Core/Loot: Simplify loot containers
Port From (https://github.com/TrinityCore/TrinityCore/commit/c00e2e4851498aa04ac1d8ff13a0759b245df72b)
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@@ -707,7 +707,7 @@ 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, Player player)
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public void Process(Loot loot, bool rate, ushort lootMode, byte groupId)
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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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@@ -717,7 +717,7 @@ 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, player);
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Groups[groupId - 1].Process(loot, lootMode);
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return;
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}
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@@ -738,17 +738,17 @@ 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, player);
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Referenced.Process(loot, rate, lootMode, item.groupid);
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}
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else // Plain entries (not a reference, not grouped)
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loot.AddItem(item, player); // Chance is already checked, just add
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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, player);
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group.Process(loot, lootMode);
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}
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}
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public void CopyConditions(List<Condition> conditions)
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@@ -971,11 +971,11 @@ namespace Game.Loots
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return false;
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}
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public void Process(Loot loot, ushort lootMode, Player player)
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public void Process(Loot loot, ushort lootMode)
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{
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LootStoreItem item = Roll(loot, lootMode);
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if (item != null)
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loot.AddItem(item, player);
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loot.AddItem(item);
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}
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float RawTotalChance()
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{
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