mirror of
https://github.com/mod-playerbots/mod-playerbots.git
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77 lines
2.3 KiB
C++
77 lines
2.3 KiB
C++
/*
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license, you may redistribute it
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* and/or modify it under version 2 of the License, or (at your option), any later version.
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*/
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#ifndef _PLAYERBOT_LOOTVALUES_H
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#define _PLAYERBOT_LOOTVALUES_H
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#include "ItemUsageValue.h"
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#include "LootMgr.h"
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#include "NamedObjectContext.h"
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#include "Value.h"
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class PlayerbotAI;
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// Cheat class copy to hack into the loot system
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class LootTemplateAccess
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{
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public:
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class LootGroup; // A set of loot definitions for items (refs are not allowed inside)
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typedef std::vector<LootGroup> LootGroups;
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LootStoreItemList Entries; // not grouped only
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LootGroups Groups; // groups have own (optimized) processing, grouped entries go there
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};
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// itemId, entry
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typedef std::unordered_map<uint32, int32> DropMap;
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// Returns the loot map of all entries
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class DropMapValue : public SingleCalculatedValue<DropMap*>
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{
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public:
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DropMapValue(PlayerbotAI* botAI) : SingleCalculatedValue(botAI, "drop map") {}
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static LootTemplateAccess const* GetLootTemplate(ObjectGuid guid, LootType type = LOOT_CORPSE);
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DropMap* Calculate() override;
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};
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// Returns the entries that drop a specific item
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class ItemDropListValue : public SingleCalculatedValue<std::vector<int32>>, public Qualified
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{
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public:
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ItemDropListValue(PlayerbotAI* botAI) : SingleCalculatedValue(botAI, "item drop list") {}
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std::vector<int32> Calculate() override;
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};
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// Returns the items a specific entry can drop
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class EntryLootListValue : public SingleCalculatedValue<std::vector<uint32>>, public Qualified
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{
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public:
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EntryLootListValue(PlayerbotAI* botAI) : SingleCalculatedValue(botAI, "entry loot list") {}
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std::vector<uint32> Calculate() override;
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};
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typedef std::unordered_map<ItemUsage, std::vector<uint32>> itemUsageMap;
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class EntryLootUsageValue : public CalculatedValue<itemUsageMap>, public Qualified
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{
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public:
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EntryLootUsageValue(PlayerbotAI* botAI) : CalculatedValue(botAI, "entry loot usage", 2 * 1000) {}
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itemUsageMap Calculate() override;
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};
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class HasUpgradeValue : public BoolCalculatedValue, public Qualified
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{
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public:
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HasUpgradeValue(PlayerbotAI* botAI) : BoolCalculatedValue(botAI, "has upgrade", 2 * 1000) {}
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bool Calculate() override;
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};
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#endif
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