eqemu-server/zone/global_loot_manager.cpp
Alex King 4330494f57
[Commands] Cleanup #shownpcgloballoot and #showzonegloballoot Commands (#3440)
# Notes
- Cleanup messages and logic.
- Utilize Dialogue Window tables.
2023-06-24 13:03:37 -05:00

168 lines
4.1 KiB
C++

#include "global_loot_manager.h"
#include "npc.h"
#include "client.h"
#include "zone.h"
#include "dialogue_window.h"
extern Zone *zone;
std::vector<int> GlobalLootManager::GetGlobalLootTables(NPC *mob) const
{
// we may be able to add a cache here if performance is an issue, but for now
// just return NRVO'd vector
// The cache would have to be keyed by NPCType and level (for NPCs with Max Level set)
std::vector<int> tables;
for (auto &e : m_entries) {
if (e.PassesRules(mob)) {
tables.push_back(e.GetLootTableID());
}
}
return tables;
}
void GlobalLootManager::ShowZoneGlobalLoot(Client *c) const
{
std::string global_loot_table;
global_loot_table += DialogueWindow::TableRow(
fmt::format(
"{}{}{}",
DialogueWindow::TableCell("ID"),
DialogueWindow::TableCell("Table Name"),
DialogueWindow::TableCell("Loottable ID")
)
);
for (auto &e : m_entries) {
global_loot_table += DialogueWindow::TableRow(
fmt::format(
"{}{}{}",
DialogueWindow::TableCell(Strings::Commify(e.GetID())),
DialogueWindow::TableCell(e.GetDescription()),
DialogueWindow::TableCell(Strings::Commify(e.GetLootTableID()))
)
);
}
global_loot_table = DialogueWindow::Table(global_loot_table);
c->SendPopupToClient(
fmt::format(
"Global Loot for {} ({})",
zone->GetLongName(),
zone->GetZoneID()
).c_str(),
global_loot_table.c_str()
);
}
void GlobalLootManager::ShowNPCGlobalLoot(Client *c, NPC *t) const
{
std::string global_loot_table;
global_loot_table += DialogueWindow::TableRow(
fmt::format(
"{}{}{}",
DialogueWindow::TableCell("ID"),
DialogueWindow::TableCell("Table Name"),
DialogueWindow::TableCell("Loottable ID")
)
);
for (auto &e : m_entries) {
if (e.PassesRules(t)) {
global_loot_table += DialogueWindow::TableRow(
fmt::format(
"{}{}{}",
DialogueWindow::TableCell(Strings::Commify(e.GetID())),
DialogueWindow::TableCell(e.GetDescription()),
DialogueWindow::TableCell(Strings::Commify(e.GetLootTableID()))
)
);
}
}
global_loot_table = DialogueWindow::Table(global_loot_table);
c->SendPopupToClient(
fmt::format(
"Global Loot for {}",
c->GetTargetDescription(t)
).c_str(),
global_loot_table.c_str()
);
}
bool GlobalLootEntry::PassesRules(NPC *mob) const
{
bool bRace = false;
bool bPassesRace = false;
bool bBodyType = false;
bool bPassesBodyType = false;
bool bClass = false;
bool bPassesClass = false;
for (auto &r : m_rules) {
switch (r.type) {
case GlobalLoot::RuleTypes::LevelMin:
if (mob->GetLevel() < r.value)
return false;
break;
case GlobalLoot::RuleTypes::LevelMax:
if (mob->GetLevel() > r.value)
return false;
break;
case GlobalLoot::RuleTypes::Raid: // value == 0 must not be raid, value != 0 must be raid
if (mob->IsRaidTarget() && !r.value)
return false;
if (!mob->IsRaidTarget() && r.value)
return false;
break;
case GlobalLoot::RuleTypes::Rare:
if (mob->IsRareSpawn() && !r.value)
return false;
if (!mob->IsRareSpawn() && r.value)
return false;
break;
case GlobalLoot::RuleTypes::Race: // can have multiple races per rule set
bRace = true; // we must pass race
if (mob->GetRace() == r.value)
bPassesRace = true;
break;
case GlobalLoot::RuleTypes::Class: // can have multiple classes per rule set
bClass = true; // we must pass class
if (mob->GetClass() == r.value)
bPassesClass = true;
break;
case GlobalLoot::RuleTypes::BodyType: // can have multiple bodytypes per rule set
bBodyType = true; // we must pass BodyType
if (mob->GetBodyType() == r.value)
bPassesBodyType = true;
break;
case GlobalLoot::RuleTypes::HotZone: // value == 0 must not be hot_zone, value != must be hot_zone
if (zone->IsHotzone() && !r.value)
return false;
if (!zone->IsHotzone() && r.value)
return false;
break;
default:
break;
}
}
if (bRace && !bPassesRace)
return false;
if (bClass && !bPassesClass)
return false;
if (bBodyType && !bPassesBodyType)
return false;
// we abort as early as possible if we fail a rule, so if we get here, we passed
return true;
}