mirror of
https://github.com/DarkflameUniverse/DarkflameServer
synced 2024-08-30 18:43:58 +00:00
6aa90ad5b2
* Breakout rest of the enums from dcommonvars so we don't have to deal with merge conflicts ePlayerFlags is not a scoped enum, yet, due to it's complexity * address feedback * make player flag types consistent * fix typo
394 lines
14 KiB
C++
394 lines
14 KiB
C++
#include <algorithm>
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#include "Loot.h"
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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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LootGenerator::LootGenerator() {
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CDLootTableTable* lootTableTable = CDClientManager::Instance().GetTable<CDLootTableTable>();
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CDComponentsRegistryTable* componentsRegistryTable = CDClientManager::Instance().GetTable<CDComponentsRegistryTable>();
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CDItemComponentTable* itemComponentTable = CDClientManager::Instance().GetTable<CDItemComponentTable>();
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CDLootMatrixTable* lootMatrixTable = CDClientManager::Instance().GetTable<CDLootMatrixTable>();
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CDRarityTableTable* rarityTableTable = CDClientManager::Instance().GetTable<CDRarityTableTable>();
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// ==============================
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// Cache Item Rarities
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// ==============================
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std::vector<uint32_t> uniqueItems;
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for (const CDLootTable& loot : lootTableTable->GetEntries()) {
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uniqueItems.push_back(loot.itemid);
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}
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// filter out duplicates
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std::sort(uniqueItems.begin(), uniqueItems.end());
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uniqueItems.erase(std::unique(uniqueItems.begin(), uniqueItems.end()), uniqueItems.end());
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for (const uint32_t itemID : uniqueItems) {
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uint32_t itemComponentID = componentsRegistryTable->GetByIDAndType(itemID, eReplicaComponentType::ITEM);
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const CDItemComponent& item = itemComponentTable->GetItemComponentByID(itemComponentID);
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m_ItemRarities.insert({ itemID, item.rarity });
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}
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// ==============================
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// Cache Rarity Tables
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// ==============================
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std::vector<uint32_t> uniqueRarityIndices;
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for (const CDRarityTable& rarity : rarityTableTable->GetEntries()) {
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uniqueRarityIndices.push_back(rarity.RarityTableIndex);
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}
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// filter out duplicates
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std::sort(uniqueRarityIndices.begin(), uniqueRarityIndices.end());
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uniqueRarityIndices.erase(std::unique(uniqueRarityIndices.begin(), uniqueRarityIndices.end()), uniqueRarityIndices.end());
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for (const uint32_t index : uniqueRarityIndices) {
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std::vector<CDRarityTable> table = rarityTableTable->Query([index](const CDRarityTable& entry) { return entry.RarityTableIndex == index; });
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RarityTable rarityTable;
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for (const CDRarityTable& entry : table) {
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RarityTableEntry rarity{ entry.rarity, entry.randmax };
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rarityTable.push_back(rarity);
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}
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// sort in descending order based on randMax
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std::sort(rarityTable.begin(), rarityTable.end(), [](const RarityTableEntry& x, const RarityTableEntry& y) { return x.randMax > y.randMax; });
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m_RarityTables.insert({ index, rarityTable });
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}
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// ==============================
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// Cache Loot Matrices
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// ==============================
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std::vector<uint32_t> uniqueMatrixIndices;
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for (const CDLootMatrix& matrix : lootMatrixTable->GetEntries()) {
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uniqueMatrixIndices.push_back(matrix.LootMatrixIndex);
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}
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// filter out duplicates
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std::sort(uniqueMatrixIndices.begin(), uniqueMatrixIndices.end());
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uniqueMatrixIndices.erase(std::unique(uniqueMatrixIndices.begin(), uniqueMatrixIndices.end()), uniqueMatrixIndices.end());
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for (const uint32_t index : uniqueMatrixIndices) {
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std::vector<CDLootMatrix> matrix = lootMatrixTable->Query([index](const CDLootMatrix& entry) { return entry.LootMatrixIndex == index; });
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LootMatrix lootMatrix;
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for (const CDLootMatrix& entry : matrix) {
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LootMatrixEntry matrixEntry{ entry.LootTableIndex, entry.RarityTableIndex, entry.percent, entry.minToDrop, entry.maxToDrop };
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lootMatrix.push_back(matrixEntry);
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}
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m_LootMatrices.insert({ index, lootMatrix });
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}
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// ==============================
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// Cache Loot Tables
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// ==============================
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std::vector<uint32_t> uniqueTableIndices;
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for (const CDLootTable& entry : lootTableTable->GetEntries()) {
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uniqueTableIndices.push_back(entry.LootTableIndex);
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}
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// filter out duplicates
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std::sort(uniqueTableIndices.begin(), uniqueTableIndices.end());
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uniqueTableIndices.erase(std::unique(uniqueTableIndices.begin(), uniqueTableIndices.end()), uniqueTableIndices.end());
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for (const uint32_t index : uniqueTableIndices) {
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std::vector<CDLootTable> entries = lootTableTable->Query([index](const CDLootTable& entry) { return entry.LootTableIndex == index; });
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LootTable lootTable;
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for (const CDLootTable& entry : entries) {
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LootTableEntry tableEntry{ (LOT)entry.itemid, entry.MissionDrop };
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lootTable.push_back(tableEntry);
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}
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// sort by item rarity descending
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std::sort(lootTable.begin(), lootTable.end(), [&](const LootTableEntry& x, const LootTableEntry& y) {
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return m_ItemRarities[x.itemID] > m_ItemRarities[y.itemID];
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});
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m_LootTables.insert({ index, lootTable });
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}
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}
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std::unordered_map<LOT, int32_t> LootGenerator::RollLootMatrix(Entity* player, uint32_t matrixIndex) {
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auto* missionComponent = player->GetComponent<MissionComponent>();
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std::unordered_map<LOT, int32_t> drops;
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if (missionComponent == nullptr) {
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return drops;
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}
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const LootMatrix& matrix = m_LootMatrices[matrixIndex];
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for (const LootMatrixEntry& entry : matrix) {
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if (GeneralUtils::GenerateRandomNumber<float>(0, 1) < entry.percent) {
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const LootTable& lootTable = m_LootTables[entry.lootTableIndex];
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const RarityTable& rarityTable = m_RarityTables[entry.rarityTableIndex];
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uint32_t dropCount = GeneralUtils::GenerateRandomNumber<uint32_t>(entry.minDrop, entry.maxDrop);
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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 RarityTableEntry& 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<LootTableEntry> possibleDrops;
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for (const LootTableEntry& loot : lootTable) {
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uint32_t rarity = m_ItemRarities[loot.itemID];
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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.size() > 0) {
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LootTableEntry drop = possibleDrops[GeneralUtils::GenerateRandomNumber<uint32_t>(0, possibleDrops.size() - 1)];
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// filter out uneeded mission items
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if (drop.isMissionDrop && !missionComponent->RequiresItem(drop.itemID))
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continue;
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// convert faction token proxy
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if (drop.itemID == 13763) {
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if (missionComponent->GetMissionState(545) == eMissionState::COMPLETE)
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drop.itemID = 8318; // "Assembly Token"
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else if (missionComponent->GetMissionState(556) == eMissionState::COMPLETE)
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drop.itemID = 8321; // "Venture League Token"
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else if (missionComponent->GetMissionState(567) == eMissionState::COMPLETE)
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drop.itemID = 8319; // "Sentinels Token"
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else if (missionComponent->GetMissionState(578) == eMissionState::COMPLETE)
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drop.itemID = 8320; // "Paradox Token"
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}
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if (drop.itemID == 13763) {
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continue;
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} // check if we aren't in faction
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if (drops.find(drop.itemID) == drops.end()) {
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drops.insert({ drop.itemID, 1 });
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} else {
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++drops[drop.itemID];
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}
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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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std::unordered_map<LOT, int32_t> LootGenerator::RollLootMatrix(uint32_t matrixIndex) {
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std::unordered_map<LOT, int32_t> drops;
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const LootMatrix& matrix = m_LootMatrices[matrixIndex];
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for (const LootMatrixEntry& entry : matrix) {
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if (GeneralUtils::GenerateRandomNumber<float>(0, 1) < entry.percent) {
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const LootTable& lootTable = m_LootTables[entry.lootTableIndex];
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const RarityTable& rarityTable = m_RarityTables[entry.rarityTableIndex];
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uint32_t dropCount = GeneralUtils::GenerateRandomNumber<uint32_t>(entry.minDrop, entry.maxDrop);
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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 RarityTableEntry& 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<LootTableEntry> possibleDrops;
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for (const LootTableEntry& loot : lootTable) {
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uint32_t rarity = m_ItemRarities[loot.itemID];
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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.size() > 0) {
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const LootTableEntry& drop = possibleDrops[GeneralUtils::GenerateRandomNumber<uint32_t>(0, possibleDrops.size() - 1)];
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if (drops.find(drop.itemID) == drops.end()) {
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drops.insert({ drop.itemID, 1 });
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} else {
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++drops[drop.itemID];
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}
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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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void LootGenerator::GiveLoot(Entity* player, uint32_t matrixIndex, eLootSourceType lootSourceType) {
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player = player->GetOwner(); // If the owner is overwritten, we collect that here
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std::unordered_map<LOT, int32_t> result = RollLootMatrix(player, matrixIndex);
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GiveLoot(player, result, lootSourceType);
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}
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void LootGenerator::GiveLoot(Entity* player, std::unordered_map<LOT, int32_t>& result, eLootSourceType lootSourceType) {
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player = player->GetOwner(); // if the owner is overwritten, we collect that here
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auto* inventoryComponent = player->GetComponent<InventoryComponent>();
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if (!inventoryComponent)
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return;
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for (const auto& pair : result) {
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inventoryComponent->AddItem(pair.first, pair.second, lootSourceType);
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}
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}
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void LootGenerator::GiveActivityLoot(Entity* player, Entity* source, uint32_t activityID, int32_t rating) {
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CDActivityRewardsTable* activityRewardsTable = CDClientManager::Instance().GetTable<CDActivityRewardsTable>();
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std::vector<CDActivityRewards> activityRewards = activityRewardsTable->Query([activityID](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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if (activityReward.activityRating <= rating && (selectedReward == nullptr || activityReward.activityRating > selectedReward->activityRating)) {
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selectedReward = &activityReward;
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}
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}
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if (!selectedReward)
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return;
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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>();
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std::vector<CDCurrencyTable> currencyTable = currencyTableTable->Query([selectedReward](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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GiveLoot(player, selectedReward->LootMatrixIndex, eLootSourceType::ACTIVITY);
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uint32_t coins = (int)(minCoins + GeneralUtils::GenerateRandomNumber<float>(0, 1) * (maxCoins - minCoins));
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auto* character = player->GetCharacter();
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character->SetCoins(character->GetCoins() + coins, eLootSourceType::ACTIVITY);
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}
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void LootGenerator::DropLoot(Entity* player, Entity* killedObject, uint32_t matrixIndex, 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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auto* inventoryComponent = player->GetComponent<InventoryComponent>();
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if (!inventoryComponent)
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return;
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std::unordered_map<LOT, int32_t> result = RollLootMatrix(player, matrixIndex);
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DropLoot(player, killedObject, result, minCoins, maxCoins);
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}
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void LootGenerator::DropLoot(Entity* player, Entity* killedObject, std::unordered_map<LOT, int32_t>& result, 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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auto* inventoryComponent = player->GetComponent<InventoryComponent>();
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if (!inventoryComponent)
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return;
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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(player, 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(player, source, LOT_NULL, coins, spawnPosition);
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}
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void LootGenerator::DropActivityLoot(Entity* player, Entity* source, uint32_t activityID, int32_t rating) {
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CDActivityRewardsTable* activityRewardsTable = CDClientManager::Instance().GetTable<CDActivityRewardsTable>();
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std::vector<CDActivityRewards> activityRewards = activityRewardsTable->Query([activityID](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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if (activityReward.activityRating <= rating && (selectedReward == nullptr || activityReward.activityRating > selectedReward->activityRating)) {
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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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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>();
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std::vector<CDCurrencyTable> currencyTable = currencyTableTable->Query([selectedReward](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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DropLoot(player, source, selectedReward->LootMatrixIndex, minCoins, maxCoins);
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}
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