Verify(lootstore, id, (byte)(group.Key + 1));
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group.Value.Verify(lootstore, id, (byte)(group.Key + 1));
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// @todo References validity checks
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}
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@@ -983,9 +1156,9 @@ namespace Game.Loots
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return false;
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}
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public void Process(Loot loot, ushort lootMode)
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public void Process(Loot loot, ushort lootMode, Player personalLooter = null)
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{
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LootStoreItem item = Roll(loot, lootMode);
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LootStoreItem item = Roll(lootMode, personalLooter);
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if (item != null)
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loot.AddItem(item);
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}
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@@ -1057,10 +1230,10 @@ namespace Game.Loots
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LootStoreItemList ExplicitlyChanced = new(); // Entries with chances defined in DB
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LootStoreItemList EqualChanced = new(); // Zero chances - every entry takes the same chance
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LootStoreItem Roll(Loot loot, ushort lootMode)
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LootStoreItem Roll(ushort lootMode, Player personalLooter = null)
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{
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LootStoreItemList possibleLoot = ExplicitlyChanced;
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possibleLoot.RemoveAll(new LootGroupInvalidSelector(loot, lootMode).Check);
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possibleLoot.RemoveAll(new LootGroupInvalidSelector(lootMode, personalLooter).Check);
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if (!possibleLoot.Empty()) // First explicitly chanced entries are checked
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{
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@@ -1078,32 +1251,54 @@ namespace Game.Loots
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}
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possibleLoot = EqualChanced;
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possibleLoot.RemoveAll(new LootGroupInvalidSelector(loot, lootMode).Check);
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possibleLoot.RemoveAll(new LootGroupInvalidSelector(lootMode, personalLooter).Check);
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if (!possibleLoot.Empty()) // If nothing selected yet - an item is taken from equal-chanced part
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return possibleLoot.SelectRandom();
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return null; // Empty drop from the group
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}
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public bool HasDropForPlayer(Player player, bool strictUsabilityCheck)
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{
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foreach (LootStoreItem lootStoreItem in ExplicitlyChanced)
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if (LootItem.AllowedForPlayer(player, null, lootStoreItem.itemid, lootStoreItem.needs_quest,
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!lootStoreItem.needs_quest || Global.ObjectMgr.GetItemTemplate(lootStoreItem.itemid).HasFlag(ItemFlagsCustom.FollowLootRules),
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strictUsabilityCheck, lootStoreItem.conditions))
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return true;
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foreach (LootStoreItem lootStoreItem in EqualChanced)
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if (LootItem.AllowedForPlayer(player, null, lootStoreItem.itemid, lootStoreItem.needs_quest,
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!lootStoreItem.needs_quest || Global.ObjectMgr.GetItemTemplate(lootStoreItem.itemid).HasFlag(ItemFlagsCustom.FollowLootRules),
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strictUsabilityCheck, lootStoreItem.conditions))
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return true;
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return false;
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}
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}
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}
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public struct LootGroupInvalidSelector
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{
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public LootGroupInvalidSelector(Loot loot, ushort lootMode)
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public LootGroupInvalidSelector(ushort lootMode, Player personalLooter)
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{
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_loot = loot;
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_lootMode = lootMode;
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_personalLooter = personalLooter;
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}
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public bool Check(LootStoreItem item)
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{
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if (!Convert.ToBoolean(item.lootmode & _lootMode))
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if ((item.lootmode & _lootMode) == 0)
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return true;
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if (_personalLooter && !LootItem.AllowedForPlayer(_personalLooter, null, item.itemid, item.needs_quest,
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!item.needs_quest || Global.ObjectMgr.GetItemTemplate(item.itemid).HasFlag(ItemFlagsCustom.FollowLootRules),
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true, item.conditions))
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return true;
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return false;
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}
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Loot _loot;
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ushort _lootMode;
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Player _personalLooter;
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}
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}
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Block a user