feat(Core/Loot): Add Rate.Drop.Item.GroupAmount to increase loot generated from loot groups (#16220)

* Adds the `Rate.Drop.Item.GroupAmount` setting to the world config. Causes top-level loot groups to drop multiple items. Does not affect references.

* Don't multiply a group if a quest item gets selected. Avoids strange situations like Arcanist Doan having three hearts.

* Resolve syntax error.

* Fix whitespace

* Fix code style issue
This commit is contained in:
Keller (KJack)
2023-05-14 06:26:12 -04:00
committed by GitHub
parent 89acad2145
commit 7fcb57e5ab
5 changed files with 56 additions and 19 deletions

View File

@@ -100,7 +100,7 @@ public:
bool HasQuestDrop(LootTemplateMap const& store) const; // True if group includes at least 1 quest drop entry
bool HasQuestDropForPlayer(Player const* player, LootTemplateMap const& store) const;
// The same for active quests of the player
void Process(Loot& loot, Player const* player, LootStore const& lootstore, uint16 lootMode) const; // Rolls an item from the group (if any) and adds the item to the loot
void Process(Loot& loot, Player const* player, LootStore const& lootstore, uint16 lootMode, uint16 nonRefIterationsLeft) const; // Rolls an item from the group (if any) and adds the item to the loot
float RawTotalChance() const; // Overall chance for the group (without equal chanced items)
float TotalChance() const; // Overall chance for the group
@@ -570,7 +570,8 @@ bool Loot::FillLoot(uint32 lootId, LootStore const& store, Player* lootOwner, bo
items.reserve(MAX_NR_LOOT_ITEMS);
quest_items.reserve(MAX_NR_QUEST_ITEMS);
tab->Process(*this, store, lootMode, lootOwner); // Processing is done there, callback via Loot::AddItem()
// Initial group is 0, top level set to True
tab->Process(*this, store, lootMode, lootOwner, 0, true); // Processing is done there, callback via Loot::AddItem()
sScriptMgr->OnAfterLootTemplateProcess(this, tab, store, lootOwner, personal, noEmptyError, lootMode);
@@ -1413,7 +1414,7 @@ void LootTemplate::LootGroup::CopyConditions(ConditionList /*conditions*/)
}
// Rolls an item from the group (if any takes its chance) and adds the item to the loot
void LootTemplate::LootGroup::Process(Loot& loot, Player const* player, LootStore const& store, uint16 lootMode) const
void LootTemplate::LootGroup::Process(Loot& loot, Player const* player, LootStore const& store, uint16 lootMode, uint16 nonRefIterationsLeft) const
{
if (LootStoreItem const* item = Roll(loot, player, store, lootMode))
{
@@ -1426,7 +1427,9 @@ void LootTemplate::LootGroup::Process(Loot& loot, Player const* player, LootStor
uint32 maxcount = uint32(float(item->maxcount) * sWorld->getRate(RATE_DROP_ITEM_REFERENCED_AMOUNT));
sScriptMgr->OnAfterRefCount(player, loot, rate, lootMode, const_cast<LootStoreItem*>(item), maxcount, store);
for (uint32 loop = 0; loop < maxcount; ++loop) // Ref multiplicator
Referenced->Process(loot, store, lootMode, player, item->groupid);
// This reference needs to be processed further, but it is marked isTopLevel=false so that any groups inside
// the reference are not multiplied by Rate.Drop.Item.GroupAmount
Referenced->Process(loot, store, lootMode, player, item->groupid, false);
}
}
else
@@ -1434,6 +1437,14 @@ void LootTemplate::LootGroup::Process(Loot& loot, Player const* player, LootStor
// Plain entries (not a reference, not grouped)
sScriptMgr->OnBeforeDropAddItem(player, loot, rate, lootMode, const_cast<LootStoreItem*>(item), store);
loot.AddItem(*item); // Chance is already checked, just add
// If we still have non-ref runs to do for this group AND this item wasn't a reference,
// recursively call this function to produce more items for this group.
// However, if this is a quest item we shouldn't multiply this group.
if (nonRefIterationsLeft > 1 && !item->needs_quest)
{
this->Process(loot, player, store, lootMode, nonRefIterationsLeft-1);
}
}
}
}
@@ -1665,7 +1676,7 @@ bool LootTemplate::CopyConditions(LootItem* li, uint32 conditionLootId) const
}
// Rolls for every item in the template and adds the rolled items the the loot
void LootTemplate::Process(Loot& loot, LootStore const& store, uint16 lootMode, Player const* player, uint8 groupId) const
void LootTemplate::Process(Loot& loot, LootStore const& store, uint16 lootMode, Player const* player, uint8 groupId, bool isTopLevel) const
{
bool rate = store.IsRatesAllowed();
@@ -1677,7 +1688,15 @@ void LootTemplate::Process(Loot& loot, LootStore const& store, uint16 lootMode,
if (!Groups[groupId - 1])
return;
Groups[groupId - 1]->Process(loot, player, store, lootMode);
// Rate.Drop.Item.GroupAmount is only in effect for the top loot template level
if (isTopLevel)
{
Groups[groupId - 1]->Process(loot, player, store, lootMode, sWorld->getRate(RATE_DROP_ITEM_GROUP_AMOUNT));
}
else
{
Groups[groupId - 1]->Process(loot, player, store, lootMode, 0);
}
return;
}
@@ -1687,7 +1706,6 @@ void LootTemplate::Process(Loot& loot, LootStore const& store, uint16 lootMode,
LootStoreItem* item = *i;
if (!(item->lootmode & lootMode)) // Do not add if mode mismatch
continue;
if (!item->Roll(rate, player, loot, store))
continue; // Bad luck for the entry
@@ -1700,7 +1718,8 @@ void LootTemplate::Process(Loot& loot, LootStore const& store, uint16 lootMode,
uint32 maxcount = uint32(float(item->maxcount) * sWorld->getRate(RATE_DROP_ITEM_REFERENCED_AMOUNT));
sScriptMgr->OnAfterRefCount(player, loot, rate, lootMode, item, maxcount, store);
for (uint32 loop = 0; loop < maxcount; ++loop) // Ref multiplicator
Referenced->Process(loot, store, lootMode, player, item->groupid);
// we're no longer in the top level, so isTopLevel is false
Referenced->Process(loot, store, lootMode, player, item->groupid, false);
}
else
{
@@ -1713,7 +1732,17 @@ void LootTemplate::Process(Loot& loot, LootStore const& store, uint16 lootMode,
// Now processing groups
for (LootGroups::const_iterator i = Groups.begin(); i != Groups.end(); ++i)
if (LootGroup* group = *i)
group->Process(loot, player, store, lootMode);
{
// Rate.Drop.Item.GroupAmount is only in effect for the top loot template level
if (isTopLevel)
{
group->Process(loot, player, store, lootMode, sWorld->getRate(RATE_DROP_ITEM_GROUP_AMOUNT));
}
else
{
group->Process(loot, player, store, lootMode, 0);
}
}
}
// True if template includes at least 1 quest drop entry