fix(Core/Loot): Fix quest items looting system (#13720)

* Fix quest items loot

* Fix coding conventions
This commit is contained in:
Mickaël Mauger
2022-12-06 16:42:44 +01:00
committed by GitHub
parent 31b4e31633
commit 868053d4ce
2 changed files with 29 additions and 20 deletions

View File

@@ -405,7 +405,7 @@ LootItem::LootItem(LootStoreItem const& li)
}
// Basic checks for player/item compatibility - if false no chance to see the item in the loot
bool LootItem::AllowedForPlayer(Player const* player, bool isGivenByMasterLooter /*= false*/, bool allowQuestLoot /*= true*/, ObjectGuid source) const
bool LootItem::AllowedForPlayer(Player const* player, ObjectGuid source) const
{
ItemTemplate const* pProto = sObjectMgr->GetItemTemplate(itemid);
if (!pProto)
@@ -419,7 +419,7 @@ bool LootItem::AllowedForPlayer(Player const* player, bool isGivenByMasterLooter
if (!sConditionMgr->IsObjectMeetToConditions(const_cast<Player*>(player), conditions))
{
// Master Looter can see conditioned recipes
if (!isGivenByMasterLooter && isMasterLooter)
if (isMasterLooter && follow_loot_rules && !is_underthreshold)
{
if ((pProto->Flags & ITEM_FLAG_HIDE_UNUSABLE_RECIPE) || (pProto->Class == ITEM_CLASS_RECIPE && pProto->Bonding == BIND_WHEN_PICKED_UP && pProto->Spells[1].SpellId != 0))
{
@@ -442,7 +442,7 @@ bool LootItem::AllowedForPlayer(Player const* player, bool isGivenByMasterLooter
}
// Master looter can see all items even if the character can't loot them
if (!isGivenByMasterLooter && isMasterLooter && allowQuestLoot)
if (isMasterLooter && follow_loot_rules && !is_underthreshold)
{
return true;
}
@@ -661,26 +661,35 @@ QuestItemList* Loot::FillQuestLoot(Player* player)
QuestItemList* ql = new QuestItemList();
Player* lootOwner = (roundRobinPlayer) ? ObjectAccessor::FindPlayer(roundRobinPlayer) : player;
for (uint8 i = 0; i < quest_items.size(); ++i)
{
LootItem& item = quest_items[i];
if (!item.is_looted && (item.AllowedForPlayer(player, false, false) || (item.follow_loot_rules && player->GetGroup() && ((player->GetGroup()->GetLootMethod() == MASTER_LOOT && player->GetGroup()->GetMasterLooterGuid() == player->GetGUID()) || player->GetGroup()->GetLootMethod() != MASTER_LOOT ))))
// Quest item is not free for all and is already assigned to another player
// or player doesn't need it
if (item.is_blocked || !item.AllowedForPlayer(player, sourceWorldObjectGUID))
{
ql->push_back(QuestItem(i));
// quest items get blocked when they first appear in a
// player's quest vector
//
// increase once if one looter only, looter-times if free for all
if (item.freeforall || !item.is_blocked)
++unlootedCount;
if (!player->GetGroup() || (player->GetGroup()->GetLootMethod() != GROUP_LOOT && player->GetGroup()->GetLootMethod() != ROUND_ROBIN))
item.is_blocked = true;
if (items.size() + ql->size() == MAX_NR_LOOT_ITEMS)
break;
continue;
}
// Player is not the loot owner, and loot owner still needs this quest item
if (!item.freeforall && lootOwner != player && item.AllowedForPlayer(lootOwner, sourceWorldObjectGUID))
{
continue;
}
ql->push_back(QuestItem(i));
++unlootedCount;
if (!item.freeforall)
{
item.is_blocked = true;
}
if (items.size() + ql->size() == MAX_NR_LOOT_ITEMS)
break;
}
if (ql->empty())
{
@@ -699,7 +708,8 @@ QuestItemList* Loot::FillNonQuestNonFFAConditionalLoot(Player* player)
for (uint8 i = 0; i < items.size(); ++i)
{
LootItem& item = items[i];
if (!item.is_looted && !item.freeforall && (item.AllowedForPlayer(player, sourceWorldObjectGUID) || (item.follow_loot_rules && player->GetGroup() && ((player->GetGroup()->GetLootMethod() == MASTER_LOOT && player->GetGroup()->GetMasterLooterGuid() == player->GetGUID()) || player->GetGroup()->GetLootMethod() != MASTER_LOOT ))))
if (!item.is_looted && !item.freeforall && item.AllowedForPlayer(player, sourceWorldObjectGUID))
{
item.AddAllowedLooter(player);

View File

@@ -177,8 +177,7 @@ struct LootItem
LootItem() = default;
// Basic checks for player/item compatibility - if false no chance to see the item in the loot
bool AllowedForPlayer(Player const* player, bool isGivenByMasterLooter = false, bool allowQuestLoot = true, ObjectGuid source = ObjectGuid::Empty) const;
bool AllowedForPlayer(Player const* player, ObjectGuid source) { return AllowedForPlayer(player, false, true, source); };
bool AllowedForPlayer(Player const* player, ObjectGuid source) const;
void AddAllowedLooter(Player const* player);
[[nodiscard]] const AllowedLooterSet& GetAllowedLooters() const { return allowedGUIDs; }
};