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