[Global Loot] Convert Global Loot to Repositories (#3962)

* [Global Loot] Convert Global Loot to Repositories

# Notes
- Convert `LoadGlobalLoot()` to repositories.

* Update repository-generator.pl

* Final push.

* Update loottables.cpp

---------

Co-authored-by: Akkadius <akkadius1@gmail.com>
This commit is contained in:
Alex King
2024-01-13 00:37:26 -05:00
committed by GitHub
parent b9f997015a
commit 238c9fe667
3 changed files with 99 additions and 108 deletions
+50 -66
View File
@@ -27,6 +27,7 @@
#include "zonedb.h"
#include "global_loot_manager.h"
#include "../common/repositories/criteria/content_filter_criteria.h"
#include "../common/repositories/global_loot_repository.h"
#include "quest_parser_collection.h"
#ifdef _WINDOWS
@@ -624,107 +625,90 @@ void NPC::AddLootTable(uint32 loottable_id)
void NPC::CheckGlobalLootTables()
{
auto tables = zone->GetGlobalLootTables(this);
const auto& l = zone->GetGlobalLootTables(this);
for (auto &id : tables)
database.AddLootTableToNPC(this, id, &itemlist, nullptr, nullptr, nullptr, nullptr);
for (const auto& e : l) {
database.AddLootTableToNPC(this, e, &itemlist, nullptr, nullptr, nullptr, nullptr);
}
}
void ZoneDatabase::LoadGlobalLoot()
{
auto query = fmt::format(
SQL
(
SELECT
id,
loottable_id,
description,
min_level,
max_level,
rare,
raid,
race,
class,
bodytype,
zone,
hot_zone
FROM
global_loot
WHERE
enabled = 1
{}
),
ContentFilterCriteria::apply()
const auto& l = GlobalLootRepository::GetWhere(
*this,
fmt::format(
"`enabled` = 1 {}",
ContentFilterCriteria::apply()
)
);
auto results = QueryDatabase(query);
if (!results.Success() || results.RowCount() == 0) {
if (l.empty()) {
return;
}
LogInfo("Loaded [{}] global loot entries", Strings::Commify(results.RowCount()));
LogInfo(
"Loaded [{}] Global Loot Entr{}.",
Strings::Commify(l.size()),
l.size() != 1 ? "ies" : "y"
);
// we might need this, lets not keep doing it in a loop
auto zoneid = std::to_string(zone->GetZoneID());
for (auto row = results.begin(); row != results.end(); ++row) {
// checking zone limits
if (row[10]) {
auto zones = Strings::Split(row[10], '|');
const std::string& zone_id = std::to_string(zone->GetZoneID());
auto it = std::find(zones.begin(), zones.end(), zoneid);
if (it == zones.end()) { // not in here, skip
for (const auto& e : l) {
if (!e.zone.empty()) {
const auto& zones = Strings::Split(e.zone, "|");
if (!Strings::Contains(zones, zone_id)) {
continue;
}
}
GlobalLootEntry e(Strings::ToInt(row[0]), Strings::ToInt(row[1]), row[2] ? row[2] : "");
GlobalLootEntry gle(e.id, e.loottable_id, e.description);
auto min_level = Strings::ToInt(row[3]);
if (min_level) {
e.AddRule(GlobalLoot::RuleTypes::LevelMin, min_level);
if (e.min_level) {
gle.AddRule(GlobalLoot::RuleTypes::LevelMin, e.min_level);
}
auto max_level = Strings::ToInt(row[4]);
if (max_level) {
e.AddRule(GlobalLoot::RuleTypes::LevelMax, max_level);
if (e.max_level) {
gle.AddRule(GlobalLoot::RuleTypes::LevelMax, e.max_level);
}
// null is not used
if (row[5]) {
e.AddRule(GlobalLoot::RuleTypes::Rare, Strings::ToInt(row[5]));
if (e.rare) {
gle.AddRule(GlobalLoot::RuleTypes::Rare, e.rare);
}
// null is not used
if (row[6]) {
e.AddRule(GlobalLoot::RuleTypes::Raid, Strings::ToInt(row[6]));
if (e.raid) {
gle.AddRule(GlobalLoot::RuleTypes::Raid, e.raid);
}
if (row[7]) {
auto races = Strings::Split(row[7], '|');
if (!e.race.empty()) {
const auto& races = Strings::Split(e.race, "|");
for (auto &r : races)
e.AddRule(GlobalLoot::RuleTypes::Race, Strings::ToInt(r));
for (const auto& r : races) {
gle.AddRule(GlobalLoot::RuleTypes::Race, Strings::ToInt(r));
}
}
if (row[8]) {
auto classes = Strings::Split(row[8], '|');
if (!e.class_.empty()) {
const auto& classes = Strings::Split(e.class_, "|");
for (auto &c : classes)
e.AddRule(GlobalLoot::RuleTypes::Class, Strings::ToInt(c));
for (const auto& c : classes) {
gle.AddRule(GlobalLoot::RuleTypes::Class, Strings::ToInt(c));
}
}
if (row[9]) {
auto bodytypes = Strings::Split(row[9], '|');
if (!e.bodytype.empty()) {
const auto& bodytypes = Strings::Split(e.bodytype, "|");
for (auto &b : bodytypes)
e.AddRule(GlobalLoot::RuleTypes::BodyType, Strings::ToInt(b));
for (const auto& b : bodytypes) {
gle.AddRule(GlobalLoot::RuleTypes::BodyType, Strings::ToInt(b));
}
}
// null is not used
if (row[11]) {
e.AddRule(GlobalLoot::RuleTypes::HotZone, Strings::ToInt(row[11]));
if (e.hot_zone) {
gle.AddRule(GlobalLoot::RuleTypes::HotZone, e.hot_zone);
}
zone->AddGlobalLootEntry(e);
zone->AddGlobalLootEntry(gle);
}
}