Chris Miles 947795f1d1
[Code] EQEmuLogSys Global to Singleton Cleanup (#4925)
* [Code] EQEmuLogSys Global to Singleton Cleanup

* Post merge fix
2025-06-25 14:05:49 -05:00

200 lines
5.5 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 = Strings::ToUnsignedInt(sep->arg[1]);
auto loottable_id = Strings::ToUnsignedInt(sep->arg[2]);
auto iterations = Strings::ToUnsignedInt(sep->arg[3]) > 1000 ? 1000 : Strings::ToUnsignedInt(sep->arg[3]);
auto log_enabled = arguments > 3 ? Strings::ToUnsignedInt(sep->arg[4]) : false;
// temporarily disable loot logging unless set explicitly
EQEmuLogSys::Instance()->log_settings[Logs::Loot].log_to_console = log_enabled ? EQEmuLogSys::Instance()->log_settings[Logs::Loot].log_to_console : 0;
EQEmuLogSys::Instance()->log_settings[Logs::Loot].log_to_file = log_enabled ? EQEmuLogSys::Instance()->log_settings[Logs::Loot].log_to_file : 0;
EQEmuLogSys::Instance()->log_settings[Logs::Loot].log_to_gmsay = log_enabled ? EQEmuLogSys::Instance()->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 = zone->GetLootTable(loottable_id);
if (!loot_table) {
c->Message(Chat::Red, "Loot table not found");
return;
}
auto le = zone->GetLootTableEntries(loottable_id);
// translate above for loop using loot_table_entries
for (auto &e: le) {
c->Message(
Chat::White,
fmt::format(
"# Lootdrop ID [{}] drop_limit [{}] min_drop [{}] mult [{}] probability [{}]",
e.lootdrop_id,
e.droplimit,
e.mindrop,
e.multiplier,
e.probability
).c_str()
);
auto loot_drop = zone->GetLootdrop(e.lootdrop_id);
if (!loot_drop.id) {
continue;
}
auto loot_drop_entries = zone->GetLootdropEntries(e.lootdrop_id);
for (auto &f: loot_drop_entries) {
int rolled_count = npc->GetRolledItemCount(f.item_id);
const EQ::ItemData *item = database.GetItem(f.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(
"-- lootdrop_id [{}] item_id [{}] chance [{}] rolled_count [{}] ({:.2f}%) name [{}]",
f.lootdrop_id,
f.item_id,
f.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 = zone->GetLootTable(id);
if (!loot_table) {
c->Message(Chat::Red, fmt::format("Global Loot table not found [{}]", id).c_str());
continue;
}
le = zone->GetLootTableEntries(id);
// translate above for loop using loot_table_entries
for (auto &e: le) {
c->Message(
Chat::White,
fmt::format(
"# Lootdrop ID [{}] drop_limit [{}] min_drop [{}] mult [{}] probability [{}]",
e.lootdrop_id,
e.droplimit,
e.mindrop,
e.multiplier,
e.probability
).c_str()
);
auto loot_drop = zone->GetLootdrop(e.lootdrop_id);
if (!loot_drop.id) {
continue;
}
auto loot_drop_entries = zone->GetLootdropEntries(e.lootdrop_id);
for (auto &f: loot_drop_entries) {
int rolled_count = npc->GetRolledItemCount(f.item_id);
const EQ::ItemData *item = database.GetItem(f.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(
"-- lootdrop_id [{}] item_id [{}] chance [{}] rolled_count [{}] ({:.2f}%) name [{}]",
f.lootdrop_id,
f.item_id,
f.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();
EQEmuLogSys::Instance()->LoadLogDatabaseSettings();
}
}
else {
c->Message(
Chat::White,
fmt::format(
"Failed to spawn NPC ID {}.",
npc_id
).c_str()
);
}
}