Files
CypherCore/Source/Game/Entities/Item/ItemEnchantment.cs
T

294 lines
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C#

/*
* Copyright (C) 2012-2018 CypherCore <http://github.com/CypherCore>
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
using Framework.Constants;
using Framework.Database;
using Game.DataStorage;
using System.Collections.Generic;
namespace Game.Entities
{
public class ItemEnchantment
{
static ItemEnchantment()
{
RandomItemEnch = new EnchantmentStore();
}
public static void LoadRandomEnchantmentsTable()
{
// for reload case
RandomItemEnch[ItemRandomEnchantmentType.Property].Clear();
RandomItemEnch[ItemRandomEnchantmentType.Suffix].Clear();
// 0 1 2 3
SQLResult result = DB.World.Query("SELECT entry, type, ench, chance FROM item_enchantment_template");
if (result.IsEmpty())
{
Log.outError(LogFilter.Player, "Loaded 0 Item Enchantment definitions. DB table `item_enchantment_template` is empty.");
}
uint count = 0;
do
{
uint entry = result.Read<uint>(0);
ItemRandomEnchantmentType type = (ItemRandomEnchantmentType)result.Read<byte>(1);
uint ench = result.Read<uint>(2);
float chance = result.Read<float>(3);
switch (type)
{
case ItemRandomEnchantmentType.Property:
if (!CliDB.ItemRandomPropertiesStorage.ContainsKey(ench))
{
Log.outError(LogFilter.Sql, "Property {0} used in `item_enchantment_template` by entry {1} doesn't have exist in ItemRandomProperties.db2", ench, entry);
continue;
}
break;
case ItemRandomEnchantmentType.Suffix:
if (!CliDB.ItemRandomSuffixStorage.ContainsKey(ench))
{
Log.outError(LogFilter.Sql, "Suffix {0} used in `item_enchantment_template` by entry {1} doesn't have exist in ItemRandomSuffix.db2", ench, entry);
continue;
}
break;
case ItemRandomEnchantmentType.BonusList:
if (Global.DB2Mgr.GetItemBonusList(ench) == null)
{
Log.outError(LogFilter.Sql, "Bonus list {0} used in `item_enchantment_template` by entry {1} doesn't have exist in ItemBonus.db2", ench, entry);
continue;
}
break;
default:
Log.outError(LogFilter.Sql, "Invalid random enchantment type specified in `item_enchantment_template` table for `entry` {0} `ench` {1}", entry, ench);
break;
}
if (chance < 0.000001f || chance > 100.0f)
{
Log.outError(LogFilter.Sql, "Random item enchantment for entry {0} type {1} ench {2} has invalid chance {3}", entry, type, ench, chance);
continue;
}
switch (type)
{
case ItemRandomEnchantmentType.Property:
RandomItemEnch[ItemRandomEnchantmentType.Property].Add(entry, new EnchStoreItem(type, ench, chance));
break;
case ItemRandomEnchantmentType.Suffix:
case ItemRandomEnchantmentType.BonusList: // random bonus lists use RandomSuffix field in Item-sparse.db2
RandomItemEnch[ItemRandomEnchantmentType.Suffix].Add(entry, new EnchStoreItem(type, ench, chance));
break;
default:
break;
}
++count;
} while (result.NextRow());
Log.outInfo(LogFilter.Player, "Loaded {0} Item Enchantment definitions", count);
}
public static ItemRandomEnchantmentId GetItemEnchantMod(int entry, ItemRandomEnchantmentType type)
{
if (entry == 0)
return ItemRandomEnchantmentId.Empty;
if (entry == -1)
return ItemRandomEnchantmentId.Empty;
var tab = RandomItemEnch[type].LookupByKey(entry);
if (tab == null)
{
Log.outError(LogFilter.Player, "Item RandomProperty / RandomSuffix id #{0} used in `item_template` but it does not have records in `item_enchantment_template` table.", entry);
return ItemRandomEnchantmentId.Empty;
}
var selectedItem = tab.SelectRandomElementByWeight(enchant => enchant.chance);
return new ItemRandomEnchantmentId(selectedItem.type, selectedItem.ench);
}
public static ItemRandomEnchantmentId GenerateItemRandomPropertyId(uint item_id)
{
ItemTemplate itemProto = Global.ObjectMgr.GetItemTemplate(item_id);
if (itemProto == null)
return ItemRandomEnchantmentId.Empty;
// item must have one from this field values not null if it can have random enchantments
if (itemProto.GetRandomProperty() == 0 && itemProto.GetRandomSuffix() == 0)
return ItemRandomEnchantmentId.Empty;
// item can have not null only one from field values
if (itemProto.GetRandomProperty() != 0 && itemProto.GetRandomSuffix() != 0)
{
Log.outError(LogFilter.Sql, "Item template {0} have RandomProperty == {1} and RandomSuffix == {2}, but must have one from field =0", itemProto.GetId(), itemProto.GetRandomProperty(), itemProto.GetRandomSuffix());
return ItemRandomEnchantmentId.Empty;
}
// RandomProperty case
if (itemProto.GetRandomProperty() != 0)
return GetItemEnchantMod((int)itemProto.GetRandomProperty(), ItemRandomEnchantmentType.Property);
// RandomSuffix case
else
return GetItemEnchantMod((int)itemProto.GetRandomSuffix(), ItemRandomEnchantmentType.Suffix);
}
public static uint GenerateEnchSuffixFactor(uint item_id)
{
ItemTemplate itemProto = Global.ObjectMgr.GetItemTemplate(item_id);
if (itemProto == null)
return 0;
if (itemProto.GetRandomSuffix() == 0)
return 0;
return GetRandomPropertyPoints(itemProto.GetBaseItemLevel(), itemProto.GetQuality(), itemProto.GetInventoryType(), itemProto.GetSubClass());
}
public static uint GetRandomPropertyPoints(uint itemLevel, ItemQuality quality, InventoryType inventoryType, uint subClass)
{
uint propIndex;
switch (inventoryType)
{
case InventoryType.Head:
case InventoryType.Body:
case InventoryType.Chest:
case InventoryType.Legs:
case InventoryType.Ranged:
case InventoryType.Weapon2Hand:
case InventoryType.Robe:
case InventoryType.Thrown:
propIndex = 0;
break;
case InventoryType.RangedRight:
if ((ItemSubClassWeapon)subClass == ItemSubClassWeapon.Wand)
propIndex = 3;
else
propIndex = 0;
break;
case InventoryType.Weapon:
case InventoryType.WeaponMainhand:
case InventoryType.WeaponOffhand:
propIndex = 3;
break;
case InventoryType.Shoulders:
case InventoryType.Waist:
case InventoryType.Feet:
case InventoryType.Hands:
case InventoryType.Trinket:
propIndex = 1;
break;
case InventoryType.Neck:
case InventoryType.Wrists:
case InventoryType.Finger:
case InventoryType.Shield:
case InventoryType.Cloak:
case InventoryType.Holdable:
propIndex = 2;
break;
case InventoryType.Relic:
propIndex = 4;
break;
default:
return 0;
}
RandPropPointsRecord randPropPointsEntry = CliDB.RandPropPointsStorage.LookupByKey(itemLevel);
if (randPropPointsEntry == null)
return 0;
// Select rare/epic modifier
switch (quality)
{
case ItemQuality.Uncommon:
return randPropPointsEntry.Good[propIndex];
case ItemQuality.Rare:
case ItemQuality.Heirloom:
return randPropPointsEntry.Superior[propIndex];
case ItemQuality.Epic:
case ItemQuality.Legendary:
case ItemQuality.Artifact:
return randPropPointsEntry.Epic[propIndex];
}
return 0;
}
static EnchantmentStore RandomItemEnch;
public class EnchStoreItem
{
public EnchStoreItem()
{
ench = 0;
chance = 0;
}
public EnchStoreItem(ItemRandomEnchantmentType _type, uint _ench, float _chance)
{
type = _type;
ench = _ench;
chance = _chance;
}
public ItemRandomEnchantmentType type;
public uint ench;
public float chance;
}
class EnchantmentStore
{
public EnchantmentStore()
{
_data[(byte)ItemRandomEnchantmentType.Property] = new MultiMap<uint, EnchStoreItem>();
_data[(byte)ItemRandomEnchantmentType.Suffix] = new MultiMap<uint, EnchStoreItem>();
}
public MultiMap<uint, EnchStoreItem> this[ItemRandomEnchantmentType type]
{
get
{
//(type != ItemRandomEnchantmentType.BonusList, "Random bonus lists do not have their own storage, use Suffix for them");
return _data[(byte)type];
}
}
MultiMap<uint, EnchStoreItem>[] _data = new MultiMap<uint, EnchStoreItem>[2];
}
}
public struct ItemRandomEnchantmentId
{
public static ItemRandomEnchantmentId Empty = default(ItemRandomEnchantmentId);
public ItemRandomEnchantmentId(ItemRandomEnchantmentType type, uint id)
{
Type = type;
Id = id;
}
public ItemRandomEnchantmentType Type;
public uint Id;
}
public enum ItemRandomEnchantmentType
{
Property = 0,
Suffix = 1,
BonusList = 2
}
}