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Loot: Fix rarity sorting (#1226)
Missed this step from the previous speedup. rollloot numbers match within margin of error to numbers pre-cache improvement.
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@ -1,4 +1,33 @@
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#include "CDLootTableTable.h"
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#include "CDLootTableTable.h"
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#include "CDClientManager.h"
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#include "CDComponentsRegistryTable.h"
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#include "CDItemComponentTable.h"
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#include "eReplicaComponentType.h"
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// Sort the tables by their rarity so the highest rarity items are first.
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void SortTable(LootTableEntries& table) {
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auto* componentsRegistryTable = CDClientManager::Instance().GetTable<CDComponentsRegistryTable>();
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auto* itemComponentTable = CDClientManager::Instance().GetTable<CDItemComponentTable>();
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// We modify the table in place so the outer loop keeps track of what is sorted
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// and the inner loop finds the highest rarity item and swaps it with the current position
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// of the outer loop.
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for (auto oldItrOuter = table.begin(); oldItrOuter != table.end(); oldItrOuter++) {
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auto lootToInsert = oldItrOuter;
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// Its fine if this starts at 0, even if this doesnt match lootToInsert as the actual highest will
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// either be found and overwrite these values, or the original is somehow zero and is still the highest rarity.
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uint32_t highestLootRarity = 0;
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for (auto oldItrInner = oldItrOuter; oldItrInner != table.end(); oldItrInner++) {
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uint32_t itemComponentId = componentsRegistryTable->GetByIDAndType(oldItrInner->itemid, eReplicaComponentType::ITEM);
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uint32_t rarity = itemComponentTable->GetItemComponentByID(itemComponentId).rarity;
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if (rarity > highestLootRarity) {
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highestLootRarity = rarity;
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lootToInsert = oldItrInner;
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}
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}
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Game::logger->LogDebug("CDLootTableTable", "highest rarity %i item id %i", highestLootRarity, lootToInsert->itemid);
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std::swap(*oldItrOuter, *lootToInsert);
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}
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}
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CDLootTable CDLootTableTable::ReadRow(CppSQLite3Query& tableData) const {
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CDLootTable CDLootTableTable::ReadRow(CppSQLite3Query& tableData) const {
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CDLootTable entry{};
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CDLootTable entry{};
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@ -32,6 +61,9 @@ void CDLootTableTable::LoadValuesFromDatabase() {
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this->entries[lootTableIndex].push_back(ReadRow(tableData));
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this->entries[lootTableIndex].push_back(ReadRow(tableData));
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tableData.nextRow();
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tableData.nextRow();
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}
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}
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for (auto& [id, table] : this->entries) {
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SortTable(table);
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}
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}
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}
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const LootTableEntries& CDLootTableTable::GetTable(uint32_t tableId) {
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const LootTableEntries& CDLootTableTable::GetTable(uint32_t tableId) {
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@ -49,6 +81,7 @@ const LootTableEntries& CDLootTableTable::GetTable(uint32_t tableId) {
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this->entries[tableId].push_back(ReadRow(tableData));
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this->entries[tableId].push_back(ReadRow(tableData));
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tableData.nextRow();
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tableData.nextRow();
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}
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}
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SortTable(this->entries[tableId]);
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return this->entries[tableId];
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return this->entries[tableId];
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}
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}
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