mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-28 16:37:23 +00:00
0545adfac3
Have fun!
385 lines
11 KiB
C++
385 lines
11 KiB
C++
#include "Loot.h"
|
|
#include "GameMessages.h"
|
|
|
|
#include "CDClientManager.h"
|
|
#include "CDLootMatrixTable.h"
|
|
#include "CDLootTableTable.h"
|
|
|
|
#include "SimplePhysicsComponent.h"
|
|
#include "ControllablePhysicsComponent.h"
|
|
#include "DestroyableComponent.h"
|
|
#include "MissionComponent.h"
|
|
#include "CharacterComponent.h"
|
|
#include "TeamManager.h"
|
|
|
|
#include <algorithm>
|
|
|
|
std::vector<CDLootTable> Loot::GetLootOfRarity(const std::vector<CDLootTable> &lootTable, uint32_t rarity) {
|
|
std::vector<CDLootTable> refinedLoot;
|
|
for (auto loot : lootTable) {
|
|
CDItemComponent item = Inventory::FindItemComponent(loot.itemid);
|
|
if (item.rarity == rarity) {
|
|
refinedLoot.push_back(loot);
|
|
}
|
|
else if (item.rarity == 0) {
|
|
refinedLoot.push_back(loot); // powerups
|
|
}
|
|
}
|
|
|
|
return refinedLoot;
|
|
}
|
|
|
|
void Loot::GiveLoot(Entity* user, uint32_t lootMatrixID) {
|
|
user = user->GetOwner(); // If the owner is overwritten, we collect that here
|
|
|
|
std::unordered_map<LOT, int32_t> result {};
|
|
|
|
CalculateLootMatrix(lootMatrixID, user, result);
|
|
|
|
GiveLoot(user, result);
|
|
}
|
|
|
|
void Loot::DropLoot(Entity* user, Entity* killedObject, uint32_t lootMatrixID, uint32_t minCoins, uint32_t maxCoins) {
|
|
user = user->GetOwner(); // If the owner is overwritten, we collect that here
|
|
|
|
auto* inventoryComponent = user->GetComponent<InventoryComponent>();
|
|
|
|
if (inventoryComponent == nullptr) {
|
|
return;
|
|
}
|
|
|
|
std::unordered_map<LOT, int32_t> result {};
|
|
|
|
CalculateLootMatrix(lootMatrixID, user, result);
|
|
|
|
DropLoot(user, killedObject, result, minCoins, maxCoins);
|
|
}
|
|
|
|
void Loot::GiveLoot(Entity* user, std::unordered_map<LOT, int32_t>& result) {
|
|
user = user->GetOwner(); // If the owner is overwritten, we collect that here
|
|
|
|
auto* inventoryComponent = user->GetComponent<InventoryComponent>();
|
|
|
|
if (inventoryComponent == nullptr) {
|
|
return;
|
|
}
|
|
|
|
for (const auto& pair : result) {
|
|
inventoryComponent->AddItem(pair.first, pair.second);
|
|
}
|
|
}
|
|
|
|
void Loot::DropLoot(Entity* user, Entity* killedObject, std::unordered_map<LOT, int32_t>& result, uint32_t minCoins, uint32_t maxCoins) {
|
|
user = user->GetOwner(); // If the owner is overwritten, we collect that here
|
|
|
|
auto* inventoryComponent = user->GetComponent<InventoryComponent>();
|
|
|
|
if (inventoryComponent == nullptr) {
|
|
return;
|
|
}
|
|
|
|
const auto spawnPosition = killedObject->GetPosition();
|
|
|
|
const auto source = killedObject->GetObjectID();
|
|
|
|
for (const auto& pair : result) {
|
|
for (int i = 0; i < pair.second; ++i) {
|
|
GameMessages::SendDropClientLoot(user, source, pair.first, 0, spawnPosition, 1);
|
|
}
|
|
}
|
|
|
|
uint32_t coins = (int)(minCoins + GeneralUtils::GenerateRandomNumber<float>(0, 1) * (maxCoins - minCoins));
|
|
|
|
GameMessages::SendDropClientLoot(user, source, LOT_NULL, coins, spawnPosition);
|
|
}
|
|
|
|
void Loot::DropActivityLoot(Entity* user, Entity* source, uint32_t activityID, int32_t rating)
|
|
{
|
|
CDActivityRewardsTable* activityRewardsTable = CDClientManager::Instance()->GetTable<CDActivityRewardsTable>("ActivityRewards");
|
|
std::vector<CDActivityRewards> activityRewards = activityRewardsTable->Query([=](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;
|
|
}
|
|
|
|
uint32_t minCoins = 0;
|
|
uint32_t maxCoins = 0;
|
|
|
|
CDCurrencyTableTable* currencyTableTable = CDClientManager::Instance()->GetTable<CDCurrencyTableTable>("CurrencyTable");
|
|
std::vector<CDCurrencyTable> currencyTable = currencyTableTable->Query([=](CDCurrencyTable entry) { return (entry.currencyIndex == selectedReward->CurrencyIndex && entry.npcminlevel == 1); });
|
|
|
|
if (currencyTable.size() > 0) {
|
|
minCoins = currencyTable[0].minvalue;
|
|
maxCoins = currencyTable[0].maxvalue;
|
|
}
|
|
|
|
Loot::DropLoot(user, source, selectedReward->LootMatrixIndex, minCoins, maxCoins);
|
|
}
|
|
|
|
void Loot::GiveActivityLoot(Entity* user, Entity* source, uint32_t activityID, int32_t rating)
|
|
{
|
|
CDActivityRewardsTable* activityRewardsTable = CDClientManager::Instance()->GetTable<CDActivityRewardsTable>("ActivityRewards");
|
|
std::vector<CDActivityRewards> activityRewards = activityRewardsTable->Query([=](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;
|
|
}
|
|
|
|
uint32_t minCoins = 0;
|
|
uint32_t maxCoins = 0;
|
|
|
|
CDCurrencyTableTable* currencyTableTable = CDClientManager::Instance()->GetTable<CDCurrencyTableTable>("CurrencyTable");
|
|
std::vector<CDCurrencyTable> currencyTable = currencyTableTable->Query([=](CDCurrencyTable entry) { return (entry.currencyIndex == selectedReward->CurrencyIndex && entry.npcminlevel == 1); });
|
|
|
|
if (currencyTable.size() > 0) {
|
|
minCoins = currencyTable[0].minvalue;
|
|
maxCoins = currencyTable[0].maxvalue;
|
|
}
|
|
|
|
Loot::GiveLoot(user, selectedReward->LootMatrixIndex);
|
|
|
|
uint32_t coins = (int)(minCoins + GeneralUtils::GenerateRandomNumber<float>(0, 1) * (maxCoins - minCoins));
|
|
|
|
auto* charactert = user->GetCharacter();
|
|
|
|
charactert->SetCoins(charactert->GetCoins() + coins);
|
|
}
|
|
|
|
void Loot::CalculateLootMatrix(uint32_t lootMatrixID, Entity* user, std::unordered_map<LOT, int32_t>& result)
|
|
{
|
|
user = user->GetOwner();
|
|
|
|
auto* missionComponent = user->GetComponent<MissionComponent>();
|
|
|
|
// Get our loot for this LOT's lootMatrixID:
|
|
CDLootMatrixTable* lootMatrixTable = CDClientManager::Instance()->GetTable<CDLootMatrixTable>("LootMatrix");
|
|
CDLootTableTable* lootTableTable = CDClientManager::Instance()->GetTable<CDLootTableTable>("LootTable");
|
|
CDRarityTableTable* rarityTableTable = CDClientManager::Instance()->GetTable<CDRarityTableTable>("RarityTable");
|
|
|
|
std::vector<CDLootMatrix> lootMatrix = lootMatrixTable->Query([lootMatrixID](CDLootMatrix entry) { return (entry.LootMatrixIndex == lootMatrixID); });
|
|
|
|
// Now, loop through each entry
|
|
for (uint32_t i = 0; i < lootMatrix.size(); ++i) {
|
|
// Now, determine whether or not we should drop this
|
|
float chanceToDrop = 1.0 - lootMatrix[i].percent;
|
|
float shouldDrop = GeneralUtils::GenerateRandomNumber<float>(0, 1);
|
|
|
|
const auto rarityTableIndex = lootMatrix[i].RarityTableIndex;
|
|
|
|
std::vector<CDRarityTable> rarityTable = rarityTableTable->Query([rarityTableIndex](CDRarityTable entry) { return (entry.RarityTableIndex == rarityTableIndex); });
|
|
|
|
std::sort(rarityTable.begin(), rarityTable.end());
|
|
|
|
if (shouldDrop < chanceToDrop) {
|
|
// We are not able to drop this item, so continue
|
|
continue;
|
|
}
|
|
|
|
// If we reached here, we are able to drop the item
|
|
uint32_t minToDrop = lootMatrix[i].minToDrop;
|
|
uint32_t maxToDrop = lootMatrix[i].maxToDrop;
|
|
|
|
// Now determine the number we will drop of items from this table
|
|
uint32_t numToDrop = GeneralUtils::GenerateRandomNumber<uint32_t>(minToDrop, maxToDrop);
|
|
|
|
// Now, query the loot matrix index
|
|
const auto lootTableIndex = lootMatrix[i].LootTableIndex;
|
|
|
|
std::vector<CDLootTable> lootTable = lootTableTable->Query([lootTableIndex](CDLootTable entry) { return (entry.LootTableIndex == lootTableIndex); });
|
|
|
|
// Now randomize these entries
|
|
if (lootTable.size() > 1) {
|
|
std::shuffle(std::begin(lootTable), std::end(lootTable), Game::randomEngine);
|
|
}
|
|
|
|
uint32_t addedItems = 0;
|
|
|
|
if (lootTable.empty()) continue;
|
|
|
|
while (addedItems < numToDrop) {
|
|
addedItems++;
|
|
|
|
float rarityRoll = GeneralUtils::GenerateRandomNumber<float>(0, 1);
|
|
|
|
// im sorry
|
|
uint32_t highestRarity = 1; // LOOT_COMMON
|
|
float highestRandMax = 0.0f;
|
|
for (const auto& rarity : rarityTable) {
|
|
if (rarityRoll > rarity.randmax && rarity.randmax > highestRandMax) {
|
|
highestRandMax = rarity.randmax;
|
|
highestRarity = rarity.rarity + 1;
|
|
}
|
|
}
|
|
|
|
std::vector<CDLootTable> refinedLoot;
|
|
|
|
if (lootTable.size() == 1)
|
|
{
|
|
refinedLoot = lootTable;
|
|
}
|
|
else
|
|
{
|
|
refinedLoot = GetLootOfRarity(lootTable, highestRarity);
|
|
|
|
bool continueLoop = false;
|
|
while (refinedLoot.empty())
|
|
{
|
|
if (highestRarity == 1)
|
|
{
|
|
continueLoop = true;
|
|
break;
|
|
}
|
|
|
|
highestRarity -= 1;
|
|
|
|
refinedLoot = GetLootOfRarity(lootTable, highestRarity);
|
|
|
|
if (!refinedLoot.empty())
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (continueLoop) continue;
|
|
}
|
|
|
|
int randomTable = GeneralUtils::GenerateRandomNumber<int>(0, refinedLoot.size() - 1);
|
|
|
|
const auto& selectedTable = refinedLoot[randomTable];
|
|
|
|
uint32_t itemLOT = selectedTable.itemid;
|
|
bool isMissionItem = selectedTable.MissionDrop;
|
|
|
|
if (isMissionItem && missionComponent != nullptr)
|
|
{
|
|
// TODO: this executes a query in a hot path, might be worth refactoring away
|
|
if (!missionComponent->RequiresItem(itemLOT))
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
|
|
if (lootTable.size() > numToDrop)
|
|
{
|
|
for (size_t i = 0; i < lootTable.size(); i++)
|
|
{
|
|
if (lootTable[i].id == selectedTable.id)
|
|
{
|
|
lootTable.erase(lootTable.begin() + i);
|
|
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
const auto& it = result.find(itemLOT);
|
|
if (it != result.end()) {
|
|
it->second++;
|
|
}
|
|
else {
|
|
result.emplace(itemLOT, 1);
|
|
}
|
|
}
|
|
}
|
|
|
|
int32_t tokenCount = 0;
|
|
|
|
const auto& tokens = result.find(13763);
|
|
|
|
if (tokens != result.end()) {
|
|
tokenCount = tokens->second;
|
|
|
|
result.erase(tokens);
|
|
}
|
|
|
|
if (tokenCount == 0 || user == nullptr) {
|
|
return;
|
|
}
|
|
|
|
if (missionComponent == nullptr) {
|
|
return;
|
|
}
|
|
|
|
LOT tokenId = -1;
|
|
|
|
if (missionComponent->GetMissionState(545) == MissionState::MISSION_STATE_COMPLETE) // "Join Assembly!"
|
|
{
|
|
tokenId = 8318; // "Assembly Token"
|
|
}
|
|
|
|
if (missionComponent->GetMissionState(556) == MissionState::MISSION_STATE_COMPLETE) // "Join Venture League!"
|
|
{
|
|
tokenId = 8321; // "Venture League Token"
|
|
}
|
|
|
|
if (missionComponent->GetMissionState(567) == MissionState::MISSION_STATE_COMPLETE) // "Join The Sentinels!"
|
|
{
|
|
tokenId = 8319; // "Sentinels Token"
|
|
}
|
|
|
|
if (missionComponent->GetMissionState(578) == MissionState::MISSION_STATE_COMPLETE) // "Join Paradox!"
|
|
{
|
|
tokenId = 8320; // "Paradox Token"
|
|
}
|
|
|
|
if (tokenId != -1)
|
|
{
|
|
result.emplace(tokenId, tokenCount);
|
|
}
|
|
}
|
|
|
|
void Loot::DropItem(Entity* user, Entity* sourceObject, LOT item, int32_t currency, int32_t count, bool useTeam, bool freeForAll)
|
|
{
|
|
if (sourceObject == nullptr)
|
|
{
|
|
return;
|
|
}
|
|
|
|
const auto sourceID = sourceObject->GetObjectID();
|
|
const auto sourcePosition = sourceObject->GetPosition();
|
|
|
|
// If useTeam, drop the item once for each team member.
|
|
auto* team = TeamManager::Instance()->GetTeam(user->GetObjectID());
|
|
|
|
if (team != nullptr && useTeam)
|
|
{
|
|
for (const auto& memberID : team->members)
|
|
{
|
|
// Get the team member from its ID.
|
|
auto* member = EntityManager::Instance()->GetEntity(memberID);
|
|
|
|
if (member == nullptr)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// Drop the item.
|
|
GameMessages::SendDropClientLoot(member, sourceID, item, currency, sourcePosition, count);
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
GameMessages::SendDropClientLoot(user, sourceID, item, currency, sourcePosition, count);
|
|
}
|