mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-22 05:27:19 +00:00
Make loot accurate to the loot drop rates during live. (#216)
* loot fix (broken) * Fixed loot * Update SlashCommandHandler.cpp * Remove debug command * Roll loot command * Remove debug log * Added const references When this commit is applied it adds const references to the loot system avoid some unnecessary copies. Co-authored-by: wincent <wincent.holm@gmail.com> Co-authored-by: Avery <averysumner@gmail.com>
This commit is contained in:
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f7858ab183
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0531365cb5
@ -57,6 +57,6 @@ std::vector<CDLootMatrix> CDLootMatrixTable::Query(std::function<bool(CDLootMatr
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}
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//! Gets all the entries in the table
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std::vector<CDLootMatrix> CDLootMatrixTable::GetEntries(void) const {
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const std::vector<CDLootMatrix>& CDLootMatrixTable::GetEntries(void) const {
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return this->entries;
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}
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@ -50,7 +50,7 @@ public:
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/*!
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\return The entries
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*/
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std::vector<CDLootMatrix> GetEntries(void) const;
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const std::vector<CDLootMatrix>& GetEntries(void) const;
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};
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@ -54,6 +54,6 @@ std::vector<CDLootTable> CDLootTableTable::Query(std::function<bool(CDLootTable)
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}
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//! Gets all the entries in the table
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std::vector<CDLootTable> CDLootTableTable::GetEntries(void) const {
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const std::vector<CDLootTable>& CDLootTableTable::GetEntries(void) const {
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return this->entries;
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}
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@ -46,7 +46,7 @@ public:
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/*!
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\return The entries
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*/
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std::vector<CDLootTable> GetEntries(void) const;
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const std::vector<CDLootTable>& GetEntries(void) const;
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};
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@ -52,6 +52,6 @@ std::vector<CDRarityTable> CDRarityTableTable::Query(std::function<bool(CDRarity
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}
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//! Gets all the entries in the table
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std::vector<CDRarityTable> CDRarityTableTable::GetEntries(void) const {
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const std::vector<CDRarityTable>& CDRarityTableTable::GetEntries(void) const {
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return this->entries;
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}
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@ -66,7 +66,7 @@ public:
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/*!
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\return The entries
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*/
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std::vector<CDRarityTable> GetEntries(void) const;
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const std::vector<CDRarityTable>& GetEntries(void) const;
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};
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@ -783,12 +783,12 @@ void DestroyableComponent::Smash(const LWOOBJID source, const eKillType killType
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if (member == nullptr) continue;
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Loot::DropLoot(member, m_Parent, GetLootMatrixID(), GetMinCoins(), GetMaxCoins());
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LootGenerator::Instance().DropLoot(member, m_Parent, GetLootMatrixID(), GetMinCoins(), GetMaxCoins());
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}
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}
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else
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{
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Loot::DropLoot(owner, m_Parent, GetLootMatrixID(), GetMinCoins(), GetMaxCoins());
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LootGenerator::Instance().DropLoot(owner, m_Parent, GetLootMatrixID(), GetMinCoins(), GetMaxCoins());
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}
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}
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}
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@ -815,7 +815,7 @@ void DestroyableComponent::Smash(const LWOOBJID source, const eKillType killType
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coinsTotal -= coinsToLoose;
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Loot::DropLoot(m_Parent, m_Parent, -1, coinsToLoose, coinsToLoose);
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LootGenerator::Instance().DropLoot(m_Parent, m_Parent, -1, coinsToLoose, coinsToLoose);
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}
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character->SetCoins(coinsTotal);
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@ -392,7 +392,7 @@ void RacingControlComponent::HandleMessageBoxResponse(Entity *player,
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// Calculate the score, different loot depending on player count
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const auto score = m_LoadedPlayers * 10 + data->finished;
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Loot::GiveActivityLoot(player, m_Parent, m_ActivityID, score);
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LootGenerator::Instance().GiveActivityLoot(player, m_Parent, m_ActivityID, score);
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// Giving rewards
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GameMessages::SendNotifyRacingClient(
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@ -452,7 +452,7 @@ void RebuildComponent::CompleteRebuild(Entity* user) {
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missionComponent->Progress(MissionTaskType::MISSION_TASK_TYPE_ACTIVITY, m_ActivityId);
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}
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Loot::DropActivityLoot(builder, m_Parent, m_ActivityId, 1);
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LootGenerator::Instance().DropActivityLoot(builder, m_Parent, m_ActivityId, 1);
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}
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m_Builder = LWOOBJID_EMPTY;
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@ -524,7 +524,7 @@ void ActivityInstance::RewardParticipant(Entity* participant) {
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maxCoins = currencyTable[0].maxvalue;
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}
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Loot::DropLoot(participant, m_Parent, activityRewards[0].LootMatrixIndex, minCoins, maxCoins);
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LootGenerator::Instance().DropLoot(participant, m_Parent, activityRewards[0].LootMatrixIndex, minCoins, maxCoins);
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}
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}
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@ -333,14 +333,14 @@ bool Item::UseNonEquip()
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{
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std::unordered_map<LOT, int32_t> result {};
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Loot::CalculateLootMatrix(pack.LootMatrixIndex, entityParent, result);
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result = LootGenerator::Instance().RollLootMatrix(entityParent, pack.LootMatrixIndex);
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if (!inventory->GetComponent()->HasSpaceForLoot(result))
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{
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return false;
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}
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Loot::GiveLoot(inventory->GetComponent()->GetParent(), result);
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LootGenerator::Instance().GiveLoot(inventory->GetComponent()->GetParent(), result);
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}
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inventory->GetComponent()->RemoveItem(lot, 1);
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@ -1,82 +1,344 @@
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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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#include "Loot.h"
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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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return refinedLoot;
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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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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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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 LootGenerator::GiveLoot(Entity* player, uint32_t matrixIndex) {
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player = player->GetOwner(); // If the owner is overwritten, we collect that here
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std::unordered_map<LOT, int32_t> result = RollLootMatrix(player, matrixIndex);
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GiveLoot(player, result);
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}
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void LootGenerator::GiveLoot(Entity* player, std::unordered_map<LOT, int32_t>& result) {
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player = player->GetOwner(); // if the owner is overwritten, we collect that here
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auto* inventoryComponent = player->GetComponent<InventoryComponent>();
|
||||
|
||||
if (!inventoryComponent)
|
||||
return;
|
||||
}
|
||||
|
||||
std::unordered_map<LOT, int32_t> result {};
|
||||
|
||||
CalculateLootMatrix(lootMatrixID, user, result);
|
||||
|
||||
DropLoot(user, killedObject, result, minCoins, maxCoins);
|
||||
}
|
||||
|
||||
void Loot::GiveLoot(Entity* user, std::unordered_map<LOT, int32_t>& result) {
|
||||
user = user->GetOwner(); // If the owner is overwritten, we collect that here
|
||||
|
||||
auto* inventoryComponent = user->GetComponent<InventoryComponent>();
|
||||
|
||||
if (inventoryComponent == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
for (const auto& pair : result) {
|
||||
inventoryComponent->AddItem(pair.first, pair.second);
|
||||
}
|
||||
}
|
||||
|
||||
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::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); });
|
||||
|
||||
auto* inventoryComponent = user->GetComponent<InventoryComponent>();
|
||||
|
||||
if (inventoryComponent == nullptr) {
|
||||
return;
|
||||
const CDActivityRewards* selectedReward = nullptr;
|
||||
for (const auto& activityReward : activityRewards) {
|
||||
if (activityReward.activityRating <= rating && (selectedReward == nullptr || activityReward.activityRating > selectedReward->activityRating)) {
|
||||
selectedReward = &activityReward;
|
||||
}
|
||||
}
|
||||
|
||||
if (!selectedReward)
|
||||
return;
|
||||
|
||||
uint32_t minCoins = 0;
|
||||
uint32_t maxCoins = 0;
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
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 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
|
||||
|
||||
auto* inventoryComponent = player->GetComponent<InventoryComponent>();
|
||||
|
||||
if (!inventoryComponent)
|
||||
return;
|
||||
|
||||
std::unordered_map<LOT, int32_t> result = RollLootMatrix(player, matrixIndex);
|
||||
|
||||
DropLoot(player, killedObject, result, minCoins, maxCoins);
|
||||
}
|
||||
|
||||
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* inventoryComponent = player->GetComponent<InventoryComponent>();
|
||||
|
||||
if (!inventoryComponent)
|
||||
return;
|
||||
|
||||
const auto spawnPosition = killedObject->GetPosition();
|
||||
|
||||
@ -84,31 +346,27 @@ void Loot::DropLoot(Entity* user, Entity* killedObject, std::unordered_map<LOT,
|
||||
|
||||
for (const auto& pair : result) {
|
||||
for (int i = 0; i < pair.second; ++i) {
|
||||
GameMessages::SendDropClientLoot(user, source, pair.first, 0, spawnPosition, 1);
|
||||
GameMessages::SendDropClientLoot(player, 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);
|
||||
GameMessages::SendDropClientLoot(player, source, LOT_NULL, coins, spawnPosition);
|
||||
}
|
||||
|
||||
void Loot::DropActivityLoot(Entity* user, Entity* source, uint32_t activityID, int32_t rating)
|
||||
{
|
||||
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([=](CDActivityRewards entry) { return (entry.objectTemplate == activityID); });
|
||||
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))
|
||||
{
|
||||
for (const auto& activityReward : activityRewards) {
|
||||
if (activityReward.activityRating <= rating && (selectedReward == nullptr || activityReward.activityRating > selectedReward->activityRating)) {
|
||||
selectedReward = &activityReward;
|
||||
}
|
||||
}
|
||||
|
||||
if (selectedReward == nullptr)
|
||||
{
|
||||
if (selectedReward == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
@ -116,269 +374,12 @@ void Loot::DropActivityLoot(Entity* user, Entity* source, uint32_t activityID, i
|
||||
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); });
|
||||
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;
|
||||
}
|
||||
|
||||
Loot::DropLoot(user, source, selectedReward->LootMatrixIndex, minCoins, maxCoins);
|
||||
}
|
||||
|
||||
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); });
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
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); });
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
void Loot::CalculateLootMatrix(uint32_t lootMatrixID, Entity* user, std::unordered_map<LOT, int32_t>& result)
|
||||
{
|
||||
user = user->GetOwner();
|
||||
|
||||
auto* missionComponent = user->GetComponent<MissionComponent>();
|
||||
|
||||
// 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");
|
||||
|
||||
std::vector<CDLootMatrix> lootMatrix = lootMatrixTable->Query([lootMatrixID](CDLootMatrix entry) { return (entry.LootMatrixIndex == lootMatrixID); });
|
||||
|
||||
// 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 rarityTableIndex = lootMatrix[i].RarityTableIndex;
|
||||
|
||||
std::vector<CDRarityTable> rarityTable = rarityTableTable->Query([rarityTableIndex](CDRarityTable entry) { return (entry.RarityTableIndex == rarityTableIndex); });
|
||||
|
||||
std::sort(rarityTable.begin(), rarityTable.end());
|
||||
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
||||
void Loot::DropItem(Entity* user, Entity* sourceObject, LOT item, int32_t currency, int32_t count, bool useTeam, bool freeForAll)
|
||||
{
|
||||
if (sourceObject == nullptr)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
const auto sourceID = sourceObject->GetObjectID();
|
||||
const auto sourcePosition = sourceObject->GetPosition();
|
||||
|
||||
// If useTeam, drop the item once for each team member.
|
||||
auto* team = TeamManager::Instance()->GetTeam(user->GetObjectID());
|
||||
|
||||
if (team != nullptr && useTeam)
|
||||
{
|
||||
for (const auto& memberID : team->members)
|
||||
{
|
||||
// Get the team member from its ID.
|
||||
auto* member = EntityManager::Instance()->GetEntity(memberID);
|
||||
|
||||
if (member == nullptr)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// Drop the item.
|
||||
GameMessages::SendDropClientLoot(member, sourceID, item, currency, sourcePosition, count);
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
GameMessages::SendDropClientLoot(user, sourceID, item, currency, sourcePosition, count);
|
||||
DropLoot(player, source, selectedReward->LootMatrixIndex, minCoins, maxCoins);
|
||||
}
|
||||
|
@ -1,31 +1,61 @@
|
||||
#pragma once
|
||||
|
||||
#include "dCommonVars.h"
|
||||
#include <vector>
|
||||
#include "CDClientManager.h"
|
||||
#include <unordered_map>
|
||||
#include "Singleton.h"
|
||||
|
||||
class Entity;
|
||||
|
||||
struct RarityTableEntry {
|
||||
uint32_t rarity;
|
||||
float randMax;
|
||||
};
|
||||
|
||||
typedef std::vector<RarityTableEntry> RarityTable;
|
||||
|
||||
struct LootMatrixEntry {
|
||||
uint32_t lootTableIndex;
|
||||
uint32_t rarityTableIndex;
|
||||
float percent;
|
||||
uint32_t minDrop;
|
||||
uint32_t maxDrop;
|
||||
};
|
||||
|
||||
typedef std::vector<LootMatrixEntry> LootMatrix;
|
||||
|
||||
struct LootTableEntry {
|
||||
LOT itemID;
|
||||
bool isMissionDrop;
|
||||
};
|
||||
|
||||
typedef std::vector<LootTableEntry> LootTable;
|
||||
|
||||
// used for glue code with Entity and Player classes
|
||||
namespace Loot {
|
||||
struct Info {
|
||||
LWOOBJID id;
|
||||
LOT lot;
|
||||
uint32_t count;
|
||||
};
|
||||
}
|
||||
|
||||
std::vector<CDLootTable> GetLootOfRarity(const std::vector<CDLootTable> &lootTable, uint32_t rarity);
|
||||
|
||||
void DropActivityLoot(Entity* user, Entity* source, uint32_t activityID, int32_t rating = 0);
|
||||
class LootGenerator : public Singleton<LootGenerator> {
|
||||
public:
|
||||
LootGenerator();
|
||||
|
||||
void GiveActivityLoot(Entity* user, Entity* source, uint32_t activityID, int32_t rating = 0);
|
||||
std::unordered_map<LOT, int32_t> RollLootMatrix(Entity* player, uint32_t matrixIndex);
|
||||
std::unordered_map<LOT, int32_t> RollLootMatrix(uint32_t matrixIndex);
|
||||
void GiveLoot(Entity* player, uint32_t matrixIndex);
|
||||
void GiveLoot(Entity* player, std::unordered_map<LOT, int32_t>& result);
|
||||
void GiveActivityLoot(Entity* player, Entity* source, uint32_t activityID, int32_t rating = 0);
|
||||
void DropLoot(Entity* player, Entity* killedObject, uint32_t matrixIndex, uint32_t minCoins, uint32_t maxCoins);
|
||||
void DropLoot(Entity* player, Entity* killedObject, std::unordered_map<LOT, int32_t>& result, uint32_t minCoins, uint32_t maxCoins);
|
||||
void DropActivityLoot(Entity* player, Entity* source, uint32_t activityID, int32_t rating = 0);
|
||||
|
||||
void CalculateLootMatrix(uint32_t lootMatrixID, Entity* user, std::unordered_map<LOT, int32_t>& result);
|
||||
|
||||
void GiveLoot(Entity* user, uint32_t lootMatrixID);
|
||||
|
||||
void DropLoot(Entity* user, Entity* killedObject, uint32_t lootMatrixID, uint32_t minCoins, uint32_t maxCoins);
|
||||
|
||||
void GiveLoot(Entity* user, std::unordered_map<LOT, int32_t>& result);
|
||||
|
||||
void DropLoot(Entity* user, Entity* killedObject, std::unordered_map<LOT, int32_t>& result, uint32_t minCoins, uint32_t maxCoins);
|
||||
|
||||
void DropItem(Entity* user, Entity* sourceObject, LOT item, int32_t currency, int32_t count, bool useTeam = false, bool freeForAll = false);
|
||||
private:
|
||||
std::unordered_map<uint32_t, uint8_t> m_ItemRarities;
|
||||
std::unordered_map<uint32_t, RarityTable> m_RarityTables;
|
||||
std::unordered_map<uint32_t, LootMatrix> m_LootMatrices;
|
||||
std::unordered_map<uint32_t, LootTable> m_LootTables;
|
||||
};
|
@ -1691,6 +1691,43 @@ void SlashCommandHandler::HandleChatCommand(const std::u16string& command, Entit
|
||||
return;
|
||||
}
|
||||
|
||||
if (chatCommand == "rollloot" && entity->GetGMLevel() >= GAME_MASTER_LEVEL_OPERATOR && args.size() >= 3) {
|
||||
uint32_t lootMatrixIndex = 0;
|
||||
uint32_t targetLot = 0;
|
||||
uint32_t loops = 1;
|
||||
|
||||
if (!GeneralUtils::TryParse(args[0], lootMatrixIndex)) return;
|
||||
if (!GeneralUtils::TryParse(args[1], targetLot)) return;
|
||||
if (!GeneralUtils::TryParse(args[2], loops)) return;
|
||||
|
||||
uint64_t totalRuns = 0;
|
||||
|
||||
for (uint32_t i = 0; i < loops; i++) {
|
||||
while (true) {
|
||||
auto lootRoll = LootGenerator::Instance().RollLootMatrix(lootMatrixIndex);
|
||||
totalRuns += 1;
|
||||
bool doBreak = false;
|
||||
for (const auto& kv : lootRoll) {
|
||||
if ((uint32_t)kv.first == targetLot) {
|
||||
doBreak = true;
|
||||
}
|
||||
}
|
||||
if (doBreak) break;
|
||||
}
|
||||
}
|
||||
|
||||
std::u16string message = u"Ran loot drops looking for "
|
||||
+ GeneralUtils::to_u16string(targetLot)
|
||||
+ u", "
|
||||
+ GeneralUtils::to_u16string(loops)
|
||||
+ u" times. It ran "
|
||||
+ GeneralUtils::to_u16string(totalRuns)
|
||||
+ u" times. Averaging out at "
|
||||
+ GeneralUtils::to_u16string((float) totalRuns / loops);
|
||||
|
||||
ChatPackets::SendSystemMessage(sysAddr, message);
|
||||
}
|
||||
|
||||
if (chatCommand == "inspect" && entity->GetGMLevel() >= GAME_MASTER_LEVEL_DEVELOPER && args.size() >= 1)
|
||||
{
|
||||
Entity* closest = nullptr;
|
||||
|
@ -70,7 +70,7 @@ void ActivityManager::StopActivity(Entity *self, const LWOOBJID playerID, const
|
||||
SetActivityValue(self, playerID, 1, value1);
|
||||
SetActivityValue(self, playerID, 2, value2);
|
||||
|
||||
Loot::GiveActivityLoot(player, self, gameID, CalculateActivityRating(self, playerID));
|
||||
LootGenerator::Instance().GiveActivityLoot(player, self, gameID, CalculateActivityRating(self, playerID));
|
||||
|
||||
// Save the new score to the leaderboard and show the leaderboard to the player
|
||||
LeaderboardManager::SaveScore(playerID, gameID, score, value1);
|
||||
|
@ -8,7 +8,7 @@ void AgPicnicBlanket::OnUse(Entity *self, Entity *user) {
|
||||
self->SetVar<bool>(u"active", true);
|
||||
|
||||
auto lootTable = std::unordered_map<LOT, int32_t> {{935, 3}};
|
||||
Loot::DropLoot(user, self, lootTable, 0, 0);
|
||||
LootGenerator::Instance().DropLoot(user, self, lootTable, 0, 0);
|
||||
|
||||
self->AddCallbackTimer(5.0f, [self]() {
|
||||
self->SetVar<bool>(u"active", false);
|
||||
|
@ -25,7 +25,7 @@ void BaseInteractDropLootServer::BaseUse(Entity* self, Entity* user)
|
||||
|
||||
self->SetNetworkVar(u"bInUse", true);
|
||||
|
||||
Loot::DropLoot(user, self, lootMatrix, 0, 0);
|
||||
LootGenerator::Instance().DropLoot(user, self, lootMatrix, 0, 0);
|
||||
|
||||
self->AddCallbackTimer(cooldownTime, [this, self] () {
|
||||
self->SetNetworkVar(u"bInUse", false);
|
||||
|
@ -41,7 +41,7 @@ BootyDigServer::OnFireEventServerSide(Entity *self, Entity *sender, std::string
|
||||
if (renderComponent != nullptr)
|
||||
renderComponent->PlayEffect(7730, u"cast", "bootyshine");
|
||||
|
||||
Loot::DropLoot(player, self, 231, 75, 75);
|
||||
LootGenerator::Instance().DropLoot(player, self, 231, 75, 75);
|
||||
}
|
||||
}
|
||||
} else if (args == "ChestDead") {
|
||||
|
@ -6,6 +6,7 @@
|
||||
#include "MissionState.h"
|
||||
#include "Game.h"
|
||||
#include "dLogger.h"
|
||||
#include "Loot.h"
|
||||
|
||||
class User;
|
||||
class Entity;
|
||||
|
@ -10,7 +10,7 @@ void GrowingFlower::OnSkillEventFired(Entity *self, Entity *target, const std::s
|
||||
const auto mission1 = self->GetVar<int32_t>(u"missionID");
|
||||
const auto mission2 = self->GetVar<int32_t>(u"missionID2");
|
||||
|
||||
Loot::DropActivityLoot(target, self, self->GetLOT(), 0);
|
||||
LootGenerator::Instance().DropActivityLoot(target, self, self->GetLOT(), 0);
|
||||
|
||||
auto* missionComponent = target->GetComponent<MissionComponent>();
|
||||
if (missionComponent != nullptr) {
|
||||
|
@ -22,10 +22,10 @@ void MinigameTreasureChestServer::OnUse(Entity *self, Entity *user) {
|
||||
for (const auto& teamMemberID : team->members) {
|
||||
auto* teamMember = EntityManager::Instance()->GetEntity(teamMemberID);
|
||||
if (teamMember != nullptr)
|
||||
Loot::DropActivityLoot(teamMember, self, sac->GetActivityID(), CalculateActivityRating(self, teamMemberID));
|
||||
LootGenerator::Instance().DropActivityLoot(teamMember, self, sac->GetActivityID(), CalculateActivityRating(self, teamMemberID));
|
||||
}
|
||||
} else {
|
||||
Loot::DropActivityLoot(user, self, sac->GetActivityID(), CalculateActivityRating(self, user->GetObjectID()));
|
||||
LootGenerator::Instance().DropActivityLoot(user, self, sac->GetActivityID(), CalculateActivityRating(self, user->GetObjectID()));
|
||||
}
|
||||
|
||||
sac->PlayerRemove(user->GetObjectID());
|
||||
|
@ -10,6 +10,6 @@ void NjDragonEmblemChestServer::OnUse(Entity *self, Entity *user) {
|
||||
|
||||
auto* destroyable = self->GetComponent<DestroyableComponent>();
|
||||
if (destroyable != nullptr) {
|
||||
Loot::DropLoot(user, self, destroyable->GetLootMatrixID(), 0, 0);
|
||||
LootGenerator::Instance().DropLoot(user, self, destroyable->GetLootMatrixID(), 0, 0);
|
||||
}
|
||||
}
|
||||
|
@ -423,7 +423,7 @@ void SGCannon::SpawnNewModel(Entity *self) {
|
||||
|
||||
if (lootMatrix != 0) {
|
||||
std::unordered_map<LOT, int32_t> toDrop = {};
|
||||
Loot::CalculateLootMatrix(lootMatrix, player, toDrop);
|
||||
toDrop = LootGenerator::Instance().RollLootMatrix(player, lootMatrix);
|
||||
|
||||
for (auto drop : toDrop) {
|
||||
rewardModel->OnFireEventServerSide(self, ModelToBuildEvent, drop.first);
|
||||
@ -581,7 +581,7 @@ void SGCannon::StopGame(Entity *self, bool cancel) {
|
||||
);
|
||||
}
|
||||
|
||||
Loot::GiveActivityLoot(player, self, GetGameID(self), self->GetVar<uint32_t>(TotalScoreVariable));
|
||||
LootGenerator::Instance().GiveActivityLoot(player, self, GetGameID(self), self->GetVar<uint32_t>(TotalScoreVariable));
|
||||
|
||||
StopActivity(self, player->GetObjectID(), self->GetVar<uint32_t>(TotalScoreVariable),
|
||||
self->GetVar<uint32_t>(MaxStreakVariable), percentage);
|
||||
|
@ -24,7 +24,7 @@ void ScriptedPowerupSpawner::OnTimerDone(Entity *self, std::string message) {
|
||||
renderComponent->PlayEffect(0, u"cast", "N_cast");
|
||||
}
|
||||
|
||||
Loot::DropItem(owner, self, itemLOT, 0, 1, true, true);
|
||||
LootGenerator::Instance().DropLoot(owner, self, itemLOT, 0, 1);
|
||||
}
|
||||
|
||||
// Increment the current cycle
|
||||
|
@ -39,12 +39,12 @@ void TreasureChestDragonServer::OnUse(Entity* self, Entity* user)
|
||||
|
||||
if (memberObject == nullptr) continue;
|
||||
|
||||
Loot::DropActivityLoot(memberObject, self, scriptedActivityComponent->GetActivityID(), rating);
|
||||
LootGenerator::Instance().DropActivityLoot(memberObject, self, scriptedActivityComponent->GetActivityID(), rating);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Loot::DropActivityLoot(user, self, scriptedActivityComponent->GetActivityID(), rating);
|
||||
LootGenerator::Instance().DropActivityLoot(user, self, scriptedActivityComponent->GetActivityID(), rating);
|
||||
}
|
||||
|
||||
self->Smash(self->GetObjectID());
|
||||
|
@ -4,7 +4,7 @@
|
||||
#include "GameMessages.h"
|
||||
|
||||
void VeMissionConsole::OnUse(Entity *self, Entity *user) {
|
||||
Loot::DropActivityLoot(user, self, 12551);
|
||||
LootGenerator::Instance().DropActivityLoot(user, self, 12551);
|
||||
|
||||
auto* inventoryComponent = user->GetComponent<InventoryComponent>();
|
||||
if (inventoryComponent != nullptr) {
|
||||
|
@ -24,7 +24,7 @@ void WishingWellServer::OnUse(Entity* self, Entity* user)
|
||||
GameMessages::SendPlayNDAudioEmitter(self, user->GetSystemAddress(), audio);
|
||||
}
|
||||
|
||||
Loot::DropActivityLoot(
|
||||
LootGenerator::Instance().DropActivityLoot(
|
||||
user,
|
||||
self,
|
||||
static_cast<uint32_t>(scriptedActivity->GetActivityID()),
|
||||
|
@ -187,6 +187,7 @@ int main(int argc, char** argv) {
|
||||
|
||||
ObjectIDManager::Instance()->Initialize();
|
||||
UserManager::Instance()->Initialize();
|
||||
LootGenerator::Instance();
|
||||
Game::chatFilter = new dChatFilter("./res/chatplus_en_us", bool(std::stoi(config.GetValue("dont_generate_dcf"))));
|
||||
|
||||
Game::server = new dServer(masterIP, ourPort, instanceID, maxClients, false, true, Game::logger, masterIP, masterPort, ServerType::World, zoneID);
|
||||
|
@ -11,6 +11,8 @@
|
||||
#include "GeneralUtils.h"
|
||||
#include "Entity.h"
|
||||
#include "EntityManager.h"
|
||||
#include "CDFeatureGatingTable.h"
|
||||
#include "CDClientManager.h"
|
||||
|
||||
Level::Level(Zone* parentZone, const std::string& filepath) {
|
||||
m_ParentZone = parentZone;
|
||||
|
Loading…
Reference in New Issue
Block a user