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https://github.com/DarkflameUniverse/DarkflameServer.git
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c6087ce77a
* 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
316 lines
12 KiB
C++
316 lines
12 KiB
C++
#include "Loot.h"
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#include <algorithm>
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#include <unordered_set>
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#include "CDComponentsRegistryTable.h"
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#include "CDItemComponentTable.h"
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#include "CDLootMatrixTable.h"
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#include "CDLootTableTable.h"
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#include "CDRarityTableTable.h"
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#include "CDActivityRewardsTable.h"
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#include "CDCurrencyTableTable.h"
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#include "Character.h"
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#include "Entity.h"
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#include "GameMessages.h"
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#include "GeneralUtils.h"
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#include "InventoryComponent.h"
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#include "MissionComponent.h"
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#include "eMissionState.h"
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#include "eReplicaComponentType.h"
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namespace {
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std::unordered_set<uint32_t> CachedMatrices;
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}
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void Loot::CacheMatrix(uint32_t matrixIndex) {
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if (CachedMatrices.find(matrixIndex) != CachedMatrices.end()) {
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return;
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}
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CachedMatrices.insert(matrixIndex);
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CDComponentsRegistryTable* componentsRegistryTable = CDClientManager::Instance().GetTable<CDComponentsRegistryTable>();
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CDItemComponentTable* itemComponentTable = CDClientManager::Instance().GetTable<CDItemComponentTable>();
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CDLootMatrixTable* lootMatrixTable = CDClientManager::Instance().GetTable<CDLootMatrixTable>();
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CDLootTableTable* lootTableTable = CDClientManager::Instance().GetTable<CDLootTableTable>();
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CDRarityTableTable* rarityTableTable = CDClientManager::Instance().GetTable<CDRarityTableTable>();
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const auto& matrix = lootMatrixTable->GetMatrix(matrixIndex);
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for (const auto& entry : matrix) {
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const auto& lootTable = lootTableTable->GetTable(entry.LootTableIndex);
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const auto& rarityTable = rarityTableTable->GetRarityTable(entry.RarityTableIndex);
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for (const auto& loot : lootTable) {
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uint32_t itemComponentId = componentsRegistryTable->GetByIDAndType(loot.itemid, eReplicaComponentType::ITEM);
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uint32_t rarity = itemComponentTable->GetItemComponentByID(itemComponentId).rarity;
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}
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}
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}
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std::unordered_map<LOT, int32_t> Loot::RollLootMatrix(Entity* player, uint32_t matrixIndex) {
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CDComponentsRegistryTable* componentsRegistryTable = CDClientManager::Instance().GetTable<CDComponentsRegistryTable>();
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CDItemComponentTable* itemComponentTable = CDClientManager::Instance().GetTable<CDItemComponentTable>();
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CDLootMatrixTable* lootMatrixTable = CDClientManager::Instance().GetTable<CDLootMatrixTable>();
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CDLootTableTable* lootTableTable = CDClientManager::Instance().GetTable<CDLootTableTable>();
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CDRarityTableTable* rarityTableTable = CDClientManager::Instance().GetTable<CDRarityTableTable>();
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auto* missionComponent = player->GetComponent<MissionComponent>();
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std::unordered_map<LOT, int32_t> drops;
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if (missionComponent == nullptr) return drops;
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const auto& matrix = lootMatrixTable->GetMatrix(matrixIndex);
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for (const auto& entry : matrix) {
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if (GeneralUtils::GenerateRandomNumber<float>(0, 1) < entry.percent) { // GetTable
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const auto& lootTable = lootTableTable->GetTable(entry.LootTableIndex);
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const auto& rarityTable = rarityTableTable->GetRarityTable(entry.RarityTableIndex);
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uint32_t dropCount = GeneralUtils::GenerateRandomNumber<uint32_t>(entry.minToDrop, entry.maxToDrop);
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for (uint32_t i = 0; i < dropCount; ++i) {
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uint32_t maxRarity = 1;
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float rarityRoll = GeneralUtils::GenerateRandomNumber<float>(0, 1);
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for (const auto& rarity : rarityTable) {
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if (rarity.randmax >= rarityRoll) {
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maxRarity = rarity.rarity;
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} else {
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break;
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}
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}
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bool rarityFound = false;
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std::vector<CDLootTable> possibleDrops;
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for (const auto& loot : lootTable) {
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uint32_t itemComponentId = componentsRegistryTable->GetByIDAndType(loot.itemid, eReplicaComponentType::ITEM);
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uint32_t rarity = itemComponentTable->GetItemComponentByID(itemComponentId).rarity;
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if (rarity == maxRarity) {
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possibleDrops.push_back(loot);
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rarityFound = true;
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} else if (rarity < maxRarity && !rarityFound) {
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possibleDrops.push_back(loot);
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maxRarity = rarity;
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}
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}
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if (possibleDrops.size() > 0) {
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const auto& drop = possibleDrops[GeneralUtils::GenerateRandomNumber<uint32_t>(0, possibleDrops.size() - 1)];
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// filter out uneeded mission items
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if (drop.MissionDrop && !missionComponent->RequiresItem(drop.itemid))
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continue;
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LOT itemID = drop.itemid;
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// convert faction token proxy
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if (itemID == 13763) {
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if (missionComponent->GetMissionState(545) == eMissionState::COMPLETE)
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itemID = 8318; // "Assembly Token"
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else if (missionComponent->GetMissionState(556) == eMissionState::COMPLETE)
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itemID = 8321; // "Venture League Token"
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else if (missionComponent->GetMissionState(567) == eMissionState::COMPLETE)
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itemID = 8319; // "Sentinels Token"
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else if (missionComponent->GetMissionState(578) == eMissionState::COMPLETE)
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itemID = 8320; // "Paradox Token"
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}
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if (itemID == 13763) {
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continue;
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} // check if we aren't in faction
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// drops[itemID]++; this should work?
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if (drops.find(itemID) == drops.end()) {
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drops.insert({ itemID, 1 });
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} else {
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++drops[itemID];
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}
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}
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}
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}
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}
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return drops;
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}
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std::unordered_map<LOT, int32_t> Loot::RollLootMatrix(uint32_t matrixIndex) {
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CDComponentsRegistryTable* componentsRegistryTable = CDClientManager::Instance().GetTable<CDComponentsRegistryTable>();
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CDItemComponentTable* itemComponentTable = CDClientManager::Instance().GetTable<CDItemComponentTable>();
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CDLootMatrixTable* lootMatrixTable = CDClientManager::Instance().GetTable<CDLootMatrixTable>();
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CDLootTableTable* lootTableTable = CDClientManager::Instance().GetTable<CDLootTableTable>();
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CDRarityTableTable* rarityTableTable = CDClientManager::Instance().GetTable<CDRarityTableTable>();
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std::unordered_map<LOT, int32_t> drops;
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const auto& matrix = lootMatrixTable->GetMatrix(matrixIndex);
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for (const auto& entry : matrix) {
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if (GeneralUtils::GenerateRandomNumber<float>(0, 1) < entry.percent) {
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const auto& lootTable = lootTableTable->GetTable(entry.LootTableIndex);
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const auto& rarityTable = rarityTableTable->GetRarityTable(entry.RarityTableIndex);
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uint32_t dropCount = GeneralUtils::GenerateRandomNumber<uint32_t>(entry.minToDrop, entry.maxToDrop);
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for (uint32_t i = 0; i < dropCount; ++i) {
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uint32_t maxRarity = 1;
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float rarityRoll = GeneralUtils::GenerateRandomNumber<float>(0, 1);
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for (const auto& rarity : rarityTable) {
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if (rarity.randmax >= rarityRoll) {
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maxRarity = rarity.rarity;
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} else {
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break;
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}
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}
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bool rarityFound = false;
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std::vector<CDLootTable> possibleDrops;
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for (const auto& loot : lootTable) {
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uint32_t itemComponentId = componentsRegistryTable->GetByIDAndType(loot.itemid, eReplicaComponentType::ITEM);
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uint32_t rarity = itemComponentTable->GetItemComponentByID(itemComponentId).rarity;
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if (rarity == maxRarity) {
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possibleDrops.push_back(loot);
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rarityFound = true;
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} else if (rarity < maxRarity && !rarityFound) {
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possibleDrops.push_back(loot);
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maxRarity = rarity;
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}
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}
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if (possibleDrops.size() > 0) {
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const auto& drop = possibleDrops[GeneralUtils::GenerateRandomNumber<uint32_t>(0, possibleDrops.size() - 1)];
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if (drops.find(drop.itemid) == drops.end()) {
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drops.insert({ drop.itemid, 1 });
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} else {
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++drops[drop.itemid];
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}
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}
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}
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}
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}
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return drops;
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}
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void Loot::GiveLoot(Entity* player, uint32_t matrixIndex, eLootSourceType lootSourceType) {
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player = player->GetOwner(); // If the owner is overwritten, we collect that here
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std::unordered_map<LOT, int32_t> result = RollLootMatrix(player, matrixIndex);
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GiveLoot(player, result, lootSourceType);
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}
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void Loot::GiveLoot(Entity* player, std::unordered_map<LOT, int32_t>& result, eLootSourceType lootSourceType) {
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player = player->GetOwner(); // if the owner is overwritten, we collect that here
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auto* inventoryComponent = player->GetComponent<InventoryComponent>();
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if (!inventoryComponent)
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return;
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for (const auto& pair : result) {
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inventoryComponent->AddItem(pair.first, pair.second, lootSourceType);
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}
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}
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void Loot::GiveActivityLoot(Entity* player, Entity* source, uint32_t activityID, int32_t rating) {
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CDActivityRewardsTable* activityRewardsTable = CDClientManager::Instance().GetTable<CDActivityRewardsTable>();
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std::vector<CDActivityRewards> activityRewards = activityRewardsTable->Query([activityID](CDActivityRewards entry) { return (entry.objectTemplate == activityID); });
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const CDActivityRewards* selectedReward = nullptr;
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for (const auto& activityReward : activityRewards) {
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if (activityReward.activityRating <= rating && (selectedReward == nullptr || activityReward.activityRating > selectedReward->activityRating)) {
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selectedReward = &activityReward;
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}
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}
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if (!selectedReward)
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return;
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uint32_t minCoins = 0;
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uint32_t maxCoins = 0;
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CDCurrencyTableTable* currencyTableTable = CDClientManager::Instance().GetTable<CDCurrencyTableTable>();
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std::vector<CDCurrencyTable> currencyTable = currencyTableTable->Query([selectedReward](CDCurrencyTable entry) { return (entry.currencyIndex == selectedReward->CurrencyIndex && entry.npcminlevel == 1); });
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if (currencyTable.size() > 0) {
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minCoins = currencyTable[0].minvalue;
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maxCoins = currencyTable[0].maxvalue;
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}
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GiveLoot(player, selectedReward->LootMatrixIndex, eLootSourceType::ACTIVITY);
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uint32_t coins = (int)(minCoins + GeneralUtils::GenerateRandomNumber<float>(0, 1) * (maxCoins - minCoins));
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auto* character = player->GetCharacter();
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character->SetCoins(character->GetCoins() + coins, eLootSourceType::ACTIVITY);
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}
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void Loot::DropLoot(Entity* player, Entity* killedObject, uint32_t matrixIndex, uint32_t minCoins, uint32_t maxCoins) {
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player = player->GetOwner(); // if the owner is overwritten, we collect that here
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auto* inventoryComponent = player->GetComponent<InventoryComponent>();
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if (!inventoryComponent)
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return;
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std::unordered_map<LOT, int32_t> result = RollLootMatrix(player, matrixIndex);
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DropLoot(player, killedObject, result, minCoins, maxCoins);
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}
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void Loot::DropLoot(Entity* player, Entity* killedObject, std::unordered_map<LOT, int32_t>& result, uint32_t minCoins, uint32_t maxCoins) {
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player = player->GetOwner(); // if the owner is overwritten, we collect that here
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auto* inventoryComponent = player->GetComponent<InventoryComponent>();
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if (!inventoryComponent)
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return;
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const auto spawnPosition = killedObject->GetPosition();
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const auto source = killedObject->GetObjectID();
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for (const auto& pair : result) {
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for (int i = 0; i < pair.second; ++i) {
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GameMessages::SendDropClientLoot(player, source, pair.first, 0, spawnPosition, 1);
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}
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}
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uint32_t coins = (int)(minCoins + GeneralUtils::GenerateRandomNumber<float>(0, 1) * (maxCoins - minCoins));
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GameMessages::SendDropClientLoot(player, source, LOT_NULL, coins, spawnPosition);
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}
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void Loot::DropActivityLoot(Entity* player, Entity* source, uint32_t activityID, int32_t rating) {
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CDActivityRewardsTable* activityRewardsTable = CDClientManager::Instance().GetTable<CDActivityRewardsTable>();
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std::vector<CDActivityRewards> activityRewards = activityRewardsTable->Query([activityID](CDActivityRewards entry) { return (entry.objectTemplate == activityID); });
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const CDActivityRewards* selectedReward = nullptr;
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for (const auto& activityReward : activityRewards) {
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if (activityReward.activityRating <= rating && (selectedReward == nullptr || activityReward.activityRating > selectedReward->activityRating)) {
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selectedReward = &activityReward;
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}
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}
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if (selectedReward == nullptr) {
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return;
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}
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uint32_t minCoins = 0;
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uint32_t maxCoins = 0;
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CDCurrencyTableTable* currencyTableTable = CDClientManager::Instance().GetTable<CDCurrencyTableTable>();
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std::vector<CDCurrencyTable> currencyTable = currencyTableTable->Query([selectedReward](CDCurrencyTable entry) { return (entry.currencyIndex == selectedReward->CurrencyIndex && entry.npcminlevel == 1); });
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if (currencyTable.size() > 0) {
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minCoins = currencyTable[0].minvalue;
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maxCoins = currencyTable[0].maxvalue;
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}
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DropLoot(player, source, selectedReward->LootMatrixIndex, minCoins, maxCoins);
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}
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