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@@ -1,384 +1,385 @@
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#include "Loot.h"
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#include "GameMessages.h"
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#include "CDClientManager.h"
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#include "CDLootMatrixTable.h"
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#include "CDLootTableTable.h"
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#include "SimplePhysicsComponent.h"
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#include "ControllablePhysicsComponent.h"
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#include "DestroyableComponent.h"
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#include "MissionComponent.h"
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#include "CharacterComponent.h"
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#include "TeamManager.h"
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#include <algorithm>
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std::vector<CDLootTable> Loot::GetLootOfRarity(const std::vector<CDLootTable> &lootTable, uint32_t rarity) {
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std::vector<CDLootTable> refinedLoot;
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for (auto loot : lootTable) {
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CDItemComponent item = Inventory::FindItemComponent(loot.itemid);
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if (item.rarity == rarity) {
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refinedLoot.push_back(loot);
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}
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else if (item.rarity == 0) {
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refinedLoot.push_back(loot); // powerups
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}
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}
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#include "Loot.h"
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return refinedLoot;
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#include "CDComponentsRegistryTable.h"
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#include "CDItemComponentTable.h"
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#include "CDLootMatrixTable.h"
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#include "CDLootTableTable.h"
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#include "CDRarityTableTable.h"
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#include "Character.h"
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#include "Entity.h"
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#include "GameMessages.h"
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#include "GeneralUtils.h"
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#include "InventoryComponent.h"
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#include "MissionComponent.h"
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LootGenerator::LootGenerator() {
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CDLootTableTable* lootTableTable = CDClientManager::Instance()->GetTable<CDLootTableTable>("LootTable");
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CDComponentsRegistryTable* componentsRegistryTable = CDClientManager::Instance()->GetTable<CDComponentsRegistryTable>("ComponentsRegistry");
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CDItemComponentTable* itemComponentTable = CDClientManager::Instance()->GetTable<CDItemComponentTable>("ItemComponent");
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CDLootMatrixTable* lootMatrixTable = CDClientManager::Instance()->GetTable<CDLootMatrixTable>("LootMatrix");
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CDRarityTableTable* rarityTableTable = CDClientManager::Instance()->GetTable<CDRarityTableTable>("RarityTable");
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// ==============================
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// Cache Item Rarities
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// ==============================
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std::vector<uint32_t> uniqueItems;
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for (const CDLootTable& loot : lootTableTable->GetEntries()) {
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uniqueItems.push_back(loot.itemid);
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}
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// filter out duplicates
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std::sort(uniqueItems.begin(), uniqueItems.end());
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uniqueItems.erase(std::unique(uniqueItems.begin(), uniqueItems.end()), uniqueItems.end());
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for (const uint32_t itemID : uniqueItems) {
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uint32_t itemComponentID = componentsRegistryTable->GetByIDAndType(itemID, COMPONENT_TYPE_ITEM);
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const CDItemComponent& item = itemComponentTable->GetItemComponentByID(itemComponentID);
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m_ItemRarities.insert({itemID, item.rarity});
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}
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// ==============================
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// Cache Rarity Tables
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// ==============================
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std::vector<uint32_t> uniqueRarityIndices;
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for (const CDRarityTable& rarity : rarityTableTable->GetEntries()) {
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uniqueRarityIndices.push_back(rarity.RarityTableIndex);
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}
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// filter out duplicates
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std::sort(uniqueRarityIndices.begin(), uniqueRarityIndices.end());
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uniqueRarityIndices.erase(std::unique(uniqueRarityIndices.begin(), uniqueRarityIndices.end()), uniqueRarityIndices.end());
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for (const uint32_t index : uniqueRarityIndices) {
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std::vector<CDRarityTable> table = rarityTableTable->Query([index](const CDRarityTable& entry) { return entry.RarityTableIndex == index; });
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RarityTable rarityTable;
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for (const CDRarityTable& entry : table) {
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RarityTableEntry rarity{entry.rarity, entry.randmax};
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rarityTable.push_back(rarity);
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}
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// sort in descending order based on randMax
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std::sort(rarityTable.begin(), rarityTable.end(), [](const RarityTableEntry& x, const RarityTableEntry& y) { return x.randMax > y.randMax; });
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m_RarityTables.insert({index, rarityTable});
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}
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// ==============================
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// Cache Loot Matrices
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// ==============================
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std::vector<uint32_t> uniqueMatrixIndices;
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for (const CDLootMatrix& matrix : lootMatrixTable->GetEntries()) {
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uniqueMatrixIndices.push_back(matrix.LootMatrixIndex);
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}
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// filter out duplicates
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std::sort(uniqueMatrixIndices.begin(), uniqueMatrixIndices.end());
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uniqueMatrixIndices.erase(std::unique(uniqueMatrixIndices.begin(), uniqueMatrixIndices.end()), uniqueMatrixIndices.end());
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for (const uint32_t index : uniqueMatrixIndices) {
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std::vector<CDLootMatrix> matrix = lootMatrixTable->Query([index](const CDLootMatrix& entry) { return entry.LootMatrixIndex == index; });
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LootMatrix lootMatrix;
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for (const CDLootMatrix& entry : matrix) {
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LootMatrixEntry matrixEntry{entry.LootTableIndex, entry.RarityTableIndex, entry.percent, entry.minToDrop, entry.maxToDrop};
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lootMatrix.push_back(matrixEntry);
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}
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m_LootMatrices.insert({index, lootMatrix});
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}
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// ==============================
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// Cache Loot Tables
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// ==============================
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std::vector<uint32_t> uniqueTableIndices;
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for (const CDLootTable& entry : lootTableTable->GetEntries()) {
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uniqueTableIndices.push_back(entry.LootTableIndex);
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}
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// filter out duplicates
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std::sort(uniqueTableIndices.begin(), uniqueTableIndices.end());
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uniqueTableIndices.erase(std::unique(uniqueTableIndices.begin(), uniqueTableIndices.end()), uniqueTableIndices.end());
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for (const uint32_t index : uniqueTableIndices) {
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std::vector<CDLootTable> entries = lootTableTable->Query([index](const CDLootTable& entry) { return entry.LootTableIndex == index; });
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LootTable lootTable;
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for (const CDLootTable& entry : entries) {
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LootTableEntry tableEntry{(LOT)entry.itemid, entry.MissionDrop};
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lootTable.push_back(tableEntry);
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}
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// sort by item rarity descending
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std::sort(lootTable.begin(), lootTable.end(), [&](const LootTableEntry& x, const LootTableEntry& y) {
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return m_ItemRarities[x.itemID] > m_ItemRarities[y.itemID];
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});
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m_LootTables.insert({index, lootTable});
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}
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}
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void Loot::GiveLoot(Entity* user, uint32_t lootMatrixID) {
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user = user->GetOwner(); // If the owner is overwritten, we collect that here
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std::unordered_map<LOT, int32_t> LootGenerator::RollLootMatrix(Entity* player, uint32_t matrixIndex) {
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auto* missionComponent = player->GetComponent<MissionComponent>();
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std::unordered_map<LOT, int32_t> result {};
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std::unordered_map<LOT, int32_t> drops;
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CalculateLootMatrix(lootMatrixID, user, result);
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const LootMatrix& matrix = m_LootMatrices[matrixIndex];
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GiveLoot(user, result);
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for (const LootMatrixEntry& entry : matrix) {
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if (GeneralUtils::GenerateRandomNumber<float>(0, 1) < entry.percent) {
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const LootTable& lootTable = m_LootTables[entry.lootTableIndex];
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const RarityTable& rarityTable = m_RarityTables[entry.rarityTableIndex];
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uint32_t dropCount = GeneralUtils::GenerateRandomNumber<uint32_t>(entry.minDrop, entry.maxDrop);
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for (uint32_t i = 0; i < dropCount; ++i) {
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uint32_t maxRarity = 1;
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float rarityRoll = GeneralUtils::GenerateRandomNumber<float>(0, 1);
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for (const RarityTableEntry& rarity : rarityTable) {
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if (rarity.randMax >= rarityRoll) {
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maxRarity = rarity.rarity;
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} else {
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break;
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}
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}
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bool rarityFound = false;
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std::vector<LootTableEntry> possibleDrops;
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for (const LootTableEntry& loot : lootTable) {
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uint32_t rarity = m_ItemRarities[loot.itemID];
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if (rarity == maxRarity) {
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possibleDrops.push_back(loot);
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rarityFound = true;
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} else if (rarity < maxRarity && !rarityFound) {
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possibleDrops.push_back(loot);
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maxRarity = rarity;
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}
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}
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if (possibleDrops.size() > 0) {
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LootTableEntry drop = possibleDrops[GeneralUtils::GenerateRandomNumber<uint32_t>(0, possibleDrops.size() - 1)];
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// filter out uneeded mission items
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if (drop.isMissionDrop && !missionComponent->RequiresItem(drop.itemID))
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continue;
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// convert faction token proxy
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if (drop.itemID == 13763) {
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if (missionComponent->GetMissionState(545) == MissionState::MISSION_STATE_COMPLETE)
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drop.itemID = 8318; // "Assembly Token"
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else if (missionComponent->GetMissionState(556) == MissionState::MISSION_STATE_COMPLETE)
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drop.itemID = 8321; // "Venture League Token"
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else if (missionComponent->GetMissionState(567) == MissionState::MISSION_STATE_COMPLETE)
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drop.itemID = 8319; // "Sentinels Token"
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else if (missionComponent->GetMissionState(578) == MissionState::MISSION_STATE_COMPLETE)
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drop.itemID = 8320; // "Paradox Token"
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}
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if (drop.itemID == 13763) {
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continue;
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} // check if we aren't in faction
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if (drops.find(drop.itemID) == drops.end()) {
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drops.insert({drop.itemID, 1});
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} else {
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++drops[drop.itemID];
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}
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}
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}
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}
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}
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return drops;
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}
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void Loot::DropLoot(Entity* user, Entity* killedObject, uint32_t lootMatrixID, uint32_t minCoins, uint32_t maxCoins) {
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user = user->GetOwner(); // If the owner is overwritten, we collect that here
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std::unordered_map<LOT, int32_t> LootGenerator::RollLootMatrix(uint32_t matrixIndex) {
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std::unordered_map<LOT, int32_t> drops;
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auto* inventoryComponent = user->GetComponent<InventoryComponent>();
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const LootMatrix& matrix = m_LootMatrices[matrixIndex];
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if (inventoryComponent == nullptr) {
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return;
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}
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for (const LootMatrixEntry& entry : matrix) {
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if (GeneralUtils::GenerateRandomNumber<float>(0, 1) < entry.percent) {
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const LootTable& lootTable = m_LootTables[entry.lootTableIndex];
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const RarityTable& rarityTable = m_RarityTables[entry.rarityTableIndex];
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std::unordered_map<LOT, int32_t> result {};
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uint32_t dropCount = GeneralUtils::GenerateRandomNumber<uint32_t>(entry.minDrop, entry.maxDrop);
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for (uint32_t i = 0; i < dropCount; ++i) {
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uint32_t maxRarity = 1;
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CalculateLootMatrix(lootMatrixID, user, result);
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float rarityRoll = GeneralUtils::GenerateRandomNumber<float>(0, 1);
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DropLoot(user, killedObject, result, minCoins, maxCoins);
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for (const RarityTableEntry& rarity : rarityTable) {
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if (rarity.randMax >= rarityRoll) {
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maxRarity = rarity.rarity;
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} else {
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break;
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}
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}
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bool rarityFound = false;
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std::vector<LootTableEntry> possibleDrops;
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for (const LootTableEntry& loot : lootTable) {
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uint32_t rarity = m_ItemRarities[loot.itemID];
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if (rarity == maxRarity) {
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possibleDrops.push_back(loot);
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rarityFound = true;
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} else if (rarity < maxRarity && !rarityFound) {
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possibleDrops.push_back(loot);
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maxRarity = rarity;
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}
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}
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if (possibleDrops.size() > 0) {
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const LootTableEntry& drop = possibleDrops[GeneralUtils::GenerateRandomNumber<uint32_t>(0, possibleDrops.size() - 1)];
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if (drops.find(drop.itemID) == drops.end()) {
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drops.insert({drop.itemID, 1});
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} else {
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++drops[drop.itemID];
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}
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}
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}
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}
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}
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return drops;
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}
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void Loot::GiveLoot(Entity* user, std::unordered_map<LOT, int32_t>& result) {
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user = user->GetOwner(); // If the owner is overwritten, we collect that here
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void LootGenerator::GiveLoot(Entity* player, uint32_t matrixIndex) {
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|
|
|
|
player = player->GetOwner(); // If the owner is overwritten, we collect that here
|
|
|
|
|
|
|
|
|
|
auto* inventoryComponent = user->GetComponent<InventoryComponent>();
|
|
|
|
|
std::unordered_map<LOT, int32_t> result = RollLootMatrix(player, matrixIndex);
|
|
|
|
|
|
|
|
|
|
if (inventoryComponent == nullptr) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
for (const auto& pair : result) {
|
|
|
|
|
inventoryComponent->AddItem(pair.first, pair.second);
|
|
|
|
|
}
|
|
|
|
|
GiveLoot(player, result);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Loot::DropLoot(Entity* user, Entity* killedObject, std::unordered_map<LOT, int32_t>& result, uint32_t minCoins, uint32_t maxCoins) {
|
|
|
|
|
user = user->GetOwner(); // If the owner is overwritten, we collect that here
|
|
|
|
|
void LootGenerator::GiveLoot(Entity* player, std::unordered_map<LOT, int32_t>& result) {
|
|
|
|
|
player = player->GetOwner(); // if the owner is overwritten, we collect that here
|
|
|
|
|
|
|
|
|
|
auto* inventoryComponent = user->GetComponent<InventoryComponent>();
|
|
|
|
|
auto* inventoryComponent = player->GetComponent<InventoryComponent>();
|
|
|
|
|
|
|
|
|
|
if (inventoryComponent == nullptr) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
if (!inventoryComponent)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
const auto spawnPosition = killedObject->GetPosition();
|
|
|
|
|
|
|
|
|
|
const auto source = killedObject->GetObjectID();
|
|
|
|
|
|
|
|
|
|
for (const auto& pair : result) {
|
|
|
|
|
for (int i = 0; i < pair.second; ++i) {
|
|
|
|
|
GameMessages::SendDropClientLoot(user, source, pair.first, 0, spawnPosition, 1);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
uint32_t coins = (int)(minCoins + GeneralUtils::GenerateRandomNumber<float>(0, 1) * (maxCoins - minCoins));
|
|
|
|
|
|
|
|
|
|
GameMessages::SendDropClientLoot(user, source, LOT_NULL, coins, spawnPosition);
|
|
|
|
|
for (const auto& pair : result) {
|
|
|
|
|
inventoryComponent->AddItem(pair.first, pair.second);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Loot::DropActivityLoot(Entity* user, Entity* source, uint32_t activityID, int32_t rating)
|
|
|
|
|
{
|
|
|
|
|
CDActivityRewardsTable* activityRewardsTable = CDClientManager::Instance()->GetTable<CDActivityRewardsTable>("ActivityRewards");
|
|
|
|
|
std::vector<CDActivityRewards> activityRewards = activityRewardsTable->Query([=](CDActivityRewards entry) { return (entry.objectTemplate == activityID); });
|
|
|
|
|
void LootGenerator::GiveActivityLoot(Entity* player, Entity* source, uint32_t activityID, int32_t rating) {
|
|
|
|
|
CDActivityRewardsTable* activityRewardsTable = CDClientManager::Instance()->GetTable<CDActivityRewardsTable>("ActivityRewards");
|
|
|
|
|
std::vector<CDActivityRewards> activityRewards = activityRewardsTable->Query([activityID](CDActivityRewards entry) { return (entry.objectTemplate == activityID); });
|
|
|
|
|
|
|
|
|
|
const CDActivityRewards* selectedReward = nullptr;
|
|
|
|
|
for (const auto& activityReward : activityRewards)
|
|
|
|
|
{
|
|
|
|
|
if (activityReward.activityRating <= rating && (selectedReward == nullptr || activityReward.activityRating > selectedReward->activityRating))
|
|
|
|
|
{
|
|
|
|
|
selectedReward = &activityReward;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
const CDActivityRewards* selectedReward = nullptr;
|
|
|
|
|
for (const auto& activityReward : activityRewards) {
|
|
|
|
|
if (activityReward.activityRating <= rating && (selectedReward == nullptr || activityReward.activityRating > selectedReward->activityRating)) {
|
|
|
|
|
selectedReward = &activityReward;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (selectedReward == nullptr)
|
|
|
|
|
{
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
if (!selectedReward)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
uint32_t minCoins = 0;
|
|
|
|
|
uint32_t maxCoins = 0;
|
|
|
|
|
uint32_t minCoins = 0;
|
|
|
|
|
uint32_t maxCoins = 0;
|
|
|
|
|
|
|
|
|
|
CDCurrencyTableTable* currencyTableTable = CDClientManager::Instance()->GetTable<CDCurrencyTableTable>("CurrencyTable");
|
|
|
|
|
std::vector<CDCurrencyTable> currencyTable = currencyTableTable->Query([=](CDCurrencyTable entry) { return (entry.currencyIndex == selectedReward->CurrencyIndex && entry.npcminlevel == 1); });
|
|
|
|
|
CDCurrencyTableTable* currencyTableTable = CDClientManager::Instance()->GetTable<CDCurrencyTableTable>("CurrencyTable");
|
|
|
|
|
std::vector<CDCurrencyTable> currencyTable = currencyTableTable->Query([selectedReward](CDCurrencyTable entry) { return (entry.currencyIndex == selectedReward->CurrencyIndex && entry.npcminlevel == 1); });
|
|
|
|
|
|
|
|
|
|
if (currencyTable.size() > 0) {
|
|
|
|
|
minCoins = currencyTable[0].minvalue;
|
|
|
|
|
maxCoins = currencyTable[0].maxvalue;
|
|
|
|
|
}
|
|
|
|
|
if (currencyTable.size() > 0) {
|
|
|
|
|
minCoins = currencyTable[0].minvalue;
|
|
|
|
|
maxCoins = currencyTable[0].maxvalue;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Loot::DropLoot(user, source, selectedReward->LootMatrixIndex, minCoins, maxCoins);
|
|
|
|
|
GiveLoot(player, selectedReward->LootMatrixIndex);
|
|
|
|
|
|
|
|
|
|
uint32_t coins = (int)(minCoins + GeneralUtils::GenerateRandomNumber<float>(0, 1) * (maxCoins - minCoins));
|
|
|
|
|
|
|
|
|
|
auto* character = player->GetCharacter();
|
|
|
|
|
|
|
|
|
|
character->SetCoins(character->GetCoins() + coins);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Loot::GiveActivityLoot(Entity* user, Entity* source, uint32_t activityID, int32_t rating)
|
|
|
|
|
{
|
|
|
|
|
CDActivityRewardsTable* activityRewardsTable = CDClientManager::Instance()->GetTable<CDActivityRewardsTable>("ActivityRewards");
|
|
|
|
|
std::vector<CDActivityRewards> activityRewards = activityRewardsTable->Query([=](CDActivityRewards entry) { return (entry.objectTemplate == activityID); });
|
|
|
|
|
void LootGenerator::DropLoot(Entity* player, Entity* killedObject, uint32_t matrixIndex, uint32_t minCoins, uint32_t maxCoins) {
|
|
|
|
|
player = player->GetOwner(); // if the owner is overwritten, we collect that here
|
|
|
|
|
|
|
|
|
|
const CDActivityRewards* selectedReward = nullptr;
|
|
|
|
|
for (const auto& activityReward : activityRewards)
|
|
|
|
|
{
|
|
|
|
|
if (activityReward.activityRating <= rating && (selectedReward == nullptr || activityReward.activityRating > selectedReward->activityRating))
|
|
|
|
|
{
|
|
|
|
|
selectedReward = &activityReward;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
auto* inventoryComponent = player->GetComponent<InventoryComponent>();
|
|
|
|
|
|
|
|
|
|
if (selectedReward == nullptr)
|
|
|
|
|
{
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
if (!inventoryComponent)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
uint32_t minCoins = 0;
|
|
|
|
|
uint32_t maxCoins = 0;
|
|
|
|
|
std::unordered_map<LOT, int32_t> result = RollLootMatrix(player, matrixIndex);
|
|
|
|
|
|
|
|
|
|
CDCurrencyTableTable* currencyTableTable = CDClientManager::Instance()->GetTable<CDCurrencyTableTable>("CurrencyTable");
|
|
|
|
|
std::vector<CDCurrencyTable> currencyTable = currencyTableTable->Query([=](CDCurrencyTable entry) { return (entry.currencyIndex == selectedReward->CurrencyIndex && entry.npcminlevel == 1); });
|
|
|
|
|
|
|
|
|
|
if (currencyTable.size() > 0) {
|
|
|
|
|
minCoins = currencyTable[0].minvalue;
|
|
|
|
|
maxCoins = currencyTable[0].maxvalue;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Loot::GiveLoot(user, selectedReward->LootMatrixIndex);
|
|
|
|
|
|
|
|
|
|
uint32_t coins = (int)(minCoins + GeneralUtils::GenerateRandomNumber<float>(0, 1) * (maxCoins - minCoins));
|
|
|
|
|
|
|
|
|
|
auto* charactert = user->GetCharacter();
|
|
|
|
|
|
|
|
|
|
charactert->SetCoins(charactert->GetCoins() + coins);
|
|
|
|
|
DropLoot(player, killedObject, result, minCoins, maxCoins);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Loot::CalculateLootMatrix(uint32_t lootMatrixID, Entity* user, std::unordered_map<LOT, int32_t>& result)
|
|
|
|
|
{
|
|
|
|
|
user = user->GetOwner();
|
|
|
|
|
void LootGenerator::DropLoot(Entity* player, Entity* killedObject, std::unordered_map<LOT, int32_t>& result, uint32_t minCoins, uint32_t maxCoins) {
|
|
|
|
|
player = player->GetOwner(); // if the owner is overwritten, we collect that here
|
|
|
|
|
|
|
|
|
|
auto* missionComponent = user->GetComponent<MissionComponent>();
|
|
|
|
|
auto* inventoryComponent = player->GetComponent<InventoryComponent>();
|
|
|
|
|
|
|
|
|
|
// Get our loot for this LOT's lootMatrixID:
|
|
|
|
|
CDLootMatrixTable* lootMatrixTable = CDClientManager::Instance()->GetTable<CDLootMatrixTable>("LootMatrix");
|
|
|
|
|
CDLootTableTable* lootTableTable = CDClientManager::Instance()->GetTable<CDLootTableTable>("LootTable");
|
|
|
|
|
CDRarityTableTable* rarityTableTable = CDClientManager::Instance()->GetTable<CDRarityTableTable>("RarityTable");
|
|
|
|
|
if (!inventoryComponent)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
std::vector<CDLootMatrix> lootMatrix = lootMatrixTable->Query([lootMatrixID](CDLootMatrix entry) { return (entry.LootMatrixIndex == lootMatrixID); });
|
|
|
|
|
const auto spawnPosition = killedObject->GetPosition();
|
|
|
|
|
|
|
|
|
|
// Now, loop through each entry
|
|
|
|
|
for (uint32_t i = 0; i < lootMatrix.size(); ++i) {
|
|
|
|
|
// Now, determine whether or not we should drop this
|
|
|
|
|
float chanceToDrop = 1.0 - lootMatrix[i].percent;
|
|
|
|
|
float shouldDrop = GeneralUtils::GenerateRandomNumber<float>(0, 1);
|
|
|
|
|
const auto source = killedObject->GetObjectID();
|
|
|
|
|
|
|
|
|
|
const auto rarityTableIndex = lootMatrix[i].RarityTableIndex;
|
|
|
|
|
for (const auto& pair : result) {
|
|
|
|
|
for (int i = 0; i < pair.second; ++i) {
|
|
|
|
|
GameMessages::SendDropClientLoot(player, source, pair.first, 0, spawnPosition, 1);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
std::vector<CDRarityTable> rarityTable = rarityTableTable->Query([rarityTableIndex](CDRarityTable entry) { return (entry.RarityTableIndex == rarityTableIndex); });
|
|
|
|
|
|
|
|
|
|
std::sort(rarityTable.begin(), rarityTable.end());
|
|
|
|
|
uint32_t coins = (int)(minCoins + GeneralUtils::GenerateRandomNumber<float>(0, 1) * (maxCoins - minCoins));
|
|
|
|
|
|
|
|
|
|
if (shouldDrop < chanceToDrop) {
|
|
|
|
|
// We are not able to drop this item, so continue
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// If we reached here, we are able to drop the item
|
|
|
|
|
uint32_t minToDrop = lootMatrix[i].minToDrop;
|
|
|
|
|
uint32_t maxToDrop = lootMatrix[i].maxToDrop;
|
|
|
|
|
|
|
|
|
|
// Now determine the number we will drop of items from this table
|
|
|
|
|
uint32_t numToDrop = GeneralUtils::GenerateRandomNumber<uint32_t>(minToDrop, maxToDrop);
|
|
|
|
|
|
|
|
|
|
// Now, query the loot matrix index
|
|
|
|
|
const auto lootTableIndex = lootMatrix[i].LootTableIndex;
|
|
|
|
|
|
|
|
|
|
std::vector<CDLootTable> lootTable = lootTableTable->Query([lootTableIndex](CDLootTable entry) { return (entry.LootTableIndex == lootTableIndex); });
|
|
|
|
|
|
|
|
|
|
// Now randomize these entries
|
|
|
|
|
if (lootTable.size() > 1) {
|
|
|
|
|
std::shuffle(std::begin(lootTable), std::end(lootTable), Game::randomEngine);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
uint32_t addedItems = 0;
|
|
|
|
|
|
|
|
|
|
if (lootTable.empty()) continue;
|
|
|
|
|
|
|
|
|
|
while (addedItems < numToDrop) {
|
|
|
|
|
addedItems++;
|
|
|
|
|
|
|
|
|
|
float rarityRoll = GeneralUtils::GenerateRandomNumber<float>(0, 1);
|
|
|
|
|
|
|
|
|
|
// im sorry
|
|
|
|
|
uint32_t highestRarity = 1; // LOOT_COMMON
|
|
|
|
|
float highestRandMax = 0.0f;
|
|
|
|
|
for (const auto& rarity : rarityTable) {
|
|
|
|
|
if (rarityRoll > rarity.randmax && rarity.randmax > highestRandMax) {
|
|
|
|
|
highestRandMax = rarity.randmax;
|
|
|
|
|
highestRarity = rarity.rarity + 1;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
std::vector<CDLootTable> refinedLoot;
|
|
|
|
|
|
|
|
|
|
if (lootTable.size() == 1)
|
|
|
|
|
{
|
|
|
|
|
refinedLoot = lootTable;
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
refinedLoot = GetLootOfRarity(lootTable, highestRarity);
|
|
|
|
|
|
|
|
|
|
bool continueLoop = false;
|
|
|
|
|
while (refinedLoot.empty())
|
|
|
|
|
{
|
|
|
|
|
if (highestRarity == 1)
|
|
|
|
|
{
|
|
|
|
|
continueLoop = true;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
highestRarity -= 1;
|
|
|
|
|
|
|
|
|
|
refinedLoot = GetLootOfRarity(lootTable, highestRarity);
|
|
|
|
|
|
|
|
|
|
if (!refinedLoot.empty())
|
|
|
|
|
{
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (continueLoop) continue;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int randomTable = GeneralUtils::GenerateRandomNumber<int>(0, refinedLoot.size() - 1);
|
|
|
|
|
|
|
|
|
|
const auto& selectedTable = refinedLoot[randomTable];
|
|
|
|
|
|
|
|
|
|
uint32_t itemLOT = selectedTable.itemid;
|
|
|
|
|
bool isMissionItem = selectedTable.MissionDrop;
|
|
|
|
|
|
|
|
|
|
if (isMissionItem && missionComponent != nullptr)
|
|
|
|
|
{
|
|
|
|
|
// TODO: this executes a query in a hot path, might be worth refactoring away
|
|
|
|
|
if (!missionComponent->RequiresItem(itemLOT))
|
|
|
|
|
{
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (lootTable.size() > numToDrop)
|
|
|
|
|
{
|
|
|
|
|
for (size_t i = 0; i < lootTable.size(); i++)
|
|
|
|
|
{
|
|
|
|
|
if (lootTable[i].id == selectedTable.id)
|
|
|
|
|
{
|
|
|
|
|
lootTable.erase(lootTable.begin() + i);
|
|
|
|
|
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
const auto& it = result.find(itemLOT);
|
|
|
|
|
if (it != result.end()) {
|
|
|
|
|
it->second++;
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
result.emplace(itemLOT, 1);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int32_t tokenCount = 0;
|
|
|
|
|
|
|
|
|
|
const auto& tokens = result.find(13763);
|
|
|
|
|
|
|
|
|
|
if (tokens != result.end()) {
|
|
|
|
|
tokenCount = tokens->second;
|
|
|
|
|
|
|
|
|
|
result.erase(tokens);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (tokenCount == 0 || user == nullptr) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (missionComponent == nullptr) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
LOT tokenId = -1;
|
|
|
|
|
|
|
|
|
|
if (missionComponent->GetMissionState(545) == MissionState::MISSION_STATE_COMPLETE) // "Join Assembly!"
|
|
|
|
|
{
|
|
|
|
|
tokenId = 8318; // "Assembly Token"
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (missionComponent->GetMissionState(556) == MissionState::MISSION_STATE_COMPLETE) // "Join Venture League!"
|
|
|
|
|
{
|
|
|
|
|
tokenId = 8321; // "Venture League Token"
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (missionComponent->GetMissionState(567) == MissionState::MISSION_STATE_COMPLETE) // "Join The Sentinels!"
|
|
|
|
|
{
|
|
|
|
|
tokenId = 8319; // "Sentinels Token"
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (missionComponent->GetMissionState(578) == MissionState::MISSION_STATE_COMPLETE) // "Join Paradox!"
|
|
|
|
|
{
|
|
|
|
|
tokenId = 8320; // "Paradox Token"
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (tokenId != -1)
|
|
|
|
|
{
|
|
|
|
|
result.emplace(tokenId, tokenCount);
|
|
|
|
|
}
|
|
|
|
|
GameMessages::SendDropClientLoot(player, source, LOT_NULL, coins, spawnPosition);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Loot::DropItem(Entity* user, Entity* sourceObject, LOT item, int32_t currency, int32_t count, bool useTeam, bool freeForAll)
|
|
|
|
|
{
|
|
|
|
|
if (sourceObject == nullptr)
|
|
|
|
|
{
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
void LootGenerator::DropActivityLoot(Entity* player, Entity* source, uint32_t activityID, int32_t rating) {
|
|
|
|
|
CDActivityRewardsTable* activityRewardsTable = CDClientManager::Instance()->GetTable<CDActivityRewardsTable>("ActivityRewards");
|
|
|
|
|
std::vector<CDActivityRewards> activityRewards = activityRewardsTable->Query([activityID](CDActivityRewards entry) { return (entry.objectTemplate == activityID); });
|
|
|
|
|
|
|
|
|
|
const auto sourceID = sourceObject->GetObjectID();
|
|
|
|
|
const auto sourcePosition = sourceObject->GetPosition();
|
|
|
|
|
const CDActivityRewards* selectedReward = nullptr;
|
|
|
|
|
for (const auto& activityReward : activityRewards) {
|
|
|
|
|
if (activityReward.activityRating <= rating && (selectedReward == nullptr || activityReward.activityRating > selectedReward->activityRating)) {
|
|
|
|
|
selectedReward = &activityReward;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// If useTeam, drop the item once for each team member.
|
|
|
|
|
auto* team = TeamManager::Instance()->GetTeam(user->GetObjectID());
|
|
|
|
|
if (selectedReward == nullptr) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (team != nullptr && useTeam)
|
|
|
|
|
{
|
|
|
|
|
for (const auto& memberID : team->members)
|
|
|
|
|
{
|
|
|
|
|
// Get the team member from its ID.
|
|
|
|
|
auto* member = EntityManager::Instance()->GetEntity(memberID);
|
|
|
|
|
uint32_t minCoins = 0;
|
|
|
|
|
uint32_t maxCoins = 0;
|
|
|
|
|
|
|
|
|
|
if (member == nullptr)
|
|
|
|
|
{
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
CDCurrencyTableTable* currencyTableTable = CDClientManager::Instance()->GetTable<CDCurrencyTableTable>("CurrencyTable");
|
|
|
|
|
std::vector<CDCurrencyTable> currencyTable = currencyTableTable->Query([selectedReward](CDCurrencyTable entry) { return (entry.currencyIndex == selectedReward->CurrencyIndex && entry.npcminlevel == 1); });
|
|
|
|
|
|
|
|
|
|
// Drop the item.
|
|
|
|
|
GameMessages::SendDropClientLoot(member, sourceID, item, currency, sourcePosition, count);
|
|
|
|
|
}
|
|
|
|
|
if (currencyTable.size() > 0) {
|
|
|
|
|
minCoins = currencyTable[0].minvalue;
|
|
|
|
|
maxCoins = currencyTable[0].maxvalue;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
GameMessages::SendDropClientLoot(user, sourceID, item, currency, sourcePosition, count);
|
|
|
|
|
DropLoot(player, source, selectedReward->LootMatrixIndex, minCoins, maxCoins);
|
|
|
|
|
}
|
|
|
|
|