Chris Miles 607871a7ac
[Loot] Add #lootsim (Loot Simulator) command (#2375)
* [Loot] Add #lootsim (Loot Simulator) command

* Validation

* Add global loot
2022-08-20 03:16:09 -05:00

199 lines
5.2 KiB
C++
Executable File

#include "../client.h"
void command_lootsim(Client *c, const Seperator *sep)
{
int arguments = sep->argnum;
if (arguments < 3 || !sep->IsNumber(1) || !sep->IsNumber(2) || !sep->IsNumber(3)) {
c->Message(Chat::White, "Usage: #lootsim [npc_type_id] [loottable_id] [iterations] [loot_log_enabled=0]");
return;
}
auto npc_id = std::stoul(sep->arg[1]);
auto loottable_id = std::stoul(sep->arg[2]);
auto iterations = std::stoul(sep->arg[3]) > 1000 ? 1000 : std::stoul(sep->arg[3]);
auto log_enabled = arguments > 3 ? std::stoul(sep->arg[4]) : false;
// temporarily disable loot logging unless set explicitly
LogSys.log_settings[Logs::Loot].log_to_console = log_enabled ? LogSys.log_settings[Logs::Loot].log_to_console : 0;
LogSys.log_settings[Logs::Loot].log_to_file = log_enabled ? LogSys.log_settings[Logs::Loot].log_to_file : 0;
LogSys.log_settings[Logs::Loot].log_to_gmsay = log_enabled ? LogSys.log_settings[Logs::Loot].log_to_gmsay : 0;
auto npc_type = content_db.LoadNPCTypesData(npc_id);
if (npc_type) {
auto npc = new NPC(npc_type, nullptr, c->GetPosition(), GravityBehavior::Water);
if (npc) {
BenchTimer benchmark;
npc->SetRecordLootStats(true);
for (int i = 0; i < iterations; i++) {
npc->AddLootTable(loottable_id);
for (auto &id: zone->GetGlobalLootTables(npc)) {
npc->AddLootTable(id);
}
}
entity_list.AddNPC(npc);
c->SendChatLineBreak();
c->Message(
Chat::White,
fmt::format(
"# [Loot Simulator] NPC [{}] ({}) Loot Table ID [{}] Dropped Items [{}] iterations [{}]",
npc->GetCleanName(),
npc_id,
loottable_id,
npc->GetRolledItems().size(),
iterations
).c_str()
);
c->SendChatLineBreak();
// npc level loot table
auto loot_table = database.GetLootTable(loottable_id);
if (!loot_table) {
c->Message(Chat::Red, "Loot table not found");
return;
}
for (uint32 i = 0; i < loot_table->NumEntries; i++) {
auto le = loot_table->Entries[i];
c->Message(
Chat::White,
fmt::format(
"# Lootdrop ID [{}] drop_limit [{}] min_drop [{}] mult [{}] probability [{}]",
le.lootdrop_id,
le.droplimit,
le.mindrop,
le.multiplier,
le.probability
).c_str()
);
auto loot_drop = database.GetLootDrop(le.lootdrop_id);
if (!loot_drop) {
continue;
}
for (uint32 ei = 0; ei < loot_drop->NumEntries; ei++) {
auto e = loot_drop->Entries[ei];
int rolled_count = npc->GetRolledItemCount(e.item_id);
const EQ::ItemData *item = database.GetItem(e.item_id);
EQ::SayLinkEngine linker;
linker.SetLinkType(EQ::saylink::SayLinkItemData);
linker.SetItemData(item);
auto rolled_percentage = (float) ((float) ((float) rolled_count / (float) iterations) * 100);
c->Message(
Chat::White,
fmt::format(
"-- [{}] item_id [{}] chance [{}] rolled_count [{}] ({:.2f}%) name [{}]",
ei,
e.item_id,
e.chance,
rolled_count,
rolled_percentage,
linker.GenerateLink()
).c_str()
);
}
}
// global loot
auto tables = zone->GetGlobalLootTables(npc);
if (!tables.empty()) {
c->SendChatLineBreak();
c->Message(Chat::White, "# [Loot Simulator] Global Loot");
}
for (auto &id: tables) {
c->SendChatLineBreak();
c->Message(Chat::White, fmt::format("# Global Loot Table ID [{}]", id).c_str());
c->SendChatLineBreak();
loot_table = database.GetLootTable(id);
if (!loot_table) {
c->Message(Chat::Red, fmt::format("Global Loot table not found [{}]", id).c_str());
continue;
}
for (uint32 i = 0; i < loot_table->NumEntries; i++) {
auto le = loot_table->Entries[i];
c->Message(
Chat::White,
fmt::format(
"# Lootdrop ID [{}] drop_limit [{}] min_drop [{}] mult [{}] probability [{}]",
le.lootdrop_id,
le.droplimit,
le.mindrop,
le.multiplier,
le.probability
).c_str()
);
auto loot_drop = database.GetLootDrop(le.lootdrop_id);
if (!loot_drop) {
continue;
}
for (uint32 ei = 0; ei < loot_drop->NumEntries; ei++) {
auto e = loot_drop->Entries[ei];
int rolled_count = npc->GetRolledItemCount(e.item_id);
const EQ::ItemData *item = database.GetItem(e.item_id);
EQ::SayLinkEngine linker;
linker.SetLinkType(EQ::saylink::SayLinkItemData);
linker.SetItemData(item);
auto rolled_percentage = (float) ((float) ((float) rolled_count / (float) iterations) * 100);
c->Message(
Chat::White,
fmt::format(
"-- [{}] item_id [{}] chance [{}] rolled_count [{}] ({:.2f}%) name [{}]",
ei,
e.item_id,
e.chance,
rolled_count,
rolled_percentage,
linker.GenerateLink()
).c_str()
);
}
}
}
c->SendChatLineBreak();
c->Message(
Chat::White,
fmt::format(
"# Global Loot Benchmark End [{}] iterations took [{}](s)",
iterations,
benchmark.elapsed()
).c_str()
);
c->SendChatLineBreak();
LogSys.LoadLogDatabaseSettings();
}
}
else {
c->Message(
Chat::White,
fmt::format(
"Failed to spawn NPC ID {}.",
npc_id
).c_str()
);
}
}