mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-22 05:27:19 +00:00
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:
parent
3806891db0
commit
50921cce2d
@ -1,4 +1,33 @@
|
|||||||
#include "CDLootTableTable.h"
|
#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 CDLootTableTable::ReadRow(CppSQLite3Query& tableData) const {
|
||||||
CDLootTable entry{};
|
CDLootTable entry{};
|
||||||
@ -32,6 +61,9 @@ void CDLootTableTable::LoadValuesFromDatabase() {
|
|||||||
this->entries[lootTableIndex].push_back(ReadRow(tableData));
|
this->entries[lootTableIndex].push_back(ReadRow(tableData));
|
||||||
tableData.nextRow();
|
tableData.nextRow();
|
||||||
}
|
}
|
||||||
|
for (auto& [id, table] : this->entries) {
|
||||||
|
SortTable(table);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
const LootTableEntries& CDLootTableTable::GetTable(uint32_t tableId) {
|
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));
|
this->entries[tableId].push_back(ReadRow(tableData));
|
||||||
tableData.nextRow();
|
tableData.nextRow();
|
||||||
}
|
}
|
||||||
|
SortTable(this->entries[tableId]);
|
||||||
|
|
||||||
return this->entries[tableId];
|
return this->entries[tableId];
|
||||||
}
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user