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https://github.com/mod-playerbots/azerothcore-wotlk.git
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fix(Core/Loot): Fix quest items looting system (#13720)
* Fix quest items loot * Fix coding conventions
This commit is contained in:
@@ -405,7 +405,7 @@ LootItem::LootItem(LootStoreItem const& li)
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}
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// Basic checks for player/item compatibility - if false no chance to see the item in the loot
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bool LootItem::AllowedForPlayer(Player const* player, bool isGivenByMasterLooter /*= false*/, bool allowQuestLoot /*= true*/, ObjectGuid source) const
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bool LootItem::AllowedForPlayer(Player const* player, ObjectGuid source) const
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{
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ItemTemplate const* pProto = sObjectMgr->GetItemTemplate(itemid);
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if (!pProto)
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@@ -419,7 +419,7 @@ bool LootItem::AllowedForPlayer(Player const* player, bool isGivenByMasterLooter
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if (!sConditionMgr->IsObjectMeetToConditions(const_cast<Player*>(player), conditions))
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{
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// Master Looter can see conditioned recipes
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if (!isGivenByMasterLooter && isMasterLooter)
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if (isMasterLooter && follow_loot_rules && !is_underthreshold)
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{
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if ((pProto->Flags & ITEM_FLAG_HIDE_UNUSABLE_RECIPE) || (pProto->Class == ITEM_CLASS_RECIPE && pProto->Bonding == BIND_WHEN_PICKED_UP && pProto->Spells[1].SpellId != 0))
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{
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@@ -442,7 +442,7 @@ bool LootItem::AllowedForPlayer(Player const* player, bool isGivenByMasterLooter
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}
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// Master looter can see all items even if the character can't loot them
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if (!isGivenByMasterLooter && isMasterLooter && allowQuestLoot)
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if (isMasterLooter && follow_loot_rules && !is_underthreshold)
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{
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return true;
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}
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@@ -661,26 +661,35 @@ QuestItemList* Loot::FillQuestLoot(Player* player)
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QuestItemList* ql = new QuestItemList();
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Player* lootOwner = (roundRobinPlayer) ? ObjectAccessor::FindPlayer(roundRobinPlayer) : player;
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for (uint8 i = 0; i < quest_items.size(); ++i)
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{
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LootItem& item = quest_items[i];
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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 ))))
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// Quest item is not free for all and is already assigned to another player
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// or player doesn't need it
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if (item.is_blocked || !item.AllowedForPlayer(player, sourceWorldObjectGUID))
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{
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ql->push_back(QuestItem(i));
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// quest items get blocked when they first appear in a
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// player's quest vector
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//
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// increase once if one looter only, looter-times if free for all
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if (item.freeforall || !item.is_blocked)
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++unlootedCount;
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if (!player->GetGroup() || (player->GetGroup()->GetLootMethod() != GROUP_LOOT && player->GetGroup()->GetLootMethod() != ROUND_ROBIN))
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item.is_blocked = true;
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if (items.size() + ql->size() == MAX_NR_LOOT_ITEMS)
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break;
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continue;
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}
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// Player is not the loot owner, and loot owner still needs this quest item
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if (!item.freeforall && lootOwner != player && item.AllowedForPlayer(lootOwner, sourceWorldObjectGUID))
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{
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continue;
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}
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ql->push_back(QuestItem(i));
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++unlootedCount;
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if (!item.freeforall)
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{
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item.is_blocked = true;
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}
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if (items.size() + ql->size() == MAX_NR_LOOT_ITEMS)
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break;
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}
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if (ql->empty())
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{
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@@ -699,7 +708,8 @@ QuestItemList* Loot::FillNonQuestNonFFAConditionalLoot(Player* player)
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for (uint8 i = 0; i < items.size(); ++i)
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{
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LootItem& item = items[i];
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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 ))))
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if (!item.is_looted && !item.freeforall && item.AllowedForPlayer(player, sourceWorldObjectGUID))
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{
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item.AddAllowedLooter(player);
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@@ -177,8 +177,7 @@ struct LootItem
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LootItem() = default;
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// Basic checks for player/item compatibility - if false no chance to see the item in the loot
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bool AllowedForPlayer(Player const* player, bool isGivenByMasterLooter = false, bool allowQuestLoot = true, ObjectGuid source = ObjectGuid::Empty) const;
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bool AllowedForPlayer(Player const* player, ObjectGuid source) { return AllowedForPlayer(player, false, true, source); };
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bool AllowedForPlayer(Player const* player, ObjectGuid source) const;
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void AddAllowedLooter(Player const* player);
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[[nodiscard]] const AllowedLooterSet& GetAllowedLooters() const { return allowedGUIDs; }
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};
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