Fix issue with droplimit code (#1650)

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Paul Coene 2021-10-28 14:43:40 -04:00 committed by GitHub
parent d36d11653a
commit 5738958a2a
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@ -128,6 +128,7 @@ void ZoneDatabase::AddLootDropToNPC(NPC *npc, uint32 lootdrop_id, ItemList *item
return;
}
// if this lootdrop is droplimit=0 and mindrop 0, scan list once and return
if (droplimit == 0 && mindrop == 0) {
for (uint32 i = 0; i < loot_drop->NumEntries; ++i) {
int charges = loot_drop->Entries[i].multiplier;
@ -168,6 +169,11 @@ void ZoneDatabase::AddLootDropToNPC(NPC *npc, uint32 lootdrop_id, ItemList *item
return;
}
// This will pick one item per iteration until mindrop.
// Don't let the compare against chance fool you.
// The roll isn't 0-100, its 0-total and it picks the item, we're just
// looping to find the lucky item, descremening otherwise. This is ok,
// items with chance 60 are 6 times more likely than items chance 10.
for (int i = 0; i < mindrop; ++i) {
float roll = (float) zone->random.Real(0.0, roll_t);
for (uint32 j = 0; j < loot_drop->NumEntries; ++j) {
@ -208,45 +214,63 @@ void ZoneDatabase::AddLootDropToNPC(NPC *npc, uint32 lootdrop_id, ItemList *item
}
}
for (int i = mindrop; i < droplimit; ++i) {
float roll = (float) zone->random.Real(0.0, roll_t);
for (uint32 j = 0; j < loot_drop->NumEntries; ++j) {
const EQ::ItemData *db_item = GetItem(loot_drop->Entries[j].item_id);
if (db_item) {
// if it doesn't meet the requirements do nothing
if (!npc->MeetsLootDropLevelRequirements(loot_drop->Entries[j]))
continue;
// Now that mindrop has been established see if we get any more based
// on item odds. Pick a random entry to start at so no one entry is favored.
// Look at all items until we hit droplimit or look at all items.
if (roll < loot_drop->Entries[j].chance) {
npc->AddLootDrop(
db_item,
item_list,
loot_drop->Entries[j]
);
if (droplimit <= mindrop) {
return;
}
int charges = (int) loot_drop->Entries[i].multiplier;
charges = EQ::ClampLower(charges, 1);
int start_index = zone->random.Int(0,loot_drop->NumEntries-1);
int j = start_index;
int dropped = mindrop;
for (int k = 1; k < charges; ++k) {
float c_roll = (float) zone->random.Real(0.0, 100.0);
if (c_roll <= loot_drop->Entries[i].chance) {
npc->AddLootDrop(
db_item,
item_list,
loot_drop->Entries[i]
);
}
do {
LogLootDetail("DropLimit Starting at [{}] out of [{}]", j,
loot_drop->NumEntries);
const EQ::ItemData *db_item = GetItem(loot_drop->Entries[j].item_id);
if (db_item &&
npc->MeetsLootDropLevelRequirements(loot_drop->Entries[j])) {
float iroll = (float) zone->random.Real(0.0, 100.0);
LogLootDetail("Rolled [{}] Needed [{}]", iroll, loot_drop->Entries[j].chance);
// If this item succeeds the chance roll
if (iroll < loot_drop->Entries[j].chance) {
++dropped;
LogLootDetail("Dropping item [{}]", loot_drop->Entries[j].item_id);
npc->AddLootDrop(
db_item,
item_list,
loot_drop->Entries[j]
);
int charges = (int) loot_drop->Entries[j].multiplier;
charges = EQ::ClampLower(charges, 1);
for (int k = 1; k < charges; ++k) {
float c_roll = (float) zone->random.Real(0.0, 100.0);
if (c_roll <= loot_drop->Entries[j].chance) {
npc->AddLootDrop(
db_item,
item_list,
loot_drop->Entries[j]
);
}
j = loot_drop->NumEntries;
break;
}
else {
roll -= loot_drop->Entries[j].chance;
}
}
}
} // We either ran out of items or reached our limit.
// Wrap the loop back to catch the start of loop
if (++j >= loot_drop->NumEntries) {
j = 0;
}
} while (dropped < droplimit && j != start_index);
npc->UpdateEquipmentLight();
// no wearchange associated with this function..so, this should not be needed