mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-12-22 13:33:35 +00:00
perf: Loot memory savings (#1165)
* Move away from constructor queries Fix up other large tables to have proper backup lookups Revert "idk im just dumb ig" This reverts commit 5d5be5df53b8959b42b291613d7db749a65a3585. idk im just dumb ig * Fix slow components registry lookup * add define for cdclient cache all * Huge loot namespace rework - Remove all excess memory usage - do not cache components registry - cache loot matrices on startup of the destroyable component - convert loot singleton class to a namespace - rework loot cdclient tables to operate closer to how someone would actually use them (basically doing the previous LootGenerator::LootGenerator caching but in those tables) - Memory usage reduced by 10%+ across the board * cache rebuild matrix * Database: move reading to own function Also change name of cache to PascalCase * Database: Move common function rading
This commit is contained in:
parent
e96fd56fbd
commit
c6087ce77a
@ -55,7 +55,7 @@ CDClientManager::CDClientManager() {
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CDBehaviorParameterTable::Instance().LoadValuesFromDatabase();
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CDBehaviorTemplateTable::Instance().LoadValuesFromDatabase();
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CDBrickIDTableTable::Instance().LoadValuesFromDatabase();
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CDComponentsRegistryTable::Instance().LoadValuesFromDatabase();
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CDCLIENT_DONT_CACHE_TABLE(CDComponentsRegistryTable::Instance().LoadValuesFromDatabase());
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CDCurrencyTableTable::Instance().LoadValuesFromDatabase();
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CDDestructibleComponentTable::Instance().LoadValuesFromDatabase();
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CDEmoteTableTable::Instance().LoadValuesFromDatabase();
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@ -65,8 +65,8 @@ CDClientManager::CDClientManager() {
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CDItemSetSkillsTable::Instance().LoadValuesFromDatabase();
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CDItemSetsTable::Instance().LoadValuesFromDatabase();
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CDLevelProgressionLookupTable::Instance().LoadValuesFromDatabase();
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CDLootMatrixTable::Instance().LoadValuesFromDatabase();
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CDLootTableTable::Instance().LoadValuesFromDatabase();
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CDCLIENT_DONT_CACHE_TABLE(CDLootMatrixTable::Instance().LoadValuesFromDatabase());
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CDCLIENT_DONT_CACHE_TABLE(CDLootTableTable::Instance().LoadValuesFromDatabase());
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CDMissionEmailTable::Instance().LoadValuesFromDatabase();
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CDMissionNPCComponentTable::Instance().LoadValuesFromDatabase();
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CDMissionTasksTable::Instance().LoadValuesFromDatabase();
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@ -1,5 +1,18 @@
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#include "CDLootMatrixTable.h"
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CDLootMatrix CDLootMatrixTable::ReadRow(CppSQLite3Query& tableData) const {
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CDLootMatrix entry{};
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if (tableData.eof()) return entry;
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entry.LootTableIndex = tableData.getIntField("LootTableIndex", -1);
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entry.RarityTableIndex = tableData.getIntField("RarityTableIndex", -1);
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entry.percent = tableData.getFloatField("percent", -1.0f);
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entry.minToDrop = tableData.getIntField("minToDrop", -1);
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entry.maxToDrop = tableData.getIntField("maxToDrop", -1);
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entry.flagID = tableData.getIntField("flagID", -1);
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UNUSED(entry.gate_version = tableData.getStringField("gate_version", ""));
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return entry;
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}
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void CDLootMatrixTable::LoadValuesFromDatabase() {
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// First, get the size of the table
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@ -11,8 +24,6 @@ void CDLootMatrixTable::LoadValuesFromDatabase() {
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tableSize.nextRow();
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}
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tableSize.finalize();
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// Reserve the size
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this->entries.reserve(size);
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@ -20,33 +31,28 @@ void CDLootMatrixTable::LoadValuesFromDatabase() {
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auto tableData = CDClientDatabase::ExecuteQuery("SELECT * FROM LootMatrix");
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while (!tableData.eof()) {
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CDLootMatrix entry;
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entry.LootMatrixIndex = tableData.getIntField("LootMatrixIndex", -1);
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entry.LootTableIndex = tableData.getIntField("LootTableIndex", -1);
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entry.RarityTableIndex = tableData.getIntField("RarityTableIndex", -1);
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entry.percent = tableData.getFloatField("percent", -1.0f);
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entry.minToDrop = tableData.getIntField("minToDrop", -1);
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entry.maxToDrop = tableData.getIntField("maxToDrop", -1);
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entry.id = tableData.getIntField("id", -1);
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entry.flagID = tableData.getIntField("flagID", -1);
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UNUSED(entry.gate_version = tableData.getStringField("gate_version", ""));
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uint32_t lootMatrixIndex = tableData.getIntField("LootMatrixIndex", -1);
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this->entries.push_back(entry);
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this->entries[lootMatrixIndex].push_back(ReadRow(tableData));
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tableData.nextRow();
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}
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}
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const LootMatrixEntries& CDLootMatrixTable::GetMatrix(uint32_t matrixId) {
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auto itr = this->entries.find(matrixId);
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if (itr != this->entries.end()) {
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return itr->second;
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}
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auto query = CDClientDatabase::CreatePreppedStmt("SELECT * FROM LootMatrix where LootMatrixIndex = ?;");
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query.bind(1, static_cast<int32_t>(matrixId));
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auto tableData = query.execQuery();
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while (!tableData.eof()) {
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this->entries[matrixId].push_back(ReadRow(tableData));
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tableData.nextRow();
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}
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tableData.finalize();
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}
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std::vector<CDLootMatrix> CDLootMatrixTable::Query(std::function<bool(CDLootMatrix)> predicate) {
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std::vector<CDLootMatrix> data = cpplinq::from(this->entries)
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>> cpplinq::where(predicate)
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>> cpplinq::to_vector();
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return data;
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}
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const std::vector<CDLootMatrix>& CDLootMatrixTable::GetEntries() const {
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return this->entries;
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return this->entries[matrixId];
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}
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@ -4,26 +4,26 @@
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#include "CDTable.h"
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struct CDLootMatrix {
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unsigned int LootMatrixIndex; //!< The Loot Matrix Index
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unsigned int LootTableIndex; //!< The Loot Table Index
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unsigned int RarityTableIndex; //!< The Rarity Table Index
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float percent; //!< The percent that this matrix is used?
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unsigned int minToDrop; //!< The minimum amount of loot from this matrix to drop
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unsigned int maxToDrop; //!< The maximum amount of loot from this matrix to drop
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unsigned int id; //!< The ID of the Loot Matrix
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unsigned int flagID; //!< ???
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UNUSED(std::string gate_version); //!< The Gate Version
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};
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class CDLootMatrixTable : public CDTable<CDLootMatrixTable> {
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private:
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std::vector<CDLootMatrix> entries;
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typedef uint32_t LootMatrixIndex;
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typedef std::vector<CDLootMatrix> LootMatrixEntries;
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class CDLootMatrixTable : public CDTable<CDLootMatrixTable> {
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public:
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void LoadValuesFromDatabase();
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// Queries the table with a custom "where" clause
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std::vector<CDLootMatrix> Query(std::function<bool(CDLootMatrix)> predicate);
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const std::vector<CDLootMatrix>& GetEntries() const;
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// Gets a matrix by ID or inserts a blank one if none existed.
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const LootMatrixEntries& GetMatrix(uint32_t matrixId);
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private:
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CDLootMatrix ReadRow(CppSQLite3Query& tableData) const;
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std::unordered_map<LootMatrixIndex, LootMatrixEntries> entries;
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};
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@ -1,5 +1,14 @@
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#include "CDLootTableTable.h"
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CDLootTable CDLootTableTable::ReadRow(CppSQLite3Query& tableData) const {
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CDLootTable entry{};
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if (tableData.eof()) return entry;
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entry.itemid = tableData.getIntField("itemid", -1);
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entry.MissionDrop = tableData.getIntField("MissionDrop", -1) == 1 ? true : false;
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entry.sortPriority = tableData.getIntField("sortPriority", -1);
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return entry;
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}
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void CDLootTableTable::LoadValuesFromDatabase() {
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// First, get the size of the table
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@ -11,8 +20,6 @@ void CDLootTableTable::LoadValuesFromDatabase() {
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tableSize.nextRow();
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}
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tableSize.finalize();
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// Reserve the size
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this->entries.reserve(size);
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@ -20,32 +27,28 @@ void CDLootTableTable::LoadValuesFromDatabase() {
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auto tableData = CDClientDatabase::ExecuteQuery("SELECT * FROM LootTable");
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while (!tableData.eof()) {
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CDLootTable entry;
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entry.id = tableData.getIntField("id", -1);
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entry.itemid = tableData.getIntField("itemid", -1);
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entry.LootTableIndex = tableData.getIntField("LootTableIndex", -1);
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entry.id = tableData.getIntField("id", -1);
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entry.MissionDrop = tableData.getIntField("MissionDrop", -1) == 1 ? true : false;
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entry.sortPriority = tableData.getIntField("sortPriority", -1);
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uint32_t lootTableIndex = tableData.getIntField("LootTableIndex", -1);
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this->entries.push_back(entry);
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this->entries[lootTableIndex].push_back(ReadRow(tableData));
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tableData.nextRow();
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}
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}
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const LootTableEntries& CDLootTableTable::GetTable(uint32_t tableId) {
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auto itr = this->entries.find(tableId);
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if (itr != this->entries.end()) {
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return itr->second;
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}
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auto query = CDClientDatabase::CreatePreppedStmt("SELECT * FROM LootTable WHERE LootTableIndex = ?;");
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query.bind(1, static_cast<int32_t>(tableId));
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auto tableData = query.execQuery();
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while (!tableData.eof()) {
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CDLootTable entry;
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this->entries[tableId].push_back(ReadRow(tableData));
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tableData.nextRow();
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}
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tableData.finalize();
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return this->entries[tableId];
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}
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//! Queries the table with a custom "where" clause
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std::vector<CDLootTable> CDLootTableTable::Query(std::function<bool(CDLootTable)> predicate) {
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std::vector<CDLootTable> data = cpplinq::from(this->entries)
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>> cpplinq::where(predicate)
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>> cpplinq::to_vector();
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return data;
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}
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//! Gets all the entries in the table
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const std::vector<CDLootTable>& CDLootTableTable::GetEntries() const {
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return this->entries;
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}
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struct CDLootTable {
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unsigned int itemid; //!< The LOT of the item
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unsigned int LootTableIndex; //!< The Loot Table Index
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unsigned int id; //!< The ID
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bool MissionDrop; //!< Whether or not this loot table is a mission drop
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unsigned int sortPriority; //!< The sorting priority
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};
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typedef uint32_t LootTableIndex;
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typedef std::vector<CDLootTable> LootTableEntries;
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class CDLootTableTable : public CDTable<CDLootTableTable> {
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private:
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std::vector<CDLootTable> entries;
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CDLootTable ReadRow(CppSQLite3Query& tableData) const;
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std::unordered_map<LootTableIndex, LootTableEntries> entries;
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public:
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void LoadValuesFromDatabase();
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// Queries the table with a custom "where" clause
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std::vector<CDLootTable> Query(std::function<bool(CDLootTable)> predicate);
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const std::vector<CDLootTable>& GetEntries() const;
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const LootTableEntries& GetTable(uint32_t tableId);
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};
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@ -17,33 +17,18 @@ void CDRarityTableTable::LoadValuesFromDatabase() {
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this->entries.reserve(size);
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// Now get the data
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auto tableData = CDClientDatabase::ExecuteQuery("SELECT * FROM RarityTable");
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auto tableData = CDClientDatabase::ExecuteQuery("SELECT * FROM RarityTable order by randmax desc;");
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while (!tableData.eof()) {
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uint32_t rarityTableIndex = tableData.getIntField("RarityTableIndex", -1);
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CDRarityTable entry;
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entry.id = tableData.getIntField("id", -1);
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entry.randmax = tableData.getFloatField("randmax", -1);
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entry.rarity = tableData.getIntField("rarity", -1);
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entry.RarityTableIndex = tableData.getIntField("RarityTableIndex", -1);
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this->entries.push_back(entry);
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entries[rarityTableIndex].push_back(entry);
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tableData.nextRow();
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}
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tableData.finalize();
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}
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//! Queries the table with a custom "where" clause
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std::vector<CDRarityTable> CDRarityTableTable::Query(std::function<bool(CDRarityTable)> predicate) {
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std::vector<CDRarityTable> data = cpplinq::from(this->entries)
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>> cpplinq::where(predicate)
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>> cpplinq::to_vector();
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return data;
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const std::vector<CDRarityTable>& CDRarityTableTable::GetRarityTable(uint32_t id) {
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return entries[id];
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}
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//! Gets all the entries in the table
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const std::vector<CDRarityTable>& CDRarityTableTable::GetEntries() const {
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return this->entries;
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}
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#include "CDTable.h"
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struct CDRarityTable {
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unsigned int id;
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float randmax;
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unsigned int rarity;
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unsigned int RarityTableIndex;
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friend bool operator> (const CDRarityTable& c1, const CDRarityTable& c2) {
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return c1.rarity > c2.rarity;
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}
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friend bool operator>= (const CDRarityTable& c1, const CDRarityTable& c2) {
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return c1.rarity >= c2.rarity;
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}
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friend bool operator< (const CDRarityTable& c1, const CDRarityTable& c2) {
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return c1.rarity < c2.rarity;
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}
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friend bool operator<= (const CDRarityTable& c1, const CDRarityTable& c2) {
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return c1.rarity <= c2.rarity;
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}
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};
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typedef std::vector<CDRarityTable> RarityTable;
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class CDRarityTableTable : public CDTable<CDRarityTableTable> {
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private:
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std::vector<CDRarityTable> entries;
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typedef uint32_t RarityTableIndex;
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std::unordered_map<RarityTableIndex, std::vector<CDRarityTable>> entries;
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public:
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void LoadValuesFromDatabase();
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// Queries the table with a custom "where" clause
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std::vector<CDRarityTable> Query(std::function<bool(CDRarityTable)> predicate);
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const std::vector<CDRarityTable>& GetEntries() const;
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const std::vector<CDRarityTable>& GetRarityTable(uint32_t predicate);
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};
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@ -377,6 +377,7 @@ void Entity::Initialize() {
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comp->SetIsSmashable(destCompData[0].isSmashable);
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comp->SetLootMatrixID(destCompData[0].LootMatrixIndex);
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Loot::CacheMatrix(destCompData[0].LootMatrixIndex);
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// Now get currency information
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uint32_t npcMinLevel = destCompData[0].level;
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@ -565,6 +566,7 @@ void Entity::Initialize() {
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if (activityID > 0) {
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comp->SetActivityId(activityID);
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Loot::CacheMatrix(activityID);
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}
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const auto compTime = GetVar<float>(u"compTime");
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@ -735,18 +735,18 @@ void DestroyableComponent::Smash(const LWOOBJID source, const eKillType killType
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auto* member = Game::entityManager->GetEntity(specificOwner);
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if (member) LootGenerator::Instance().DropLoot(member, m_Parent, lootMatrixId, GetMinCoins(), GetMaxCoins());
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if (member) Loot::DropLoot(member, m_Parent, lootMatrixId, GetMinCoins(), GetMaxCoins());
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} else {
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for (const auto memberId : team->members) { // Free for all
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auto* member = Game::entityManager->GetEntity(memberId);
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if (member == nullptr) continue;
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LootGenerator::Instance().DropLoot(member, m_Parent, lootMatrixId, GetMinCoins(), GetMaxCoins());
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Loot::DropLoot(member, m_Parent, lootMatrixId, GetMinCoins(), GetMaxCoins());
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}
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}
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} else { // drop loot for non team user
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LootGenerator::Instance().DropLoot(owner, m_Parent, GetLootMatrixID(), GetMinCoins(), GetMaxCoins());
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Loot::DropLoot(owner, m_Parent, GetLootMatrixID(), GetMinCoins(), GetMaxCoins());
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}
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}
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} else {
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@ -764,7 +764,7 @@ void DestroyableComponent::Smash(const LWOOBJID source, const eKillType killType
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coinsTotal -= coinsToLose;
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LootGenerator::Instance().DropLoot(m_Parent, m_Parent, -1, coinsToLose, coinsToLose);
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Loot::DropLoot(m_Parent, m_Parent, -1, coinsToLose, coinsToLose);
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character->SetCoins(coinsTotal, eLootSourceType::PICKUP);
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}
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}
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@ -388,7 +388,7 @@ void RacingControlComponent::HandleMessageBoxResponse(Entity* player, int32_t bu
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}
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const auto score = playersRating * 10 + data->finished;
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LootGenerator::Instance().GiveActivityLoot(player, m_Parent, m_ActivityID, score);
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Loot::GiveActivityLoot(player, m_Parent, m_ActivityID, score);
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// Giving rewards
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GameMessages::SendNotifyRacingClient(
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@ -486,7 +486,7 @@ void RebuildComponent::CompleteRebuild(Entity* user) {
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auto* missionComponent = builder->GetComponent<MissionComponent>();
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if (missionComponent) missionComponent->Progress(eMissionTaskType::ACTIVITY, m_ActivityId);
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}
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LootGenerator::Instance().DropActivityLoot(builder, m_Parent, m_ActivityId, 1);
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Loot::DropActivityLoot(builder, m_Parent, m_ActivityId, 1);
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}
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// Notify scripts
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@ -576,7 +576,7 @@ void ActivityInstance::RewardParticipant(Entity* participant) {
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maxCoins = currencyTable[0].maxvalue;
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}
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LootGenerator::Instance().DropLoot(participant, m_Parent, activityRewards[0].LootMatrixIndex, minCoins, maxCoins);
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Loot::DropLoot(participant, m_Parent, activityRewards[0].LootMatrixIndex, minCoins, maxCoins);
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}
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}
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@ -42,7 +42,7 @@ void VendorComponent::RefreshInventory(bool isCreation) {
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}
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auto* lootMatrixTable = CDClientManager::Instance().GetTable<CDLootMatrixTable>();
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const auto lootMatrices = lootMatrixTable->Query([=](CDLootMatrix entry) { return (entry.LootMatrixIndex == m_LootMatrixID); });
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const auto& lootMatrices = lootMatrixTable->GetMatrix(m_LootMatrixID);
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if (lootMatrices.empty()) return;
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@ -51,8 +51,7 @@ void VendorComponent::RefreshInventory(bool isCreation) {
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auto* compRegistryTable = CDClientManager::Instance().GetTable<CDComponentsRegistryTable>();
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for (const auto& lootMatrix : lootMatrices) {
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int lootTableID = lootMatrix.LootTableIndex;
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auto vendorItems = lootTableTable->Query([=](CDLootTable entry) { return (entry.LootTableIndex == lootTableID); });
|
||||
auto vendorItems = lootTableTable->GetTable(lootMatrix.LootTableIndex);
|
||||
if (lootMatrix.maxToDrop == 0 || lootMatrix.minToDrop == 0) {
|
||||
for (const auto& item : vendorItems) {
|
||||
if (!m_HasStandardCostItems || !m_HasMultiCostItems) {
|
||||
|
@ -319,7 +319,7 @@ void Item::UseNonEquip(Item* item) {
|
||||
// Roll the loot for all the packages then see if it all fits. If it fits, give it to the player, otherwise don't.
|
||||
std::unordered_map<LOT, int32_t> rolledLoot{};
|
||||
for (auto& pack : packages) {
|
||||
auto thisPackage = LootGenerator::Instance().RollLootMatrix(entityParent, pack.LootMatrixIndex);
|
||||
auto thisPackage = Loot::RollLootMatrix(entityParent, pack.LootMatrixIndex);
|
||||
for (auto& loot : thisPackage) {
|
||||
// If we already rolled this lot, add it to the existing one, otherwise create a new entry.
|
||||
auto existingLoot = rolledLoot.find(loot.first);
|
||||
@ -331,7 +331,7 @@ void Item::UseNonEquip(Item* item) {
|
||||
}
|
||||
}
|
||||
if (playerInventoryComponent->HasSpaceForLoot(rolledLoot)) {
|
||||
LootGenerator::Instance().GiveLoot(playerInventoryComponent->GetParent(), rolledLoot, eLootSourceType::CONSUMPTION);
|
||||
Loot::GiveLoot(playerInventoryComponent->GetParent(), rolledLoot, eLootSourceType::CONSUMPTION);
|
||||
item->SetCount(item->GetCount() - 1);
|
||||
} else {
|
||||
success = false;
|
||||
|
@ -1,7 +1,8 @@
|
||||
#include <algorithm>
|
||||
|
||||
#include "Loot.h"
|
||||
|
||||
#include <algorithm>
|
||||
#include <unordered_set>
|
||||
|
||||
#include "CDComponentsRegistryTable.h"
|
||||
#include "CDItemComponentTable.h"
|
||||
#include "CDLootMatrixTable.h"
|
||||
@ -18,148 +19,60 @@
|
||||
#include "eMissionState.h"
|
||||
#include "eReplicaComponentType.h"
|
||||
|
||||
LootGenerator::LootGenerator() {
|
||||
CDLootTableTable* lootTableTable = CDClientManager::Instance().GetTable<CDLootTableTable>();
|
||||
namespace {
|
||||
std::unordered_set<uint32_t> CachedMatrices;
|
||||
}
|
||||
|
||||
void Loot::CacheMatrix(uint32_t matrixIndex) {
|
||||
if (CachedMatrices.find(matrixIndex) != CachedMatrices.end()) {
|
||||
return;
|
||||
}
|
||||
CachedMatrices.insert(matrixIndex);
|
||||
CDComponentsRegistryTable* componentsRegistryTable = CDClientManager::Instance().GetTable<CDComponentsRegistryTable>();
|
||||
CDItemComponentTable* itemComponentTable = CDClientManager::Instance().GetTable<CDItemComponentTable>();
|
||||
CDLootMatrixTable* lootMatrixTable = CDClientManager::Instance().GetTable<CDLootMatrixTable>();
|
||||
CDLootTableTable* lootTableTable = CDClientManager::Instance().GetTable<CDLootTableTable>();
|
||||
CDRarityTableTable* rarityTableTable = CDClientManager::Instance().GetTable<CDRarityTableTable>();
|
||||
|
||||
// ==============================
|
||||
// Cache Item Rarities
|
||||
// ==============================
|
||||
const auto& matrix = lootMatrixTable->GetMatrix(matrixIndex);
|
||||
|
||||
std::vector<uint32_t> uniqueItems;
|
||||
|
||||
for (const CDLootTable& loot : lootTableTable->GetEntries()) {
|
||||
uniqueItems.push_back(loot.itemid);
|
||||
}
|
||||
|
||||
// filter out duplicates
|
||||
std::sort(uniqueItems.begin(), uniqueItems.end());
|
||||
uniqueItems.erase(std::unique(uniqueItems.begin(), uniqueItems.end()), uniqueItems.end());
|
||||
|
||||
for (const uint32_t itemID : uniqueItems) {
|
||||
uint32_t itemComponentID = componentsRegistryTable->GetByIDAndType(itemID, eReplicaComponentType::ITEM);
|
||||
const CDItemComponent& item = itemComponentTable->GetItemComponentByID(itemComponentID);
|
||||
|
||||
m_ItemRarities.insert({ itemID, item.rarity });
|
||||
}
|
||||
|
||||
// ==============================
|
||||
// Cache Rarity Tables
|
||||
// ==============================
|
||||
|
||||
std::vector<uint32_t> uniqueRarityIndices;
|
||||
|
||||
for (const CDRarityTable& rarity : rarityTableTable->GetEntries()) {
|
||||
uniqueRarityIndices.push_back(rarity.RarityTableIndex);
|
||||
}
|
||||
|
||||
// filter out duplicates
|
||||
std::sort(uniqueRarityIndices.begin(), uniqueRarityIndices.end());
|
||||
uniqueRarityIndices.erase(std::unique(uniqueRarityIndices.begin(), uniqueRarityIndices.end()), uniqueRarityIndices.end());
|
||||
|
||||
for (const uint32_t index : uniqueRarityIndices) {
|
||||
std::vector<CDRarityTable> table = rarityTableTable->Query([index](const CDRarityTable& entry) { return entry.RarityTableIndex == index; });
|
||||
|
||||
RarityTable rarityTable;
|
||||
|
||||
for (const CDRarityTable& entry : table) {
|
||||
RarityTableEntry rarity{ entry.rarity, entry.randmax };
|
||||
rarityTable.push_back(rarity);
|
||||
for (const auto& entry : matrix) {
|
||||
const auto& lootTable = lootTableTable->GetTable(entry.LootTableIndex);
|
||||
const auto& rarityTable = rarityTableTable->GetRarityTable(entry.RarityTableIndex);
|
||||
for (const auto& loot : lootTable) {
|
||||
uint32_t itemComponentId = componentsRegistryTable->GetByIDAndType(loot.itemid, eReplicaComponentType::ITEM);
|
||||
uint32_t rarity = itemComponentTable->GetItemComponentByID(itemComponentId).rarity;
|
||||
}
|
||||
|
||||
// sort in descending order based on randMax
|
||||
std::sort(rarityTable.begin(), rarityTable.end(), [](const RarityTableEntry& x, const RarityTableEntry& y) { return x.randMax > y.randMax; });
|
||||
|
||||
m_RarityTables.insert({ index, rarityTable });
|
||||
}
|
||||
|
||||
// ==============================
|
||||
// Cache Loot Matrices
|
||||
// ==============================
|
||||
|
||||
std::vector<uint32_t> uniqueMatrixIndices;
|
||||
|
||||
for (const CDLootMatrix& matrix : lootMatrixTable->GetEntries()) {
|
||||
uniqueMatrixIndices.push_back(matrix.LootMatrixIndex);
|
||||
}
|
||||
|
||||
// filter out duplicates
|
||||
std::sort(uniqueMatrixIndices.begin(), uniqueMatrixIndices.end());
|
||||
uniqueMatrixIndices.erase(std::unique(uniqueMatrixIndices.begin(), uniqueMatrixIndices.end()), uniqueMatrixIndices.end());
|
||||
|
||||
for (const uint32_t index : uniqueMatrixIndices) {
|
||||
std::vector<CDLootMatrix> matrix = lootMatrixTable->Query([index](const CDLootMatrix& entry) { return entry.LootMatrixIndex == index; });
|
||||
|
||||
LootMatrix lootMatrix;
|
||||
|
||||
for (const CDLootMatrix& entry : matrix) {
|
||||
LootMatrixEntry matrixEntry{ entry.LootTableIndex, entry.RarityTableIndex, entry.percent, entry.minToDrop, entry.maxToDrop };
|
||||
lootMatrix.push_back(matrixEntry);
|
||||
}
|
||||
|
||||
m_LootMatrices.insert({ index, lootMatrix });
|
||||
}
|
||||
|
||||
// ==============================
|
||||
// Cache Loot Tables
|
||||
// ==============================
|
||||
|
||||
std::vector<uint32_t> uniqueTableIndices;
|
||||
|
||||
for (const CDLootTable& entry : lootTableTable->GetEntries()) {
|
||||
uniqueTableIndices.push_back(entry.LootTableIndex);
|
||||
}
|
||||
|
||||
// filter out duplicates
|
||||
std::sort(uniqueTableIndices.begin(), uniqueTableIndices.end());
|
||||
uniqueTableIndices.erase(std::unique(uniqueTableIndices.begin(), uniqueTableIndices.end()), uniqueTableIndices.end());
|
||||
|
||||
for (const uint32_t index : uniqueTableIndices) {
|
||||
std::vector<CDLootTable> entries = lootTableTable->Query([index](const CDLootTable& entry) { return entry.LootTableIndex == index; });
|
||||
|
||||
LootTable lootTable;
|
||||
|
||||
for (const CDLootTable& entry : entries) {
|
||||
LootTableEntry tableEntry{ (LOT)entry.itemid, entry.MissionDrop };
|
||||
lootTable.push_back(tableEntry);
|
||||
}
|
||||
|
||||
// sort by item rarity descending
|
||||
std::sort(lootTable.begin(), lootTable.end(), [&](const LootTableEntry& x, const LootTableEntry& y) {
|
||||
return m_ItemRarities[x.itemID] > m_ItemRarities[y.itemID];
|
||||
});
|
||||
|
||||
m_LootTables.insert({ index, lootTable });
|
||||
}
|
||||
}
|
||||
|
||||
std::unordered_map<LOT, int32_t> LootGenerator::RollLootMatrix(Entity* player, uint32_t matrixIndex) {
|
||||
std::unordered_map<LOT, int32_t> Loot::RollLootMatrix(Entity* player, uint32_t matrixIndex) {
|
||||
CDComponentsRegistryTable* componentsRegistryTable = CDClientManager::Instance().GetTable<CDComponentsRegistryTable>();
|
||||
CDItemComponentTable* itemComponentTable = CDClientManager::Instance().GetTable<CDItemComponentTable>();
|
||||
CDLootMatrixTable* lootMatrixTable = CDClientManager::Instance().GetTable<CDLootMatrixTable>();
|
||||
CDLootTableTable* lootTableTable = CDClientManager::Instance().GetTable<CDLootTableTable>();
|
||||
CDRarityTableTable* rarityTableTable = CDClientManager::Instance().GetTable<CDRarityTableTable>();
|
||||
auto* missionComponent = player->GetComponent<MissionComponent>();
|
||||
|
||||
std::unordered_map<LOT, int32_t> drops;
|
||||
|
||||
if (missionComponent == nullptr) {
|
||||
return drops;
|
||||
}
|
||||
if (missionComponent == nullptr) return drops;
|
||||
|
||||
const LootMatrix& matrix = m_LootMatrices[matrixIndex];
|
||||
const auto& matrix = lootMatrixTable->GetMatrix(matrixIndex);
|
||||
|
||||
for (const LootMatrixEntry& entry : matrix) {
|
||||
if (GeneralUtils::GenerateRandomNumber<float>(0, 1) < entry.percent) {
|
||||
const LootTable& lootTable = m_LootTables[entry.lootTableIndex];
|
||||
const RarityTable& rarityTable = m_RarityTables[entry.rarityTableIndex];
|
||||
for (const auto& entry : matrix) {
|
||||
if (GeneralUtils::GenerateRandomNumber<float>(0, 1) < entry.percent) { // GetTable
|
||||
const auto& lootTable = lootTableTable->GetTable(entry.LootTableIndex);
|
||||
const auto& rarityTable = rarityTableTable->GetRarityTable(entry.RarityTableIndex);
|
||||
|
||||
uint32_t dropCount = GeneralUtils::GenerateRandomNumber<uint32_t>(entry.minDrop, entry.maxDrop);
|
||||
uint32_t dropCount = GeneralUtils::GenerateRandomNumber<uint32_t>(entry.minToDrop, entry.maxToDrop);
|
||||
for (uint32_t i = 0; i < dropCount; ++i) {
|
||||
uint32_t maxRarity = 1;
|
||||
|
||||
float rarityRoll = GeneralUtils::GenerateRandomNumber<float>(0, 1);
|
||||
|
||||
for (const RarityTableEntry& rarity : rarityTable) {
|
||||
if (rarity.randMax >= rarityRoll) {
|
||||
for (const auto& rarity : rarityTable) {
|
||||
if (rarity.randmax >= rarityRoll) {
|
||||
maxRarity = rarity.rarity;
|
||||
} else {
|
||||
break;
|
||||
@ -167,10 +80,11 @@ std::unordered_map<LOT, int32_t> LootGenerator::RollLootMatrix(Entity* player, u
|
||||
}
|
||||
|
||||
bool rarityFound = false;
|
||||
std::vector<LootTableEntry> possibleDrops;
|
||||
std::vector<CDLootTable> possibleDrops;
|
||||
|
||||
for (const LootTableEntry& loot : lootTable) {
|
||||
uint32_t rarity = m_ItemRarities[loot.itemID];
|
||||
for (const auto& loot : lootTable) {
|
||||
uint32_t itemComponentId = componentsRegistryTable->GetByIDAndType(loot.itemid, eReplicaComponentType::ITEM);
|
||||
uint32_t rarity = itemComponentTable->GetItemComponentByID(itemComponentId).rarity;
|
||||
|
||||
if (rarity == maxRarity) {
|
||||
possibleDrops.push_back(loot);
|
||||
@ -182,32 +96,34 @@ std::unordered_map<LOT, int32_t> LootGenerator::RollLootMatrix(Entity* player, u
|
||||
}
|
||||
|
||||
if (possibleDrops.size() > 0) {
|
||||
LootTableEntry drop = possibleDrops[GeneralUtils::GenerateRandomNumber<uint32_t>(0, possibleDrops.size() - 1)];
|
||||
const auto& drop = possibleDrops[GeneralUtils::GenerateRandomNumber<uint32_t>(0, possibleDrops.size() - 1)];
|
||||
|
||||
// filter out uneeded mission items
|
||||
if (drop.isMissionDrop && !missionComponent->RequiresItem(drop.itemID))
|
||||
if (drop.MissionDrop && !missionComponent->RequiresItem(drop.itemid))
|
||||
continue;
|
||||
|
||||
LOT itemID = drop.itemid;
|
||||
// convert faction token proxy
|
||||
if (drop.itemID == 13763) {
|
||||
if (itemID == 13763) {
|
||||
if (missionComponent->GetMissionState(545) == eMissionState::COMPLETE)
|
||||
drop.itemID = 8318; // "Assembly Token"
|
||||
itemID = 8318; // "Assembly Token"
|
||||
else if (missionComponent->GetMissionState(556) == eMissionState::COMPLETE)
|
||||
drop.itemID = 8321; // "Venture League Token"
|
||||
itemID = 8321; // "Venture League Token"
|
||||
else if (missionComponent->GetMissionState(567) == eMissionState::COMPLETE)
|
||||
drop.itemID = 8319; // "Sentinels Token"
|
||||
itemID = 8319; // "Sentinels Token"
|
||||
else if (missionComponent->GetMissionState(578) == eMissionState::COMPLETE)
|
||||
drop.itemID = 8320; // "Paradox Token"
|
||||
itemID = 8320; // "Paradox Token"
|
||||
}
|
||||
|
||||
if (drop.itemID == 13763) {
|
||||
if (itemID == 13763) {
|
||||
continue;
|
||||
} // check if we aren't in faction
|
||||
|
||||
if (drops.find(drop.itemID) == drops.end()) {
|
||||
drops.insert({ drop.itemID, 1 });
|
||||
// drops[itemID]++; this should work?
|
||||
if (drops.find(itemID) == drops.end()) {
|
||||
drops.insert({ itemID, 1 });
|
||||
} else {
|
||||
++drops[drop.itemID];
|
||||
++drops[itemID];
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -217,24 +133,29 @@ std::unordered_map<LOT, int32_t> LootGenerator::RollLootMatrix(Entity* player, u
|
||||
return drops;
|
||||
}
|
||||
|
||||
std::unordered_map<LOT, int32_t> LootGenerator::RollLootMatrix(uint32_t matrixIndex) {
|
||||
std::unordered_map<LOT, int32_t> Loot::RollLootMatrix(uint32_t matrixIndex) {
|
||||
CDComponentsRegistryTable* componentsRegistryTable = CDClientManager::Instance().GetTable<CDComponentsRegistryTable>();
|
||||
CDItemComponentTable* itemComponentTable = CDClientManager::Instance().GetTable<CDItemComponentTable>();
|
||||
CDLootMatrixTable* lootMatrixTable = CDClientManager::Instance().GetTable<CDLootMatrixTable>();
|
||||
CDLootTableTable* lootTableTable = CDClientManager::Instance().GetTable<CDLootTableTable>();
|
||||
CDRarityTableTable* rarityTableTable = CDClientManager::Instance().GetTable<CDRarityTableTable>();
|
||||
std::unordered_map<LOT, int32_t> drops;
|
||||
|
||||
const LootMatrix& matrix = m_LootMatrices[matrixIndex];
|
||||
const auto& matrix = lootMatrixTable->GetMatrix(matrixIndex);
|
||||
|
||||
for (const LootMatrixEntry& entry : matrix) {
|
||||
for (const auto& entry : matrix) {
|
||||
if (GeneralUtils::GenerateRandomNumber<float>(0, 1) < entry.percent) {
|
||||
const LootTable& lootTable = m_LootTables[entry.lootTableIndex];
|
||||
const RarityTable& rarityTable = m_RarityTables[entry.rarityTableIndex];
|
||||
const auto& lootTable = lootTableTable->GetTable(entry.LootTableIndex);
|
||||
const auto& rarityTable = rarityTableTable->GetRarityTable(entry.RarityTableIndex);
|
||||
|
||||
uint32_t dropCount = GeneralUtils::GenerateRandomNumber<uint32_t>(entry.minDrop, entry.maxDrop);
|
||||
uint32_t dropCount = GeneralUtils::GenerateRandomNumber<uint32_t>(entry.minToDrop, entry.maxToDrop);
|
||||
for (uint32_t i = 0; i < dropCount; ++i) {
|
||||
uint32_t maxRarity = 1;
|
||||
|
||||
float rarityRoll = GeneralUtils::GenerateRandomNumber<float>(0, 1);
|
||||
|
||||
for (const RarityTableEntry& rarity : rarityTable) {
|
||||
if (rarity.randMax >= rarityRoll) {
|
||||
for (const auto& rarity : rarityTable) {
|
||||
if (rarity.randmax >= rarityRoll) {
|
||||
maxRarity = rarity.rarity;
|
||||
} else {
|
||||
break;
|
||||
@ -242,10 +163,11 @@ std::unordered_map<LOT, int32_t> LootGenerator::RollLootMatrix(uint32_t matrixIn
|
||||
}
|
||||
|
||||
bool rarityFound = false;
|
||||
std::vector<LootTableEntry> possibleDrops;
|
||||
std::vector<CDLootTable> possibleDrops;
|
||||
|
||||
for (const LootTableEntry& loot : lootTable) {
|
||||
uint32_t rarity = m_ItemRarities[loot.itemID];
|
||||
for (const auto& loot : lootTable) {
|
||||
uint32_t itemComponentId = componentsRegistryTable->GetByIDAndType(loot.itemid, eReplicaComponentType::ITEM);
|
||||
uint32_t rarity = itemComponentTable->GetItemComponentByID(itemComponentId).rarity;
|
||||
|
||||
if (rarity == maxRarity) {
|
||||
possibleDrops.push_back(loot);
|
||||
@ -257,12 +179,12 @@ std::unordered_map<LOT, int32_t> LootGenerator::RollLootMatrix(uint32_t matrixIn
|
||||
}
|
||||
|
||||
if (possibleDrops.size() > 0) {
|
||||
const LootTableEntry& drop = possibleDrops[GeneralUtils::GenerateRandomNumber<uint32_t>(0, possibleDrops.size() - 1)];
|
||||
const auto& drop = possibleDrops[GeneralUtils::GenerateRandomNumber<uint32_t>(0, possibleDrops.size() - 1)];
|
||||
|
||||
if (drops.find(drop.itemID) == drops.end()) {
|
||||
drops.insert({ drop.itemID, 1 });
|
||||
if (drops.find(drop.itemid) == drops.end()) {
|
||||
drops.insert({ drop.itemid, 1 });
|
||||
} else {
|
||||
++drops[drop.itemID];
|
||||
++drops[drop.itemid];
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -272,7 +194,7 @@ std::unordered_map<LOT, int32_t> LootGenerator::RollLootMatrix(uint32_t matrixIn
|
||||
return drops;
|
||||
}
|
||||
|
||||
void LootGenerator::GiveLoot(Entity* player, uint32_t matrixIndex, eLootSourceType lootSourceType) {
|
||||
void Loot::GiveLoot(Entity* player, uint32_t matrixIndex, eLootSourceType lootSourceType) {
|
||||
player = player->GetOwner(); // If the owner is overwritten, we collect that here
|
||||
|
||||
std::unordered_map<LOT, int32_t> result = RollLootMatrix(player, matrixIndex);
|
||||
@ -280,7 +202,7 @@ void LootGenerator::GiveLoot(Entity* player, uint32_t matrixIndex, eLootSourceTy
|
||||
GiveLoot(player, result, lootSourceType);
|
||||
}
|
||||
|
||||
void LootGenerator::GiveLoot(Entity* player, std::unordered_map<LOT, int32_t>& result, eLootSourceType lootSourceType) {
|
||||
void Loot::GiveLoot(Entity* player, std::unordered_map<LOT, int32_t>& result, eLootSourceType lootSourceType) {
|
||||
player = player->GetOwner(); // if the owner is overwritten, we collect that here
|
||||
|
||||
auto* inventoryComponent = player->GetComponent<InventoryComponent>();
|
||||
@ -293,7 +215,7 @@ void LootGenerator::GiveLoot(Entity* player, std::unordered_map<LOT, int32_t>& r
|
||||
}
|
||||
}
|
||||
|
||||
void LootGenerator::GiveActivityLoot(Entity* player, Entity* source, uint32_t activityID, int32_t rating) {
|
||||
void Loot::GiveActivityLoot(Entity* player, Entity* source, uint32_t activityID, int32_t rating) {
|
||||
CDActivityRewardsTable* activityRewardsTable = CDClientManager::Instance().GetTable<CDActivityRewardsTable>();
|
||||
std::vector<CDActivityRewards> activityRewards = activityRewardsTable->Query([activityID](CDActivityRewards entry) { return (entry.objectTemplate == activityID); });
|
||||
|
||||
@ -327,7 +249,7 @@ void LootGenerator::GiveActivityLoot(Entity* player, Entity* source, uint32_t ac
|
||||
character->SetCoins(character->GetCoins() + coins, eLootSourceType::ACTIVITY);
|
||||
}
|
||||
|
||||
void LootGenerator::DropLoot(Entity* player, Entity* killedObject, uint32_t matrixIndex, uint32_t minCoins, uint32_t maxCoins) {
|
||||
void Loot::DropLoot(Entity* player, Entity* killedObject, uint32_t matrixIndex, uint32_t minCoins, uint32_t maxCoins) {
|
||||
player = player->GetOwner(); // if the owner is overwritten, we collect that here
|
||||
|
||||
auto* inventoryComponent = player->GetComponent<InventoryComponent>();
|
||||
@ -340,7 +262,7 @@ void LootGenerator::DropLoot(Entity* player, Entity* killedObject, uint32_t matr
|
||||
DropLoot(player, killedObject, result, minCoins, maxCoins);
|
||||
}
|
||||
|
||||
void LootGenerator::DropLoot(Entity* player, Entity* killedObject, std::unordered_map<LOT, int32_t>& result, uint32_t minCoins, uint32_t maxCoins) {
|
||||
void Loot::DropLoot(Entity* player, Entity* killedObject, std::unordered_map<LOT, int32_t>& result, uint32_t minCoins, uint32_t maxCoins) {
|
||||
player = player->GetOwner(); // if the owner is overwritten, we collect that here
|
||||
|
||||
auto* inventoryComponent = player->GetComponent<InventoryComponent>();
|
||||
@ -363,7 +285,7 @@ void LootGenerator::DropLoot(Entity* player, Entity* killedObject, std::unordere
|
||||
GameMessages::SendDropClientLoot(player, source, LOT_NULL, coins, spawnPosition);
|
||||
}
|
||||
|
||||
void LootGenerator::DropActivityLoot(Entity* player, Entity* source, uint32_t activityID, int32_t rating) {
|
||||
void Loot::DropActivityLoot(Entity* player, Entity* source, uint32_t activityID, int32_t rating) {
|
||||
CDActivityRewardsTable* activityRewardsTable = CDClientManager::Instance().GetTable<CDActivityRewardsTable>();
|
||||
std::vector<CDActivityRewards> activityRewards = activityRewardsTable->Query([activityID](CDActivityRewards entry) { return (entry.objectTemplate == activityID); });
|
||||
|
||||
|
@ -2,61 +2,23 @@
|
||||
|
||||
#include "dCommonVars.h"
|
||||
#include <unordered_map>
|
||||
#include "Singleton.h"
|
||||
#include <vector>
|
||||
|
||||
class Entity;
|
||||
|
||||
struct RarityTableEntry {
|
||||
uint32_t rarity;
|
||||
float randMax;
|
||||
};
|
||||
|
||||
typedef std::vector<RarityTableEntry> RarityTable;
|
||||
|
||||
struct LootMatrixEntry {
|
||||
uint32_t lootTableIndex;
|
||||
uint32_t rarityTableIndex;
|
||||
float percent;
|
||||
uint32_t minDrop;
|
||||
uint32_t maxDrop;
|
||||
};
|
||||
|
||||
typedef std::vector<LootMatrixEntry> LootMatrix;
|
||||
|
||||
struct LootTableEntry {
|
||||
LOT itemID;
|
||||
bool isMissionDrop;
|
||||
};
|
||||
|
||||
typedef std::vector<LootTableEntry> LootTable;
|
||||
|
||||
// used for glue code with Entity and Player classes
|
||||
namespace Loot {
|
||||
struct Info {
|
||||
LWOOBJID id;
|
||||
LOT lot;
|
||||
uint32_t count;
|
||||
LWOOBJID id = 0;
|
||||
LOT lot = 0;
|
||||
uint32_t count = 0;
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
class LootGenerator : public Singleton<LootGenerator> {
|
||||
public:
|
||||
LootGenerator();
|
||||
|
||||
std::unordered_map<LOT, int32_t> RollLootMatrix(Entity* player, uint32_t matrixIndex);
|
||||
std::unordered_map<LOT, int32_t> RollLootMatrix(uint32_t matrixIndex);
|
||||
void CacheMatrix(const uint32_t matrixIndex);
|
||||
void GiveLoot(Entity* player, uint32_t matrixIndex, eLootSourceType lootSourceType = eLootSourceType::NONE);
|
||||
void GiveLoot(Entity* player, std::unordered_map<LOT, int32_t>& result, eLootSourceType lootSourceType = eLootSourceType::NONE);
|
||||
void GiveActivityLoot(Entity* player, Entity* source, uint32_t activityID, int32_t rating = 0);
|
||||
void DropLoot(Entity* player, Entity* killedObject, uint32_t matrixIndex, uint32_t minCoins, uint32_t maxCoins);
|
||||
void DropLoot(Entity* player, Entity* killedObject, std::unordered_map<LOT, int32_t>& result, uint32_t minCoins, uint32_t maxCoins);
|
||||
void DropActivityLoot(Entity* player, Entity* source, uint32_t activityID, int32_t rating = 0);
|
||||
|
||||
private:
|
||||
std::unordered_map<uint32_t, uint8_t> m_ItemRarities;
|
||||
std::unordered_map<uint32_t, RarityTable> m_RarityTables;
|
||||
std::unordered_map<uint32_t, LootMatrix> m_LootMatrices;
|
||||
std::unordered_map<uint32_t, LootTable> m_LootTables;
|
||||
};
|
||||
|
@ -1790,7 +1790,7 @@ void SlashCommandHandler::HandleChatCommand(const std::u16string& command, Entit
|
||||
|
||||
for (uint32_t i = 0; i < loops; i++) {
|
||||
while (true) {
|
||||
auto lootRoll = LootGenerator::Instance().RollLootMatrix(lootMatrixIndex);
|
||||
auto lootRoll = Loot::RollLootMatrix(lootMatrixIndex);
|
||||
totalRuns += 1;
|
||||
bool doBreak = false;
|
||||
for (const auto& kv : lootRoll) {
|
||||
|
@ -33,10 +33,10 @@ void TreasureChestDragonServer::OnUse(Entity* self, Entity* user) {
|
||||
|
||||
if (memberObject == nullptr) continue;
|
||||
|
||||
LootGenerator::Instance().DropActivityLoot(memberObject, self, scriptedActivityComponent->GetActivityID(), rating);
|
||||
Loot::DropActivityLoot(memberObject, self, scriptedActivityComponent->GetActivityID(), rating);
|
||||
}
|
||||
} else {
|
||||
LootGenerator::Instance().DropActivityLoot(user, self, scriptedActivityComponent->GetActivityID(), rating);
|
||||
Loot::DropActivityLoot(user, self, scriptedActivityComponent->GetActivityID(), rating);
|
||||
}
|
||||
|
||||
self->Smash(self->GetObjectID());
|
||||
|
@ -45,7 +45,7 @@ BootyDigServer::OnFireEventServerSide(Entity* self, Entity* sender, std::string
|
||||
if (renderComponent != nullptr)
|
||||
renderComponent->PlayEffect(7730, u"cast", "bootyshine");
|
||||
|
||||
LootGenerator::Instance().DropLoot(player, self, 231, 75, 75);
|
||||
Loot::DropLoot(player, self, 231, 75, 75);
|
||||
}
|
||||
}
|
||||
} else if (args == "ChestDead") {
|
||||
|
@ -22,7 +22,7 @@ void BaseInteractDropLootServer::BaseUse(Entity* self, Entity* user) {
|
||||
|
||||
self->SetNetworkVar(u"bInUse", true);
|
||||
|
||||
LootGenerator::Instance().DropLoot(user, self, lootMatrix, 0, 0);
|
||||
Loot::DropLoot(user, self, lootMatrix, 0, 0);
|
||||
|
||||
self->AddCallbackTimer(cooldownTime, [this, self]() {
|
||||
self->SetNetworkVar(u"bInUse", false);
|
||||
|
@ -13,7 +13,7 @@ void GrowingFlower::OnSkillEventFired(Entity* self, Entity* target, const std::s
|
||||
const auto mission1 = self->GetVar<int32_t>(u"missionID");
|
||||
const auto mission2 = self->GetVar<int32_t>(u"missionID2");
|
||||
|
||||
LootGenerator::Instance().DropActivityLoot(target, self, self->GetLOT(), 0);
|
||||
Loot::DropActivityLoot(target, self, self->GetLOT(), 0);
|
||||
|
||||
auto* missionComponent = target->GetComponent<MissionComponent>();
|
||||
if (missionComponent != nullptr) {
|
||||
|
@ -21,7 +21,7 @@ void WishingWellServer::OnUse(Entity* self, Entity* user) {
|
||||
GameMessages::SendPlayNDAudioEmitter(self, user->GetSystemAddress(), audio);
|
||||
}
|
||||
|
||||
LootGenerator::Instance().DropActivityLoot(
|
||||
Loot::DropActivityLoot(
|
||||
user,
|
||||
self,
|
||||
static_cast<uint32_t>(scriptedActivity->GetActivityID()),
|
||||
|
@ -6,7 +6,7 @@
|
||||
#include "eTerminateType.h"
|
||||
|
||||
void VeMissionConsole::OnUse(Entity* self, Entity* user) {
|
||||
LootGenerator::Instance().DropActivityLoot(user, self, 12551);
|
||||
Loot::DropActivityLoot(user, self, 12551);
|
||||
|
||||
auto* inventoryComponent = user->GetComponent<InventoryComponent>();
|
||||
if (inventoryComponent != nullptr) {
|
||||
|
@ -14,6 +14,6 @@ void NjDragonEmblemChestServer::OnUse(Entity* self, Entity* user) {
|
||||
|
||||
auto* destroyable = self->GetComponent<DestroyableComponent>();
|
||||
if (destroyable != nullptr) {
|
||||
LootGenerator::Instance().DropLoot(user, self, destroyable->GetLootMatrixID(), 0, 0);
|
||||
Loot::DropLoot(user, self, destroyable->GetLootMatrixID(), 0, 0);
|
||||
}
|
||||
}
|
||||
|
@ -27,7 +27,7 @@ void MinigameTreasureChestServer::OnUse(Entity* self, Entity* user) {
|
||||
|
||||
if (self->GetLOT() == frakjawChestId) activityRating = team->members.size();
|
||||
|
||||
LootGenerator::Instance().DropActivityLoot(teamMember, self, sac->GetActivityID(), activityRating);
|
||||
Loot::DropActivityLoot(teamMember, self, sac->GetActivityID(), activityRating);
|
||||
}
|
||||
}
|
||||
} else {
|
||||
@ -35,7 +35,7 @@ void MinigameTreasureChestServer::OnUse(Entity* self, Entity* user) {
|
||||
|
||||
if (self->GetLOT() == frakjawChestId) activityRating = 1;
|
||||
|
||||
LootGenerator::Instance().DropActivityLoot(user, self, sac->GetActivityID(), activityRating);
|
||||
Loot::DropActivityLoot(user, self, sac->GetActivityID(), activityRating);
|
||||
}
|
||||
|
||||
sac->PlayerRemove(user->GetObjectID());
|
||||
|
@ -71,7 +71,7 @@ void ActivityManager::StopActivity(Entity* self, const LWOOBJID playerID, const
|
||||
SetActivityValue(self, playerID, 1, value1);
|
||||
SetActivityValue(self, playerID, 2, value2);
|
||||
|
||||
LootGenerator::Instance().GiveActivityLoot(player, self, gameID, CalculateActivityRating(self, playerID));
|
||||
Loot::GiveActivityLoot(player, self, gameID, CalculateActivityRating(self, playerID));
|
||||
|
||||
if (sac != nullptr) {
|
||||
sac->PlayerRemove(player->GetObjectID());
|
||||
|
@ -29,7 +29,7 @@ void ScriptedPowerupSpawner::OnTimerDone(Entity* self, std::string message) {
|
||||
renderComponent->PlayEffect(0, u"cast", "N_cast");
|
||||
}
|
||||
|
||||
LootGenerator::Instance().DropLoot(owner, self, drops, 0, 0);
|
||||
Loot::DropLoot(owner, self, drops, 0, 0);
|
||||
}
|
||||
|
||||
// Increment the current cycle
|
||||
|
@ -11,7 +11,7 @@ void AgPicnicBlanket::OnUse(Entity* self, Entity* user) {
|
||||
self->SetVar<bool>(u"active", true);
|
||||
|
||||
auto lootTable = std::unordered_map<LOT, int32_t>{ {935, 3} };
|
||||
LootGenerator::Instance().DropLoot(user, self, lootTable, 0, 0);
|
||||
Loot::DropLoot(user, self, lootTable, 0, 0);
|
||||
|
||||
self->AddCallbackTimer(5.0f, [self]() {
|
||||
self->SetVar<bool>(u"active", false);
|
||||
|
@ -442,7 +442,7 @@ void SGCannon::SpawnNewModel(Entity* self) {
|
||||
|
||||
if (lootMatrix != 0) {
|
||||
std::unordered_map<LOT, int32_t> toDrop = {};
|
||||
toDrop = LootGenerator::Instance().RollLootMatrix(player, lootMatrix);
|
||||
toDrop = Loot::RollLootMatrix(player, lootMatrix);
|
||||
|
||||
for (auto drop : toDrop) {
|
||||
rewardModel->OnFireEventServerSide(self, ModelToBuildEvent, drop.first);
|
||||
@ -594,7 +594,7 @@ void SGCannon::StopGame(Entity* self, bool cancel) {
|
||||
missionComponent->Progress(eMissionTaskType::ACTIVITY, m_CannonLot, 0, "", self->GetVar<uint32_t>(TotalScoreVariable));
|
||||
}
|
||||
|
||||
LootGenerator::Instance().GiveActivityLoot(player, self, GetGameID(self), self->GetVar<uint32_t>(TotalScoreVariable));
|
||||
Loot::GiveActivityLoot(player, self, GetGameID(self), self->GetVar<uint32_t>(TotalScoreVariable));
|
||||
|
||||
SaveScore(self, player->GetObjectID(),
|
||||
static_cast<float>(self->GetVar<uint32_t>(TotalScoreVariable)), static_cast<float>(self->GetVar<uint32_t>(MaxStreakVariable)), percentage);
|
||||
|
@ -214,7 +214,6 @@ int main(int argc, char** argv) {
|
||||
|
||||
ObjectIDManager::Instance()->Initialize();
|
||||
UserManager::Instance()->Initialize();
|
||||
LootGenerator::Instance();
|
||||
Game::chatFilter = new dChatFilter(Game::assetManager->GetResPath().string() + "/chatplus_en_us", bool(std::stoi(Game::config->GetValue("dont_generate_dcf"))));
|
||||
|
||||
Game::server = new dServer(masterIP, ourPort, instanceID, maxClients, false, true, Game::logger, masterIP, masterPort, ServerType::World, Game::config, &Game::shouldShutdown, zoneID);
|
||||
|
Loading…
Reference in New Issue
Block a user