Files
CypherCore/Source/Game/Loot/Loot.cs
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C#

/*
* Copyright (C) 2012-2020 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 Game.Conditions;
using Game.DataStorage;
using Game.Entities;
using Game.Groups;
using Game.Maps;
using Game.Networking.Packets;
using System;
using System.Collections.Generic;
using System.Linq;
namespace Game.Loots
{
public class LootItem
{
public LootItem() { }
public LootItem(LootStoreItem li)
{
itemid = li.itemid;
conditions = li.conditions;
ItemTemplate proto = Global.ObjectMgr.GetItemTemplate(itemid);
freeforall = proto != null && proto.HasFlag(ItemFlags.MultiDrop);
follow_loot_rules = !li.needs_quest || (proto != null && proto.FlagsCu.HasAnyFlag(ItemFlagsCustom.FollowLootRules));
needs_quest = li.needs_quest;
randomBonusListId = ItemEnchantmentManager.GenerateItemRandomBonusListId(itemid);
}
public bool AllowedForPlayer(Player player, bool isGivenByMasterLooter = false)
{
// DB conditions check
if (!Global.ConditionMgr.IsObjectMeetToConditions(player, conditions))
return false;
ItemTemplate pProto = Global.ObjectMgr.GetItemTemplate(itemid);
if (pProto == null)
return false;
// not show loot for not own team
if (pProto.HasFlag(ItemFlags2.FactionHorde) && player.GetTeam() != Team.Horde)
return false;
if (pProto.HasFlag(ItemFlags2.FactionAlliance) && player.GetTeam() != Team.Alliance)
return false;
// Master looter can see all items even if the character can't loot them
if (!isGivenByMasterLooter && player.GetGroup() && player.GetGroup().GetMasterLooterGuid() == player.GetGUID())
return true;
// Don't allow loot for players without profession or those who already know the recipe
if (pProto.HasFlag(ItemFlags.HideUnusableRecipe))
{
if (!player.HasSkill((SkillType)pProto.GetRequiredSkill()))
return false;
foreach (var itemEffect in pProto.Effects)
{
if (itemEffect.TriggerType != ItemSpelltriggerType.OnLearn)
continue;
if (player.HasSpell((uint)itemEffect.SpellID))
return false;
}
}
// Don't allow to loot soulbound recipes that the player has already learned
if (pProto.GetClass() == ItemClass.Recipe && pProto.GetBonding() == ItemBondingType.OnAcquire)
{
foreach (var itemEffect in pProto.Effects)
{
if (itemEffect.TriggerType != ItemSpelltriggerType.OnLearn)
continue;
if (player.HasSpell((uint)itemEffect.SpellID))
return false;
}
}
// check quest requirements
if (!pProto.FlagsCu.HasAnyFlag(ItemFlagsCustom.IgnoreQuestStatus)
&& ((needs_quest || (pProto.GetStartQuest() != 0 && player.GetQuestStatus(pProto.GetStartQuest()) != QuestStatus.None)) && !player.HasQuestForItem(itemid)))
return false;
return true;
}
public void AddAllowedLooter(Player player)
{
allowedGUIDs.Add(player.GetGUID());
}
public List<ObjectGuid> GetAllowedLooters() { return allowedGUIDs; }
public uint itemid;
public uint LootListId;
public uint randomBonusListId;
public List<uint> BonusListIDs = new();
public ItemContext context;
public List<Condition> conditions = new(); // additional loot condition
public List<ObjectGuid> allowedGUIDs = new();
public ObjectGuid rollWinnerGUID; // Stores the guid of person who won loot, if his bags are full only he can see the item in loot list!
public byte count;
public bool is_looted;
public bool is_blocked;
public bool freeforall; // free for all
public bool is_underthreshold;
public bool is_counted;
public bool needs_quest; // quest drop
public bool follow_loot_rules;
}
public class NotNormalLootItem
{
public byte index; // position in quest_items or items;
public bool is_looted;
public NotNormalLootItem()
{
index = 0;
is_looted = false;
}
public NotNormalLootItem(byte _index, bool _islooted = false)
{
index = _index;
is_looted = _islooted;
}
}
public class PlayerRollVote
{
public RollVote Vote;
public byte RollNumber;
public PlayerRollVote()
{
Vote = RollVote.NotValid;
RollNumber = 0;
}
}
public class LootRoll
{
static TimeSpan LOOT_ROLL_TIMEOUT = TimeSpan.FromMinutes(1);
Map m_map;
Dictionary<ObjectGuid, PlayerRollVote> m_rollVoteMap = new();
bool m_isStarted;
LootItem m_lootItem;
Loot m_loot;
uint m_lootListId;
RollMask m_voteMask;
DateTime m_endTime = DateTime.MinValue;
~LootRoll()
{
if (m_isStarted)
SendAllPassed();
foreach (var (playerGuid, roll) in m_rollVoteMap)
{
if (roll.Vote != RollVote.NotEmitedYet)
continue;
Player player = Global.ObjAccessor.GetPlayer(m_map, playerGuid);
if (!player)
continue;
player.RemoveLootRoll(this);
}
}
// Send the roll for the whole group
void SendStartRoll()
{
ItemTemplate itemTemplate = Global.ObjectMgr.GetItemTemplate(m_lootItem.itemid);
foreach (var (playerGuid, roll) in m_rollVoteMap)
{
if (roll.Vote != RollVote.NotEmitedYet)
continue;
Player player = Global.ObjAccessor.GetPlayer(m_map, playerGuid);
if (player == null)
continue;
StartLootRoll startLootRoll = new();
startLootRoll.LootObj = m_loot.GetGUID();
startLootRoll.MapID = (int)m_map.GetId();
startLootRoll.RollTime = (uint)LOOT_ROLL_TIMEOUT.TotalMilliseconds;
startLootRoll.Method = m_loot.GetLootMethod();
startLootRoll.ValidRolls = m_voteMask;
// In NEED_BEFORE_GREED need disabled for non-usable item for player
if (m_loot.GetLootMethod() == LootMethod.NeedBeforeGreed && player.CanRollForItemInLFG(itemTemplate, m_map) != InventoryResult.Ok)
startLootRoll.ValidRolls &= ~RollMask.Need;
FillPacket(startLootRoll.Item);
startLootRoll.Item.UIType = LootSlotType.RollOngoing;
player.SendPacket(startLootRoll);
}
// Handle auto pass option
foreach (var (playerGuid, roll) in m_rollVoteMap)
{
if (roll.Vote != RollVote.Pass)
continue;
SendRoll(playerGuid, -1, RollVote.Pass, null);
}
}
// Send all passed message
void SendAllPassed()
{
LootAllPassed lootAllPassed = new();
lootAllPassed.LootObj = m_loot.GetGUID();
FillPacket(lootAllPassed.Item);
lootAllPassed.Item.UIType = LootSlotType.AllowLoot;
lootAllPassed.Write();
foreach (var (playerGuid, roll) in m_rollVoteMap)
{
if (roll.Vote != RollVote.NotValid)
continue;
Player player = Global.ObjAccessor.GetPlayer(m_map, playerGuid);
if (player == null)
continue;
player.SendPacket(lootAllPassed);
}
}
// Send roll of targetGuid to the whole group (included targuetGuid)
void SendRoll(ObjectGuid targetGuid, int rollNumber, RollVote rollType, ObjectGuid? rollWinner)
{
LootRollBroadcast lootRoll = new();
lootRoll.LootObj = m_loot.GetGUID();
lootRoll.Player = targetGuid;
lootRoll.Roll = rollNumber;
lootRoll.RollType = rollType;
lootRoll.Autopassed = false;
FillPacket(lootRoll.Item);
lootRoll.Item.UIType = LootSlotType.RollOngoing;
lootRoll.Write();
foreach (var (playerGuid, roll) in m_rollVoteMap)
{
if (roll.Vote == RollVote.NotValid)
continue;
if (playerGuid == rollWinner)
continue;
Player player = Global.ObjAccessor.GetPlayer(m_map, playerGuid);
if (player == null)
continue;
player.SendPacket(lootRoll);
}
if (rollWinner.HasValue)
{
Player player = Global.ObjAccessor.GetPlayer(m_map, rollWinner.Value);
if (player != null)
{
lootRoll.Item.UIType = LootSlotType.AllowLoot;
lootRoll.Clear();
player.SendPacket(lootRoll);
}
}
}
// Send roll 'value' of the whole group and the winner to the whole group
void SendLootRollWon(ObjectGuid targetGuid, int rollNumber, RollVote rollType)
{
// Send roll values
foreach (var (playerGuid, roll) in m_rollVoteMap)
{
switch (roll.Vote)
{
case RollVote.Pass:
break;
case RollVote.NotEmitedYet:
case RollVote.NotValid:
SendRoll(playerGuid, 0, RollVote.Pass, targetGuid);
break;
default:
SendRoll(playerGuid, roll.RollNumber, roll.Vote, targetGuid);
break;
}
}
LootRollWon lootRollWon = new();
lootRollWon.LootObj = m_loot.GetGUID();
lootRollWon.Winner = targetGuid;
lootRollWon.Roll = rollNumber;
lootRollWon.RollType = rollType;
FillPacket(lootRollWon.Item);
lootRollWon.Item.UIType = LootSlotType.Locked;
lootRollWon.MainSpec = true; // offspec rolls not implemented
lootRollWon.Write();
foreach (var (playerGuid, roll) in m_rollVoteMap)
{
if (roll.Vote == RollVote.NotValid)
continue;
if (playerGuid == targetGuid)
continue;
Player player1 = Global.ObjAccessor.GetPlayer(m_map, playerGuid);
if (player1 == null)
continue;
player1.SendPacket(lootRollWon);
}
Player player = Global.ObjAccessor.GetPlayer(m_map, targetGuid);
if (player != null)
{
lootRollWon.Item.UIType = LootSlotType.AllowLoot;
lootRollWon.Clear();
player.SendPacket(lootRollWon);
}
}
void FillPacket(LootItemData lootItem)
{
lootItem.Quantity = m_lootItem.count;
lootItem.LootListID = (byte)(m_lootListId + 1);
lootItem.CanTradeToTapList = m_lootItem.allowedGUIDs.Count > 1;
lootItem.Loot = new(m_lootItem);
}
// Try to start the group roll for the specified item (it may fail for quest item or any condition
// If this method return false the roll have to be removed from the container to avoid any problem
public bool TryToStart(Map map, Loot loot, uint lootListId, ushort enchantingSkill)
{
if (!m_isStarted)
{
if (lootListId >= loot.items.Count)
return false;
m_map = map;
// initialize the data needed for the roll
m_lootItem = loot.items[(int)lootListId];
m_loot = loot;
m_lootListId = lootListId;
m_lootItem.is_blocked = true; // block the item while rolling
uint playerCount = 0;
foreach (ObjectGuid allowedLooter in m_lootItem.GetAllowedLooters())
{
Player plr = Global.ObjAccessor.GetPlayer(m_map, allowedLooter);
if (!plr || !m_lootItem.AllowedForPlayer(plr)) // check if player meet the condition to be able to roll this item
{
m_rollVoteMap[allowedLooter].Vote = RollVote.NotValid;
continue;
}
// initialize player vote map
m_rollVoteMap[allowedLooter].Vote = plr.GetPassOnGroupLoot() ? RollVote.Pass : RollVote.NotEmitedYet;
if (!plr.GetPassOnGroupLoot())
plr.AddLootRoll(this);
++playerCount;
}
// initialize item prototype and check enchant possibilities for this group
ItemTemplate itemTemplate = Global.ObjectMgr.GetItemTemplate(m_lootItem.itemid);
m_voteMask = RollMask.AllMask;
if (itemTemplate.HasFlag(ItemFlags2.CanOnlyRollGreed))
m_voteMask = m_voteMask & ~RollMask.Need;
var disenchant = GetItemDisenchantLoot();
if (disenchant == null || disenchant.SkillRequired > enchantingSkill)
m_voteMask = m_voteMask & ~RollMask.Disenchant;
if (playerCount > 1) // check if more than one player can loot this item
{
// start the roll
SendStartRoll();
m_endTime = GameTime.Now() + LOOT_ROLL_TIMEOUT;
m_isStarted = true;
return true;
}
// no need to start roll if one or less player can loot this item so place it under threshold
m_lootItem.is_underthreshold = true;
m_lootItem.is_blocked = false;
}
return false;
}
// Add vote from playerGuid
public bool PlayerVote(Player player, RollVote vote)
{
ObjectGuid playerGuid = player.GetGUID();
if (!m_rollVoteMap.TryGetValue(playerGuid, out PlayerRollVote voter))
return false;
voter.Vote = vote;
if (vote != RollVote.Pass && vote != RollVote.NotValid)
voter.RollNumber = (byte)RandomHelper.URand(1, 100);
switch (vote)
{
case RollVote.Pass: // Player choose pass
{
SendRoll(playerGuid, -1, RollVote.Pass, null);
break;
}
case RollVote.Need: // player choose Need
{
SendRoll(playerGuid, 0, RollVote.Need, null);
player.UpdateCriteria(CriteriaType.RollAnyNeed, 1);
break;
}
case RollVote.Greed: // player choose Greed
{
SendRoll(playerGuid, -1, RollVote.Greed, null);
player.UpdateCriteria(CriteriaType.RollAnyGreed, 1);
break;
}
case RollVote.Disenchant: // player choose Disenchant
{
SendRoll(playerGuid, -1, RollVote.Disenchant, null);
player.UpdateCriteria(CriteriaType.RollAnyGreed, 1);
break;
}
default: // Roll removed case
return false;
}
return true;
}
// check if we can found a winner for this roll or if timer is expired
public bool UpdateRoll()
{
KeyValuePair<ObjectGuid, PlayerRollVote> winner = default;
if (AllPlayerVoted(ref winner) || m_endTime <= GameTime.Now())
{
Finish(winner);
return true;
}
return false;
}
public bool IsLootItem(ObjectGuid lootObject, uint lootListId)
{
return m_loot.GetGUID() == lootObject && m_lootListId == lootListId;
}
/**
* \brief Check if all player have voted and return true in that case. Also return current winner.
* \param winnerItr > will be different than m_rollCoteMap.end() if winner exist. (Someone voted greed or need)
* \returns true if all players voted
**/
bool AllPlayerVoted(ref KeyValuePair<ObjectGuid, PlayerRollVote> winnerPair)
{
uint notVoted = 0;
bool isSomeoneNeed = false;
winnerPair = default;
foreach (var pair in m_rollVoteMap)
{
switch (pair.Value.Vote)
{
case RollVote.Need:
if (!isSomeoneNeed || winnerPair.Value == null || pair.Value.RollNumber > winnerPair.Value.RollNumber)
{
isSomeoneNeed = true; // first passage will force to set winner because need is prioritized
winnerPair = pair;
}
break;
case RollVote.Greed:
case RollVote.Disenchant:
if (!isSomeoneNeed) // if at least one need is detected then winner can't be a greed
{
if (winnerPair.Value == null || pair.Value.RollNumber > winnerPair.Value.RollNumber)
winnerPair = pair;
}
break;
// Explicitly passing excludes a player from winning loot, so no action required.
case RollVote.Pass:
break;
case RollVote.NotEmitedYet:
++notVoted;
break;
default:
break;
}
}
return notVoted == 0;
}
ItemDisenchantLootRecord GetItemDisenchantLoot()
{
ItemInstance itemInstance = new(m_lootItem);
BonusData bonusData = new(itemInstance);
if (!bonusData.CanDisenchant)
return null;
ItemTemplate itemTemplate = Global.ObjectMgr.GetItemTemplate(m_lootItem.itemid);
uint itemLevel = Item.GetItemLevel(itemTemplate, bonusData, 1, 0, 0, 0, 0, false, 0);
return Item.GetDisenchantLoot(itemTemplate, (uint)bonusData.Quality, itemLevel);
}
// terminate the roll
void Finish(KeyValuePair<ObjectGuid, PlayerRollVote> winnerPair)
{
m_lootItem.is_blocked = false;
if (winnerPair.Value == null)
{
SendAllPassed();
}
else
{
m_lootItem.rollWinnerGUID = winnerPair.Key;
SendLootRollWon(winnerPair.Key, winnerPair.Value.RollNumber, winnerPair.Value.Vote);
Player player = Global.ObjAccessor.FindConnectedPlayer(winnerPair.Key);
if (player != null)
{
if (winnerPair.Value.Vote == RollVote.Need)
player.UpdateCriteria(CriteriaType.RollNeed, m_lootItem.itemid, winnerPair.Value.RollNumber);
else if (winnerPair.Value.Vote == RollVote.Disenchant)
player.UpdateCriteria(CriteriaType.CastSpell, 13262);
else
player.UpdateCriteria(CriteriaType.RollGreed, m_lootItem.itemid, winnerPair.Value.RollNumber);
if (winnerPair.Value.Vote == RollVote.Disenchant)
{
var disenchant = GetItemDisenchantLoot();
Loot loot = new(m_map, m_loot.GetOwnerGUID(), LootType.Disenchanting, null);
loot.FillLoot(disenchant.Id, LootStorage.Disenchant, player, true, false, LootModes.Default, ItemContext.None);
if (!loot.AutoStore(player, ItemConst.NullBag, ItemConst.NullSlot, true))
{
uint maxSlot = loot.GetMaxSlotInLootFor(player);
for (uint i = 0; i < maxSlot; ++i)
{
LootItem disenchantLoot = loot.LootItemInSlot(i, player);
if (disenchantLoot != null)
player.SendItemRetrievalMail(disenchantLoot.itemid, disenchantLoot.count, disenchantLoot.context);
}
}
else
m_loot.NotifyItemRemoved((byte)m_lootItem.LootListId, m_map);
}
else
player.StoreLootItem(m_loot.GetOwnerGUID(), (byte)m_lootListId, m_loot);
}
}
m_isStarted = false;
}
}
public class Loot
{
public Loot(Map map, ObjectGuid owner, LootType type, Group group)
{
loot_type = type;
maxDuplicates = 1;
_guid = map ? ObjectGuid.Create(HighGuid.LootObject, map.GetId(), 0, map.GenerateLowGuid(HighGuid.LootObject)) : ObjectGuid.Empty;
_owner = owner;
_itemContext = ItemContext.None;
_lootMethod = group != null ? group.GetLootMethod() : LootMethod.FreeForAll;
_lootMaster = group != null ? group.GetMasterLooterGuid() : ObjectGuid.Empty;
}
// Inserts the item into the loot (called by LootTemplate processors)
public void AddItem(LootStoreItem item, Player player)
{
ItemTemplate proto = Global.ObjectMgr.GetItemTemplate(item.itemid);
if (proto == null)
return;
uint count = RandomHelper.URand(item.mincount, item.maxcount);
uint stacks = (uint)(count / proto.GetMaxStackSize() + (Convert.ToBoolean(count % proto.GetMaxStackSize()) ? 1 : 0));
List<LootItem> lootItems = item.needs_quest ? quest_items : items;
uint limit = (uint)(item.needs_quest ? SharedConst.MaxNRQuestItems : SharedConst.MaxNRLootItems);
for (uint i = 0; i < stacks && lootItems.Count < limit; ++i)
{
LootItem generatedLoot = new(item);
generatedLoot.context = _itemContext;
generatedLoot.count = (byte)Math.Min(count, proto.GetMaxStackSize());
generatedLoot.LootListId = (uint)lootItems.Count;
if (_itemContext != 0)
{
List<uint> bonusListIDs = Global.DB2Mgr.GetDefaultItemBonusTree(generatedLoot.itemid, _itemContext);
generatedLoot.BonusListIDs.AddRange(bonusListIDs);
}
lootItems.Add(generatedLoot);
count -= proto.GetMaxStackSize();
// In some cases, a dropped item should be visible/lootable only for some players in group
bool canSeeItemInLootWindow = false;
Group group = player.GetGroup();
if (group != null)
{
for (GroupReference itr = group.GetFirstMember(); itr != null; itr = itr.Next())
{
Player member = itr.GetSource();
if (member != null)
if (generatedLoot.AllowedForPlayer(member))
canSeeItemInLootWindow = true;
}
}
else if (generatedLoot.AllowedForPlayer(player))
canSeeItemInLootWindow = true;
if (!canSeeItemInLootWindow)
continue;
// non-conditional one-player only items are counted here,
// free for all items are counted in FillFFALoot(),
// non-ffa conditionals are counted in FillNonQuestNonFFAConditionalLoot()
if (!item.needs_quest && item.conditions.Empty() && !proto.HasFlag(ItemFlags.MultiDrop))
++unlootedCount;
}
}
public bool AutoStore(Player player, byte bag, byte slot, bool broadcast, bool createdByPlayer = false)
{
bool allLooted = true;
uint max_slot = GetMaxSlotInLootFor(player);
for (uint i = 0; i < max_slot; ++i)
{
NotNormalLootItem qitem = null;
NotNormalLootItem ffaitem = null;
NotNormalLootItem conditem = null;
LootItem lootItem = LootItemInSlot(i, player, out qitem, out ffaitem, out conditem);
if (lootItem == null || lootItem.is_looted)
continue;
if (!lootItem.AllowedForPlayer(player))
continue;
if (qitem == null && lootItem.is_blocked)
continue;
// dont allow protected item to be looted by someone else
if (!lootItem.rollWinnerGUID.IsEmpty() && lootItem.rollWinnerGUID != GetGUID())
continue;
List<ItemPosCount> dest = new();
InventoryResult msg = player.CanStoreNewItem(bag, slot, dest, lootItem.itemid, lootItem.count);
if (msg != InventoryResult.Ok && slot != ItemConst.NullSlot)
msg = player.CanStoreNewItem(bag, ItemConst.NullSlot, dest, lootItem.itemid, lootItem.count);
if (msg != InventoryResult.Ok && bag != ItemConst.NullBag)
msg = player.CanStoreNewItem(ItemConst.NullBag, ItemConst.NullSlot, dest, lootItem.itemid, lootItem.count);
if (msg != InventoryResult.Ok)
{
player.SendEquipError(msg, null, null, lootItem.itemid);
allLooted = false;
continue;
}
if (qitem != null)
qitem.is_looted = true;
else if (ffaitem != null)
ffaitem.is_looted = true;
else if (conditem != null)
conditem.is_looted = true;
if (!lootItem.freeforall)
lootItem.is_looted = true;
--unlootedCount;
Item pItem = player.StoreNewItem(dest, lootItem.itemid, true, lootItem.randomBonusListId, null, lootItem.context, lootItem.BonusListIDs);
player.SendNewItem(pItem, lootItem.count, false, createdByPlayer, broadcast);
player.ApplyItemLootedSpell(pItem, true);
}
return allLooted;
}
public LootItem GetItemInSlot(uint lootSlot)
{
if (lootSlot < items.Count)
return items[(int)lootSlot];
lootSlot -= (uint)items.Count;
if (lootSlot < quest_items.Count)
return quest_items[(int)lootSlot];
return null;
}
// Calls processor of corresponding LootTemplate (which handles everything including references)
public bool FillLoot(uint lootId, LootStore store, Player lootOwner, bool personal, bool noEmptyError = false, LootModes lootMode = LootModes.Default, ItemContext context = 0)
{
// Must be provided
if (lootOwner == null)
return false;
LootTemplate tab = store.GetLootFor(lootId);
if (tab == null)
{
if (!noEmptyError)
Log.outError(LogFilter.Sql, "Table '{0}' loot id #{1} used but it doesn't have records.", store.GetName(), lootId);
return false;
}
_itemContext = context;
tab.Process(this, store.IsRatesAllowed(), (byte)lootMode, 0, lootOwner); // Processing is done there, callback via Loot.AddItem()
// Setting access rights for group loot case
Group group = lootOwner.GetGroup();
if (!personal && group != null)
{
roundRobinPlayer = lootOwner.GetGUID();
for (GroupReference refe = group.GetFirstMember(); refe != null; refe = refe.Next())
{
Player player = refe.GetSource();
if (player) // should actually be looted object instead of lootOwner but looter has to be really close so doesnt really matter
if (player.IsAtGroupRewardDistance(lootOwner))
FillNotNormalLootFor(player);
}
void processLootItem(LootItem item)
{
ItemTemplate proto = Global.ObjectMgr.GetItemTemplate(item.itemid);
if (proto != null)
{
if (proto.GetQuality() < group.GetLootThreshold())
item.is_underthreshold = true;
else
{
switch (_lootMethod)
{
case LootMethod.MasterLoot:
case LootMethod.GroupLoot:
case LootMethod.NeedBeforeGreed:
{
item.is_blocked = true;
break;
}
default:
break;
}
}
}
};
foreach (LootItem item in items)
{
if (item.freeforall)
continue;
processLootItem(item);
}
foreach (LootItem item in quest_items)
{
if (!item.follow_loot_rules)
continue;
processLootItem(item);
}
}
// ... for personal loot
else
FillNotNormalLootFor(lootOwner);
return true;
}
public void Update()
{
foreach (var pair in _rolls.ToList())
if (pair.Value.UpdateRoll())
_rolls.Remove(pair.Key);
}
void FillNotNormalLootFor(Player player)
{
ObjectGuid plguid = player.GetGUID();
_allowedLooters.Add(plguid);
var questItemList = PlayerQuestItems.LookupByKey(plguid);
if (questItemList.Empty())
FillQuestLoot(player);
questItemList = PlayerFFAItems.LookupByKey(plguid);
if (questItemList.Empty())
FillFFALoot(player);
questItemList = PlayerNonQuestNonFFAConditionalItems.LookupByKey(plguid);
if (questItemList.Empty())
FillNonQuestNonFFAConditionalLoot(player);
}
List<NotNormalLootItem> FillFFALoot(Player player)
{
List<NotNormalLootItem> ql = new();
for (byte i = 0; i < items.Count; ++i)
{
LootItem item = items[i];
if (!item.is_looted && item.freeforall && item.AllowedForPlayer(player))
{
ql.Add(new NotNormalLootItem(i));
++unlootedCount;
}
}
if (ql.Empty())
return null;
PlayerFFAItems[player.GetGUID()] = ql;
return ql;
}
List<NotNormalLootItem> FillQuestLoot(Player player)
{
if (items.Count == SharedConst.MaxNRLootItems)
return null;
List<NotNormalLootItem> ql = new();
for (byte i = 0; i < quest_items.Count; ++i)
{
LootItem item = quest_items[i];
if (!item.is_looted && (item.AllowedForPlayer(player) || (item.follow_loot_rules && player.GetGroup() && ((GetLootMethod() == LootMethod.MasterLoot && player.GetGroup().GetMasterLooterGuid() == player.GetGUID()) || GetLootMethod() != LootMethod.MasterLoot))))
{
item.AddAllowedLooter(player);
ql.Add(new NotNormalLootItem(i));
// quest items get blocked when they first appear in a
// player's quest vector
//
// increase once if one looter only, looter-times if free for all
if (item.freeforall || !item.is_blocked)
++unlootedCount;
if (!player.GetGroup() || GetLootMethod() != LootMethod.GroupLoot && GetLootMethod() != LootMethod.RoundRobin)
item.is_blocked = true;
if (items.Count + ql.Count == SharedConst.MaxNRLootItems)
break;
}
}
if (ql.Empty())
return null;
PlayerQuestItems[player.GetGUID()] = ql;
return ql;
}
List<NotNormalLootItem> FillNonQuestNonFFAConditionalLoot(Player player)
{
List<NotNormalLootItem> ql = new();
for (byte i = 0; i < items.Count; ++i)
{
LootItem item = items[i];
if (!item.is_looted && !item.freeforall && item.AllowedForPlayer(player))
{
item.AddAllowedLooter(player);
if (!item.conditions.Empty())
{
ql.Add(new NotNormalLootItem(i));
if (!item.is_counted)
{
++unlootedCount;
item.is_counted = true;
}
}
}
}
if (ql.Empty())
return null;
PlayerNonQuestNonFFAConditionalItems[player.GetGUID()] = ql;
return ql;
}
public void NotifyItemRemoved(byte lootIndex, Map map)
{
// notify all players that are looting this that the item was removed
// convert the index to the slot the player sees
for (int i = 0; i < PlayersLooting.Count; ++i)
{
Player player = Global.ObjAccessor.GetPlayer(map, PlayersLooting[i]);
if (player != null)
player.SendNotifyLootItemRemoved(GetGUID(), GetOwnerGUID(), lootIndex);
else
PlayersLooting.RemoveAt(i);
}
}
public void NotifyQuestItemRemoved(byte questIndex, Map map)
{
// when a free for all questitem is looted
// all players will get notified of it being removed
// (other questitems can be looted by each group member)
// bit inefficient but isn't called often
for (var i = 0; i < PlayersLooting.Count; ++i)
{
Player player = Global.ObjAccessor.GetPlayer(map, PlayersLooting[i]);
if (player)
{
var pql = PlayerQuestItems.LookupByKey(player.GetGUID());
if (!pql.Empty())
{
byte j;
for (j = 0; j < pql.Count; ++j)
if (pql[j].index == questIndex)
break;
if (j < pql.Count)
player.SendNotifyLootItemRemoved(GetGUID(), GetOwnerGUID(), (byte)(items.Count + j));
}
}
else
PlayersLooting.RemoveAt(i);
}
}
public void NotifyMoneyRemoved(Map map)
{
// notify all players that are looting this that the money was removed
for (var i = 0; i < PlayersLooting.Count; ++i)
{
Player player = Global.ObjAccessor.GetPlayer(map, PlayersLooting[i]);
if (player != null)
player.SendNotifyLootMoneyRemoved(GetGUID());
else
PlayersLooting.RemoveAt(i);
}
}
public void OnLootOpened(Map map, ObjectGuid looter)
{
AddLooter(looter);
if (!_wasOpened)
{
_wasOpened = true;
if (_lootMethod == LootMethod.GroupLoot || _lootMethod == LootMethod.NeedBeforeGreed)
{
ushort maxEnchantingSkill = 0;
foreach (ObjectGuid allowedLooterGuid in _allowedLooters)
{
Player allowedLooter = Global.ObjAccessor.GetPlayer(map, allowedLooterGuid);
if (allowedLooter != null)
maxEnchantingSkill = Math.Max(maxEnchantingSkill, allowedLooter.GetSkillValue(SkillType.Enchanting));
}
uint lootListId = 0;
for (; lootListId < items.Count; ++lootListId)
{
LootItem item = items[(int)lootListId];
if (!item.is_blocked)
continue;
LootRoll lootRoll = new();
var inserted = _rolls.TryAdd(lootListId, lootRoll);
if (!lootRoll.TryToStart(map, this, lootListId, maxEnchantingSkill))
_rolls.Remove(lootListId);
}
for (; lootListId - items.Count < quest_items.Count; ++lootListId)
{
LootItem item = quest_items[(int)lootListId - items.Count];
if (!item.is_blocked)
continue;
LootRoll lootRoll = new();
var inserted = _rolls.TryAdd(lootListId, lootRoll);
if (!lootRoll.TryToStart(map, this, lootListId, maxEnchantingSkill))
_rolls.Remove(lootListId);
}
}
else if (_lootMethod == LootMethod.MasterLoot)
{
if (looter == _lootMaster)
{
Player lootMaster = Global.ObjAccessor.GetPlayer(map, looter);
if (lootMaster != null)
{
MasterLootCandidateList masterLootCandidateList = new();
masterLootCandidateList.LootObj = GetGUID();
masterLootCandidateList.Players = _allowedLooters;
lootMaster.SendPacket(masterLootCandidateList);
}
}
}
}
}
public void GenerateMoneyLoot(uint minAmount, uint maxAmount)
{
if (maxAmount > 0)
{
if (maxAmount <= minAmount)
gold = (uint)(maxAmount * WorldConfig.GetFloatValue(WorldCfg.RateDropMoney));
else if ((maxAmount - minAmount) < 32700)
gold = (uint)(RandomHelper.URand(minAmount, maxAmount) * WorldConfig.GetFloatValue(WorldCfg.RateDropMoney));
else
gold = (uint)(RandomHelper.URand(minAmount >> 8, maxAmount >> 8) * WorldConfig.GetFloatValue(WorldCfg.RateDropMoney)) << 8;
}
}
public LootItem LootItemInSlot(uint lootSlot, Player player)
{
return LootItemInSlot(lootSlot, player, out _, out _, out _);
}
public LootItem LootItemInSlot(uint lootSlot, Player player, out NotNormalLootItem qitem, out NotNormalLootItem ffaitem, out NotNormalLootItem conditem)
{
qitem = null;
ffaitem = null;
conditem = null;
LootItem item = null;
bool is_looted = true;
if (lootSlot >= items.Count)
{
int questSlot = (int)(lootSlot - items.Count);
var questItems = PlayerQuestItems.LookupByKey(player.GetGUID());
if (!questItems.Empty())
{
NotNormalLootItem qitem2 = questItems[questSlot];
if (qitem2 != null)
{
qitem = qitem2;
item = quest_items[qitem2.index];
is_looted = qitem2.is_looted;
}
}
}
else
{
item = items[(int)lootSlot];
is_looted = item.is_looted;
if (item.freeforall)
{
var questItemList = PlayerFFAItems.LookupByKey(player.GetGUID());
if (!questItemList.Empty())
{
foreach (var c in questItemList)
{
if (c.index == lootSlot)
{
NotNormalLootItem ffaitem2 = c;
ffaitem = ffaitem2;
is_looted = ffaitem2.is_looted;
break;
}
}
}
}
else if (!item.conditions.Empty())
{
var questItemList = PlayerNonQuestNonFFAConditionalItems.LookupByKey(player.GetGUID());
if (!questItemList.Empty())
{
foreach (var iter in questItemList)
{
if (iter.index == lootSlot)
{
NotNormalLootItem conditem2 = iter;
conditem = conditem2;
is_looted = conditem2.is_looted;
break;
}
}
}
}
}
if (is_looted)
return null;
return item;
}
public uint GetMaxSlotInLootFor(Player player)
{
var questItemList = PlayerQuestItems.LookupByKey(player.GetGUID());
return (uint)(items.Count + questItemList.Count);
}
// return true if there is any item that is lootable for any player (not quest item, FFA or conditional)
public bool HasItemForAll()
{
// Gold is always lootable
if (gold != 0)
return true;
foreach (LootItem item in items)
if (!item.is_looted && !item.freeforall && item.conditions.Empty())
return true;
return false;
}
// return true if there is any FFA, quest or conditional item for the player.
public bool HasItemFor(Player player)
{
var lootPlayerQuestItems = GetPlayerQuestItems();
var q_list = lootPlayerQuestItems.LookupByKey(player.GetGUID());
if (!q_list.Empty())
{
foreach (var qi in q_list)
{
LootItem item = quest_items[qi.index];
if (!qi.is_looted && !item.is_looted)
return true;
}
}
var lootPlayerFFAItems = GetPlayerFFAItems();
var ffa_list = lootPlayerFFAItems.LookupByKey(player.GetGUID());
if (!ffa_list.Empty())
{
foreach (var fi in ffa_list)
{
LootItem item = items[fi.index];
if (!fi.is_looted && !item.is_looted)
return true;
}
}
var lootPlayerNonQuestNonFFAConditionalItems = GetPlayerNonQuestNonFFAConditionalItems();
var conditional_list = lootPlayerNonQuestNonFFAConditionalItems.LookupByKey(player.GetGUID());
if (!conditional_list.Empty())
{
foreach (var ci in conditional_list)
{
LootItem item = items[ci.index];
if (!ci.is_looted && !item.is_looted)
return true;
}
}
return false;
}
// return true if there is any item over the group threshold (i.e. not underthreshold).
public bool HasOverThresholdItem()
{
for (byte i = 0; i < items.Count; ++i)
{
if (!items[i].is_looted && !items[i].is_underthreshold && !items[i].freeforall)
return true;
}
return false;
}
public void BuildLootResponse(LootResponse packet, Player viewer, PermissionTypes permission)
{
if (permission == PermissionTypes.None)
return;
packet.Coins = gold;
switch (permission)
{
case PermissionTypes.Group:
case PermissionTypes.Master:
case PermissionTypes.Restricted:
{
// if you are not the round-robin group looter, you can only see
// blocked rolled items and quest items, and !ffa items
for (byte i = 0; i < items.Count; ++i)
{
if (!items[i].is_looted && !items[i].freeforall && items[i].conditions.Empty() && items[i].AllowedForPlayer(viewer))
{
LootSlotType slot_type;
if (items[i].is_blocked) // for ML & restricted is_blocked = !is_underthreshold
{
switch (permission)
{
case PermissionTypes.Group:
slot_type = LootSlotType.RollOngoing;
break;
case PermissionTypes.Master:
{
if (viewer.GetGroup() && viewer.GetGroup().GetMasterLooterGuid() == viewer.GetGUID())
slot_type = LootSlotType.Master;
else
slot_type = LootSlotType.Locked;
break;
}
case PermissionTypes.Restricted:
slot_type = LootSlotType.Locked;
break;
default:
continue;
}
}
else if (roundRobinPlayer.IsEmpty() || viewer.GetGUID() == roundRobinPlayer || !items[i].is_underthreshold)
{
// no round robin owner or he has released the loot
// or it IS the round robin group owner
// => item is lootable
slot_type = LootSlotType.AllowLoot;
}
else if (!items[i].rollWinnerGUID.IsEmpty())
{
if (items[i].rollWinnerGUID == viewer.GetGUID())
slot_type = LootSlotType.Owner;
else
continue;
}
else
// item shall not be displayed.
continue;
LootItemData lootItem = new();
lootItem.LootListID = (byte)(i + 1);
lootItem.UIType = slot_type;
lootItem.Quantity = items[i].count;
lootItem.Loot = new ItemInstance(items[i]);
packet.Items.Add(lootItem);
}
}
break;
}
case PermissionTypes.RoundRobin:
{
for (var i = 0; i < items.Count; ++i)
{
if (!items[i].is_looted && !items[i].freeforall && items[i].conditions.Empty() && items[i].AllowedForPlayer(viewer))
{
if (!roundRobinPlayer.IsEmpty() && viewer.GetGUID() != roundRobinPlayer)
// item shall not be displayed.
continue;
LootItemData lootItem = new();
lootItem.LootListID = (byte)(i + 1);
lootItem.UIType = LootSlotType.AllowLoot;
lootItem.Quantity = items[i].count;
lootItem.Loot = new(items[i]);
packet.Items.Add(lootItem);
}
}
break;
}
case PermissionTypes.All:
case PermissionTypes.Owner:
{
for (byte i = 0; i < items.Count; ++i)
{
if (!items[i].is_looted && !items[i].freeforall && items[i].conditions.Empty() && items[i].AllowedForPlayer(viewer))
{
LootItemData lootItem = new();
lootItem.LootListID = (byte)(i + 1);
lootItem.UIType = (permission == PermissionTypes.Owner ? LootSlotType.Owner : LootSlotType.AllowLoot);
lootItem.Quantity = items[i].count;
lootItem.Loot = new ItemInstance(items[i]);
packet.Items.Add(lootItem);
}
}
break;
}
default:
return;
}
LootSlotType slotType = permission == PermissionTypes.Owner ? LootSlotType.Owner : LootSlotType.AllowLoot;
var lootPlayerQuestItems = GetPlayerQuestItems();
var q_list = lootPlayerQuestItems.LookupByKey(viewer.GetGUID());
if (!q_list.Empty())
{
for (var i = 0; i < q_list.Count; ++i)
{
NotNormalLootItem qi = q_list[i];
LootItem item = quest_items[qi.index];
if (!qi.is_looted && !item.is_looted)
{
LootItemData lootItem = new();
lootItem.LootListID = (byte)(items.Count + i + 1);
lootItem.Quantity = item.count;
lootItem.Loot = new ItemInstance(item);
switch (permission)
{
case PermissionTypes.Master:
lootItem.UIType = LootSlotType.Master;
break;
case PermissionTypes.Restricted:
lootItem.UIType = item.is_blocked ? LootSlotType.Locked : LootSlotType.AllowLoot;
break;
case PermissionTypes.Group:
case PermissionTypes.RoundRobin:
if (!item.is_blocked)
lootItem.UIType = LootSlotType.AllowLoot;
else
lootItem.UIType = LootSlotType.RollOngoing;
break;
default:
lootItem.UIType = slotType;
break;
}
packet.Items.Add(lootItem);
}
}
}
var lootPlayerFFAItems = GetPlayerFFAItems();
var ffa_list = lootPlayerFFAItems.LookupByKey(viewer.GetGUID());
if (!ffa_list.Empty())
{
foreach (var fi in ffa_list)
{
LootItem item = items[fi.index];
if (!fi.is_looted && !item.is_looted)
{
LootItemData lootItem = new();
lootItem.LootListID = (byte)(fi.index + 1);
lootItem.UIType = slotType;
lootItem.Quantity = item.count;
lootItem.Loot = new ItemInstance(item);
packet.Items.Add(lootItem);
}
}
}
var lootPlayerNonQuestNonFFAConditionalItems = GetPlayerNonQuestNonFFAConditionalItems();
var conditional_list = lootPlayerNonQuestNonFFAConditionalItems.LookupByKey(viewer.GetGUID());
if (!conditional_list.Empty())
{
foreach (var ci in conditional_list)
{
LootItem item = items[ci.index];
if (!ci.is_looted && !item.is_looted)
{
LootItemData lootItem = new();
lootItem.LootListID = (byte)(ci.index + 1);
lootItem.Quantity = item.count;
lootItem.Loot = new ItemInstance(item);
if (item.follow_loot_rules)
{
switch (permission)
{
case PermissionTypes.Master:
lootItem.UIType = LootSlotType.Master;
break;
case PermissionTypes.Restricted:
lootItem.UIType = item.is_blocked ? LootSlotType.Locked : LootSlotType.AllowLoot;
break;
case PermissionTypes.Group:
case PermissionTypes.RoundRobin:
if (!item.is_blocked)
lootItem.UIType = LootSlotType.AllowLoot;
else
lootItem.UIType = LootSlotType.RollOngoing;
break;
default:
lootItem.UIType = slotType;
break;
}
}
else
lootItem.UIType = slotType;
packet.Items.Add(lootItem);
}
}
}
}
public void Clear()
{
PlayerQuestItems.Clear();
PlayerFFAItems.Clear();
PlayerNonQuestNonFFAConditionalItems.Clear();
foreach (ObjectGuid playerGuid in PlayersLooting)
{
Player player = Global.ObjAccessor.FindConnectedPlayer(playerGuid);
if (player != null)
player.GetSession().DoLootRelease(this);
}
PlayersLooting.Clear();
items.Clear();
quest_items.Clear();
gold = 0;
unlootedCount = 0;
roundRobinPlayer = ObjectGuid.Empty;
_itemContext = 0;
_rolls.Clear();
}
public void NotifyLootList(Map map)
{
LootList lootList = new();
lootList.Owner = GetOwnerGUID();
lootList.LootObj = GetGUID();
if (GetLootMethod() == LootMethod.MasterLoot && HasOverThresholdItem())
lootList.Master = GetLootMasterGUID();
if (!roundRobinPlayer.IsEmpty())
lootList.RoundRobinWinner = roundRobinPlayer;
lootList.Write();
foreach (ObjectGuid allowedLooterGuid in _allowedLooters)
{
Player allowedLooter = Global.ObjAccessor.GetPlayer(map, allowedLooterGuid);
if (allowedLooter != null)
allowedLooter.SendPacket(lootList);
}
}
public bool Empty() { return items.Empty() && gold == 0; }
public bool IsLooted() { return gold == 0 && unlootedCount == 0; }
public void AddLooter(ObjectGuid guid) { PlayersLooting.Add(guid); }
public void RemoveLooter(ObjectGuid guid) { PlayersLooting.Remove(guid); }
public ObjectGuid GetGUID() { return _guid; }
public ObjectGuid GetOwnerGUID() { return _owner; }
public LootMethod GetLootMethod() { return _lootMethod; }
public ObjectGuid GetLootMasterGUID() { return _lootMaster; }
public MultiMap<ObjectGuid, NotNormalLootItem> GetPlayerQuestItems() { return PlayerQuestItems; }
public MultiMap<ObjectGuid, NotNormalLootItem> GetPlayerFFAItems() { return PlayerFFAItems; }
public MultiMap<ObjectGuid, NotNormalLootItem> GetPlayerNonQuestNonFFAConditionalItems() { return PlayerNonQuestNonFFAConditionalItems; }
public List<LootItem> items = new();
public List<LootItem> quest_items = new();
public uint gold;
public byte unlootedCount;
public ObjectGuid roundRobinPlayer; // GUID of the player having the Round-Robin ownership for the loot. If 0, round robin owner has released.
public LootType loot_type; // required for achievement system
public byte maxDuplicates; // Max amount of items with the same entry that can drop (default is 1; on 25 man raid mode 3)
List<ObjectGuid> PlayersLooting = new();
MultiMap<ObjectGuid, NotNormalLootItem> PlayerQuestItems = new();
MultiMap<ObjectGuid, NotNormalLootItem> PlayerFFAItems = new();
MultiMap<ObjectGuid, NotNormalLootItem> PlayerNonQuestNonFFAConditionalItems = new();
// Loot GUID
ObjectGuid _guid;
ObjectGuid _owner; // The WorldObject that holds this loot
ItemContext _itemContext;
LootMethod _lootMethod;
Dictionary<uint, LootRoll> _rolls = new(); // used if an item is under rolling
ObjectGuid _lootMaster;
List<ObjectGuid> _allowedLooters = new();
bool _wasOpened; // true if at least one player received the loot content
}
public class AELootResult
{
public void Add(Item item, byte count, LootType lootType)
{
var id = _byItem.LookupByKey(item);
if (id != 0)
{
var resultValue = _byOrder[id];
resultValue.count += count;
}
else
{
_byItem[item] = _byOrder.Count;
ResultValue value;
value.item = item;
value.count = count;
value.lootType = lootType;
_byOrder.Add(value);
}
}
public List<ResultValue> GetByOrder()
{
return _byOrder;
}
List<ResultValue> _byOrder = new();
Dictionary<Item, int> _byItem = new();
public struct ResultValue
{
public Item item;
public byte count;
public LootType lootType;
}
}
}