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fix: hardcore mode fixes (#1882)
fixes hardcore modes uscore drops adds config option for excluded item drops
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@@ -37,6 +37,7 @@
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#include "eMissionTaskType.h"
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#include "eStateChangeType.h"
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#include "eGameActivity.h"
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#include <ranges>
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#include "CDComponentsRegistryTable.h"
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@@ -981,7 +982,8 @@ void DestroyableComponent::DoHardcoreModeDrops(const LWOOBJID source) {
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auto* character = m_Parent->GetComponent<CharacterComponent>();
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auto uscore = character->GetUScore();
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auto uscoreToLose = uscore * (Game::entityManager->GetHardcoreLoseUscoreOnDeathPercent() / 100);
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auto uscoreToLose = static_cast<uint64_t>(uscore * (Game::entityManager->GetHardcoreLoseUscoreOnDeathPercent() / 100.0f));
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LOG("Player %llu has lost %llu uscore!", m_Parent->GetObjectID(), uscoreToLose);
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character->SetUScore(uscore - uscoreToLose);
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GameMessages::SendModifyLEGOScore(m_Parent, m_Parent->GetSystemAddress(), -uscoreToLose, eLootSourceType::MISSION);
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@@ -995,13 +997,11 @@ void DestroyableComponent::DoHardcoreModeDrops(const LWOOBJID source) {
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if (items) {
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auto itemMap = items->GetItems();
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if (!itemMap.empty()) {
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for (const auto& item : itemMap) {
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//drop the item:
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if (!item.second) continue;
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// don't drop the thinkng cap
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if (item.second->GetLot() == 6086) continue;
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GameMessages::SendDropClientLoot(m_Parent, source, item.second->GetLot(), 0, m_Parent->GetPosition(), item.second->GetCount());
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item.second->SetCount(0, false, false);
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for (const auto item : itemMap | std::views::values) {
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// Don't drop excluded items or null ones
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if (!item || Game::entityManager->GetHardcoreExcludedItemDrops().contains(item->GetLot())) continue;
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GameMessages::SendDropClientLoot(m_Parent, source, item->GetLot(), 0, m_Parent->GetPosition(), item->GetCount());
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item->SetCount(0, false, false);
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}
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Game::entityManager->SerializeEntity(m_Parent);
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}
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@@ -1020,11 +1020,6 @@ void DestroyableComponent::DoHardcoreModeDrops(const LWOOBJID source) {
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//drop all coins:
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GameMessages::SendDropClientLoot(m_Parent, source, LOT_NULL, coins, m_Parent->GetPosition());
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}
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// Reload the player since we can't normally reduce uscore from the server and we want the UI to update
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// do this last so we don't get killed.... again
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Game::entityManager->DestructEntity(m_Parent);
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Game::entityManager->ConstructEntity(m_Parent);
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return;
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}
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@@ -1032,12 +1027,12 @@ void DestroyableComponent::DoHardcoreModeDrops(const LWOOBJID source) {
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auto* player = Game::entityManager->GetEntity(source);
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if (player && player->IsPlayer()) {
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auto* playerStats = player->GetComponent<CharacterComponent>();
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if (playerStats) {
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if (playerStats && GetMaxHealth() > 0) {
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//get the maximum health from this enemy:
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auto maxHealth = GetMaxHealth();
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int uscore = maxHealth * Game::entityManager->GetHardcoreUscoreEnemiesMultiplier();
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LOG("Rewarding player %llu with %i uscore for killing enemy %i", player->GetObjectID(), uscore, m_Parent->GetLOT());
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playerStats->SetUScore(playerStats->GetUScore() + uscore);
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GameMessages::SendModifyLEGOScore(player, player->GetSystemAddress(), uscore, eLootSourceType::MISSION);
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