mirror of
https://github.com/EQEmu/Server.git
synced 2025-12-11 21:01:29 +00:00
[Loot] Fix issue with nested data being loaded multiple times (#4192)
* [Loot] Fix issue with nested data being loaded multiple times * Update zone_loot.cpp * Fix #lootsim printout * Update loot.cpp
This commit is contained in:
parent
4bf60a6522
commit
96830b4a19
@ -116,13 +116,13 @@ void command_lootsim(Client *c, const Seperator *sep)
|
||||
c->Message(Chat::White, fmt::format("# Global Loot Table ID [{}]", id).c_str());
|
||||
c->SendChatLineBreak();
|
||||
|
||||
loot_table = zone->GetLootTable(loottable_id);
|
||||
loot_table = zone->GetLootTable(id);
|
||||
if (!loot_table) {
|
||||
c->Message(Chat::Red, fmt::format("Global Loot table not found [{}]", id).c_str());
|
||||
continue;
|
||||
}
|
||||
|
||||
le = zone->GetLootTableEntries(loottable_id);
|
||||
le = zone->GetLootTableEntries(id);
|
||||
|
||||
// translate above for loop using loot_table_entries
|
||||
for (auto &e: le) {
|
||||
|
||||
@ -22,7 +22,7 @@ void NPC::AddLootTable(uint32 loottable_id, bool is_global)
|
||||
if (!npctype_id) {
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
if (!is_global) {
|
||||
m_loot_copper = 0;
|
||||
m_loot_silver = 0;
|
||||
@ -37,6 +37,14 @@ void NPC::AddLootTable(uint32 loottable_id, bool is_global)
|
||||
return;
|
||||
}
|
||||
|
||||
LogLootDetail(
|
||||
"Attempting to load loot [{}] loottable [{}] ({}) is_global [{}]",
|
||||
GetCleanName(),
|
||||
loottable_id,
|
||||
l->name,
|
||||
is_global
|
||||
);
|
||||
|
||||
auto content_flags = ContentFlags{
|
||||
.min_expansion = l->min_expansion,
|
||||
.max_expansion = l->max_expansion,
|
||||
@ -106,7 +114,12 @@ void NPC::AddLootTable(uint32 loottable_id, bool is_global)
|
||||
}
|
||||
}
|
||||
|
||||
LogLootDetail("Loaded [{}] Loot Table [{}]", GetCleanName(), loottable_id);
|
||||
LogLootDetail(
|
||||
"Loaded [{}] Loot Table [{}] is_global [{}]",
|
||||
GetCleanName(),
|
||||
loottable_id,
|
||||
is_global
|
||||
);
|
||||
}
|
||||
|
||||
void NPC::AddLootDropTable(uint32 lootdrop_id, uint8 drop_limit, uint8 min_drop)
|
||||
@ -128,10 +141,28 @@ void NPC::AddLootDropTable(uint32 lootdrop_id, uint8 drop_limit, uint8 min_drop)
|
||||
// if this lootdrop is droplimit=0 and mindrop 0, scan list once and return
|
||||
if (drop_limit == 0 && min_drop == 0) {
|
||||
for (const auto &e: le) {
|
||||
LogLootDetail(
|
||||
"-- NPC [{}] Lootdrop [{}] Item [{}] ({}_ Chance [{}] Multiplier [{}]",
|
||||
GetCleanName(),
|
||||
lootdrop_id,
|
||||
database.GetItem(e.item_id)->Name,
|
||||
e.item_id,
|
||||
e.chance,
|
||||
e.multiplier
|
||||
);
|
||||
for (int j = 0; j < e.multiplier; ++j) {
|
||||
if (zone->random.Real(0.0, 100.0) <= e.chance && MeetsLootDropLevelRequirements(e, true)) {
|
||||
const EQ::ItemData *database_item = database.GetItem(e.item_id);
|
||||
AddLootDrop(database_item, e);
|
||||
LogLootDetail(
|
||||
"---- NPC (Rolled) [{}] Lootdrop [{}] Item [{}] ({}) Chance [{}] Multiplier [{}]",
|
||||
GetCleanName(),
|
||||
lootdrop_id,
|
||||
database_item->Name,
|
||||
e.item_id,
|
||||
e.chance,
|
||||
e.multiplier
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -438,7 +438,7 @@ public:
|
||||
|
||||
// loot
|
||||
void LoadLootTable(const uint32 loottable_id);
|
||||
void LoadLootTables(const std::vector<uint32>& loottable_ids);
|
||||
void LoadLootTables(const std::vector<uint32> in_loottable_ids);
|
||||
void ClearLootTables();
|
||||
void ReloadLootTables();
|
||||
LoottableRepository::Loottable *GetLootTable(const uint32 loottable_id);
|
||||
|
||||
@ -5,20 +5,36 @@
|
||||
#include "../common/repositories/lootdrop_repository.h"
|
||||
#include "../common/repositories/lootdrop_entries_repository.h"
|
||||
|
||||
void Zone::LoadLootTables(const std::vector<uint32> &loottable_ids)
|
||||
void Zone::LoadLootTables(const std::vector<uint32> in_loottable_ids)
|
||||
{
|
||||
BenchTimer timer;
|
||||
|
||||
// copy loottable_ids
|
||||
std::vector<uint32> loottable_ids = in_loottable_ids;
|
||||
|
||||
// check if table is already loaded
|
||||
std::vector<uint32> loaded_tables = {};
|
||||
for (const auto &e: loottable_ids) {
|
||||
for (const auto &f: m_loottables) {
|
||||
if (e == f.id) {
|
||||
LogLootDetail("Loottable [{}] already loaded", e);
|
||||
return;
|
||||
loaded_tables.push_back(e);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// remove loaded tables from loottable_ids
|
||||
for (const auto &e: loaded_tables) {
|
||||
loottable_ids.erase(
|
||||
std::remove(
|
||||
loottable_ids.begin(),
|
||||
loottable_ids.end(),
|
||||
e
|
||||
),
|
||||
loottable_ids.end()
|
||||
);
|
||||
}
|
||||
|
||||
if (loottable_ids.empty()) {
|
||||
LogLootDetail("No loottables to load");
|
||||
return;
|
||||
@ -82,6 +98,9 @@ void Zone::LoadLootTables(const std::vector<uint32> &loottable_ids)
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
bool has_entry = false;
|
||||
|
||||
if (!has_table) {
|
||||
// add loottable
|
||||
m_loottables.emplace_back(e);
|
||||
@ -89,17 +108,53 @@ void Zone::LoadLootTables(const std::vector<uint32> &loottable_ids)
|
||||
// add loottable entries
|
||||
for (const auto &f: loottable_entries) {
|
||||
if (e.id == f.loottable_id) {
|
||||
m_loottable_entries.emplace_back(f);
|
||||
|
||||
// check if loottable entry already exists in memory
|
||||
has_entry = false;
|
||||
for (const auto &g: m_loottable_entries) {
|
||||
if (f.loottable_id == g.loottable_id && f.lootdrop_id == g.lootdrop_id) {
|
||||
has_entry = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (!has_entry) {
|
||||
m_loottable_entries.emplace_back(f);
|
||||
}
|
||||
|
||||
// add lootdrop
|
||||
for (const auto &g: lootdrops) {
|
||||
if (f.lootdrop_id == g.id) {
|
||||
m_lootdrops.emplace_back(g);
|
||||
|
||||
// check if lootdrop already exists in memory
|
||||
has_entry = false;
|
||||
for (const auto &h: m_lootdrops) {
|
||||
if (g.id == h.id) {
|
||||
has_entry = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (!has_entry) {
|
||||
m_lootdrops.emplace_back(g);
|
||||
}
|
||||
|
||||
// add lootdrop entries
|
||||
for (const auto &h: lootdrop_entries) {
|
||||
if (g.id == h.lootdrop_id) {
|
||||
m_lootdrop_entries.emplace_back(h);
|
||||
|
||||
// check if lootdrop entry already exists in memory
|
||||
has_entry = false;
|
||||
for (const auto &i: m_lootdrop_entries) {
|
||||
if (h.lootdrop_id == i.lootdrop_id && h.item_id == i.item_id) {
|
||||
has_entry = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (!has_entry) {
|
||||
m_lootdrop_entries.emplace_back(h);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user