Update aoe_loot.cpp

This commit is contained in:
TerraByte
2025-04-13 20:51:10 -05:00
committed by GitHub
parent 01166ff058
commit 6c548984ed

View File

@@ -15,6 +15,8 @@
#include "Log.h"
#include "Map.h"
#include <fmt/format.h>
#include "Corpse.h"
using namespace Acore::ChatCommands;
@@ -25,6 +27,18 @@ bool AOELootServer::CanPacketReceive(WorldSession* session, WorldPacket& packet)
Player* player = session->GetPlayer();
if (player)
{
/*
// Check if SHIFT key is pressed - if so, bypass AOE loot -> Work In Progress
if (player->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_MODIFIER_ACTIVE))
{
if (sConfigMgr->GetOption<bool>("AOELoot.Debug", true))
{
LOG_DEBUG("module.aoe_loot", "AOE Loot: Bypassing AOE loot because SHIFT key is held");
ChatHandler(player->GetSession()).PSendSysMessage("AOE Loot: SHIFT key detected - bypassing AOE loot");
}
return true; // Let the normal loot handling proceed
}
*/
ChatHandler handler(player->GetSession());
handler.ParseCommands(".startaoeloot");
}
@@ -47,7 +61,6 @@ bool AoeLootCommandScript::HandleStartAoeLootCommand(ChatHandler* handler, Optio
return true;
Player* player = handler->GetSession()->GetPlayer();
if (!player)
return true;
@@ -59,7 +72,6 @@ bool AoeLootCommandScript::HandleStartAoeLootCommand(ChatHandler* handler, Optio
uint32 totalItemsLooted = 0;
uint32 totalCopperLooted = 0;
uint32 totalCorpsesLooted = 0;
uint32 totalSkippedItems = 0;
if (sConfigMgr->GetOption<bool>("AOELoot.Debug", true))
{
@@ -67,6 +79,7 @@ bool AoeLootCommandScript::HandleStartAoeLootCommand(ChatHandler* handler, Optio
handler->PSendSysMessage(fmt::format("AOE Loot: Found {} nearby corpses within range {}.", nearbyCorpses.size(), range));
}
// Process each corpse one by one
for (auto* creature : nearbyCorpses)
{
if (!player || !creature || !player->IsInWorld())
@@ -113,100 +126,101 @@ bool AoeLootCommandScript::HandleStartAoeLootCommand(ChatHandler* handler, Optio
continue;
}
// Set this corpse as the current loot target
player->SetLootGUID(creature->GetGUID());
Loot* loot = &creature->loot;
uint32 maxSlots = loot->GetMaxSlotInLootFor(player);
uint32 itemsLootedFromCorpse = 0;
if (sConfigMgr->GetOption<bool>("AOELoot.Debug", true))
{
LOG_DEBUG("module.aoe_loot", "AOE Loot: Processing creature {} with {} slots", creature->GetGUID().ToString(), maxSlots);
handler->PSendSysMessage(fmt::format("AOE Loot: Processing creature {} with {} slots", creature->GetGUID().ToString(), maxSlots));
}
// Process items - first pass for quest items (priority)
for (uint32 i = 0; i < maxSlots; ++i)
{
LootItem* lootItem = loot->LootItemInSlot(i, player);
if (!lootItem)
if (!loot)
continue;
if (!player->GetMap()->Instanceable())
{
if(!player->isAllowedToLoot(creature))
{
if (sConfigMgr->GetOption<bool>("AOELoot.Debug", true))
{
LOG_DEBUG("module.aoe_loot", "AOE Loot: Item in slot {} not allowed for player - skipping", i);
handler->PSendSysMessage(fmt::format("AOE Loot: Item in slot {} not allowed for player - skipping", i));
}
continue;
}
}
// Skip items that are currently being rolled on in group
if (lootItem->is_blocked)
{
if (sConfigMgr->GetOption<bool>("AOELoot.Debug", true))
{
totalSkippedItems++;
LOG_DEBUG("module.aoe_loot", "AOE Loot: Item in slot {} is currently being rolled on - skipping", i);
handler->PSendSysMessage(fmt::format("AOE Loot: Item in slot {} is currently being rolled on - skipping", i));
}
// Process regular items
for (uint8 lootSlot = 0; lootSlot < loot->items.size(); ++lootSlot)
{
if (loot->items[lootSlot].is_looted || loot->items[lootSlot].is_blocked)
continue;
if (!loot->items[lootSlot].AllowedForPlayer(player, creature->GetGUID()))
continue;
}
// Store the loot item in the player's inventory
InventoryResult msg;
player->StoreLootItem(i, loot, msg);
player->StoreLootItem(lootSlot, loot, msg);
// Debug
if (sConfigMgr->GetOption<bool>("AOELoot.Debug", true))
{
totalItemsLooted++;
itemsLootedFromCorpse++;
LOG_DEBUG("module.aoe_loot", "AOE Loot: Successfully looted quest item (ID: {}) x{} from {}", lootItem->itemid, static_cast<uint32_t>(lootItem->count), creature->GetGUID().ToString());
handler->PSendSysMessage(fmt::format("AOE Loot: Successfully looted quest item (ID: {}) x{} from {}", lootItem->itemid, static_cast<uint32_t>(lootItem->count), creature->GetGUID().ToString()));
LOG_DEBUG("module.aoe_loot", "AOE Loot: Successfully looted item from slot {} (ID: {}) from {}", lootSlot, loot->items[lootSlot].itemid, creature->GetGUID().ToString());
handler->PSendSysMessage(fmt::format("AOE Loot: Successfully looted item from slot {} (ID: {})", lootSlot, loot->items[lootSlot].itemid));
}
}
// Process gold
// Process quest items
if (!loot->quest_items.empty())
{
// Calculate starting slot for quest items
uint8 firstQuestSlot = loot->items.size();
// Try to loot each potential quest slot
for (uint8 i = 0; i < loot->quest_items.size(); ++i)
{
if (loot->quest_items[i].is_looted || loot->quest_items[i].is_blocked)
continue;
uint8 lootSlot = firstQuestSlot + i;
// Store the loot item in the player's inventory
InventoryResult msg;
player->StoreLootItem(lootSlot, loot, msg);
// Debug logging
if (sConfigMgr->GetOption<bool>("AOELoot.Debug", true))
{
totalItemsLooted++;
LOG_DEBUG("module.aoe_loot", "AOE Loot: Successfully looted quest item from slot {}", lootSlot);
handler->PSendSysMessage(fmt::format("AOE Loot: Successfully looted quest item from slot {}", lootSlot));
}
}
}
// Handle money with direct packet
if (loot->gold > 0)
{
// Create a dummy packet for money loot
WorldPacket moneyPacket(CMSG_LOOT_MONEY, 0);
// Send the packet to loot money
player->GetSession()->HandleLootMoneyOpcode(moneyPacket);
// Debug
if (sConfigMgr->GetOption<bool>("AOELoot.Debug", true))
{
totalCopperLooted += loot->gold;
LOG_DEBUG("module.aoe_loot", "AOE Loot: Looted {} copper from {}", loot->gold, creature->GetGUID().ToString());
handler->PSendSysMessage(fmt::format("AOE Loot: Looted {} copper from {}", loot->gold, creature->GetGUID().ToString()));
}
}
}
// Check if the corpse is now fully looted
if (loot->isLooted() && loot->quest_items.empty())
{
// Cleanup the loot object from the corpse
creature->AllLootRemovedFromCorpse();
creature->RemoveDynamicFlag(UNIT_DYNFLAG_LOOTABLE);
// Cleanup the loot object from the corpse
creature->AllLootRemovedFromCorpse();
creature->RemoveDynamicFlag(UNIT_DYNFLAG_LOOTABLE);
}
}
if (sConfigMgr->GetOption<bool>("AOELoot.Debug", true))
{
LOG_DEBUG("module.aoe_loot", "AOE Loot: Summary - Looted {} items, {} gold from {} corpses, skipped {} items", totalItemsLooted, totalCopperLooted, totalCorpsesLooted, totalSkippedItems);
LOG_DEBUG("module.aoe_loot", "AOE Loot: Summary - Looted {} items, {} gold from {} corpses", totalItemsLooted, totalCopperLooted, totalCorpsesLooted);
handler->PSendSysMessage(fmt::format("AOE Loot: Looted {} items and {} gold from {} corpses", totalItemsLooted, totalCopperLooted, totalCorpsesLooted));
}
player->SetLootGUID(ObjectGuid::Empty);
return true;
}
// Copied from sudlud's "mod-aoe-loot" module.
void AOELootPlayer::OnPlayerLogin(Player* player)
{
if (sConfigMgr->GetOption<bool>("AOELoot.Enable", true))