Files
DarkflameServer/dGame/dUtilities/Loot.cpp
David Markowitz 74630b56c8 feat: Loot rework (#1909)
* feat: Loot rework

* Allow dupe powerup pickups

* change default team loot to shared
2025-10-15 00:53:39 -05:00

570 lines
21 KiB
C++

#include "Loot.h"
#include <algorithm>
#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"
namespace {
std::unordered_set<uint32_t> CachedMatrices;
constexpr float g_MAX_DROP_RADIUS = 700.0f;
}
struct LootDropInfo {
CDLootTable table{};
uint32_t count{ 0 };
};
std::map<LOT, LootDropInfo> RollLootMatrix(uint32_t 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>();
std::map<LOT, LootDropInfo> drops;
const auto& matrix = lootMatrixTable->GetMatrix(matrixIndex);
for (const auto& entry : matrix) {
if (GeneralUtils::GenerateRandomNumber<float>(0, 1) < entry.percent) {
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;
}
// Generates a 'random' final position for the loot drop based on its input spawn position.
void CalcFinalDropPos(GameMessages::DropClientLoot& lootMsg) {
lootMsg.bUsePosition = true;
//Calculate where the loot will go:
uint16_t degree = GeneralUtils::GenerateRandomNumber<uint16_t>(0, 360);
double rad = degree * 3.14 / 180;
double sin_v = sin(rad) * 4.2;
double cos_v = cos(rad) * 4.2;
const auto [x, y, z] = lootMsg.spawnPos;
lootMsg.finalPosition = NiPoint3(static_cast<float>(x + sin_v), y, static_cast<float>(z + cos_v));
}
// 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
lootMsg.Send();
// 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) {
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::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
lootMsg.Send();
// 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
lootMsg.Send();
// Visually drop it for the player
lootMsg.Send(player.GetSystemAddress());
}
// 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) {
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);
// 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;
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.
lootMsg.Send();
// 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
lootMsg.Send();
// 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) {
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;
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
lootMsg.Send();
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
lootMsg.Send();
// 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) {
auto earningPlayer = LWOOBJID_EMPTY;
lootMsg.lootID = ObjectIDManager::GenerateObjectID();
CalcFinalDropPos(lootMsg);
GameMessages::GetPosition memberPosMsg{};
// 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();
} while (NiPoint3::Distance(memberPosMsg.pos, lootMsg.spawnPos) > g_MAX_DROP_RADIUS);
if (team.lootOption == 0 /* Shared loot */) {
lootMsg.target = earningPlayer;
lootMsg.ownerID = earningPlayer;
lootMsg.Send();
} 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;
lootMsg.Send();
}
}
DistrbuteMsgToTeam(lootMsg, team);
}
void DropLoot(Entity* player, const LWOOBJID source, const std::map<LOT, LootDropInfo>& rolledItems, uint32_t minCoins, uint32_t maxCoins) {
player = player->GetOwner(); // if the owner is overwritten, we collect that here
const auto playerID = player->GetObjectID();
if (!player || !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);
GameMessages::GetPosition posMsg;
posMsg.target = source;
posMsg.Send();
const auto spawnPosition = posMsg.pos;
auto* const objectsTable = CDClientManager::GetTable<CDObjectsTable>();
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) : DropFactionLoot(*player, lootMsg);
} else if (info.table.MissionDrop) {
team ? DropMissionLoot(*team, lootMsg) : DropMissionLoot(*player, lootMsg);
} else if (object.type == "Powerup") {
team ? DropPowerupLoot(*team, lootMsg) : DropPowerupLoot(*player, lootMsg);
} else {
team ? DropRegularLoot(*team, lootMsg) : DropRegularLoot(*player, lootMsg);
}
}
}
// Coin roll is divided up between the members, rounded up, then dropped for each player
const uint32_t coinRoll = static_cast<uint32_t>(minCoins + GeneralUtils::GenerateRandomNumber<float>(0, 1) * (maxCoins - minCoins));
const auto droppedCoins = team ? std::ceil(coinRoll / team->members.size()) : coinRoll;
if (team) {
for (auto member : team->members) {
GameMessages::DropClientLoot lootMsg{};
lootMsg.target = member;
lootMsg.ownerID = member;
lootMsg.currency = droppedCoins;
lootMsg.spawnPos = spawnPosition;
lootMsg.sourceID = source;
lootMsg.item = LOT_NULL;
lootMsg.Send();
const auto* const memberEntity = Game::entityManager->GetEntity(member);
if (memberEntity) lootMsg.Send(memberEntity->GetSystemAddress());
}
} else {
GameMessages::DropClientLoot lootMsg{};
lootMsg.target = playerID;
lootMsg.ownerID = playerID;
lootMsg.currency = droppedCoins;
lootMsg.spawnPos = spawnPosition;
lootMsg.sourceID = source;
lootMsg.item = LOT_NULL;
lootMsg.Send();
lootMsg.Send(player->GetSystemAddress());
}
}
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) {
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);
}