The other item sources live marked in AddItemToInventoryClientSync's extra
info, with the keys and values live sent:
- mission and achievement rewards: _Metric_Mission_ID_Int and source LOT 1,
the player (225 of 225 live rewards)
- activity rewards: _Metric_Activity_ID_Int and the activity object's LOT
- vendor purchases: the vendor's LOT and _Metric_Currency_Delta_Int, the coins
paid as a negative number (left out when the item costs no coins)
- mail attachments: _Metric_Mail_ID_Int64
- traded items: _Metric_Transaction_ID_Int64, the trade's ID
Loot::GiveLoot gains overloads that pass them on.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Live's AddItemToInventoryClientSync for a picked up drop had
_Metric_Souce_LOT_Int in its extra info on all 2,344 live pickups: the LOT
of the DropClientLoot's source object, 1 when a player was the source
(activity rewards and chests, which drop from the player). DLU sent none.
The drop remembers its source object's LOT when it is registered for the
player, and the pickup sends it. A source object already gone when it drops sends
no key. Package contents keep sending none, as live's did.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Live sent quickbuild completion loot (about 190 samples) and the dragon,
BONS, spider queen and Frakjaw chest and wishing well rewards with the
player who earned them as the DropClientLoot source and owner,
use_position true and the spawn position at the object. DLU used the object
as the source, so use_position was false.
DropActivityLoot now uses the player as the source by default. The growing
flowers and the VE mission console have no live samples and keep the
object as the source.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
ActivityRewards coins were always read from CurrencyTable npcminlevel 1.
Live used the reward row's ChallengeRating as the npcminlevel, and level 1
when the currency index has no row for that level:
- FV foot races (ChallengeRating 4, index 1) gave 36 and 48 coins, which
only level 4 (30-50) fits; level 1 is 3-5.
- Frakjaw's chest (activity 58, ChallengeRating 6) gave 250 each to a team
of 2: its currency indices 123-126 only have a level 6 row (500), so DLU
gave nothing.
- Quickbuilds, wishing wells and chests have ChallengeRating 1; survival
and the shooting galleries have ratings with no row and keep level 1.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Live DropClientLoot (12,501 decoded): use_position is set only when a
player is the source (1,432, all activity rewards such as the dragon,
Frakjaw and BONS chests); drops from enemies, smashables and chests
leave it clear, so the client spawns the loot at the source object as
it sees it and falls back to spawn_position only if that object is
gone (LWODestroyableComponent::GetLootSpawnPos). Coins land where they
spawn (final = spawn in all 3,158 coin drops); items land 10 units
away (median 9.998, uniform direction) at spawn height. DLU always set
use_position and scattered everything 4.2 units away.
Inferred: the 10-unit rule for player-sourced items (live spread there
ranges 0-58 units, source unknown).
Check: kill enemies and smash crates: coins pop out of the object,
items fly about 10 units away; open an activity chest (e.g. after a
dragon or Frakjaw) and the loot still appears around you.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* 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
* Breakout rest of the enums from dcommonvars
so we don't have to deal with merge conflicts
ePlayerFlags is not a scoped enum, yet, due to it's complexity
* address feedback
* make player flag types consistent
* fix typo
Added support for Items to have a loot source attached to them when dropped or rolled. This fixes the issue where achievements would give the item before it appeared in the achievement window.