Update aoe_loot.cpp

This commit is contained in:
TerraByte
2025-04-28 21:59:18 -05:00
committed by GitHub
parent 26d929574e
commit 298d2b3350

View File

@@ -44,6 +44,100 @@ ChatCommandTable AoeLootCommandScript::GetCommands() const
return playerAoeLootCommandTable; return playerAoeLootCommandTable;
} }
void AoeLootCommandScript::ProcessLootRelease(ObjectGuid lguid, Player* player, Loot* loot)
{
player->SetLootGUID(ObjectGuid::Empty);
player->SendLootRelease(lguid);
player->RemoveUnitFlag(UNIT_FLAG_LOOTING);
if (!player->IsInWorld())
return;
if (lguid.IsGameObject())
{
GameObject* go = player->GetMap()->GetGameObject(lguid);
// not check distance for GO in case owned GO (fishing bobber case, for example) or Fishing hole GO
if (!go || ((go->GetOwnerGUID() != player->GetGUID() && go->GetGoType() != GAMEOBJECT_TYPE_FISHINGHOLE) && !go->IsWithinDistInMap(player)))
{
player->SendLootRelease(lguid);
return;
}
loot = &go->loot;
// GameObject handling remains unchanged
// ...
}
else if (lguid.IsCorpse()) // ONLY remove insignia at BG
{
Corpse* corpse = ObjectAccessor::GetCorpse(*player, lguid);
// Remove distance check for corpses
if (!corpse)
return;
loot = &corpse->loot;
// Clear loot and remove lootable flag
loot->clear();
corpse->RemoveFlag(CORPSE_FIELD_DYNAMIC_FLAGS, CORPSE_DYNFLAG_LOOTABLE);
}
else if (lguid.IsItem())
{
Item* pItem = player->GetItemByGuid(lguid);
if (!pItem)
return;
// Item handling remains unchanged
// ...
}
else // Must be a creature
{
Creature* creature = player->GetMap()->GetCreature(lguid);
// Check if this is pickpocketing (creature alive) or corpse looting (creature dead)
bool isPickpocketing = creature && creature->IsAlive() && player->IsClass(CLASS_ROGUE, CLASS_CONTEXT_ABILITY) && creature->loot.loot_type == LOOT_PICKPOCKETING;
// For pickpocketing, keep distance check
// For corpse looting, skip distance check
if (!creature || (isPickpocketing && !creature->IsWithinDistInMap(player, INTERACTION_DISTANCE)))
return;
loot = &creature->loot;
if (loot->isLooted())
{
// skip pickpocketing loot for speed, skinning timer reduction is no-op in fact
if (!creature->IsAlive())
creature->AllLootRemovedFromCorpse();
creature->RemoveDynamicFlag(UNIT_DYNFLAG_LOOTABLE);
loot->clear();
}
else
{
// if the round robin player release, reset it.
if (player->GetGUID() == loot->roundRobinPlayer)
{
loot->roundRobinPlayer.Clear();
if (Group* group = player->GetGroup())
group->SendLooter(creature, nullptr);
}
// force dynflag update to update looter and lootable info
creature->ForceValuesUpdateAtIndex(UNIT_DYNAMIC_FLAGS);
}
}
// Player is not looking at loot list, he doesn't need to see updates on the loot list
if (!lguid.IsItem())
{
loot->RemoveLooter(player->GetGUID());
}
}
// Handle gold looting without distance checks // Handle gold looting without distance checks
bool AoeLootCommandScript::ProcessLootMoney(Player* player, Creature* creature) bool AoeLootCommandScript::ProcessLootMoney(Player* player, Creature* creature)
{ {
@@ -114,10 +208,9 @@ bool AoeLootCommandScript::ProcessLootSlot(Player* player, ObjectGuid lguid, uin
{ {
GameObject* go = player->GetMap()->GetGameObject(lguid); GameObject* go = player->GetMap()->GetGameObject(lguid);
if (!go || ((go->GetOwnerGUID() != player->GetGUID() && if (!go || ((go->GetOwnerGUID() != player->GetGUID() && go->GetGoType() != GAMEOBJECT_TYPE_FISHINGHOLE) && !go->IsWithinDistInMap(player, aoeDistance)))
go->GetGoType() != GAMEOBJECT_TYPE_FISHINGHOLE) &&
!go->IsWithinDistInMap(player, aoeDistance)))
{ {
player->SendLootRelease(lguid);
return false; return false;
} }
@@ -127,7 +220,11 @@ bool AoeLootCommandScript::ProcessLootSlot(Player* player, ObjectGuid lguid, uin
{ {
Item* pItem = player->GetItemByGuid(lguid); Item* pItem = player->GetItemByGuid(lguid);
if (!pItem) if (!pItem)
{
player->SendLootRelease(lguid);
return false; return false;
}
loot = &pItem->loot; loot = &pItem->loot;
} }
@@ -135,32 +232,36 @@ bool AoeLootCommandScript::ProcessLootSlot(Player* player, ObjectGuid lguid, uin
{ {
Corpse* bones = ObjectAccessor::GetCorpse(*player, lguid); Corpse* bones = ObjectAccessor::GetCorpse(*player, lguid);
if (!bones) if (!bones)
{
player->SendLootRelease(lguid);
ProcessLootRelease(lguid, player, loot);
return false; return false;
}
loot = &bones->loot; loot = &bones->loot;
} }
else else
{ {
Creature* creature = player->GetMap()->GetCreature(lguid); Creature* creature = player->GetMap()->GetCreature(lguid);
if (creature && creature->IsAlive()) // Skip distance check for dead creatures (corpses)
// Keep distance check for pickpocketing (live creatures)
bool isPickpocketing = creature && creature->IsAlive() && player->IsClass(CLASS_ROGUE, CLASS_CONTEXT_ABILITY) && creature->loot.loot_type == LOOT_PICKPOCKETING;
bool lootAllowed = creature && creature->IsAlive() == isPickpocketing;
// Only check distance for pickpocketing, not for corpse looting
if (!lootAllowed || (isPickpocketing && !creature->IsWithinDistInMap(player, INTERACTION_DISTANCE)))
{ {
bool isPickpocketing = creature->IsAlive() && player->SendLootError(lguid, lootAllowed ? LOOT_ERROR_TOO_FAR : LOOT_ERROR_DIDNT_KILL);
(player->IsClass(CLASS_ROGUE, CLASS_CONTEXT_ABILITY) &&
creature->loot.loot_type == LOOT_PICKPOCKETING);
bool lootAllowed = creature->IsAlive() == isPickpocketing;
if (!lootAllowed || !creature->IsWithinDistInMap(player, INTERACTION_DISTANCE))
return false; return false;
} }
loot = &creature->loot; loot = &creature->loot;
} }
sScriptMgr->OnPlayerAfterCreatureLoot(player);
if (!loot) if (!loot)
return false; return false;
// Check if the item is already looted // Check if the item is already looted
QuestItem* qitem = nullptr; QuestItem* qitem = nullptr;
QuestItem* ffaitem = nullptr; QuestItem* ffaitem = nullptr;
@@ -175,30 +276,22 @@ bool AoeLootCommandScript::ProcessLootSlot(Player* player, ObjectGuid lguid, uin
return false; return false;
} }
// Store the loot item in the player's inventory
InventoryResult msg; InventoryResult msg;
player->StoreLootItem(lootSlot, loot, msg); LootItem* lootItem = player->StoreLootItem(lootSlot, loot, msg);
if (msg == EQUIP_ERR_OK)
{
// Successfully looted the item
loot->items[lootSlot].is_looted = true;
loot->unlootedCount--;
if (sConfigMgr->GetOption<bool>("AOELoot.Debug", false))
LOG_DEBUG("module.aoe_loot", "Successfully looted item (ID: {}) x{} from {}", item->itemid, static_cast<uint32_t>(item->count), lguid.ToString());
}
// Handle mail fallback for items
if (msg != EQUIP_ERR_OK && lguid.IsItem() && loot->loot_type != LOOT_CORPSE) if (msg != EQUIP_ERR_OK && lguid.IsItem() && loot->loot_type != LOOT_CORPSE)
{ {
item->is_looted = true; lootItem->is_looted = true;
loot->NotifyItemRemoved(item->itemIndex); loot->NotifyItemRemoved(lootItem->itemIndex);
loot->unlootedCount--; loot->unlootedCount--;
player->SendItemRetrievalMail(item->itemid, item->count); player->SendItemRetrievalMail(lootItem->itemid, lootItem->count);
} }
// If player is removing the last LootItem, delete the empty container
if (loot->isLooted() && lguid.IsItem())
{
ProcessLootRelease(lguid, player, loot);
}
return true; return true;
} }
@@ -260,11 +353,12 @@ bool AoeLootCommandScript::HandleStartAoeLootCommand(ChatHandler* handler, Optio
// Process all valid corpses // Process all valid corpses
for (auto* creature : validCorpses) for (auto* creature : validCorpses)
{ {
ObjectGuid lguid = creature->GetGUID();
Loot* loot = &creature->loot; Loot* loot = &creature->loot;
if (!loot) if (!loot)
continue; continue;
player->SetLootGUID(creature->GetGUID()); player->SetLootGUID(lguid);
// Process quest items // Process quest items
if (!loot->quest_items.empty()) if (!loot->quest_items.empty())
@@ -272,7 +366,7 @@ bool AoeLootCommandScript::HandleStartAoeLootCommand(ChatHandler* handler, Optio
for (uint8 i = 0; i < loot->quest_items.size(); ++i) for (uint8 i = 0; i < loot->quest_items.size(); ++i)
{ {
uint8 lootSlot = loot->items.size() + i; uint8 lootSlot = loot->items.size() + i;
ProcessLootSlot(player, creature->GetGUID(), lootSlot); ProcessLootSlot(player, lguid, lootSlot);
if (debugMode) if (debugMode)
LOG_DEBUG("module.aoe_loot", "AOE Loot: looted quest item in slot {}", lootSlot); LOG_DEBUG("module.aoe_loot", "AOE Loot: looted quest item in slot {}", lootSlot);
@@ -282,12 +376,12 @@ bool AoeLootCommandScript::HandleStartAoeLootCommand(ChatHandler* handler, Optio
// Process regular items // Process regular items
for (uint8 lootSlot = 0; lootSlot < loot->items.size(); ++lootSlot) for (uint8 lootSlot = 0; lootSlot < loot->items.size(); ++lootSlot)
{ {
player->SetLootGUID(creature->GetGUID()); player->SetLootGUID(lguid);
ProcessLootSlot(player, creature->GetGUID(), lootSlot); ProcessLootSlot(player, lguid, lootSlot);
if (debugMode && lootSlot < loot->items.size()) if (debugMode && lootSlot < loot->items.size())
{ {
LOG_DEBUG("module.aoe_loot", "AOE Loot: looted item from slot {} (ID: {}) from {}", lootSlot, loot->items[lootSlot].itemid, creature->GetGUID().ToString()); LOG_DEBUG("module.aoe_loot", "AOE Loot: looted item from slot {} (ID: {}) from {}", lootSlot, loot->items[lootSlot].itemid, lguid.ToString());
} }
} }
@@ -299,18 +393,14 @@ bool AoeLootCommandScript::HandleStartAoeLootCommand(ChatHandler* handler, Optio
if (debugMode) if (debugMode)
{ {
LOG_DEBUG("module.aoe_loot", "AOE Loot: Looted {} copper from {}", goldAmount, creature->GetGUID().ToString()); LOG_DEBUG("module.aoe_loot", "AOE Loot: Looted {} copper from {}", goldAmount, lguid.ToString());
} }
} }
// Release loot if corpse is fully looted
if (loot->isLooted()) if (loot->isLooted())
{ {
WorldPacket releaseData(CMSG_LOOT_RELEASE, 8); ProcessLootRelease(lguid, player, loot);
releaseData << creature->GetGUID();
player->GetSession()->HandleLootReleaseOpcode(releaseData);
} }
player->SetLootGUID(ObjectGuid::Empty);
} }
return true; return true;
} }