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570 lines
21 KiB
C++
570 lines
21 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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#include "TeamManager.h"
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#include "CDObjectsTable.h"
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#include "ObjectIDManager.h"
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namespace {
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std::unordered_set<uint32_t> CachedMatrices;
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constexpr float g_MAX_DROP_RADIUS = 700.0f;
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}
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struct LootDropInfo {
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CDLootTable table{};
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uint32_t count{ 0 };
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};
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std::map<LOT, LootDropInfo> RollLootMatrix(uint32_t matrixIndex) {
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CDComponentsRegistryTable* componentsRegistryTable = CDClientManager::GetTable<CDComponentsRegistryTable>();
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CDItemComponentTable* itemComponentTable = CDClientManager::GetTable<CDItemComponentTable>();
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CDLootMatrixTable* lootMatrixTable = CDClientManager::GetTable<CDLootMatrixTable>();
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CDLootTableTable* lootTableTable = CDClientManager::GetTable<CDLootTableTable>();
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CDRarityTableTable* rarityTableTable = CDClientManager::GetTable<CDRarityTableTable>();
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std::map<LOT, LootDropInfo> 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.empty()) {
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const auto& drop = possibleDrops[GeneralUtils::GenerateRandomNumber<uint32_t>(0, possibleDrops.size() - 1)];
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auto& info = drops[drop.itemid];
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if (info.count == 0) info.table = drop;
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info.count++;
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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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// Generates a 'random' final position for the loot drop based on its input spawn position.
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void CalcFinalDropPos(GameMessages::DropClientLoot& lootMsg) {
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lootMsg.bUsePosition = true;
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//Calculate where the loot will go:
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uint16_t degree = GeneralUtils::GenerateRandomNumber<uint16_t>(0, 360);
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double rad = degree * 3.14 / 180;
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double sin_v = sin(rad) * 4.2;
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double cos_v = cos(rad) * 4.2;
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const auto [x, y, z] = lootMsg.spawnPos;
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lootMsg.finalPosition = NiPoint3(static_cast<float>(x + sin_v), y, static_cast<float>(z + cos_v));
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}
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// Visually drop the loot to all team members, though only the lootMsg.ownerID can pick it up
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void DistrbuteMsgToTeam(const GameMessages::DropClientLoot& lootMsg, const Team& team) {
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for (const auto memberClient : team.members) {
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const auto* const memberEntity = Game::entityManager->GetEntity(memberClient);
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if (memberEntity) lootMsg.Send(memberEntity->GetSystemAddress());
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}
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}
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// The following 8 functions are all ever so slightly different such that combining them
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// would make the logic harder to follow. Please read the comments!
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// Given a faction token proxy LOT to drop, drop 1 token for each player on a team, or the provided player.
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// token drops are always given to every player on the team.
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void DropFactionLoot(Entity& player, GameMessages::DropClientLoot& lootMsg) {
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const auto playerID = player.GetObjectID();
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GameMessages::GetFactionTokenType factionTokenType{};
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factionTokenType.target = playerID;
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// If we're not in a faction, this message will return false
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if (factionTokenType.Send()) {
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lootMsg.item = factionTokenType.tokenType;
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lootMsg.target = playerID;
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lootMsg.ownerID = playerID;
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lootMsg.lootID = ObjectIDManager::GenerateObjectID();
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CalcFinalDropPos(lootMsg);
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// Register the drop on the player
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lootMsg.Send();
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// Visually drop it for the player
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lootMsg.Send(player.GetSystemAddress());
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}
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}
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// Drops 1 token for each player on a team
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// token drops are always given to every player on the team.
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void DropFactionLoot(const Team& team, GameMessages::DropClientLoot& lootMsg) {
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for (const auto member : team.members) {
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GameMessages::GetPosition memberPosMsg{};
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memberPosMsg.target = member;
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memberPosMsg.Send();
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if (NiPoint3::Distance(memberPosMsg.pos, lootMsg.spawnPos) > g_MAX_DROP_RADIUS) continue;
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GameMessages::GetFactionTokenType factionTokenType{};
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factionTokenType.target = member;
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// If we're not in a faction, this message will return false
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if (factionTokenType.Send()) {
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lootMsg.item = factionTokenType.tokenType;
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lootMsg.target = member;
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lootMsg.ownerID = member;
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lootMsg.lootID = ObjectIDManager::GenerateObjectID();
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CalcFinalDropPos(lootMsg);
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// Register the drop on this team member
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lootMsg.Send();
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// Show the rewards on all connected members of the team. Only the loot owner will be able to pick the tokens up.
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DistrbuteMsgToTeam(lootMsg, team);
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}
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}
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}
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// Drop the power up with no owner
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// Power ups can be picked up by anyone on a team, however unlike actual loot items,
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// if multiple clients say they picked one up, we let them pick it up.
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void DropPowerupLoot(Entity& player, GameMessages::DropClientLoot& lootMsg) {
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const auto playerID = player.GetObjectID();
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CalcFinalDropPos(lootMsg);
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lootMsg.lootID = ObjectIDManager::GenerateObjectID();
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lootMsg.ownerID = playerID;
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lootMsg.target = playerID;
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// Register the drop on the player
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lootMsg.Send();
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// Visually drop it for the player
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lootMsg.Send(player.GetSystemAddress());
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}
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// Drop the power up with no owner
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// Power ups can be picked up by anyone on a team, however unlike actual loot items,
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// if multiple clients say they picked one up, we let them pick it up.
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void DropPowerupLoot(const Team& team, GameMessages::DropClientLoot& lootMsg) {
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lootMsg.lootID = ObjectIDManager::GenerateObjectID();
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lootMsg.ownerID = LWOOBJID_EMPTY; // By setting ownerID to empty, any client that gets this DropClientLoot message can pick up the item.
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CalcFinalDropPos(lootMsg);
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// We want to drop the powerups as the same ID and the same position to all members of the team
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for (const auto member : team.members) {
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GameMessages::GetPosition memberPosMsg{};
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memberPosMsg.target = member;
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memberPosMsg.Send();
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if (NiPoint3::Distance(memberPosMsg.pos, lootMsg.spawnPos) > g_MAX_DROP_RADIUS) continue;
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lootMsg.target = member;
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// 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.
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lootMsg.Send();
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// 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
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// sending to all will do nothing.
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const auto* const memberEntity = Game::entityManager->GetEntity(member);
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if (memberEntity) lootMsg.Send(memberEntity->GetSystemAddress());
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}
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}
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// Drops a mission item for a player
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// If the player does not need this item, it will not be dropped.
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void DropMissionLoot(Entity& player, GameMessages::DropClientLoot& lootMsg) {
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GameMessages::MissionNeedsLot needMsg{};
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needMsg.item = lootMsg.item;
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const auto playerID = player.GetObjectID();
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needMsg.target = playerID;
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// Will return false if the item is not required
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if (needMsg.Send()) {
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lootMsg.target = playerID;
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lootMsg.ownerID = playerID;
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lootMsg.lootID = ObjectIDManager::GenerateObjectID();
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CalcFinalDropPos(lootMsg);
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// Register the drop with the player
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lootMsg.Send();
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// Visually drop the loot to be picked up
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lootMsg.Send(player.GetSystemAddress());
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}
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}
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// Check if the item needs to be dropped for anyone on the team
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// Only players who need the item will have it dropped
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void DropMissionLoot(const Team& team, GameMessages::DropClientLoot& lootMsg) {
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GameMessages::MissionNeedsLot needMsg{};
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needMsg.item = lootMsg.item;
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for (const auto member : team.members) {
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GameMessages::GetPosition memberPosMsg{};
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memberPosMsg.target = member;
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memberPosMsg.Send();
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if (NiPoint3::Distance(memberPosMsg.pos, lootMsg.spawnPos) > g_MAX_DROP_RADIUS) continue;
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needMsg.target = member;
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// Will return false if the item is not required
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if (needMsg.Send()) {
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lootMsg.target = member;
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lootMsg.ownerID = member;
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lootMsg.lootID = ObjectIDManager::GenerateObjectID();
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CalcFinalDropPos(lootMsg);
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// Register the drop with the player
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lootMsg.Send();
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DistrbuteMsgToTeam(lootMsg, team);
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}
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}
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}
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// Drop a regular piece of loot.
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// Most items will go through this.
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// A player will always get a drop that goes through this function
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void DropRegularLoot(Entity& player, GameMessages::DropClientLoot& lootMsg) {
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const auto playerID = player.GetObjectID();
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CalcFinalDropPos(lootMsg);
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lootMsg.lootID = ObjectIDManager::GenerateObjectID();
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lootMsg.target = playerID;
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lootMsg.ownerID = playerID;
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// Register the drop with the player
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lootMsg.Send();
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// Visually drop the loot to be picked up
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lootMsg.Send(player.GetSystemAddress());
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}
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// Drop a regular piece of loot.
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// Most items will go through this.
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// Finds the next loot owner on the team the is in range of the kill and gives them this reward.
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void DropRegularLoot(Team& team, GameMessages::DropClientLoot& lootMsg) {
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auto earningPlayer = LWOOBJID_EMPTY;
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lootMsg.lootID = ObjectIDManager::GenerateObjectID();
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CalcFinalDropPos(lootMsg);
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GameMessages::GetPosition memberPosMsg{};
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// Find the next loot owner. Eventually this will run into the `player` passed into this function, since those will
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// have the same ID, this loop will only ever run at most 4 times.
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do {
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earningPlayer = team.GetNextLootOwner();
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memberPosMsg.target = earningPlayer;
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memberPosMsg.Send();
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} while (NiPoint3::Distance(memberPosMsg.pos, lootMsg.spawnPos) > g_MAX_DROP_RADIUS);
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if (team.lootOption == 0 /* Shared loot */) {
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lootMsg.target = earningPlayer;
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lootMsg.ownerID = earningPlayer;
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lootMsg.Send();
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} else /* Free for all loot */ {
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lootMsg.ownerID = LWOOBJID_EMPTY;
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// By sending the loot with NO owner and to ALL members of the team,
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// its a first come, first serve with who picks the item up.
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for (const auto ffaMember : team.members) {
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lootMsg.target = ffaMember;
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lootMsg.Send();
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}
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}
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DistrbuteMsgToTeam(lootMsg, team);
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}
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void DropLoot(Entity* player, const LWOOBJID source, const std::map<LOT, LootDropInfo>& rolledItems, 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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const auto playerID = player->GetObjectID();
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if (!player || !player->IsPlayer()) {
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LOG("Trying to drop loot for non-player %llu:%i", playerID, player->GetLOT());
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return;
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}
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// TODO should be scene based instead of radius based
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// drop loot to either single player or team
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// powerups never have an owner when dropped
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// for every player on the team in a radius of 700 (arbitrary value, not lore)
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// if shared loot, drop everything but tokens to the next team member that gets loot,
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// then tokens to everyone (1 token drop in a 3 person team means everyone gets a token)
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// if Free for all, drop everything with NO owner, except tokens which follow the same logic as above
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auto* team = TeamManager::Instance()->GetTeam(playerID);
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GameMessages::GetPosition posMsg;
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posMsg.target = source;
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posMsg.Send();
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const auto spawnPosition = posMsg.pos;
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auto* const objectsTable = CDClientManager::GetTable<CDObjectsTable>();
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constexpr LOT TOKEN_PROXY = 13763;
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// Go through the drops 1 at a time to drop them
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for (auto it = rolledItems.begin(); it != rolledItems.end(); it++) {
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auto& [lootLot, info] = *it;
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for (int i = 0; i < info.count; i++) {
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GameMessages::DropClientLoot lootMsg{};
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lootMsg.spawnPos = spawnPosition;
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lootMsg.sourceID = source;
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lootMsg.item = lootLot;
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lootMsg.count = 1;
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lootMsg.currency = 0;
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const CDObjects& object = objectsTable->GetByID(lootLot);
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if (lootLot == TOKEN_PROXY) {
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team ? DropFactionLoot(*team, lootMsg) : DropFactionLoot(*player, lootMsg);
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} else if (info.table.MissionDrop) {
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team ? DropMissionLoot(*team, lootMsg) : DropMissionLoot(*player, lootMsg);
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} else if (object.type == "Powerup") {
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team ? DropPowerupLoot(*team, lootMsg) : DropPowerupLoot(*player, lootMsg);
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} else {
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team ? DropRegularLoot(*team, lootMsg) : DropRegularLoot(*player, lootMsg);
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}
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}
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}
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// Coin roll is divided up between the members, rounded up, then dropped for each player
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const uint32_t coinRoll = static_cast<uint32_t>(minCoins + GeneralUtils::GenerateRandomNumber<float>(0, 1) * (maxCoins - minCoins));
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const auto droppedCoins = team ? std::ceil(coinRoll / team->members.size()) : coinRoll;
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if (team) {
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for (auto member : team->members) {
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GameMessages::DropClientLoot lootMsg{};
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lootMsg.target = member;
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lootMsg.ownerID = member;
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lootMsg.currency = droppedCoins;
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lootMsg.spawnPos = spawnPosition;
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lootMsg.sourceID = source;
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lootMsg.item = LOT_NULL;
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lootMsg.Send();
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const auto* const memberEntity = Game::entityManager->GetEntity(member);
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if (memberEntity) lootMsg.Send(memberEntity->GetSystemAddress());
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}
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} else {
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GameMessages::DropClientLoot lootMsg{};
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lootMsg.target = playerID;
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lootMsg.ownerID = playerID;
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lootMsg.currency = droppedCoins;
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lootMsg.spawnPos = spawnPosition;
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lootMsg.sourceID = source;
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lootMsg.item = LOT_NULL;
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lootMsg.Send();
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lootMsg.Send(player->GetSystemAddress());
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}
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}
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void Loot::DropItem(Entity& player, GameMessages::DropClientLoot& lootMsg, bool useTeam, bool forceFfa) {
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auto* const team = useTeam ? TeamManager::Instance()->GetTeam(player.GetObjectID()) : nullptr;
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char oldTeamLoot{};
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if (team && forceFfa) {
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oldTeamLoot = team->lootOption;
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team->lootOption = 1;
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}
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auto* const objectsTable = CDClientManager::GetTable<CDObjectsTable>();
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const CDObjects& object = objectsTable->GetByID(lootMsg.item);
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constexpr LOT TOKEN_PROXY = 13763;
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if (lootMsg.item == TOKEN_PROXY) {
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team ? DropFactionLoot(*team, lootMsg) : DropFactionLoot(player, lootMsg);
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} else if (object.type == "Powerup") {
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team ? DropPowerupLoot(*team, lootMsg) : DropPowerupLoot(player, lootMsg);
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} else {
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team ? DropRegularLoot(*team, lootMsg) : DropRegularLoot(player, lootMsg);
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}
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if (team) team->lootOption = oldTeamLoot;
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}
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void Loot::CacheMatrix(uint32_t matrixIndex) {
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if (CachedMatrices.contains(matrixIndex)) return;
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CachedMatrices.insert(matrixIndex);
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CDComponentsRegistryTable* componentsRegistryTable = CDClientManager::GetTable<CDComponentsRegistryTable>();
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CDItemComponentTable* itemComponentTable = CDClientManager::GetTable<CDItemComponentTable>();
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CDLootMatrixTable* lootMatrixTable = CDClientManager::GetTable<CDLootMatrixTable>();
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CDLootTableTable* lootTableTable = CDClientManager::GetTable<CDLootTableTable>();
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CDRarityTableTable* rarityTableTable = CDClientManager::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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Loot::Return Loot::RollLootMatrix(Entity* player, uint32_t matrixIndex) {
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auto* const missionComponent = player ? player->GetComponent<MissionComponent>() : nullptr;
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Loot::Return toReturn;
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const auto drops = ::RollLootMatrix(matrixIndex);
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// if no mission component, just convert the map and skip checking if its a mission drop
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if (!missionComponent) {
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for (const auto& [lot, info] : drops) toReturn[lot] = info.count;
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} else {
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for (const auto& [lot, info] : drops) {
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const auto& itemInfo = info.table;
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// filter out uneeded mission items
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if (itemInfo.MissionDrop && !missionComponent->RequiresItem(itemInfo.itemid))
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continue;
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LOT itemLot = lot;
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// convert faction token proxy
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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) {
|
|
player = player->GetOwner(); // If the owner is overwritten, we collect that here
|
|
|
|
const auto result = RollLootMatrix(player, matrixIndex);
|
|
|
|
GiveLoot(player, result, lootSourceType);
|
|
}
|
|
|
|
void Loot::GiveLoot(Entity* player, const Loot::Return& result, eLootSourceType lootSourceType) {
|
|
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);
|
|
}
|
|
}
|
|
|
|
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;
|
|
|
|
uint32_t minCoins = 0;
|
|
uint32_t maxCoins = 0;
|
|
|
|
CDCurrencyTableTable* currencyTableTable = CDClientManager::GetTable<CDCurrencyTableTable>();
|
|
std::vector<CDCurrencyTable> currencyTable = currencyTableTable->Query([selectedReward](CDCurrencyTable entry) { return (entry.currencyIndex == selectedReward->CurrencyIndex && entry.npcminlevel == 1); });
|
|
|
|
if (currencyTable.size() > 0) {
|
|
minCoins = currencyTable[0].minvalue;
|
|
maxCoins = currencyTable[0].maxvalue;
|
|
}
|
|
|
|
GiveLoot(player, selectedReward->LootMatrixIndex, eLootSourceType::ACTIVITY);
|
|
|
|
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);
|
|
}
|
|
|
|
void Loot::DropLoot(Entity* player, const LWOOBJID source, 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>();
|
|
|
|
if (!inventoryComponent)
|
|
return;
|
|
|
|
const auto result = ::RollLootMatrix(matrixIndex);
|
|
|
|
::DropLoot(player, source, result, minCoins, maxCoins);
|
|
}
|
|
|
|
void Loot::DropActivityLoot(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 == nullptr) {
|
|
return;
|
|
}
|
|
|
|
uint32_t minCoins = 0;
|
|
uint32_t maxCoins = 0;
|
|
|
|
CDCurrencyTableTable* currencyTableTable = CDClientManager::GetTable<CDCurrencyTableTable>();
|
|
std::vector<CDCurrencyTable> currencyTable = currencyTableTable->Query([selectedReward](CDCurrencyTable entry) { return (entry.currencyIndex == selectedReward->CurrencyIndex && entry.npcminlevel == 1); });
|
|
|
|
if (currencyTable.size() > 0) {
|
|
minCoins = currencyTable[0].minvalue;
|
|
maxCoins = currencyTable[0].maxvalue;
|
|
}
|
|
|
|
DropLoot(player, source, selectedReward->LootMatrixIndex, minCoins, maxCoins);
|
|
}
|