[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>
This commit is contained in:
Aeadoin 2023-02-27 13:36:35 -05:00 committed by GitHub
parent 774a7fa779
commit 3296287d70
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23

View File

@ -1866,30 +1866,50 @@ bool ZoneDatabase::DisableRecipe(uint32 recipe_id)
bool Client::CheckTradeskillLoreConflict(int32 recipe_id)
{
auto recipe_entries = TradeskillRecipeEntriesRepository::GetWhere(
content_db,
fmt::format(
"recipe_id = {} ORDER BY componentcount DESC",
recipe_id
)
content_db,
fmt::format(
"recipe_id = {} ORDER BY componentcount DESC",
recipe_id
)
);
if (recipe_entries.empty()) {
return false;
}
for (auto& f : recipe_entries) {
for (auto &e: recipe_entries) {
if (f.componentcount > 0 && e.item_id == f.item_id && e.componentcount == 0) {
e.item_id = 0;
// validate which items from the recipe we will call CheckLoreConflict on
for (const auto &tre : recipe_entries) {
if (tre.item_id) {
auto tre_inst = database.GetItem(tre.item_id);
// To compare items we iterate against each item in the recipe that have a loregroup.
for (auto &tre_update_item : recipe_entries) {
bool fi_is_valid = tre_update_item.item_id && tre_inst && tre_inst->LoreGroup != 0;
if (fi_is_valid) {
auto tre_update_item_inst = database.GetItem(tre_update_item.item_id);
bool ei_is_valid = tre_update_item_inst && tre_update_item_inst->LoreGroup != 0;
bool unique_lore_group_match = tre_inst->LoreGroup > 0 && tre_inst->LoreGroup == tre_update_item_inst->LoreGroup;
bool component_count_is_valid = tre_update_item.componentcount == 0 && tre.componentcount > 0;
// If the recipe item is a component, and matches a unique lore group (> 0) or the item_id matches another entry in the recipe
// zero out the item_id, this will prevent us from doing a lore check inadvertently where
// the item is a component, and returned on success, fail, salvage.
// or uses an item that is part of a unique loregroup that returns an item of the same unique loregroup
if (ei_is_valid && (tre_update_item.item_id == tre.item_id || unique_lore_group_match) && component_count_is_valid) {
tre_update_item.item_id = 0;
}
}
}
auto item_inst = database.GetItem(e.item_id);
if (item_inst) {
if (item_inst->LoreGroup >= 0 || e.componentcount > 0 || e.iscontainer) {
if (tre_inst) {
if (tre_inst->LoreGroup == 0 || tre.componentcount > 0 || tre.iscontainer) {
continue;
}
if (CheckLoreConflict(item_inst)) {
if (CheckLoreConflict(tre_inst)) {
EQ::SayLinkEngine linker;
linker.SetLinkType(EQ::saylink::SayLinkItemData);
linker.SetItemData(item_inst);
linker.SetItemData(tre_inst);
auto item_link = linker.GenerateLink();
MessageString(Chat::Red, TRADESKILL_COMBINE_LORE, item_link.c_str());
return true;
@ -1897,6 +1917,7 @@ bool Client::CheckTradeskillLoreConflict(int32 recipe_id)
}
}
}
return false;
}