Update aoe_loot.cpp

This commit is contained in:
TerraByte
2025-04-01 04:03:10 -05:00
committed by GitHub
parent ff1f345c88
commit 856281b34e

View File

@@ -1,11 +1,16 @@
#include "aoe_loot.h"
#include "ScriptMgr.h"
#include "LootMgr.h"
#include "WorldSession.h" // Include for HandleAutostoreLootItemOpcode
#include "WorldPacket.h" // Include for WorldPacket
#include "WorldPacket.h"
#include "Player.h"
#include "PlayerScript.h"
#include "Chat.h"
#include "WorldObjectScript.h"
#include "Creature.h"
#include "Config.h"
#include "Log.h"
#include "Map.h"
void AOELootPlayer::OnPlayerLogin(Player* player)
@@ -21,74 +26,118 @@ bool AOELootServer::CanPacketReceive(WorldSession* session, WorldPacket& packet)
{
if (packet.GetOpcode() == CMSG_LOOT)
{
// Check if AoE Loot is enabled in the config
if (!sConfigMgr->GetOption<bool>("AOELoot.Enable", true))
return true;
return false;
// Grab the player from the session
Player* player = session->GetPlayer();
if (player->GetGroup() && !sConfigMgr->GetOption<bool>("AOELoot.Group", true))
return true;
float range = sConfigMgr->GetOption<float>("AOELoot.Range", 55.0);
// Set AoE Loot range from config
float range = sConfigMgr->GetOption<float>("AOELoot.Range", 120.0);
// Create a list of creature corpses within the specified range
std::list<Creature*> lootcreature;
player->GetDeadCreatureListInGrid(lootcreature, range);
ObjectGuid mainGuid;
packet >> mainGuid;
if (sConfigMgr->GetOption<bool>("AOELoot.Debug", true))
{
LOG_DEBUG("module.aoe_loot", "AOE Loot: Found {} nearby corpses within range.", lootcreature.size());
ChatHandler(player->GetSession()).PSendSysMessage(fmt::format("AOE Loot: Found {} nearby corpses within range.", lootcreature.size()));
}
// Cycle through the list of corpses
for (auto* creature : lootcreature)
{
// Check if the creature is valid.
if (!creature)
continue;
if (creature->GetGUID() == mainGuid)
{
continue; // Skip AOE loot for the main mob
if (sConfigMgr->GetOption<bool>("AOELoot.Debug", true))
{
LOG_DEBUG("module.aoe_loot", "AOE Loot: Processing creature with {}", creature->GetGUID().ToString());
ChatHandler(player->GetSession()).PSendSysMessage(fmt::format("AOE Loot: Processing creature with {}", creature->GetGUID().ToString()));
}
// Check if the player is allowed to loot the creature
if (!player->GetMap()->Instanceable() && !player->isAllowedToLoot(creature))
continue;
player->SetLootGUID(creature->GetGUID());
// Get the loot object from the creature
Loot* loot = &creature->loot;
if (sConfigMgr->GetOption<bool>("AOELoot.Debug", true)){
LOG_DEBUG("module.aoe_loot", "Quest Items Size for {}: {}", creature->GetAIName(), loot->quest_items.size());
ChatHandler(player->GetSession()).PSendSysMessage(fmt::format("AOE Loot: Quest Items Size for {}: {}", creature->GetAIName(), loot->quest_items.size()));
}
// Process quest items
for (size_t i = 0; i < loot->quest_items.size(); ++i)
// Get the max slots of loot from creature. Uses: hasLootFor(Player* player).
uint32 maxSlots = loot->GetMaxSlotInLootFor(player);
if (sConfigMgr->GetOption<bool>("AOELoot.Debug", true))
{
player->SetLootGUID(creature->GetGUID());
WorldPacket autostorePacket(CMSG_AUTOSTORE_LOOT_ITEM, 1);
autostorePacket << i; // Use the index i as the slot for this creature
session->HandleAutostoreLootItemOpcode(autostorePacket);
LOG_DEBUG("module.aoe_loot", "Max Slots for {}: {}", creature->GetAIName(), maxSlots);
ChatHandler(player->GetSession()).PSendSysMessage(fmt::format("AOE Loot: Max Slots for {}: {}", creature->GetAIName(), maxSlots));
}
if (sConfigMgr->GetOption<bool>("AOELoot.Debug", true)){
LOG_DEBUG("module.aoe_loot", "Regular Items Size for {}: {}", creature->GetAIName(), loot->items.size());
ChatHandler(player->GetSession()).PSendSysMessage(fmt::format("AOE Loot: Regular Items Size for {}: {}", creature->GetAIName(), loot->items.size()));
}
// Process regular items
for (size_t i = 0; i < loot->items.size(); ++i)
// Cycle through the loot slots
for (uint32 i = 0; i < maxSlots; ++i)
{
player->SetLootGUID(creature->GetGUID());
// Create a packet to autostore the loot item
WorldPacket autostorePacket(CMSG_AUTOSTORE_LOOT_ITEM, 1);
autostorePacket << i; // Use the index i as the slot for this creature
session->HandleAutostoreLootItemOpcode(autostorePacket);
// Set the slot index in the packet
autostorePacket << i;
// Send the packet to autostore the loot item in the specified slot
LootItem* lootItem = loot->LootItemInSlot(i, player);
if (lootItem)
{
if (sConfigMgr->GetOption<bool>("AOELoot.Debug", true))
{
LOG_DEBUG("module.aoe_loot", "Loot Item ID: {} Count: {} Slot: {} Creature: {}", lootItem->itemid, static_cast<uint32_t>(lootItem->count), i, creature->GetAIName());
ChatHandler(player->GetSession()).PSendSysMessage(fmt::format("AOE Loot: (Slot {}): Found item (ID: {}) Count: {} on {}", i, lootItem->itemid, static_cast<uint32_t>(lootItem->count), creature->GetAIName()));
}
if (lootItem->needs_quest) // Check if it's a quest item
{
if (sConfigMgr->GetOption<bool>("AOELoot.Debug", true))
{
LOG_DEBUG("module.aoe_loot", "Loot Item ID: {} Count: {} Slot: {} Creature: {}", lootItem->itemid, static_cast<uint32_t>(lootItem->count), i, creature->GetAIName());
ChatHandler(player->GetSession()).PSendSysMessage(fmt::format("AOE Loot (Slot {} - Quest): Attempting to loot item (ID: {}) Count: {} on {}", i, lootItem->itemid, static_cast<uint32_t>(lootItem->count), creature->GetAIName()));
}
}
// Send the loot packet info to the session opcode handler to be given to the player character
session->HandleAutostoreLootItemOpcode(autostorePacket);
}
}
if (sConfigMgr->GetOption<bool>("AOELoot.Debug", true)){
LOG_DEBUG("module.aoe_loot", "Gold Amount for {}: {}", creature->GetAIName(), loot->gold);
ChatHandler(player->GetSession()).PSendSysMessage(fmt::format("AOE Loot: Found {} gold on nearby corpse.", loot->gold));
if (sConfigMgr->GetOption<bool>("AOELoot.Debug", true))
{
LOG_DEBUG("module.aoe_loot", "AOE Loot: Gold Amount for {}: {}", creature->GetAIName(), loot->gold);
ChatHandler(player->GetSession()).PSendSysMessage(fmt::format("AOE Loot: Found {} gold on {}", loot->gold, creature->GetAIName()));
}
// Process gold
if (sConfigMgr->GetOption<bool>("AOELoot.Debug", true))
{
LOG_DEBUG("module.aoe_loot", "AOE Loot: Found {} gold on creature with {}", loot->gold, creature->GetAIName());
ChatHandler(player->GetSession()).PSendSysMessage(fmt::format("AOE Loot: Found {} gold on creature with {}", loot->gold, creature->GetAIName()));
}
if (creature->loot.gold > 0)
{
player->SetLootGUID(creature->GetGUID());
WorldPacket moneyPacket(CMSG_LOOT_MONEY, 0); // Create a dummy packet
// Create a dummy packet for money loot
WorldPacket moneyPacket(CMSG_LOOT_MONEY, 0);
// Send the packet to loot money
session->HandleLootMoneyOpcode(moneyPacket);
}
// Check if the loot is empty
if (loot->empty())
{
if (sConfigMgr->GetOption<bool>("AOELoot.Debug", true))
{
LOG_DEBUG("module.aoe_loot", "AOE Loot: All loot removed from corpse for {}", creature->GetAIName());
ChatHandler(player->GetSession()).PSendSysMessage(fmt::format("AOE Loot: All loot removed from corpse for {}", creature->GetAIName()));
}
// Cleanup the loot object from the corpse
creature->AllLootRemovedFromCorpse();
// Remove the lootable flag from the creature
creature->RemoveDynamicFlag(UNIT_DYNFLAG_LOOTABLE);
creature->RemoveFromWorld();
}
}
return true;
}