Files
mod-aoe-loot/src/aoe_loot.cpp
2025-08-28 21:50:49 -05:00

772 lines
22 KiB
C++

#include "aoe_loot.h"
#include "ScriptMgr.h"
#include "LootMgr.h"
#include "ServerScript.h"
#include "WorldSession.h"
#include "WorldPacket.h"
#include "Player.h"
#include "Chat.h"
#include "ChatCommand.h"
#include "ChatCommandArgs.h"
#include "Creature.h"
#include "Config.h"
#include "Log.h"
#include "Map.h"
#include "Corpse.h"
#include "Group.h"
#include "ObjectMgr.h"
#include <mutex>
#include <set>
using namespace Acore::ChatCommands;
using namespace WorldPackets;
// Thread-safe player AoE loot preference storage (renamed)
std::map<uint64, bool> playerAoeLootPreferences;
std::mutex AoeLootPreferencesMutex;
// Helper function to check if loot system module is enabled
bool IsAoeLootModuleEnabled()
{
return sConfigMgr->GetOption<bool>("AoeLoot.EnableMod", true);
}
// Helper function to get configured loot method from config value
LootMethod GetLootMethodFromConfig(uint32 configValue)
{
switch (configValue)
{
case 0: return FREE_FOR_ALL;
case 1: return ROUND_ROBIN;
case 2: return MASTER_LOOT;
case 3: return GROUP_LOOT;
case 4: return NEED_BEFORE_GREED;
default: return GROUP_LOOT;
}
}
// Helper function to apply default loot settings to a group
void ApplyDefaultLootSettings(Group* group, Player* leaderOrPlayer)
{
if (!group || !leaderOrPlayer)
return;
uint32 defaultLootMethodConfig = sConfigMgr->GetOption<uint32>("AoeLoot.DefaultLootMethod", 3);
LootMethod lootMethod = GetLootMethodFromConfig(defaultLootMethodConfig);
group->SetLootMethod(lootMethod);
if (lootMethod == NEED_BEFORE_GREED || lootMethod == GROUP_LOOT)
{
uint32 defaultLootThreshold = sConfigMgr->GetOption<uint32>("AoeLoot.DefaultLootThreshold", 2);
group->SetLootThreshold(ItemQualities(defaultLootThreshold));
}
if (lootMethod == MASTER_LOOT)
{
group->SetMasterLooterGuid(leaderOrPlayer->GetGUID());
}
}
// Define the roll vote enum value - use the correct RollVote enum
#ifndef NOT_EMITED_YET
#define NOT_EMITED_YET RollVote(0)
#endif
// Helper function to check if AOE loot is enabled for current context
bool AoeLootCommandScript::IsAoeLootEnabledForPlayer(Player* player)
{
uint32 AoeLootMode = sConfigMgr->GetOption<uint32>("AoeLoot.EnableAOELoot", 2);
switch (AoeLootMode)
{
case 0: // Disabled
return false;
case 1: // Enabled for solo play only
return !player->GetGroup();
case 2: // Enabled for both solo and group play
return true;
default: // Enabled for both solo and group play
return true;
}
}
bool AoeLootServer::CanPacketReceive(WorldSession* session, WorldPacket& packet)
{
if (!IsAoeLootModuleEnabled())
return true;
if (packet.GetOpcode() == CMSG_LOOT)
{
Player* player = session->GetPlayer();
if (!player)
return true;
// Check if AOE loot is enabled for this player's context
if (!AoeLootCommandScript::IsAoeLootEnabledForPlayer(player))
return true;
// Additional safety checks
if (!player->IsInWorld() || player->isDead())
return true;
// Extract target GUID from loot packet to determine loot type
ObjectGuid targetGuid;
packet >> targetGuid;
// Only trigger AOE loot for CREATURE corpses (not other loot types)
if (Creature* creature = player->GetMap()->GetCreature(targetGuid))
{
// Skip if creature is alive (pickpocketing)
if (creature->IsAlive())
{
if (player->IsClass(CLASS_ROGUE, CLASS_CONTEXT_ABILITY) &&
creature->loot.loot_type == LOOT_PICKPOCKETING)
{
// This is pickpocketing - let normal loot proceed
return true;
}
// For other live creature interactions, don't trigger AOE
return true;
}
// Only trigger AOE for dead creature corpses
if (!creature->isDead())
return true;
// Proceed with AOE loot for dead creatures
}
else
{
// Target is NOT a creature - don't trigger AOE loot
// This covers: GameObjects, Items, Corpses (player), etc.
return true;
}
uint64 guid = player->GetGUID().GetRawValue();
// Check if player has explicitly disabled AOE loot (thread-safe)
{
std::lock_guard<std::mutex> lock(AoeLootPreferencesMutex);
auto it = playerAoeLootPreferences.find(guid);
if (it != playerAoeLootPreferences.end() && !it->second)
{
// Let normal looting proceed
return true;
}
}
// Only trigger AOE loot if player is not already looting
if (player->GetLootGUID().IsEmpty())
{
ChatHandler handler(player->GetSession());
handler.ParseCommands(".AoeLoot lootall");
}
}
return true;
}
ChatCommandTable AoeLootCommandScript::GetCommands() const
{
static ChatCommandTable AoeLootSubCommandTable =
{
{ "lootall", TriggerAoeLootCommand, SEC_PLAYER, Console::No },
{ "on", EnableAoeLootCommand, SEC_PLAYER, Console::No },
{ "off", DisableAoeLootCommand, SEC_PLAYER, Console::No }
};
static ChatCommandTable AoeLootCommandTable =
{
{ "AoeLoot", AoeLootSubCommandTable }
};
return AoeLootCommandTable;
}
bool AoeLootCommandScript::EnableAoeLootCommand(ChatHandler* handler, Optional<std::string>)
{
if (!IsAoeLootModuleEnabled())
return true;
Player* player = handler->GetSession()->GetPlayer();
if (!player || !IsAoeLootEnabledForPlayer(player))
return true;
uint64 guid = player->GetGUID().GetRawValue();
{
std::lock_guard<std::mutex> lock(AoeLootPreferencesMutex);
playerAoeLootPreferences[guid] = true;
}
return true;
}
bool AoeLootCommandScript::DisableAoeLootCommand(ChatHandler* handler, Optional<std::string>)
{
if (!IsAoeLootModuleEnabled())
return true;
Player* player = handler->GetSession()->GetPlayer();
if (!player)
return true;
uint64 guid = player->GetGUID().GetRawValue();
// Thread-safe update
{
std::lock_guard<std::mutex> lock(AoeLootPreferencesMutex);
playerAoeLootPreferences[guid] = false;
}
return true;
}
bool AoeLootCommandScript::ValidateLootingDistance(Player* player, ObjectGuid lguid, float maxDistance)
{
if (!player)
return false;
// Use configured AOE distance if no specific distance provided
if (maxDistance <= 0.0f)
maxDistance = sConfigMgr->GetOption<float>("AoeLoot.Range", 55.0f);
if (lguid.IsGameObject())
{
GameObject* go = player->GetMap()->GetGameObject(lguid);
if (!go)
return false;
// Special cases for owned objects or fishing holes
if (go->GetOwnerGUID() == player->GetGUID() || go->GetGoType() == GAMEOBJECT_TYPE_FISHINGHOLE)
return true;
return go->IsWithinDistInMap(player, maxDistance);
}
else if (lguid.IsItem())
{
Item* pItem = player->GetItemByGuid(lguid);
return (pItem != nullptr); // Items in inventory don't need distance check
}
else if (lguid.IsCorpse())
{
Corpse* corpse = ObjectAccessor::GetCorpse(*player, lguid);
if (!corpse)
return false;
return corpse->IsWithinDistInMap(player, maxDistance);
}
else // Creature
{
Creature* creature = player->GetMap()->GetCreature(lguid);
if (!creature)
return false;
// For pickpocketing, use strict interaction distance
if (creature->IsAlive() && player->IsClass(CLASS_ROGUE, CLASS_CONTEXT_ABILITY) &&
creature->loot.loot_type == LOOT_PICKPOCKETING)
{
return creature->IsWithinDistInMap(player, INTERACTION_DISTANCE);
}
// For corpses, use AOE distance but still validate
return creature->IsWithinDistInMap(player, maxDistance);
}
}
bool AoeLootCommandScript::ProcessCreatureGold(Player* player, Creature* creature)
{
if (!player || !creature)
return false;
// Validate distance before processing money
if (!ValidateLootingDistance(player, creature->GetGUID()))
{
player->SendLootError(creature->GetGUID(), LOOT_ERROR_TOO_FAR);
return false;
}
Loot* loot = &creature->loot;
if (!loot || loot->gold == 0)
return false;
uint32 goldAmount = loot->gold;
bool shareMoney = true; // Share by default for creature corpses
if (shareMoney && player->GetGroup())
{
Group* group = player->GetGroup();
std::vector<Player*> playersNear;
for (GroupReference* itr = group->GetFirstMember(); itr != nullptr; itr = itr->next())
{
Player* member = itr->GetSource();
if (member)
playersNear.push_back(member);
}
uint32 goldPerPlayer = uint32((loot->gold) / (playersNear.size()));
for (Player* groupMember : playersNear)
{
groupMember->ModifyMoney(goldPerPlayer);
groupMember->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_MONEY, goldPerPlayer);
WorldPacket data(SMSG_LOOT_MONEY_NOTIFY, 4 + 1);
data << uint32(goldPerPlayer);
data << uint8(playersNear.size() > 1 ? 0 : 1);
groupMember->GetSession()->SendPacket(&data);
}
}
else
{
// No group - give all gold to the player
player->ModifyMoney(loot->gold);
player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_MONEY, loot->gold);
WorldPacket data(SMSG_LOOT_MONEY_NOTIFY, 4 + 1);
data << uint32(loot->gold);
data << uint8(1);
player->GetSession()->SendPacket(&data);
}
// Mark the money as looted
loot->gold = 0;
loot->NotifyMoneyRemoved();
return true;
}
void AoeLootCommandScript::ReleaseAndCleanupLoot(ObjectGuid lguid, Player* player, Loot*)
{
player->SetLootGUID(ObjectGuid::Empty);
player->SendLootRelease(lguid);
player->RemoveUnitFlag(UNIT_FLAG_LOOTING);
if (!player->IsInWorld())
return;
Loot* loot = nullptr;
if (lguid.IsGameObject())
{
GameObject* go = player->GetMap()->GetGameObject(lguid);
if (!go)
{
player->SendLootRelease(lguid);
return;
}
// Validate distance for GameObjects
if (!ValidateLootingDistance(player, lguid))
{
player->SendLootRelease(lguid);
return;
}
loot = &go->loot;
}
else if (lguid.IsCorpse())
{
Corpse* corpse = ObjectAccessor::GetCorpse(*player, lguid);
if (!corpse)
return;
// Validate distance for corpses
if (!ValidateLootingDistance(player, lguid))
return;
loot = &corpse->loot;
}
else if (lguid.IsItem())
{
Item* pItem = player->GetItemByGuid(lguid);
if (!pItem)
return;
// For items, we don't need to process loot further
return;
}
else // Must be a creature
{
Creature* creature = player->GetMap()->GetCreature(lguid);
if (!creature)
return;
// Validate distance for creatures (includes pickpocketing checks)
if (!ValidateLootingDistance(player, lguid))
{
player->SendLootError(lguid, LOOT_ERROR_TOO_FAR);
return;
}
loot = &creature->loot;
if (!loot)
return;
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)
{
loot->RemoveLooter(player->GetGUID());
}
}
bool AoeLootCommandScript::ProcessSingleLootSlot(Player* player, ObjectGuid lguid, uint8 lootSlot)
{
if (!IsAoeLootModuleEnabled())
return true;
if (!player)
return false;
// Validate distance first
if (!ValidateLootingDistance(player, lguid))
{
player->SendLootError(lguid, LOOT_ERROR_TOO_FAR);
return false;
}
Loot* loot = nullptr;
// Get the loot object based on the GUID type
if (lguid.IsGameObject())
{
GameObject* go = player->GetMap()->GetGameObject(lguid);
if (!go)
{
player->SendLootRelease(lguid);
return false;
}
loot = &go->loot;
}
else if (lguid.IsItem())
{
Item* pItem = player->GetItemByGuid(lguid);
if (!pItem)
{
player->SendLootRelease(lguid);
return false;
}
loot = &pItem->loot;
}
else if (lguid.IsCorpse())
{
Corpse* bones = ObjectAccessor::GetCorpse(*player, lguid);
if (!bones)
{
player->SendLootRelease(lguid);
return false;
}
loot = &bones->loot;
}
else
{
Creature* creature = player->GetMap()->GetCreature(lguid);
if (!creature)
{
player->SendLootRelease(lguid);
return false;
}
loot = &creature->loot;
}
sScriptMgr->OnPlayerAfterCreatureLoot(player);
if (!loot)
return false;
// --- Begin standard loot logic for solo/group ---
Group* group = player->GetGroup();
LootItem* lootItem = nullptr;
InventoryResult msg = EQUIP_ERR_OK;
bool isGroupLoot = false;
bool isFFA = false;
bool isMasterLooter = false;
bool isRoundRobin = false;
bool isThreshold = false;
LootMethod lootMethod = GROUP_LOOT;
uint8 groupLootThreshold = 2; // Use group's configured threshold, fallback to Uncommon
// Bounds check for loot slot
if (lootSlot >= loot->items.size())
{
return false;
}
isFFA = loot->items[lootSlot].freeforall;
if (group)
{
lootMethod = group->GetLootMethod();
groupLootThreshold = group->GetLootThreshold();
isMasterLooter = (lootMethod == MASTER_LOOT);
isRoundRobin = (lootMethod == ROUND_ROBIN);
isGroupLoot = (lootMethod == GROUP_LOOT || lootMethod == NEED_BEFORE_GREED);
// Bounds check before accessing loot item
if (lootSlot < loot->items.size())
{
ItemTemplate const* itemTemplate = sObjectMgr->GetItemTemplate(loot->items[lootSlot].itemid);
isThreshold = (itemTemplate && itemTemplate->Quality >= groupLootThreshold);
}
}
// If in group and item meets group loot threshold, trigger group roll
if (group && isGroupLoot && isThreshold && !isFFA && !isMasterLooter)
{
// Use the existing game's SendLootStartRoll - it doesn't have distance checks
if (lootSlot < loot->items.size() && !loot->items[lootSlot].is_blocked)
{
// Create Roll object using the constructor: Roll(ObjectGuid _guid, LootItem const &li)
Roll roll(lguid, loot->items[lootSlot]);
roll.itemSlot = lootSlot;
roll.setLoot(loot);
// Initialize player votes for group members
for (GroupReference* itr = group->GetFirstMember(); itr != nullptr; itr = itr->next())
{
Player* member = itr->GetSource();
if (member && member->IsInWorld() && !member->isDead())
{
roll.playerVote[member->GetGUID()] = RollVote(0);
roll.totalPlayersRolling++;
}
}
// Call SendLootStartRoll using the group's configured roll timeout
group->SendLootStartRoll(60, player->GetMapId(), roll);
}
return true;
}
else if (group && isMasterLooter && !isFFA)
{
// Master looter: only master looter can loot
if (group->GetMasterLooterGuid() != player->GetGUID())
{
player->SendLootError(lguid, LOOT_ERROR_MASTER_OTHER);
return false;
}
}
else if (group && isRoundRobin && loot->roundRobinPlayer && loot->roundRobinPlayer != player->GetGUID())
{
// Round robin: only designated player can loot
return false;
}
// If not blocked by group loot, proceed to loot the item
lootItem = player->StoreLootItem(lootSlot, loot, msg);
if (msg != EQUIP_ERR_OK && lguid.IsItem() && loot->loot_type != LOOT_CORPSE)
{
lootItem->is_looted = true;
loot->NotifyItemRemoved(lootItem->itemIndex);
loot->unlootedCount--;
player->SendItemRetrievalMail(lootItem->itemid, lootItem->count);
}
// If player is removing the last LootItem, delete the empty container
if (loot->isLooted() && lguid.IsItem())
{
ReleaseAndCleanupLoot(lguid, player, loot);
}
return true;
}
bool AoeLootCommandScript::TriggerAoeLootCommand(ChatHandler* handler, Optional<std::string> /*args*/)
{
if (!IsAoeLootModuleEnabled())
return true;
Player* player = handler->GetSession()->GetPlayer();
if (!player)
return true;
// Check if AOE loot is enabled for this player's context
if (!IsAoeLootEnabledForPlayer(player))
{
return true;
}
float range = sConfigMgr->GetOption<float>("AoeLoot.Range", 55.0);
std::list<Creature*> nearbyCorpses;
player->GetDeadCreatureListInGrid(nearbyCorpses, range);
// Filter valid corpses
std::list<Creature*> validCorpses;
for (auto* creature : nearbyCorpses)
{
if (!player || !creature)
continue;
if (!player->isAllowedToLoot(creature))
continue;
if (!creature->HasDynamicFlag(UNIT_DYNFLAG_LOOTABLE))
continue;
if (!creature->hasLootRecipient())
continue;
if (!creature->isTappedBy(player))
continue;
// Get player's group and check loot permissions based on group loot method
Group* group = player->GetGroup();
if (group)
{
Loot* loot = &creature->loot;
LootMethod lootMethod = group->GetLootMethod();
// For Round Robin loot, check if this player is the designated looter
if (lootMethod == ROUND_ROBIN)
{
if (loot->roundRobinPlayer && loot->roundRobinPlayer != player->GetGUID())
{
continue;
}
}
// For Master Loot, check if this player is the master looter
else if (lootMethod == MASTER_LOOT)
{
if (group->GetMasterLooterGuid() != player->GetGUID())
{
continue;
}
}
}
validCorpses.push_back(creature);
}
// Process all valid corpses
for (auto* creature : validCorpses)
{
ObjectGuid lguid = creature->GetGUID();
Loot* loot = &creature->loot;
if (!loot)
continue;
// Double-check distance validation for security
if (!ValidateLootingDistance(player, lguid))
{
continue;
}
player->SetLootGUID(lguid);
// Process all loot items
for (uint8 lootSlot = 0; lootSlot < loot->items.size(); ++lootSlot)
{
ProcessSingleLootSlot(player, lguid, lootSlot);
}
// Handle money
if (loot->gold > 0)
{
uint32 goldAmount = loot->gold;
ProcessCreatureGold(player, creature);
}
if (loot->isLooted())
{
ReleaseAndCleanupLoot(lguid, player, loot);
}
}
return true;
}
void AoeLootPlayer::OnPlayerLogin(Player* player)
{
if (!IsAoeLootModuleEnabled())
return;
// If player is in a group, apply default loot settings
if (Group* group = player->GetGroup())
{
ApplyDefaultLootSettings(group, 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)
{
if (!IsAoeLootModuleEnabled())
return;
if (!group || !leader)
return;
// Apply default loot settings to the group
ApplyDefaultLootSettings(group, leader);
}
class AoeLootQuestParty : public PlayerScript
{
public:
AoeLootQuestParty() : PlayerScript("AoeLootQuestParty") { }
void OnPlayerBeforeFillQuestLootItem(Player* /*player*/, LootItem& item) override
{
ItemTemplate const* itemTemplate = sObjectMgr->GetItemTemplate(item.itemid);
if (itemTemplate &&
itemTemplate->Quality == ITEM_QUALITY_NORMAL &&
itemTemplate->Class == ITEM_CLASS_QUEST &&
itemTemplate->SubClass == ITEM_SUBCLASS_QUEST &&
itemTemplate->Bonding == BIND_QUEST_ITEM)
{
item.freeforall = true;
}
}
};
void AddSC_AoeLoot()
{
new AoeLootPlayer();
new AoeLootServer();
new AoeLootCommandScript();
new AoeLootGroupScript();
new AoeLootQuestParty();
}