Core/Quests: Implemented QUEST_OBJECTIVE_FLAG_2_QUEST_BOUND_ITEM that makes required items not be stored in inventory

Port From (https://github.com/TrinityCore/TrinityCore/commit/4dce6ab228c54319032b346d2d791262eac3d9cd)
This commit is contained in:
hondacrx
2024-02-04 17:13:17 -05:00
parent ad9b9eddb2
commit ad880fc6b5
13 changed files with 294 additions and 186 deletions
+42 -23
View File
@@ -1246,6 +1246,11 @@ namespace Game.Entities
foreach (var itemPosCount in pos)
count += itemPosCount.count;
// quest objectives must be processed twice - QUEST_OBJECTIVE_FLAG_2_QUEST_BOUND_ITEM prevents item creation
ItemAddedQuestCheck(itemId, count, true, out bool hadBoundItemObjective);
if (hadBoundItemObjective)
return null;
Item item = Item.CreateItem(itemId, count, context, this, bonusListIDs == null);
if (item != null)
{
@@ -1256,7 +1261,7 @@ namespace Game.Entities
item = StoreItem(pos, item, update);
ItemAddedQuestCheck(itemId, count);
ItemAddedQuestCheck(itemId, count, false);
UpdateCriteria(CriteriaType.ObtainAnyItem, itemId, count);
UpdateCriteria(CriteriaType.AcquireItem, itemId, count);
@@ -2500,7 +2505,7 @@ namespace Game.Entities
packet.Item = new ItemInstance(item);
//packet.QuestLogItemID;
packet.QuestLogItemID = item.GetTemplate().QuestLogItemId;
packet.Quantity = quantity;
packet.QuantityInInventory = GetItemCount(item.GetEntry());
packet.BattlePetSpeciesID = (int)item.GetModifier(ItemModifier.BattlePetSpeciesId);
@@ -3939,6 +3944,20 @@ namespace Game.Entities
}
}
public void ApplyItemLootedSpell(ItemTemplate itemTemplate)
{
if (itemTemplate.HasFlag(ItemFlags.Legacy))
return;
foreach (var effect in itemTemplate.Effects)
{
if (effect.TriggerType != ItemSpelltriggerType.OnLooted)
continue;
CastSpell(this, (uint)effect.SpellID, true);
}
}
void _RemoveAllItemMods()
{
Log.outDebug(LogFilter.Player, "_RemoveAllItemMods start.");
@@ -4856,17 +4875,17 @@ namespace Game.Entities
slots[0] = ProfessionSlots.FishingTool;
break;
}
case ItemSubclassProfession.Blacksmithing :
case ItemSubclassProfession.Leatherworking :
case ItemSubclassProfession.Alchemy :
case ItemSubclassProfession.Herbalism :
case ItemSubclassProfession.Mining :
case ItemSubclassProfession.Tailoring :
case ItemSubclassProfession.Engineering :
case ItemSubclassProfession.Enchanting :
case ItemSubclassProfession.Skinning :
case ItemSubclassProfession.Jewelcrafting :
case ItemSubclassProfession.Inscription :
case ItemSubclassProfession.Blacksmithing:
case ItemSubclassProfession.Leatherworking:
case ItemSubclassProfession.Alchemy:
case ItemSubclassProfession.Herbalism:
case ItemSubclassProfession.Mining:
case ItemSubclassProfession.Tailoring:
case ItemSubclassProfession.Engineering:
case ItemSubclassProfession.Enchanting:
case ItemSubclassProfession.Skinning:
case ItemSubclassProfession.Jewelcrafting:
case ItemSubclassProfession.Inscription:
{
int professionSlot = GetProfessionSlotFor(itemSkill);
if (professionSlot == -1)
@@ -6105,18 +6124,15 @@ namespace Game.Entities
--loot.unlootedCount;
if (Global.ObjectMgr.GetItemTemplate(item.itemid) != null)
if (newitem != null && newitem.GetQuality() > ItemQuality.Epic || (newitem.GetQuality() == ItemQuality.Epic && newitem.GetItemLevel(this) >= GuildConst.MinNewsItemLevel))
{
if (newitem.GetQuality() > ItemQuality.Epic || (newitem.GetQuality() == ItemQuality.Epic && newitem.GetItemLevel(this) >= GuildConst.MinNewsItemLevel))
{
Guild guild = GetGuild();
if (guild != null)
guild.AddGuildNews(GuildNews.ItemLooted, GetGUID(), 0, item.itemid);
}
}
Guild guild = GetGuild();
if (guild != null)
guild.AddGuildNews(GuildNews.ItemLooted, GetGUID(), 0, item.itemid);
}
// if aeLooting then we must delay sending out item so that it appears properly stacked in chat
if (aeResult == null)
if (aeResult == null || newitem == null)
{
SendNewItem(newitem, item.count, false, false, true, loot.GetDungeonEncounterId());
UpdateCriteria(CriteriaType.LootItem, item.itemid, item.count);
@@ -6130,7 +6146,10 @@ namespace Game.Entities
if (loot.loot_type == LootType.Item)
Global.LootItemStorage.RemoveStoredLootItemForContainer(lootWorldObjectGuid.GetCounter(), item.itemid, item.count, item.LootListId);
ApplyItemLootedSpell(newitem, true);
if (newitem != null)
ApplyItemLootedSpell(newitem, true);
else
ApplyItemLootedSpell(Global.ObjectMgr.GetItemTemplate(item.itemid));
}
else
SendEquipError(msg, null, null, item.itemid);
+203 -127
View File
@@ -15,6 +15,7 @@ using Game.Spells;
using System;
using System.Collections.Generic;
using System.Linq;
using System;
namespace Game.Entities
{
@@ -534,11 +535,6 @@ namespace Game.Entities
if (!CanTakeQuest(quest, false))
return false;
if (quest.HasQuestObjectiveType(QuestObjectiveType.Item))
foreach (QuestObjective obj in quest.Objectives)
if (obj.Type == QuestObjectiveType.Item && !HasItemCount((uint)obj.ObjectID, (uint)obj.Amount))
return false;
if (!CanRewardQuest(quest, false))
return false;
@@ -572,7 +568,7 @@ namespace Game.Entities
{
foreach (QuestObjective obj in quest.Objectives)
{
if (obj.Type != QuestObjectiveType.Item)
if (obj.Type != QuestObjectiveType.Item || obj.Flags2.HasAnyFlag(QuestObjectiveFlags2.QuestBoundItem))
continue;
if (GetItemCount((uint)obj.ObjectID) < obj.Amount)
@@ -2162,7 +2158,7 @@ namespace Game.Entities
{
foreach (QuestObjective obj in quest.Objectives)
{
if (obj.Type == QuestObjectiveType.Item)
if (obj.Type == QuestObjectiveType.Item && !obj.Flags2.HasFlag(QuestObjectiveFlags2.QuestBoundItem))
{
uint reqItemCount = (uint)obj.Amount;
uint curItemCount = GetItemCount((uint)obj.ObjectID, true);
@@ -2357,16 +2353,41 @@ namespace Game.Entities
AreaExploredOrEventHappens(questId);
}
public void ItemAddedQuestCheck(uint entry, uint count)
Func<QuestObjective, bool> QuestBoundItemFunc = objective => { return objective.Flags2.HasFlag(QuestObjectiveFlags2.QuestBoundItem); };
Func<QuestObjective, bool> NotQuestBoundItemFunc = objective => { return !objective.Flags2.HasFlag(QuestObjectiveFlags2.QuestBoundItem); };
public void ItemAddedQuestCheck(uint entry, uint count, bool? boundItemFlagRequirement = null)
{
UpdateQuestObjectiveProgress(QuestObjectiveType.Item, (int)entry, count);
ItemAddedQuestCheck(entry, count, boundItemFlagRequirement, out _);
}
public void ItemAddedQuestCheck(uint entry, uint count, bool? boundItemFlagRequirement, out bool hadBoundItemObjective)
{
hadBoundItemObjective = false;
List<QuestObjective> updatedObjectives = new();
Func<QuestObjective, bool> objectiveFilter = null;
if (boundItemFlagRequirement.HasValue)
objectiveFilter = boundItemFlagRequirement.Value ? QuestBoundItemFunc : NotQuestBoundItemFunc;
ItemTemplate itemTemplate = Global.ObjectMgr.GetItemTemplate(entry);
UpdateQuestObjectiveProgress(QuestObjectiveType.Item, (int)itemTemplate.GetId(), count, ObjectGuid.Empty, updatedObjectives, objectiveFilter);
if (itemTemplate.QuestLogItemId != 0 && (updatedObjectives.Count != 1 || !updatedObjectives[0].Flags2.HasFlag(QuestObjectiveFlags2.QuestBoundItem)))
UpdateQuestObjectiveProgress(QuestObjectiveType.Item, itemTemplate.QuestLogItemId, count, ObjectGuid.Empty, updatedObjectives, objectiveFilter);
if (updatedObjectives.Count == 1 && updatedObjectives[0].Flags2.HasFlag(QuestObjectiveFlags2.QuestBoundItem))
{
hadBoundItemObjective = updatedObjectives.Count == 1 && updatedObjectives[0].Flags2.HasFlag(QuestObjectiveFlags2.QuestBoundItem);
SendQuestUpdateAddItem(itemTemplate, updatedObjectives[0], (ushort)count);
}
}
public void ItemRemovedQuestCheck(uint entry, uint count)
{
foreach (var objectiveStatusData in m_questObjectiveStatus.LookupByKey((QuestObjectiveType.Item, (int)entry)))
{
uint questId = objectiveStatusData.QuestStatusPair.QuestID;
uint questId = objectiveStatusData.QuestStatusPair.QuestID;
ushort logSlot = objectiveStatusData.QuestStatusPair.Status.Slot;
Quest quest = Global.ObjectMgr.GetQuestTemplate(questId);
QuestObjective objective = Global.ObjectMgr.GetQuestObjective(objectiveStatusData.ObjectiveId);
@@ -2455,7 +2476,7 @@ namespace Game.Entities
UpdateQuestObjectiveProgress(QuestObjectiveType.ObtainCurrency, (int)currencyId, change);
}
public void UpdateQuestObjectiveProgress(QuestObjectiveType objectiveType, int objectId, long addCount, ObjectGuid victimGuid = default)
public void UpdateQuestObjectiveProgress(QuestObjectiveType objectiveType, int objectId, long addCount, ObjectGuid victimGuid = default, List<QuestObjective> updatedObjectives = null, Func<QuestObjective, bool> objectiveFilter = null)
{
bool anyObjectiveChangedCompletionState = false;
bool updatePhaseShift = false;
@@ -2482,115 +2503,125 @@ namespace Game.Entities
continue;
bool objectiveWasComplete = IsQuestObjectiveComplete(logSlot, quest, objective);
if (!objectiveWasComplete || addCount < 0)
if (objectiveWasComplete && addCount >= 0)
continue;
if (objectiveFilter != null && !objectiveFilter(objective))
continue;
bool objectiveIsNowComplete = false;
if (objective.IsStoringValue())
{
bool objectiveIsNowComplete = false;
if (objective.IsStoringValue())
if (objectiveType == QuestObjectiveType.PlayerKills && objective.Flags.HasAnyFlag(QuestObjectiveFlags.KillPlayersSameFaction))
{
if (objectiveType == QuestObjectiveType.PlayerKills && objective.Flags.HasAnyFlag(QuestObjectiveFlags.KillPlayersSameFaction))
{
Player victim = Global.ObjAccessor.GetPlayer(GetMap(), victimGuid);
if (victim?.GetEffectiveTeam() != GetEffectiveTeam())
continue;
}
int currentProgress = GetQuestSlotObjectiveData(logSlot, objective);
if (addCount > 0 ? (currentProgress < objective.Amount) : (currentProgress > 0))
{
int newProgress = (int)Math.Clamp(currentProgress + addCount, 0, objective.Amount);
SetQuestObjectiveData(objective, newProgress);
if (addCount > 0 && !objective.Flags.HasAnyFlag(QuestObjectiveFlags.HideCreditMsg))
{
switch (objectiveType)
{
case QuestObjectiveType.Item:
break;
case QuestObjectiveType.PlayerKills:
SendQuestUpdateAddPlayer(quest, (uint)newProgress);
break;
default:
SendQuestUpdateAddCredit(quest, victimGuid, objective, (uint)newProgress);
break;
}
}
objectiveIsNowComplete = IsQuestObjectiveComplete(logSlot, quest, objective);
}
Player victim = Global.ObjAccessor.GetPlayer(GetMap(), victimGuid);
if (victim?.GetEffectiveTeam() != GetEffectiveTeam())
continue;
}
else if (objective.IsStoringFlag())
{
SetQuestObjectiveData(objective, addCount > 0 ? 1 : 0);
if (addCount > 0 && !objective.Flags.HasAnyFlag(QuestObjectiveFlags.HideCreditMsg))
SendQuestUpdateAddCreditSimple(objective);
int currentProgress = GetQuestSlotObjectiveData(logSlot, objective);
if (addCount > 0 ? (currentProgress < objective.Amount) : (currentProgress > 0))
{
int newProgress = (int)Math.Clamp(currentProgress + addCount, 0, objective.Amount);
SetQuestObjectiveData(objective, newProgress);
if (addCount > 0 && !objective.Flags.HasFlag(QuestObjectiveFlags.HideCreditMsg))
{
switch (objectiveType)
{
case QuestObjectiveType.Item:
break; // case handled by SMSG_ITEM_PUSH_RESULT
case QuestObjectiveType.PlayerKills:
SendQuestUpdateAddPlayer(quest, (uint)newProgress);
break;
default:
SendQuestUpdateAddCredit(quest, victimGuid, objective, (uint)newProgress);
break;
}
}
objectiveIsNowComplete = IsQuestObjectiveComplete(logSlot, quest, objective);
}
else
{
switch (objectiveType)
{
case QuestObjectiveType.Currency:
objectiveIsNowComplete = GetCurrencyQuantity((uint)objectId) + addCount >= objective.Amount;
break;
case QuestObjectiveType.LearnSpell:
objectiveIsNowComplete = addCount != 0;
break;
case QuestObjectiveType.MinReputation:
objectiveIsNowComplete = GetReputationMgr().GetReputation((uint)objectId) + addCount >= objective.Amount;
break;
case QuestObjectiveType.MaxReputation:
objectiveIsNowComplete = GetReputationMgr().GetReputation((uint)objectId) + addCount <= objective.Amount;
break;
case QuestObjectiveType.Money:
objectiveIsNowComplete = (long)GetMoney() + addCount >= objective.Amount;
break;
case QuestObjectiveType.ProgressBar:
objectiveIsNowComplete = IsQuestObjectiveProgressBarComplete(logSlot, quest);
break;
default:
Cypher.Assert(false, "Unhandled quest objective type {objectiveType}");
break;
}
}
if (objective.Flags.HasAnyFlag(QuestObjectiveFlags.PartOfProgressBar))
{
if (IsQuestObjectiveProgressBarComplete(logSlot, quest))
{
var progressBarObjective = quest.Objectives.Find(otherObjective => otherObjective.Type == QuestObjectiveType.ProgressBar && !otherObjective.Flags.HasAnyFlag(QuestObjectiveFlags.PartOfProgressBar));
if (progressBarObjective != null)
SendQuestUpdateAddCreditSimple(progressBarObjective);
objectiveIsNowComplete = true;
}
}
if (objectiveWasComplete != objectiveIsNowComplete)
anyObjectiveChangedCompletionState = true;
if (objectiveIsNowComplete && objective.CompletionEffect != null)
{
if (objective.CompletionEffect.GameEventId.HasValue)
GameEvents.Trigger(objective.CompletionEffect.GameEventId.Value, this, null);
if (objective.CompletionEffect.SpellId.HasValue)
CastSpell(this, objective.CompletionEffect.SpellId.Value, true);
if (objective.CompletionEffect.ConversationId.HasValue)
Conversation.CreateConversation(objective.CompletionEffect.ConversationId.Value, this, GetPosition(), GetGUID());
if (objective.CompletionEffect.UpdatePhaseShift)
updatePhaseShift = true;
if (objective.CompletionEffect.UpdateZoneAuras)
updateZoneAuras = true;
}
if (objectiveIsNowComplete)
{
if (CanCompleteQuest(questId, objective.Id))
CompleteQuest(questId);
}
else if (!objective.Flags.HasAnyFlag(QuestObjectiveFlags.Optional) && objectiveStatusData.QuestStatusPair.Status.Status == QuestStatus.Complete)
IncompleteQuest(questId);
}
else if (objective.IsStoringFlag())
{
SetQuestObjectiveData(objective, addCount > 0 ? 1 : 0);
if (addCount > 0 && !objective.Flags.HasFlag(QuestObjectiveFlags.HideCreditMsg))
SendQuestUpdateAddCreditSimple(objective);
objectiveIsNowComplete = IsQuestObjectiveComplete(logSlot, quest, objective);
}
else
{
switch (objectiveType)
{
case QuestObjectiveType.Currency:
objectiveIsNowComplete = GetCurrencyQuantity((uint)objectId) + addCount >= objective.Amount;
break;
case QuestObjectiveType.LearnSpell:
objectiveIsNowComplete = addCount != 0;
break;
case QuestObjectiveType.MinReputation:
objectiveIsNowComplete = GetReputationMgr().GetReputation((uint)objectId) + addCount >= objective.Amount;
break;
case QuestObjectiveType.MaxReputation:
objectiveIsNowComplete = GetReputationMgr().GetReputation((uint)objectId) + addCount <= objective.Amount;
break;
case QuestObjectiveType.Money:
objectiveIsNowComplete = (long)GetMoney() + addCount >= objective.Amount;
break;
case QuestObjectiveType.ProgressBar:
objectiveIsNowComplete = IsQuestObjectiveProgressBarComplete(logSlot, quest);
break;
default:
Cypher.Assert(false, "Unhandled quest objective type {objectiveType}");
break;
}
}
if (objective.Flags.HasAnyFlag(QuestObjectiveFlags.PartOfProgressBar))
{
if (IsQuestObjectiveProgressBarComplete(logSlot, quest))
{
var progressBarObjective = quest.Objectives.Find(otherObjective => otherObjective.Type == QuestObjectiveType.ProgressBar && !otherObjective.Flags.HasFlag(QuestObjectiveFlags.PartOfProgressBar));
if (progressBarObjective != null)
SendQuestUpdateAddCreditSimple(progressBarObjective);
objectiveIsNowComplete = true;
}
}
if (objectiveWasComplete != objectiveIsNowComplete)
anyObjectiveChangedCompletionState = true;
if (objectiveIsNowComplete && objective.CompletionEffect != null)
{
if (objective.CompletionEffect.GameEventId.HasValue)
GameEvents.Trigger(objective.CompletionEffect.GameEventId.Value, this, null);
if (objective.CompletionEffect.SpellId.HasValue)
CastSpell(this, objective.CompletionEffect.SpellId.Value, true);
if (objective.CompletionEffect.ConversationId.HasValue)
Conversation.CreateConversation(objective.CompletionEffect.ConversationId.Value, this, GetPosition(), GetGUID());
if (objective.CompletionEffect.UpdatePhaseShift)
updatePhaseShift = true;
if (objective.CompletionEffect.UpdateZoneAuras)
updateZoneAuras = true;
}
if (objectiveIsNowComplete)
{
if (CanCompleteQuest(questId, objective.Id))
CompleteQuest(questId);
}
else if (!objective.Flags.HasAnyFlag(QuestObjectiveFlags.Optional) && objectiveStatusData.QuestStatusPair.Status.Status == QuestStatus.Complete)
IncompleteQuest(questId);
if (updatedObjectives != null)
updatedObjectives.Add(objective);
if (objective.Type == QuestObjectiveType.Item && addCount >= 0 && objective.Flags2.HasFlag(QuestObjectiveFlags2.QuestBoundItem))
break;
}
if (anyObjectiveChangedCompletionState)
@@ -2609,21 +2640,8 @@ namespace Game.Entities
public bool HasQuestForItem(uint itemid)
{
// Search incomplete objective first
foreach (var objectiveItr in m_questObjectiveStatus.LookupByKey((QuestObjectiveType.Item, (int)itemid)))
{
Quest qInfo = Global.ObjectMgr.GetQuestTemplate(objectiveItr.QuestStatusPair.QuestID);
QuestObjective objective = Global.ObjectMgr.GetQuestObjective(objectiveItr.ObjectiveId);
if (qInfo == null || objective == null || !IsQuestObjectiveCompletable(objectiveItr.QuestStatusPair.Status.Slot, qInfo, objective))
continue;
// hide quest if player is in raid-group and quest is no raid quest
if (GetGroup() != null && GetGroup().IsRaidGroup() && !qInfo.IsAllowedInRaid(GetMap().GetDifficultyID()))
if (!InBattleground()) //there are two ways.. we can make every bg-quest a raidquest, or add this code here.. i don't know if this can be exploited by other quests, but i think all other quests depend on a specific area.. but keep this in mind, if something strange happens later
continue;
if (!IsQuestObjectiveComplete(objectiveItr.QuestStatusPair.Status.Slot, qInfo, objective))
return true;
}
if (GetQuestObjectiveForItem(itemid, true) != null)
return true;
// This part - for ItemDrop
foreach (var questStatus in m_QuestStatus)
@@ -2660,6 +2678,43 @@ namespace Game.Entities
return false;
}
QuestObjective GetQuestObjectiveForItem(uint itemId, bool onlyIncomplete)
{
QuestObjective findObjectiveForItem(int tempItemId)
{
foreach (var objectiveItr in m_questObjectiveStatus.LookupByKey((QuestObjectiveType.Item, tempItemId)))
{
Quest qInfo = Global.ObjectMgr.GetQuestTemplate(objectiveItr.QuestStatusPair.QuestID);
QuestObjective objective = Global.ObjectMgr.GetQuestObjective(objectiveItr.ObjectiveId);
if (qInfo == null || objective == null || !IsQuestObjectiveCompletable(objectiveItr.QuestStatusPair.Status.Slot, qInfo, objective))
continue;
// hide quest if player is in raid-group and quest is no raid quest
if (GetGroup() != null && GetGroup().IsRaidGroup() && !qInfo.IsAllowedInRaid(GetMap().GetDifficultyID()))
if (!InBattleground()) //there are two ways.. we can make every bg-quest a raidquest, or add this code here.. i don't know if this can be exploited by other quests, but i think all other quests depend on a specific area.. but keep this in mind, if something strange happens later
continue;
if (!onlyIncomplete || !IsQuestObjectiveComplete(objectiveItr.QuestStatusPair.Status.Slot, qInfo, objective))
return objective;
}
return null;
};
QuestObjective objective = findObjectiveForItem((int)itemId);
if (objective != null)
return objective;
ItemTemplate itemTemplate = Global.ObjectMgr.GetItemTemplate(itemId);
if (itemTemplate != null && itemTemplate.QuestLogItemId != 0)
{
objective = findObjectiveForItem(itemTemplate.QuestLogItemId);
if (objective != null)
return objective;
}
return null;
}
public int GetQuestObjectiveData(QuestObjective objective)
{
ushort slot = FindQuestSlot(objective.QuestID);
@@ -3014,6 +3069,27 @@ namespace Game.Entities
SendPacket(packet);
}
void SendQuestUpdateAddItem(ItemTemplate itemTemplate, QuestObjective obj, ushort count)
{
ItemPushResult packet = new();
packet.PlayerGUID = GetGUID();
packet.Slot = InventorySlots.Bag0;
packet.SlotInBag = 0;
packet.Item.ItemID = itemTemplate.GetId();
packet.QuestLogItemID = itemTemplate.QuestLogItemId;
packet.Quantity = count;
packet.QuantityInInventory = (uint)GetQuestObjectiveData(obj);
packet.DisplayText = ItemPushResult.DisplayType.EncounterLoot;
packet.Unused_1017 = true;
if (GetGroup() != null && !itemTemplate.HasFlag(ItemFlags3.DontReportLootLogToParty))
GetGroup().BroadcastPacket(packet, true);
else
SendPacket(packet);
}
public void SendQuestUpdateAddPlayer(Quest quest, uint newCount)
{
QuestUpdateAddPvPCredit packet = new();