mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2026-10-02 19:03:43 +00:00
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>
651 lines
26 KiB
C++
651 lines
26 KiB
C++
#include "Loot.h"
|
|
#include "EconomyLedger.h"
|
|
#include "LiveEvents.h"
|
|
|
|
#include <algorithm>
|
|
#include <cmath>
|
|
#include <unordered_set>
|
|
|
|
#include "CDComponentsRegistryTable.h"
|
|
#include "CDItemComponentTable.h"
|
|
#include "CDLootMatrixTable.h"
|
|
#include "CDLootTableTable.h"
|
|
#include "CDRarityTableTable.h"
|
|
#include "CDActivityRewardsTable.h"
|
|
#include "CDCurrencyTableTable.h"
|
|
#include "Character.h"
|
|
#include "Entity.h"
|
|
#include "GameMessages.h"
|
|
#include "GeneralUtils.h"
|
|
#include "InventoryComponent.h"
|
|
#include "MissionComponent.h"
|
|
#include "eMissionState.h"
|
|
#include "eReplicaComponentType.h"
|
|
#include "TeamManager.h"
|
|
#include "CDObjectsTable.h"
|
|
#include "ObjectIDManager.h"
|
|
#include "CDActivitiesTable.h"
|
|
#include "ScriptedActivityComponent.h"
|
|
#include "InventoryMessages.h"
|
|
|
|
namespace {
|
|
std::unordered_set<uint32_t> CachedMatrices;
|
|
constexpr float g_MAX_DROP_RADIUS = 700.0f;
|
|
}
|
|
|
|
struct LootDropInfo {
|
|
CDLootTable table{};
|
|
uint32_t count{ 0 };
|
|
};
|
|
|
|
// chanceMultiplier: a live event's loot bonus (1: none)
|
|
std::map<LOT, LootDropInfo> RollLootMatrix(uint32_t matrixIndex, float chanceMultiplier = 1.0f) {
|
|
CDComponentsRegistryTable* componentsRegistryTable = CDClientManager::GetTable<CDComponentsRegistryTable>();
|
|
CDItemComponentTable* itemComponentTable = CDClientManager::GetTable<CDItemComponentTable>();
|
|
CDLootMatrixTable* lootMatrixTable = CDClientManager::GetTable<CDLootMatrixTable>();
|
|
CDLootTableTable* lootTableTable = CDClientManager::GetTable<CDLootTableTable>();
|
|
CDRarityTableTable* rarityTableTable = CDClientManager::GetTable<CDRarityTableTable>();
|
|
std::map<LOT, LootDropInfo> drops;
|
|
|
|
const auto& matrix = lootMatrixTable->GetMatrix(matrixIndex);
|
|
|
|
for (const auto& entry : matrix) {
|
|
if (GeneralUtils::GenerateRandomNumber<float>(0, 1) < LiveOpsRules::ScaleChance(entry.percent, chanceMultiplier)) {
|
|
const auto& lootTable = lootTableTable->GetTable(entry.LootTableIndex);
|
|
const auto& rarityTable = rarityTableTable->GetRarityTable(entry.RarityTableIndex);
|
|
|
|
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 auto& rarity : rarityTable) {
|
|
if (rarity.randmax >= rarityRoll) {
|
|
maxRarity = rarity.rarity;
|
|
} else {
|
|
break;
|
|
}
|
|
}
|
|
|
|
bool rarityFound = false;
|
|
std::vector<CDLootTable> possibleDrops;
|
|
|
|
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);
|
|
rarityFound = true;
|
|
} else if (rarity < maxRarity && !rarityFound) {
|
|
possibleDrops.push_back(loot);
|
|
maxRarity = rarity;
|
|
}
|
|
}
|
|
|
|
if (!possibleDrops.empty()) {
|
|
const auto& drop = possibleDrops[GeneralUtils::GenerateRandomNumber<uint32_t>(0, possibleDrops.size() - 1)];
|
|
|
|
auto& info = drops[drop.itemid];
|
|
if (info.count == 0) info.table = drop;
|
|
info.count++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return drops;
|
|
}
|
|
|
|
void Loot::SetDropPositions(GameMessages::DropClientLoot& lootMsg, const bool sourceIsPlayer, const float angle) {
|
|
if (lootMsg.spawnPos == NiPoint3Constant::ZERO) return;
|
|
|
|
lootMsg.bUsePosition = sourceIsPlayer;
|
|
if (lootMsg.currency > 0) {
|
|
lootMsg.finalPosition = lootMsg.spawnPos;
|
|
return;
|
|
}
|
|
|
|
const auto [x, y, z] = lootMsg.spawnPos;
|
|
lootMsg.finalPosition = NiPoint3(x + std::sin(angle) * ITEM_DROP_DISTANCE, y, z + std::cos(angle) * ITEM_DROP_DISTANCE);
|
|
}
|
|
|
|
// Picks where the loot lands, in a random direction.
|
|
void CalcFinalDropPos(GameMessages::DropClientLoot& lootMsg) {
|
|
const auto* const source = Game::entityManager->GetEntity(lootMsg.sourceID);
|
|
const auto angle = GeneralUtils::GenerateRandomNumber<float>(0.0f, 6.28318531f);
|
|
Loot::SetDropPositions(lootMsg, source && source->IsPlayer(), angle);
|
|
}
|
|
|
|
// Visually drop the loot to all team members, though only the lootMsg.ownerID can pick it up
|
|
void DistrbuteMsgToTeam(const GameMessages::DropClientLoot& lootMsg, const Team& team) {
|
|
for (const auto memberClient : team.members) {
|
|
const auto* const memberEntity = Game::entityManager->GetEntity(memberClient);
|
|
if (memberEntity) lootMsg.Send(memberEntity->GetSystemAddress());
|
|
}
|
|
}
|
|
|
|
// The following 8 functions are all ever so slightly different such that combining them
|
|
// would make the logic harder to follow. Please read the comments!
|
|
|
|
// Given a faction token proxy LOT to drop, drop 1 token for each player on a team, or the provided player.
|
|
// token drops are always given to every player on the team.
|
|
void DropFactionLoot(Entity& player, GameMessages::DropClientLoot& lootMsg) {
|
|
const auto playerID = player.GetObjectID();
|
|
|
|
GameMessages::GetFactionTokenType factionTokenType{};
|
|
factionTokenType.target = playerID;
|
|
// If we're not in a faction, this message will return false
|
|
if (factionTokenType.Send()) {
|
|
lootMsg.item = factionTokenType.tokenType;
|
|
lootMsg.target = playerID;
|
|
lootMsg.ownerID = playerID;
|
|
lootMsg.lootID = ObjectIDManager::GenerateObjectID();
|
|
CalcFinalDropPos(lootMsg);
|
|
// Register the drop on the player
|
|
GameMessages::DeliverLocally(lootMsg);
|
|
// Visually drop it for the player
|
|
lootMsg.Send(player.GetSystemAddress());
|
|
}
|
|
}
|
|
|
|
// Drops 1 token for each player on a team
|
|
// token drops are always given to every player on the team.
|
|
void DropFactionLoot(const Team& team, GameMessages::DropClientLoot& lootMsg, const bool noTeamLootOnDeath = false) {
|
|
for (const auto member : team.members) {
|
|
GameMessages::GetPosition memberPosMsg{};
|
|
memberPosMsg.target = member;
|
|
memberPosMsg.Send();
|
|
if (NiPoint3::Distance(memberPosMsg.pos, lootMsg.spawnPos) > g_MAX_DROP_RADIUS) continue;
|
|
|
|
GameMessages::IsDead isDeadMsg{};
|
|
// Skip dead players
|
|
if (noTeamLootOnDeath && isDeadMsg.Send(member) && isDeadMsg.bDead) continue;
|
|
|
|
GameMessages::GetFactionTokenType factionTokenType{};
|
|
factionTokenType.target = member;
|
|
// If we're not in a faction, this message will return false
|
|
if (factionTokenType.Send()) {
|
|
lootMsg.item = factionTokenType.tokenType;
|
|
lootMsg.target = member;
|
|
lootMsg.ownerID = member;
|
|
lootMsg.lootID = ObjectIDManager::GenerateObjectID();
|
|
CalcFinalDropPos(lootMsg);
|
|
// Register the drop on this team member
|
|
GameMessages::DeliverLocally(lootMsg);
|
|
// Show the rewards on all connected members of the team. Only the loot owner will be able to pick the tokens up.
|
|
DistrbuteMsgToTeam(lootMsg, team);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Drop the power up with no owner
|
|
// Power ups can be picked up by anyone on a team, however unlike actual loot items,
|
|
// if multiple clients say they picked one up, we let them pick it up.
|
|
void DropPowerupLoot(Entity& player, GameMessages::DropClientLoot& lootMsg) {
|
|
const auto playerID = player.GetObjectID();
|
|
CalcFinalDropPos(lootMsg);
|
|
|
|
lootMsg.lootID = ObjectIDManager::GenerateObjectID();
|
|
lootMsg.ownerID = playerID;
|
|
lootMsg.target = playerID;
|
|
|
|
// Register the drop on the player
|
|
GameMessages::DeliverLocally(lootMsg);
|
|
// Visually drop it for the player
|
|
lootMsg.Send(player.GetSystemAddress());
|
|
EconomyLedger::RecordMapEvent(IEconomyLedger::eMapEvent::POWERUP_DROPS, lootMsg.item, lootMsg.spawnPos, 1, &player);
|
|
}
|
|
|
|
// Drop the power up with no owner
|
|
// Power ups can be picked up by anyone on a team, however unlike actual loot items,
|
|
// if multiple clients say they picked one up, we let them pick it up.
|
|
void DropPowerupLoot(const Team& team, GameMessages::DropClientLoot& lootMsg, const bool noTeamLootOnDeath = false) {
|
|
lootMsg.lootID = ObjectIDManager::GenerateObjectID();
|
|
lootMsg.ownerID = LWOOBJID_EMPTY; // By setting ownerID to empty, any client that gets this DropClientLoot message can pick up the item.
|
|
CalcFinalDropPos(lootMsg);
|
|
|
|
// One drop, however many teammates see it
|
|
EconomyLedger::RecordMapEvent(IEconomyLedger::eMapEvent::POWERUP_DROPS, lootMsg.item, lootMsg.spawnPos, 1);
|
|
|
|
// We want to drop the powerups as the same ID and the same position to all members of the team
|
|
for (const auto member : team.members) {
|
|
GameMessages::GetPosition memberPosMsg{};
|
|
memberPosMsg.target = member;
|
|
memberPosMsg.Send();
|
|
if (NiPoint3::Distance(memberPosMsg.pos, lootMsg.spawnPos) > g_MAX_DROP_RADIUS) continue;
|
|
|
|
GameMessages::IsDead isDeadMsg{};
|
|
// Skip dead players
|
|
if (noTeamLootOnDeath && isDeadMsg.Send(member) && isDeadMsg.bDead) continue;
|
|
|
|
lootMsg.target = member;
|
|
// By sending this message with the same ID to all players on the team, all players on the team are allowed to pick it up.
|
|
GameMessages::DeliverLocally(lootMsg);
|
|
// No need to send to all members in a loop since that will happen by using the outer loop above and also since there is no owner
|
|
// sending to all will do nothing.
|
|
const auto* const memberEntity = Game::entityManager->GetEntity(member);
|
|
if (memberEntity) lootMsg.Send(memberEntity->GetSystemAddress());
|
|
}
|
|
}
|
|
|
|
// Drops a mission item for a player
|
|
// If the player does not need this item, it will not be dropped.
|
|
void DropMissionLoot(Entity& player, GameMessages::DropClientLoot& lootMsg) {
|
|
GameMessages::MissionNeedsLot needMsg{};
|
|
needMsg.item = lootMsg.item;
|
|
const auto playerID = player.GetObjectID();
|
|
needMsg.target = playerID;
|
|
// Will return false if the item is not required
|
|
if (needMsg.Send()) {
|
|
lootMsg.target = playerID;
|
|
lootMsg.ownerID = playerID;
|
|
lootMsg.lootID = ObjectIDManager::GenerateObjectID();
|
|
CalcFinalDropPos(lootMsg);
|
|
// Register the drop with the player
|
|
GameMessages::DeliverLocally(lootMsg);
|
|
// Visually drop the loot to be picked up
|
|
lootMsg.Send(player.GetSystemAddress());
|
|
}
|
|
}
|
|
|
|
// Check if the item needs to be dropped for anyone on the team
|
|
// Only players who need the item will have it dropped
|
|
void DropMissionLoot(const Team& team, GameMessages::DropClientLoot& lootMsg, const bool noTeamLootOnDeath = false) {
|
|
GameMessages::MissionNeedsLot needMsg{};
|
|
needMsg.item = lootMsg.item;
|
|
for (const auto member : team.members) {
|
|
GameMessages::GetPosition memberPosMsg{};
|
|
memberPosMsg.target = member;
|
|
memberPosMsg.Send();
|
|
if (NiPoint3::Distance(memberPosMsg.pos, lootMsg.spawnPos) > g_MAX_DROP_RADIUS) continue;
|
|
|
|
GameMessages::IsDead isDeadMsg{};
|
|
// Skip dead players
|
|
if (noTeamLootOnDeath && isDeadMsg.Send(member) && isDeadMsg.bDead) continue;
|
|
|
|
needMsg.target = member;
|
|
// Will return false if the item is not required
|
|
if (needMsg.Send()) {
|
|
lootMsg.target = member;
|
|
lootMsg.ownerID = member;
|
|
lootMsg.lootID = ObjectIDManager::GenerateObjectID();
|
|
CalcFinalDropPos(lootMsg);
|
|
// Register the drop with the player
|
|
GameMessages::DeliverLocally(lootMsg);
|
|
DistrbuteMsgToTeam(lootMsg, team);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Drop a regular piece of loot.
|
|
// Most items will go through this.
|
|
// A player will always get a drop that goes through this function
|
|
void DropRegularLoot(Entity& player, GameMessages::DropClientLoot& lootMsg) {
|
|
const auto playerID = player.GetObjectID();
|
|
|
|
CalcFinalDropPos(lootMsg);
|
|
|
|
lootMsg.lootID = ObjectIDManager::GenerateObjectID();
|
|
lootMsg.target = playerID;
|
|
lootMsg.ownerID = playerID;
|
|
// Register the drop with the player
|
|
GameMessages::DeliverLocally(lootMsg);
|
|
// Visually drop the loot to be picked up
|
|
lootMsg.Send(player.GetSystemAddress());
|
|
|
|
}
|
|
|
|
// Drop a regular piece of loot.
|
|
// Most items will go through this.
|
|
// Finds the next loot owner on the team the is in range of the kill and gives them this reward.
|
|
void DropRegularLoot(Team& team, GameMessages::DropClientLoot& lootMsg, const bool noTeamLootOnDeath = false) {
|
|
auto earningPlayer = LWOOBJID_EMPTY;
|
|
lootMsg.lootID = ObjectIDManager::GenerateObjectID();
|
|
CalcFinalDropPos(lootMsg);
|
|
GameMessages::GetPosition memberPosMsg{};
|
|
GameMessages::IsDead isDeadMsg{};
|
|
// Find the next loot owner. Eventually this will run into the `player` passed into this function, since those will
|
|
// have the same ID, this loop will only ever run at most 4 times.
|
|
do {
|
|
earningPlayer = team.GetNextLootOwner();
|
|
memberPosMsg.target = earningPlayer;
|
|
memberPosMsg.Send();
|
|
if (noTeamLootOnDeath) {
|
|
isDeadMsg.target = earningPlayer;
|
|
// Skip dead players
|
|
isDeadMsg.Send();
|
|
}
|
|
} while (isDeadMsg.bDead || (NiPoint3::Distance(memberPosMsg.pos, lootMsg.spawnPos) > g_MAX_DROP_RADIUS));
|
|
if (team.lootOption == 0 /* Shared loot */) {
|
|
lootMsg.target = earningPlayer;
|
|
lootMsg.ownerID = earningPlayer;
|
|
GameMessages::DeliverLocally(lootMsg);
|
|
} else /* Free for all loot */ {
|
|
lootMsg.ownerID = LWOOBJID_EMPTY;
|
|
// By sending the loot with NO owner and to ALL members of the team,
|
|
// its a first come, first serve with who picks the item up.
|
|
for (const auto ffaMember : team.members) {
|
|
lootMsg.target = ffaMember;
|
|
GameMessages::DeliverLocally(lootMsg);
|
|
}
|
|
}
|
|
|
|
DistrbuteMsgToTeam(lootMsg, team);
|
|
}
|
|
|
|
// source: the DropClientLoot source object; spawnPosition: where the loot spawns
|
|
void DropLoot(Entity* player, const LWOOBJID source, const NiPoint3& spawnPosition, const std::map<LOT, LootDropInfo>& rolledItems, uint32_t minCoins, uint32_t maxCoins, const bool noTeamLootOnDeath) {
|
|
player = player->GetOwner(); // if the owner is overwritten, we collect that here
|
|
const auto playerID = player->GetObjectID();
|
|
if (!player->IsPlayer()) {
|
|
LOG("Trying to drop loot for non-player %llu:%i", playerID, player->GetLOT());
|
|
return;
|
|
}
|
|
|
|
// TODO should be scene based instead of radius based
|
|
// drop loot to either single player or team
|
|
// powerups never have an owner when dropped
|
|
// for every player on the team in a radius of 700 (arbitrary value, not lore)
|
|
// if shared loot, drop everything but tokens to the next team member that gets loot,
|
|
// then tokens to everyone (1 token drop in a 3 person team means everyone gets a token)
|
|
// if Free for all, drop everything with NO owner, except tokens which follow the same logic as above
|
|
auto* team = TeamManager::Instance()->GetTeam(playerID);
|
|
|
|
auto* const objectsTable = CDClientManager::GetTable<CDObjectsTable>();
|
|
|
|
for (const auto& [lootLot, info] : rolledItems) {
|
|
if (info.count > 0) EconomyLedger::RecordMapEvent(IEconomyLedger::eMapEvent::ITEM_DROPS, lootLot, spawnPosition, info.count, player);
|
|
}
|
|
|
|
// Live sent the coins before the items (1498 of 1502 live drops with both)
|
|
// Filter out dead player if we need to
|
|
std::vector<LWOOBJID> lootEarners;
|
|
if (team) {
|
|
if (noTeamLootOnDeath) {
|
|
for (const auto member : team->members) {
|
|
GameMessages::IsDead isDeadMsg{};
|
|
isDeadMsg.target = member;
|
|
if (isDeadMsg.Send() && !isDeadMsg.bDead) {
|
|
lootEarners.push_back(member);
|
|
}
|
|
}
|
|
} else {
|
|
lootEarners = team->members;
|
|
}
|
|
} else {
|
|
lootEarners.push_back(playerID);
|
|
}
|
|
|
|
// Coin roll is divided up between the members, rounded up, then dropped for each player
|
|
const uint32_t coinRoll = LiveEvents::ScaleCoins(static_cast<uint32_t>(minCoins + GeneralUtils::GenerateRandomNumber<float>(0, 1) * (maxCoins - minCoins)));
|
|
// Just in case its empty don't allow divide by 0
|
|
const auto droppedCoins = lootEarners.empty() ? coinRoll : static_cast<uint32_t>(std::ceil(static_cast<float>(coinRoll) / lootEarners.size()));
|
|
|
|
if (droppedCoins > 0 && !lootEarners.empty()) {
|
|
EconomyLedger::RecordMapEvent(IEconomyLedger::eMapEvent::COIN_DROPS, 0, spawnPosition, static_cast<int64_t>(droppedCoins) * lootEarners.size(), player);
|
|
}
|
|
|
|
// Drops coins for each alive member of a team (or just a player).
|
|
// Live sent no currency drop for loot without coins (none of 3163 live currency drops was for 0 coins).
|
|
if (droppedCoins == 0) lootEarners.clear();
|
|
for (auto member : lootEarners) {
|
|
GameMessages::DropClientLoot lootMsg{};
|
|
lootMsg.target = member;
|
|
lootMsg.ownerID = member;
|
|
lootMsg.currency = droppedCoins;
|
|
lootMsg.spawnPos = spawnPosition;
|
|
lootMsg.sourceID = source;
|
|
lootMsg.item = LOT_NULL;
|
|
CalcFinalDropPos(lootMsg);
|
|
GameMessages::DeliverLocally(lootMsg);
|
|
const auto* const memberEntity = Game::entityManager->GetEntity(member);
|
|
if (memberEntity) lootMsg.Send(memberEntity->GetSystemAddress());
|
|
}
|
|
|
|
constexpr LOT TOKEN_PROXY = 13763;
|
|
// Go through the drops 1 at a time to drop them
|
|
for (auto it = rolledItems.begin(); it != rolledItems.end(); it++) {
|
|
auto& [lootLot, info] = *it;
|
|
for (int i = 0; i < info.count; i++) {
|
|
GameMessages::DropClientLoot lootMsg{};
|
|
lootMsg.spawnPos = spawnPosition;
|
|
lootMsg.sourceID = source;
|
|
lootMsg.item = lootLot;
|
|
lootMsg.count = 1;
|
|
lootMsg.currency = 0;
|
|
const CDObjects& object = objectsTable->GetByID(lootLot);
|
|
|
|
if (lootLot == TOKEN_PROXY) {
|
|
team ? DropFactionLoot(*team, lootMsg, noTeamLootOnDeath) : DropFactionLoot(*player, lootMsg);
|
|
} else if (info.table.MissionDrop) {
|
|
team ? DropMissionLoot(*team, lootMsg, noTeamLootOnDeath) : DropMissionLoot(*player, lootMsg);
|
|
} else if (object.type == "Powerup") {
|
|
team ? DropPowerupLoot(*team, lootMsg, noTeamLootOnDeath) : DropPowerupLoot(*player, lootMsg);
|
|
} else {
|
|
team ? DropRegularLoot(*team, lootMsg, noTeamLootOnDeath) : DropRegularLoot(*player, lootMsg);
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
void Loot::DropItem(Entity& player, GameMessages::DropClientLoot& lootMsg, bool useTeam, bool forceFfa) {
|
|
auto* const team = useTeam ? TeamManager::Instance()->GetTeam(player.GetObjectID()) : nullptr;
|
|
char oldTeamLoot{};
|
|
if (team && forceFfa) {
|
|
oldTeamLoot = team->lootOption;
|
|
team->lootOption = 1;
|
|
}
|
|
|
|
auto* const objectsTable = CDClientManager::GetTable<CDObjectsTable>();
|
|
const CDObjects& object = objectsTable->GetByID(lootMsg.item);
|
|
|
|
constexpr LOT TOKEN_PROXY = 13763;
|
|
if (lootMsg.item == TOKEN_PROXY) {
|
|
team ? DropFactionLoot(*team, lootMsg) : DropFactionLoot(player, lootMsg);
|
|
} else if (object.type == "Powerup") {
|
|
team ? DropPowerupLoot(*team, lootMsg) : DropPowerupLoot(player, lootMsg);
|
|
} else {
|
|
team ? DropRegularLoot(*team, lootMsg) : DropRegularLoot(player, lootMsg);
|
|
}
|
|
|
|
if (team) team->lootOption = oldTeamLoot;
|
|
}
|
|
|
|
void Loot::CacheMatrix(uint32_t matrixIndex) {
|
|
if (CachedMatrices.contains(matrixIndex)) return;
|
|
|
|
CachedMatrices.insert(matrixIndex);
|
|
CDComponentsRegistryTable* componentsRegistryTable = CDClientManager::GetTable<CDComponentsRegistryTable>();
|
|
CDItemComponentTable* itemComponentTable = CDClientManager::GetTable<CDItemComponentTable>();
|
|
CDLootMatrixTable* lootMatrixTable = CDClientManager::GetTable<CDLootMatrixTable>();
|
|
CDLootTableTable* lootTableTable = CDClientManager::GetTable<CDLootTableTable>();
|
|
CDRarityTableTable* rarityTableTable = CDClientManager::GetTable<CDRarityTableTable>();
|
|
|
|
const auto& matrix = lootMatrixTable->GetMatrix(matrixIndex);
|
|
|
|
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;
|
|
}
|
|
}
|
|
}
|
|
|
|
Loot::Return Loot::RollLootMatrix(Entity* player, uint32_t matrixIndex) {
|
|
auto* const missionComponent = player ? player->GetComponent<MissionComponent>() : nullptr;
|
|
|
|
Loot::Return toReturn;
|
|
const auto drops = ::RollLootMatrix(matrixIndex);
|
|
// if no mission component, just convert the map and skip checking if its a mission drop
|
|
if (!missionComponent) {
|
|
for (const auto& [lot, info] : drops) toReturn[lot] = info.count;
|
|
} else {
|
|
for (const auto& [lot, info] : drops) {
|
|
const auto& itemInfo = info.table;
|
|
|
|
// filter out uneeded mission items
|
|
if (itemInfo.MissionDrop && !missionComponent->RequiresItem(itemInfo.itemid))
|
|
continue;
|
|
|
|
LOT itemLot = lot;
|
|
// convert faction token proxy
|
|
if (itemLot == 13763) {
|
|
if (missionComponent->GetMissionState(545) == eMissionState::COMPLETE)
|
|
itemLot = 8318; // "Assembly Token"
|
|
else if (missionComponent->GetMissionState(556) == eMissionState::COMPLETE)
|
|
itemLot = 8321; // "Venture League Token"
|
|
else if (missionComponent->GetMissionState(567) == eMissionState::COMPLETE)
|
|
itemLot = 8319; // "Sentinels Token"
|
|
else if (missionComponent->GetMissionState(578) == eMissionState::COMPLETE)
|
|
itemLot = 8320; // "Paradox Token"
|
|
}
|
|
|
|
if (itemLot == 13763) {
|
|
continue;
|
|
} // check if we aren't in faction
|
|
|
|
toReturn[itemLot] = info.count;
|
|
}
|
|
}
|
|
|
|
if (player) {
|
|
for (const auto& [lot, count] : toReturn) {
|
|
LOG("Player %llu has rolled %i of item %i from loot matrix %i", player->GetObjectID(), count, lot, matrixIndex);
|
|
}
|
|
}
|
|
|
|
return toReturn;
|
|
}
|
|
|
|
void Loot::GiveLoot(Entity* player, uint32_t matrixIndex, eLootSourceType lootSourceType) {
|
|
GiveLoot(player, matrixIndex, lootSourceType, LootMetrics{});
|
|
}
|
|
|
|
void Loot::GiveLoot(Entity* player, const Loot::Return& result, eLootSourceType lootSourceType) {
|
|
GiveLoot(player, result, lootSourceType, LootMetrics{});
|
|
}
|
|
|
|
void Loot::GiveLoot(Entity* player, uint32_t matrixIndex, eLootSourceType lootSourceType, const LootMetrics& metrics) {
|
|
player = player->GetOwner(); // If the owner is overwritten, we collect that here
|
|
|
|
const auto result = RollLootMatrix(player, matrixIndex);
|
|
|
|
GiveLoot(player, result, lootSourceType, metrics);
|
|
}
|
|
|
|
void Loot::GiveLoot(Entity* player, const Loot::Return& result, eLootSourceType lootSourceType, const LootMetrics& metrics) {
|
|
player = player->GetOwner(); // if the owner is overwritten, we collect that here
|
|
|
|
auto* inventoryComponent = player->GetComponent<InventoryComponent>();
|
|
|
|
if (!inventoryComponent)
|
|
return;
|
|
|
|
for (const auto& pair : result) {
|
|
inventoryComponent->AddItem(pair.first, pair.second, lootSourceType, eInventoryType::INVALID, {}, LWOOBJID_EMPTY, true, false, LWOOBJID_EMPTY, eInventoryType::INVALID, 0, false, -1, metrics);
|
|
}
|
|
}
|
|
|
|
std::pair<uint32_t, uint32_t> Loot::GetActivityCoinRange(const std::vector<CDCurrencyTable>& currencyRows, const uint32_t challengeRating) {
|
|
const auto atLevel = [¤cyRows](const uint32_t level) {
|
|
return std::ranges::find_if(currencyRows, [level](const CDCurrencyTable& row) { return row.npcminlevel == level; });
|
|
};
|
|
|
|
auto row = atLevel(challengeRating);
|
|
if (row == currencyRows.end()) row = atLevel(1);
|
|
if (row == currencyRows.end()) return { 0, 0 };
|
|
return { row->minvalue, row->maxvalue };
|
|
}
|
|
|
|
std::pair<uint32_t, uint32_t> Loot::GetActivityCoinRange(const CDActivityRewards& reward) {
|
|
auto* const currencyTableTable = CDClientManager::GetTable<CDCurrencyTableTable>();
|
|
const auto currencyIndex = reward.CurrencyIndex;
|
|
const auto rows = currencyTableTable->Query([currencyIndex](const CDCurrencyTable& entry) { return entry.currencyIndex == currencyIndex; });
|
|
return GetActivityCoinRange(rows, reward.ChallengeRating);
|
|
}
|
|
|
|
void Loot::GiveActivityLoot(Entity* player, const LWOOBJID source, uint32_t activityID, int32_t rating) {
|
|
CDActivityRewardsTable* activityRewardsTable = CDClientManager::GetTable<CDActivityRewardsTable>();
|
|
std::vector<CDActivityRewards> activityRewards = activityRewardsTable->Query([activityID](CDActivityRewards entry) { return (entry.objectTemplate == activityID); });
|
|
|
|
const CDActivityRewards* selectedReward = nullptr;
|
|
for (const auto& activityReward : activityRewards) {
|
|
if (activityReward.activityRating <= rating && (selectedReward == nullptr || activityReward.activityRating > selectedReward->activityRating)) {
|
|
selectedReward = &activityReward;
|
|
}
|
|
}
|
|
|
|
if (!selectedReward)
|
|
return;
|
|
|
|
const auto [minCoins, maxCoins] = GetActivityCoinRange(*selectedReward);
|
|
|
|
// Live sent the activity's ID and the activity object's LOT with each reward item
|
|
LootMetrics metrics{};
|
|
metrics.activityId = static_cast<int32_t>(activityID);
|
|
if (const auto* const sourceEntity = Game::entityManager->GetEntity(source)) metrics.sourceLot = sourceEntity->GetLOT();
|
|
GiveLoot(player, selectedReward->LootMatrixIndex, eLootSourceType::ACTIVITY, metrics);
|
|
|
|
uint32_t coins = static_cast<uint32_t>(minCoins + GeneralUtils::GenerateRandomNumber<float>(0, 1) * (maxCoins - minCoins));
|
|
|
|
auto* character = player->GetCharacter();
|
|
|
|
character->SetCoins(character->GetCoins() + coins, eLootSourceType::ACTIVITY, CoinSource::Object(*player));
|
|
}
|
|
|
|
namespace {
|
|
NiPoint3 GetDropSpawnPosition(const LWOOBJID object) {
|
|
GameMessages::GetPosition posMsg;
|
|
posMsg.target = object;
|
|
posMsg.Send();
|
|
return posMsg.pos;
|
|
}
|
|
|
|
void RollAndDropLoot(Entity* player, const LWOOBJID source, const NiPoint3& spawnPosition, uint32_t matrixIndex, uint32_t minCoins, uint32_t maxCoins) {
|
|
player = player->GetOwner(); // if the owner is overwritten, we collect that here
|
|
|
|
auto* scriptedActivityComponent = Game::entityManager->GetZoneControlEntity()->GetComponent<ScriptedActivityComponent>();
|
|
const bool noTeamLootOnDeath = scriptedActivityComponent ? scriptedActivityComponent->GetNoTeamLootOnDeath() : false;
|
|
|
|
auto* inventoryComponent = player->GetComponent<InventoryComponent>();
|
|
|
|
if (!inventoryComponent)
|
|
return;
|
|
|
|
const auto result = ::RollLootMatrix(matrixIndex, LiveEvents::LootChanceMultiplier());
|
|
|
|
::DropLoot(player, source, spawnPosition, result, minCoins, maxCoins, noTeamLootOnDeath);
|
|
}
|
|
}
|
|
|
|
void Loot::DropLoot(Entity* player, const LWOOBJID source, uint32_t matrixIndex, uint32_t minCoins, uint32_t maxCoins) {
|
|
RollAndDropLoot(player, source, GetDropSpawnPosition(source), matrixIndex, minCoins, maxCoins);
|
|
}
|
|
|
|
void Loot::DropActivityLoot(Entity* player, const LWOOBJID source, uint32_t activityID, int32_t rating, const bool fromPlayer) {
|
|
CDActivityRewardsTable* activityRewardsTable = CDClientManager::GetTable<CDActivityRewardsTable>();
|
|
std::vector<CDActivityRewards> activityRewards = activityRewardsTable->Query([activityID](CDActivityRewards entry) { return (entry.objectTemplate == activityID); });
|
|
|
|
const CDActivityRewards* selectedReward = nullptr;
|
|
for (const auto& activityReward : activityRewards) {
|
|
if (activityReward.activityRating <= rating && (selectedReward == nullptr || activityReward.activityRating > selectedReward->activityRating)) {
|
|
selectedReward = &activityReward;
|
|
}
|
|
}
|
|
|
|
if (selectedReward == nullptr) {
|
|
return;
|
|
}
|
|
|
|
const auto [minCoins, maxCoins] = GetActivityCoinRange(*selectedReward);
|
|
|
|
// Live sent activity rewards from the player who earned them, spawning at the activity object
|
|
const auto dropSource = fromPlayer ? player->GetOwner()->GetObjectID() : source;
|
|
RollAndDropLoot(player, dropSource, GetDropSpawnPosition(source), selectedReward->LootMatrixIndex, minCoins, maxCoins);
|
|
}
|