remove logging

This commit is contained in:
crow
2025-08-29 11:06:46 -05:00
parent b3d29d861e
commit 5c34b97f1e
2 changed files with 16 additions and 70 deletions

View File

@@ -10,7 +10,7 @@
#include "ChatCommandArgs.h"
#include "Creature.h"
#include "Config.h"
#include "Log.h"
#include "Map.h"
#include "Corpse.h"
#include "Group.h"
@@ -34,20 +34,10 @@ bool IsAoeLootModuleEnabled()
bool IsPlayerEligibleForQuestItem(Player* player, LootItem const& item)
{
ItemTemplate const* itemTemplate = sObjectMgr->GetItemTemplate(item.itemid);
LOG_INFO("module.aoe_loot", "[AOE LOOT] Eligibility check: player={} item={} class={} startQuest={} maxCount={} questStatus={} hasItem={} flags={} isQuestStarter={}",
player->GetName(),
item.itemid,
itemTemplate ? itemTemplate->Class : -1,
itemTemplate ? itemTemplate->StartQuest : 0,
itemTemplate ? itemTemplate->MaxCount : 0,
itemTemplate ? player->GetQuestStatus(itemTemplate->StartQuest) : -1,
itemTemplate ? player->HasItemCount(item.itemid, itemTemplate->MaxCount) : false,
itemTemplate ? itemTemplate->Flags : 0,
itemTemplate ? itemTemplate->StartQuest != 0 : false);
if (!itemTemplate || itemTemplate->Class != ITEM_CLASS_QUEST)
{
LOG_INFO("module.aoe_loot", "[AOE LOOT] Not a quest item or missing template: item={}", item.itemid);
return false;
}
@@ -58,14 +48,6 @@ bool IsPlayerEligibleForQuestItem(Player* player, LootItem const& item)
if (Quest const* startQuest = sObjectMgr->GetQuestTemplate(itemTemplate->StartQuest))
prevQuestId = startQuest->GetPrevQuestId();
LOG_INFO("module.aoe_loot", "[AOE LOOT] Quest starter item: player={} item={} questStatus={} hasItem={} prevQuestId={} prevQuestReward={}",
player->GetName(),
item.itemid,
player->GetQuestStatus(itemTemplate->StartQuest),
player->HasItemCount(item.itemid, itemTemplate->MaxCount),
prevQuestId,
prevQuestId ? player->GetQuestRewardStatus(prevQuestId) : 1);
// Already completed the quest
if (player->GetQuestStatus(itemTemplate->StartQuest) != QUEST_STATUS_NONE)
return false;
@@ -99,11 +81,9 @@ bool IsPlayerEligibleForQuestItem(Player* player, LootItem const& item)
}
}
LOG_INFO("module.aoe_loot", "Objective quest item: player={} item={} foundQuests={}", player->GetName(), item.itemid, questIds.size());
for (uint32 questId : questIds)
{
LOG_INFO("module.aoe_loot", "Checking quest status: player={} item={} questId={} status={}", player->GetName(), item.itemid, questId, player->GetQuestStatus(questId));
if (player->GetQuestStatus(questId) == QUEST_STATUS_INCOMPLETE)
{
uint32 requiredCount = 1;
@@ -119,13 +99,12 @@ bool IsPlayerEligibleForQuestItem(Player* player, LootItem const& item)
}
}
}
LOG_INFO("module.aoe_loot", "Item count check: player={} item={} have={} required={}", player->GetName(), item.itemid, player->GetItemCount(item.itemid, true), requiredCount);
if (player->GetItemCount(item.itemid, true) < requiredCount)
return true;
}
}
LOG_INFO("module.aoe_loot", "Player not eligible for quest item: player={} item={}", player->GetName(), item.itemid);
return false;
}
@@ -562,6 +541,7 @@ bool AoeLootCommandScript::ProcessSingleLootSlot(Player* player, ObjectGuid lgui
}
loot = &go->loot;
}
else if (lguid.IsItem())
{
Item* pItem = player->GetItemByGuid(lguid);
@@ -572,6 +552,7 @@ bool AoeLootCommandScript::ProcessSingleLootSlot(Player* player, ObjectGuid lgui
}
loot = &pItem->loot;
}
else if (lguid.IsCorpse())
{
Corpse* bones = ObjectAccessor::GetCorpse(*player, lguid);
@@ -582,6 +563,7 @@ bool AoeLootCommandScript::ProcessSingleLootSlot(Player* player, ObjectGuid lgui
}
loot = &bones->loot;
}
else
{
Creature* creature = player->GetMap()->GetCreature(lguid);
@@ -614,12 +596,13 @@ bool AoeLootCommandScript::ProcessSingleLootSlot(Player* player, ObjectGuid lgui
LootItem& li = loot->quest_items[qitem.index];
player->AddItem(li.itemid, li.count);
const_cast<QuestItem&>(qitem).is_looted = true;
LOG_INFO("module.aoe_loot", "[AOE LOOT] Player looted quest item: player={} item={} count={} slot={}", player->GetName(), li.itemid, uint32(li.count), uint32(questIndex));
return true;
}
}
}
}
// FFA quest items
const QuestItemMap& ffaItems = loot->GetPlayerFFAItems();
auto ffa_itr = ffaItems.find(player->GetGUID());
@@ -638,7 +621,7 @@ bool AoeLootCommandScript::ProcessSingleLootSlot(Player* player, ObjectGuid lgui
LootItem& li = loot->quest_items[fitem.index];
player->AddItem(li.itemid, li.count);
const_cast<QuestItem&>(fitem).is_looted = true;
LOG_INFO("module.aoe_loot", "[AOE LOOT] Player looted FFA quest item: player={} item={} count={} slot={}", player->GetName(), li.itemid, uint32(li.count), uint32(ffaIndex));
return true;
}
}
@@ -711,23 +694,11 @@ bool AoeLootCommandScript::ProcessSingleLootSlot(Player* player, ObjectGuid lgui
return false;
bool isLootedBefore = loot->items[lootSlot].is_looted;
LOG_INFO("module.aoe_loot", "Before StoreLootItem: player={} item={} slot={} itemCount={} is_looted={}",
player->GetName(),
loot->items[lootSlot].itemid,
lootSlot,
player->GetItemCount(loot->items[lootSlot].itemid, true),
isLootedBefore);
lootItem = player->StoreLootItem(lootSlot, loot, msg);
bool isLootedAfter = loot->items[lootSlot].is_looted;
LOG_INFO("module.aoe_loot", "After StoreLootItem: player={} item={} slot={} itemCount={} is_looted={} result={}",
player->GetName(),
loot->items[lootSlot].itemid,
lootSlot,
player->GetItemCount(loot->items[lootSlot].itemid, true),
isLootedAfter,
msg);
if (msg != EQUIP_ERR_OK && lguid.IsItem() && loot->loot_type != LOOT_CORPSE)
{
lootItem->is_looted = true;
@@ -746,7 +717,7 @@ bool AoeLootCommandScript::ProcessSingleLootSlot(Player* player, ObjectGuid lgui
bool AoeLootCommandScript::TriggerAoeLootCommand(ChatHandler* handler, Optional<std::string> /*args*/)
{
Player* player = handler->GetSession()->GetPlayer();
LOG_INFO("module.aoe_loot", "[AOE LOOT] TriggerAoeLootCommand: player={} starting AoE loot", player ? player->GetName() : "null");
if (!IsAoeLootModuleEnabled())
return true;
if (!player)
@@ -825,7 +796,7 @@ bool AoeLootCommandScript::TriggerAoeLootCommand(ChatHandler* handler, Optional<
}
player->SetLootGUID(lguid);
LOG_INFO("module.aoe_loot", "[AOE LOOT] SetLootGUID: player={} corpse={} loot window should open", player->GetName(), creature->GetName());
// Process all normal loot items
for (uint8 lootSlot = 0; lootSlot < loot->items.size(); ++lootSlot)
@@ -844,7 +815,7 @@ bool AoeLootCommandScript::TriggerAoeLootCommand(ChatHandler* handler, Optional<
// Quest item slots follow after normal loot slots
uint8 questSlot = loot->items.size() + i;
ProcessSingleLootSlot(player, lguid, questSlot);
LOG_INFO("module.aoe_loot", "[AOE LOOT] Processed quest item in slot {}", questSlot);
}
}
@@ -859,7 +830,7 @@ bool AoeLootCommandScript::TriggerAoeLootCommand(ChatHandler* handler, Optional<
// FFA item slots follow after normal loot slots and quest item slots
uint8 ffaSlot = loot->items.size() + (q_itr != questItems.end() ? q_itr->second->size() : 0) + i;
ProcessSingleLootSlot(player, lguid, ffaSlot);
LOG_INFO("module.aoe_loot", "[AOE LOOT] Processed FFA quest item in slot {}", ffaSlot);
}
}
@@ -887,7 +858,6 @@ bool AoeLootCommandScript::TriggerAoeLootCommand(ChatHandler* handler, Optional<
++lootableCount;
}
}
LOG_INFO("module.aoe_loot", "[AOE LOOT] After processing: player={} corpse={} lootable_items={}", player->GetName(), creature->GetName(), lootableCount);
// Handle money
if (loot->gold > 0)
@@ -899,7 +869,7 @@ bool AoeLootCommandScript::TriggerAoeLootCommand(ChatHandler* handler, Optional<
if (loot->isLooted())
{
ReleaseAndCleanupLoot(lguid, player, loot);
LOG_INFO("module.aoe_loot", "[AOE LOOT] ReleaseAndCleanupLoot: player={} corpse={} loot released", player->GetName(), creature->GetName());
}
}
return true;
@@ -918,22 +888,6 @@ void AoeLootPlayer::OnPlayerLogin(Player* player)
uint32 AoeLootMode = sConfigMgr->GetOption<uint32>("AoeLoot.EnableAOELoot", 2);
if (AoeLootMode > 0 && sConfigMgr->GetOption<bool>("AoeLoot.Message", true))
{
std::string message = "AOE looting has been enabled for your character";
switch (AoeLootMode)
{
case 1:
message += " (solo play only)";
break;
case 2:
message += " (solo and group play)";
break;
}
message += ". Type: '.AoeLoot off' to turn AoE Looting Off.";
}
}
void AoeLootGroupScript::OnCreate(Group* group, Player* leader)