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https://github.com/DarkflameUniverse/DarkflameServer.git
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Packages updates (#864)
Update packages to not open if you dont have enough room. Update packages to no longer allow them selves to be open unless you meet the pre-reqs.
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@ -253,7 +253,7 @@ bool Item::Consume() {
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}
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}
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}
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}
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Game::logger->Log("Item", "Consumed (%i) / (%llu) with (%d)", lot, id, success);
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Game::logger->LogDebug("Item", "Consumed LOT (%i) itemID (%llu). Success=(%d)", lot, id, success);
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GameMessages::SendUseItemResult(inventory->GetComponent()->GetParent(), lot, success);
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GameMessages::SendUseItemResult(inventory->GetComponent()->GetParent(), lot, success);
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@ -265,14 +265,34 @@ bool Item::Consume() {
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}
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}
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void Item::UseNonEquip() {
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void Item::UseNonEquip() {
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LOT thisLot = this->GetLot();
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if (!GetInventory()) {
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Game::logger->LogDebug("Item", "item %i has no inventory??", this->GetLot());
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return;
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}
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auto* playerInventoryComponent = GetInventory()->GetComponent();
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if (!playerInventoryComponent) {
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Game::logger->LogDebug("Item", "no inventory component attached to item id %llu lot %i", this->GetId(), this->GetLot());
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return;
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}
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auto* playerEntity = playerInventoryComponent->GetParent();
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if (!playerEntity) {
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Game::logger->LogDebug("Item", "no player entity attached to inventory? item id is %llu", this->GetId());
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return;
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}
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const auto type = static_cast<eItemType>(info->itemType);
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const auto type = static_cast<eItemType>(info->itemType);
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if (type == eItemType::ITEM_TYPE_MOUNT) {
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if (type == eItemType::ITEM_TYPE_MOUNT) {
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GetInventory()->GetComponent()->HandlePossession(this);
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playerInventoryComponent->HandlePossession(this);
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// TODO Check if mounts are allowed to be spawned
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} else if (type == eItemType::ITEM_TYPE_PET_INVENTORY_ITEM && subKey != LWOOBJID_EMPTY) {
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} else if (type == eItemType::ITEM_TYPE_PET_INVENTORY_ITEM && subKey != LWOOBJID_EMPTY) {
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const auto& databasePet = GetInventory()->GetComponent()->GetDatabasePet(subKey);
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const auto& databasePet = playerInventoryComponent->GetDatabasePet(subKey);
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if (databasePet.lot != LOT_NULL) {
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if (databasePet.lot != LOT_NULL) {
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GetInventory()->GetComponent()->SpawnPet(this);
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playerInventoryComponent->SpawnPet(this);
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}
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}
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// This precondition response is taken care of in SpawnPet().
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} else {
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} else {
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auto* compRegistryTable = CDClientManager::Instance()->GetTable<CDComponentsRegistryTable>("ComponentsRegistry");
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auto* compRegistryTable = CDClientManager::Instance()->GetTable<CDComponentsRegistryTable>("ComponentsRegistry");
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const auto packageComponentId = compRegistryTable->GetByIDAndType(lot, COMPONENT_TYPE_PACKAGE);
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const auto packageComponentId = compRegistryTable->GetByIDAndType(lot, COMPONENT_TYPE_PACKAGE);
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@ -282,18 +302,41 @@ void Item::UseNonEquip() {
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auto* packCompTable = CDClientManager::Instance()->GetTable<CDPackageComponentTable>("PackageComponent");
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auto* packCompTable = CDClientManager::Instance()->GetTable<CDPackageComponentTable>("PackageComponent");
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auto packages = packCompTable->Query([=](const CDPackageComponent entry) {return entry.id == static_cast<uint32_t>(packageComponentId); });
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auto packages = packCompTable->Query([=](const CDPackageComponent entry) {return entry.id == static_cast<uint32_t>(packageComponentId); });
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const auto success = !packages.empty();
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auto success = !packages.empty();
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if (success) {
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if (success) {
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auto* entityParent = inventory->GetComponent()->GetParent();
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if (this->GetPreconditionExpression()->Check(playerInventoryComponent->GetParent())) {
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auto* entityParent = playerInventoryComponent->GetParent();
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// Roll the loot for all the packages then see if it all fits. If it fits, give it to the player, otherwise don't.
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std::unordered_map<LOT, int32_t> rolledLoot{};
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for (auto& pack : packages) {
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for (auto& pack : packages) {
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std::unordered_map<LOT, int32_t> result{};
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auto thisPackage = LootGenerator::Instance().RollLootMatrix(entityParent, pack.LootMatrixIndex);
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result = LootGenerator::Instance().RollLootMatrix(entityParent, pack.LootMatrixIndex);
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for (auto& loot : thisPackage) {
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if (!inventory->GetComponent()->HasSpaceForLoot(result)) {
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// If we already rolled this lot, add it to the existing one, otherwise create a new entry.
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auto existingLoot = rolledLoot.find(loot.first);
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if (existingLoot == rolledLoot.end()) {
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rolledLoot.insert(loot);
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} else {
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existingLoot->second += loot.second;
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}
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}
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LootGenerator::Instance().GiveLoot(inventory->GetComponent()->GetParent(), result, eLootSourceType::LOOT_SOURCE_CONSUMPTION);
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}
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}
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inventory->GetComponent()->RemoveItem(lot, 1);
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}
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}
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if (playerInventoryComponent->HasSpaceForLoot(rolledLoot)) {
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LootGenerator::Instance().GiveLoot(playerInventoryComponent->GetParent(), rolledLoot, eLootSourceType::LOOT_SOURCE_CONSUMPTION);
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playerInventoryComponent->RemoveItem(lot, 1);
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} else {
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success = false;
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}
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} else {
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GameMessages::SendUseItemRequirementsResponse(
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playerInventoryComponent->GetParent()->GetObjectID(),
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playerInventoryComponent->GetParent()->GetSystemAddress(),
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UseItemResponse::FailedPrecondition
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);
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success = false;
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}
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}
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Game::logger->LogDebug("Item", "Player %llu %s used item %i", playerEntity->GetObjectID(), success ? "successfully" : "unsuccessfully", thisLot);
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GameMessages::SendUseItemResult(playerInventoryComponent->GetParent(), thisLot, success);
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}
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}
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}
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}
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@ -154,7 +154,7 @@ bool Precondition::CheckValue(Entity* player, const uint32_t value, bool evaluat
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case PreconditionType::MissionComplete:
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case PreconditionType::MissionComplete:
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mission = missionComponent->GetMission(value);
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mission = missionComponent->GetMission(value);
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return mission == nullptr || mission->GetMissionState() >= MissionState::MISSION_STATE_COMPLETE;
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return mission == nullptr ? false : mission->GetMissionState() >= MissionState::MISSION_STATE_COMPLETE;
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case PreconditionType::PetDeployed:
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case PreconditionType::PetDeployed:
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return false; // TODO
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return false; // TODO
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case PreconditionType::HasFlag:
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case PreconditionType::HasFlag:
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@ -277,11 +277,6 @@ bool PreconditionExpression::Check(Entity* player, bool evaluateCosts) const {
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return true;
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return true;
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}
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}
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if (player->GetGMLevel() >= 9) // Developers can skip this for testing
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{
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return true;
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}
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const auto a = Preconditions::Check(player, condition, evaluateCosts);
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const auto a = Preconditions::Check(player, condition, evaluateCosts);
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if (!a) {
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if (!a) {
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