Loot: Fix rarity sorting (#1226)

Missed this step from the previous speedup.  rollloot numbers match within margin of error to numbers pre-cache improvement.
This commit is contained in:
David Markowitz 2023-10-18 07:18:47 -07:00 committed by GitHub
parent 3806891db0
commit 50921cce2d
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@ -1,4 +1,33 @@
#include "CDLootTableTable.h"
#include "CDClientManager.h"
#include "CDComponentsRegistryTable.h"
#include "CDItemComponentTable.h"
#include "eReplicaComponentType.h"
// Sort the tables by their rarity so the highest rarity items are first.
void SortTable(LootTableEntries& table) {
auto* componentsRegistryTable = CDClientManager::Instance().GetTable<CDComponentsRegistryTable>();
auto* itemComponentTable = CDClientManager::Instance().GetTable<CDItemComponentTable>();
// We modify the table in place so the outer loop keeps track of what is sorted
// and the inner loop finds the highest rarity item and swaps it with the current position
// of the outer loop.
for (auto oldItrOuter = table.begin(); oldItrOuter != table.end(); oldItrOuter++) {
auto lootToInsert = oldItrOuter;
// Its fine if this starts at 0, even if this doesnt match lootToInsert as the actual highest will
// either be found and overwrite these values, or the original is somehow zero and is still the highest rarity.
uint32_t highestLootRarity = 0;
for (auto oldItrInner = oldItrOuter; oldItrInner != table.end(); oldItrInner++) {
uint32_t itemComponentId = componentsRegistryTable->GetByIDAndType(oldItrInner->itemid, eReplicaComponentType::ITEM);
uint32_t rarity = itemComponentTable->GetItemComponentByID(itemComponentId).rarity;
if (rarity > highestLootRarity) {
highestLootRarity = rarity;
lootToInsert = oldItrInner;
}
}
Game::logger->LogDebug("CDLootTableTable", "highest rarity %i item id %i", highestLootRarity, lootToInsert->itemid);
std::swap(*oldItrOuter, *lootToInsert);
}
}
CDLootTable CDLootTableTable::ReadRow(CppSQLite3Query& tableData) const {
CDLootTable entry{};
@ -32,6 +61,9 @@ void CDLootTableTable::LoadValuesFromDatabase() {
this->entries[lootTableIndex].push_back(ReadRow(tableData));
tableData.nextRow();
}
for (auto& [id, table] : this->entries) {
SortTable(table);
}
}
const LootTableEntries& CDLootTableTable::GetTable(uint32_t tableId) {
@ -49,6 +81,7 @@ const LootTableEntries& CDLootTableTable::GetTable(uint32_t tableId) {
this->entries[tableId].push_back(ReadRow(tableData));
tableData.nextRow();
}
SortTable(this->entries[tableId]);
return this->entries[tableId];
}