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sanity check on opening packages (#923)
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@ -5763,11 +5763,7 @@ void GameMessages::HandleUseNonEquipmentItem(RakNet::BitStream* inStream, Entity
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auto* item = inv->FindItemById(itemConsumed);
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if (item == nullptr) {
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return;
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}
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item->UseNonEquip();
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if (item) item->UseNonEquip(item);
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}
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void GameMessages::HandleMatchRequest(RakNet::BitStream* inStream, Entity* entity) {
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@ -262,7 +262,7 @@ bool Item::Consume() {
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return success;
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}
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void Item::UseNonEquip() {
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void Item::UseNonEquip(Item* item) {
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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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@ -292,45 +292,49 @@ void Item::UseNonEquip() {
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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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auto* compRegistryTable = CDClientManager::Instance()->GetTable<CDComponentsRegistryTable>("ComponentsRegistry");
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const auto packageComponentId = compRegistryTable->GetByIDAndType(lot, COMPONENT_TYPE_PACKAGE);
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bool success = false;
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auto inventory = item->GetInventory();
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if (inventory && inventory->GetType() == eInventoryType::ITEMS) {
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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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if (packageComponentId == 0) return;
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if (packageComponentId == 0) return;
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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* 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 success = !packages.empty();
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if (success) {
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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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auto thisPackage = LootGenerator::Instance().RollLootMatrix(entityParent, pack.LootMatrixIndex);
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for (auto& loot : thisPackage) {
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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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auto success = !packages.empty();
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if (success) {
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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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auto thisPackage = LootGenerator::Instance().RollLootMatrix(entityParent, pack.LootMatrixIndex);
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for (auto& loot : thisPackage) {
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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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}
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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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if (playerInventoryComponent->HasSpaceForLoot(rolledLoot)) {
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LootGenerator::Instance().GiveLoot(playerInventoryComponent->GetParent(), rolledLoot, eLootSourceType::LOOT_SOURCE_CONSUMPTION);
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item->SetCount(item->GetCount() - 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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} 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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@ -195,7 +195,7 @@ public:
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/**
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* Uses this item if its non equip, essentially an interface for the linked GM
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*/
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void UseNonEquip();
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void UseNonEquip(Item* item);
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/**
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* Disassembles the part LOTs of this item back into the inventory, if it has any
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