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https://github.com/DarkflameUniverse/DarkflameServer.git
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feat: add messaging system for manager and add example usage to Loot (#1837)
tested that loot still drops at the entities position
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@@ -214,7 +214,7 @@ void Loot::GiveLoot(Entity* player, std::unordered_map<LOT, int32_t>& result, eL
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}
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}
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void Loot::GiveActivityLoot(Entity* player, Entity* source, uint32_t activityID, int32_t rating) {
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void Loot::GiveActivityLoot(Entity* player, const LWOOBJID source, uint32_t activityID, int32_t rating) {
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CDActivityRewardsTable* activityRewardsTable = CDClientManager::GetTable<CDActivityRewardsTable>();
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std::vector<CDActivityRewards> activityRewards = activityRewardsTable->Query([activityID](CDActivityRewards entry) { return (entry.objectTemplate == activityID); });
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@@ -248,7 +248,7 @@ void Loot::GiveActivityLoot(Entity* player, Entity* source, uint32_t activityID,
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character->SetCoins(character->GetCoins() + coins, eLootSourceType::ACTIVITY);
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}
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void Loot::DropLoot(Entity* player, Entity* killedObject, uint32_t matrixIndex, uint32_t minCoins, uint32_t maxCoins) {
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void Loot::DropLoot(Entity* player, const LWOOBJID source, uint32_t matrixIndex, uint32_t minCoins, uint32_t maxCoins) {
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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>();
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@@ -258,10 +258,10 @@ void Loot::DropLoot(Entity* player, Entity* killedObject, uint32_t matrixIndex,
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std::unordered_map<LOT, int32_t> result = RollLootMatrix(player, matrixIndex);
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DropLoot(player, killedObject, result, minCoins, maxCoins);
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DropLoot(player, source, result, minCoins, maxCoins);
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}
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void Loot::DropLoot(Entity* player, Entity* killedObject, std::unordered_map<LOT, int32_t>& result, uint32_t minCoins, uint32_t maxCoins) {
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void Loot::DropLoot(Entity* player, const LWOOBJID source, std::unordered_map<LOT, int32_t>& result, uint32_t minCoins, uint32_t maxCoins) {
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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>();
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@@ -269,9 +269,11 @@ void Loot::DropLoot(Entity* player, Entity* killedObject, std::unordered_map<LOT
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if (!inventoryComponent)
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return;
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const auto spawnPosition = killedObject->GetPosition();
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GameMessages::GetPosition posMsg;
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posMsg.target = source;
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posMsg.Send();
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const auto source = killedObject->GetObjectID();
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const auto spawnPosition = posMsg.pos;
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for (const auto& pair : result) {
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for (int i = 0; i < pair.second; ++i) {
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@@ -284,7 +286,7 @@ void Loot::DropLoot(Entity* player, Entity* killedObject, std::unordered_map<LOT
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GameMessages::SendDropClientLoot(player, source, LOT_NULL, coins, spawnPosition);
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}
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void Loot::DropActivityLoot(Entity* player, Entity* source, uint32_t activityID, int32_t rating) {
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void Loot::DropActivityLoot(Entity* player, const LWOOBJID source, uint32_t activityID, int32_t rating) {
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CDActivityRewardsTable* activityRewardsTable = CDClientManager::GetTable<CDActivityRewardsTable>();
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std::vector<CDActivityRewards> activityRewards = activityRewardsTable->Query([activityID](CDActivityRewards entry) { return (entry.objectTemplate == activityID); });
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@@ -18,8 +18,8 @@ namespace Loot {
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void CacheMatrix(const uint32_t matrixIndex);
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void GiveLoot(Entity* player, uint32_t matrixIndex, eLootSourceType lootSourceType = eLootSourceType::NONE);
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void GiveLoot(Entity* player, std::unordered_map<LOT, int32_t>& result, eLootSourceType lootSourceType = eLootSourceType::NONE);
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void GiveActivityLoot(Entity* player, Entity* source, uint32_t activityID, int32_t rating = 0);
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void DropLoot(Entity* player, Entity* killedObject, uint32_t matrixIndex, uint32_t minCoins, uint32_t maxCoins);
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void DropLoot(Entity* player, Entity* killedObject, std::unordered_map<LOT, int32_t>& result, uint32_t minCoins, uint32_t maxCoins);
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void DropActivityLoot(Entity* player, Entity* source, uint32_t activityID, int32_t rating = 0);
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void GiveActivityLoot(Entity* player, const LWOOBJID source, uint32_t activityID, int32_t rating = 0);
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void DropLoot(Entity* player, const LWOOBJID source, uint32_t matrixIndex, uint32_t minCoins, uint32_t maxCoins);
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void DropLoot(Entity* player, const LWOOBJID source, std::unordered_map<LOT, int32_t>& result, uint32_t minCoins, uint32_t maxCoins);
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void DropActivityLoot(Entity* player, const LWOOBJID source, uint32_t activityID, int32_t rating = 0);
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};
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