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[Bug Fix] Edge cases where min_drop 1 not honored with valid choices (#1617)
* [Bug Fix] Edge cases where min_drop 1 not honored with valid choices * Forgot header file change. * Remove verbose option from MeetsLootDropLevelRequirements per @akka * Fix spacing * Restore verbose mode after further consideration * Remove logging on counting of valid items Co-authored-by: Noudess <noudess@gmail.com>
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@ -133,7 +133,7 @@ void ZoneDatabase::AddLootDropToNPC(NPC *npc, uint32 lootdrop_id, ItemList *item
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int charges = loot_drop->Entries[i].multiplier;
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for (int j = 0; j < charges; ++j) {
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if (zone->random.Real(0.0, 100.0) <= loot_drop->Entries[i].chance &&
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npc->MeetsLootDropLevelRequirements(loot_drop->Entries[i])) {
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npc->MeetsLootDropLevelRequirements(loot_drop->Entries[i], true)) {
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const EQ::ItemData *database_item = GetItem(loot_drop->Entries[i].item_id);
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npc->AddLootDrop(
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database_item,
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@ -155,29 +155,29 @@ void ZoneDatabase::AddLootDropToNPC(NPC *npc, uint32 lootdrop_id, ItemList *item
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}
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float roll_t = 0.0f;
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float roll_t_min = 0.0f;
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bool active_item_list = false;
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for (uint32 i = 0; i < loot_drop->NumEntries; ++i) {
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const EQ::ItemData *db_item = GetItem(loot_drop->Entries[i].item_id);
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if (db_item) {
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if (db_item && npc->MeetsLootDropLevelRequirements(loot_drop->Entries[i])) {
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roll_t += loot_drop->Entries[i].chance;
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active_item_list = true;
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}
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}
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roll_t_min = roll_t;
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roll_t = EQ::ClampLower(roll_t, 100.0f);
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if (!active_item_list) {
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return;
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}
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for (int i = 0; i < mindrop; ++i) {
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float roll = (float) zone->random.Real(0.0, roll_t_min);
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float roll = (float) zone->random.Real(0.0, roll_t);
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for (uint32 j = 0; j < loot_drop->NumEntries; ++j) {
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const EQ::ItemData *db_item = GetItem(loot_drop->Entries[j].item_id);
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if (db_item) {
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if (roll < loot_drop->Entries[j].chance && npc->MeetsLootDropLevelRequirements(loot_drop->Entries[j])) {
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// if it doesn't meet the requirements do nothing
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if (!npc->MeetsLootDropLevelRequirements(loot_drop->Entries[j]))
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continue;
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if (roll < loot_drop->Entries[j].chance) {
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npc->AddLootDrop(
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db_item,
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item_list,
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@ -213,7 +213,11 @@ void ZoneDatabase::AddLootDropToNPC(NPC *npc, uint32 lootdrop_id, ItemList *item
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for (uint32 j = 0; j < loot_drop->NumEntries; ++j) {
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const EQ::ItemData *db_item = GetItem(loot_drop->Entries[j].item_id);
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if (db_item) {
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if (roll < loot_drop->Entries[j].chance && npc->MeetsLootDropLevelRequirements(loot_drop->Entries[j])) {
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// if it doesn't meet the requirements do nothing
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if (!npc->MeetsLootDropLevelRequirements(loot_drop->Entries[j]))
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continue;
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if (roll < loot_drop->Entries[j].chance) {
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npc->AddLootDrop(
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db_item,
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item_list,
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@ -250,27 +254,31 @@ void ZoneDatabase::AddLootDropToNPC(NPC *npc, uint32 lootdrop_id, ItemList *item
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// npc->SendAppearancePacket(AT_Light, npc->GetActiveLightValue());
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}
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bool NPC::MeetsLootDropLevelRequirements(LootDropEntries_Struct loot_drop)
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bool NPC::MeetsLootDropLevelRequirements(LootDropEntries_Struct loot_drop, bool verbose)
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{
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if (loot_drop.npc_min_level > 0 && GetLevel() < loot_drop.npc_min_level) {
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LogLootDetail(
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"NPC [{}] does not meet loot_drop level requirements (min_level) level [{}] current [{}] for item [{}]",
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GetCleanName(),
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loot_drop.npc_min_level,
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GetLevel(),
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database.CreateItemLink(loot_drop.item_id)
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);
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if (verbose) {
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LogLootDetail(
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"NPC [{}] does not meet loot_drop level requirements (min_level) level [{}] current [{}] for item [{}]",
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GetCleanName(),
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loot_drop.npc_min_level,
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GetLevel(),
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database.CreateItemLink(loot_drop.item_id)
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);
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}
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return false;
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}
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if (loot_drop.npc_max_level > 0 && GetLevel() > loot_drop.npc_max_level) {
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LogLootDetail(
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"NPC [{}] does not meet loot_drop level requirements (max_level) level [{}] current [{}] for item [{}]",
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GetCleanName(),
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loot_drop.npc_max_level,
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GetLevel(),
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database.CreateItemLink(loot_drop.item_id)
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);
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if (verbose) {
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LogLootDetail(
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"NPC [{}] does not meet loot_drop level requirements (max_level) level [{}] current [{}] for item [{}]",
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GetCleanName(),
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loot_drop.npc_max_level,
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GetLevel(),
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database.CreateItemLink(loot_drop.item_id)
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);
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}
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return false;
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}
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@ -314,7 +314,7 @@ public:
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uint32 aug6 = 0
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);
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bool MeetsLootDropLevelRequirements(LootDropEntries_Struct loot_drop);
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bool MeetsLootDropLevelRequirements(LootDropEntries_Struct loot_drop, bool verbose=false);
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virtual void DoClassAttacks(Mob *target);
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void CheckSignal();
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