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[Bug Fix] Fix for Lore Components where component is returned. (#3005)
* [Bug Fix] Fix for Lore Components where component is returned. * Refactor, and take into account loregroups above 0 properly * Update tradeskills.cpp * formatting for suggestions. * commenting, update formatting. --------- Co-authored-by: Alex King <89047260+Kinglykrab@users.noreply.github.com>
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@ -1866,30 +1866,50 @@ bool ZoneDatabase::DisableRecipe(uint32 recipe_id)
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bool Client::CheckTradeskillLoreConflict(int32 recipe_id)
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{
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auto recipe_entries = TradeskillRecipeEntriesRepository::GetWhere(
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content_db,
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fmt::format(
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"recipe_id = {} ORDER BY componentcount DESC",
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recipe_id
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)
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content_db,
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fmt::format(
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"recipe_id = {} ORDER BY componentcount DESC",
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recipe_id
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)
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);
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if (recipe_entries.empty()) {
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return false;
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}
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for (auto& f : recipe_entries) {
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for (auto &e: recipe_entries) {
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if (f.componentcount > 0 && e.item_id == f.item_id && e.componentcount == 0) {
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e.item_id = 0;
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// validate which items from the recipe we will call CheckLoreConflict on
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for (const auto &tre : recipe_entries) {
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if (tre.item_id) {
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auto tre_inst = database.GetItem(tre.item_id);
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// To compare items we iterate against each item in the recipe that have a loregroup.
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for (auto &tre_update_item : recipe_entries) {
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bool fi_is_valid = tre_update_item.item_id && tre_inst && tre_inst->LoreGroup != 0;
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if (fi_is_valid) {
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auto tre_update_item_inst = database.GetItem(tre_update_item.item_id);
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bool ei_is_valid = tre_update_item_inst && tre_update_item_inst->LoreGroup != 0;
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bool unique_lore_group_match = tre_inst->LoreGroup > 0 && tre_inst->LoreGroup == tre_update_item_inst->LoreGroup;
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bool component_count_is_valid = tre_update_item.componentcount == 0 && tre.componentcount > 0;
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// If the recipe item is a component, and matches a unique lore group (> 0) or the item_id matches another entry in the recipe
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// zero out the item_id, this will prevent us from doing a lore check inadvertently where
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// the item is a component, and returned on success, fail, salvage.
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// or uses an item that is part of a unique loregroup that returns an item of the same unique loregroup
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if (ei_is_valid && (tre_update_item.item_id == tre.item_id || unique_lore_group_match) && component_count_is_valid) {
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tre_update_item.item_id = 0;
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}
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}
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}
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auto item_inst = database.GetItem(e.item_id);
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if (item_inst) {
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if (item_inst->LoreGroup >= 0 || e.componentcount > 0 || e.iscontainer) {
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if (tre_inst) {
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if (tre_inst->LoreGroup == 0 || tre.componentcount > 0 || tre.iscontainer) {
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continue;
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}
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if (CheckLoreConflict(item_inst)) {
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if (CheckLoreConflict(tre_inst)) {
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EQ::SayLinkEngine linker;
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linker.SetLinkType(EQ::saylink::SayLinkItemData);
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linker.SetItemData(item_inst);
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linker.SetItemData(tre_inst);
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auto item_link = linker.GenerateLink();
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MessageString(Chat::Red, TRADESKILL_COMBINE_LORE, item_link.c_str());
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return true;
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@ -1897,6 +1917,7 @@ bool Client::CheckTradeskillLoreConflict(int32 recipe_id)
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}
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}
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}
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return false;
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}
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