public int CalculDamage() { if (!HasUnit()) { return(0); } Unit Me = GetUnit(); if (Me.IsPlayer()) { float Str = GetTotalStat((byte)GameData.Stats.STATS_STRENGTH); float Tou = GetTotalStat((byte)GameData.Stats.STATS_TOUGHNESS); float Wdps = Me.ItmInterface.GetAttackDamage(EquipSlot.MAIN_DROITE) / 10; float WSpeed = Me.ItmInterface.GetAttackTime(EquipSlot.MAIN_DROITE); WSpeed /= 100; return((int)(((Str / 10) + Wdps) * WSpeed)); } else if (Me.IsCreature()) { int Dmg = 10 + 10 * Me.Level + (Me.Rank * 15); return(Dmg); } return(1); }
public int CalculReduce() { if (!HasUnit()) { return(0); } Unit Me = GetUnit(); int Reduce = 0; if (Me.IsPlayer()) { UInt16 Tou = GetTotalStat((byte)GameData.Stats.STATS_TOUGHNESS); Reduce += Tou / 5; UInt16 Armor = Me.ItmInterface.GetEquipedArmor(); Reduce += (int)(Armor / (Me.Level * 1.1)); // TODO : Parry Skill et autre } else if (Me.IsCreature()) { Reduce += 25; } return(Reduce); }
/// <summary> /// Deal direct damage , no calculations /// </summary> public virtual void DealDamages(Unit Target, uint Damages) { if (Target == null || Target.IsDead) { return; } CbtInterface.OnDealDamage(Target, Damages); Target.CbtInterface.OnTakeDamage(this, Damages); if (Target.IsInvinsible) { return; } if (IsCreature() && Target.IsCreature()) { return; } if (Target.Health <= Damages) { Target.SetDeath(this); CbtInterface.OnTargetDie(Target); } else { Target.Health -= Damages; } }
public static Loot GenerateLoot(Unit Corps, Unit Looter) { if (!Looter.IsPlayer()) return null; if (Corps.IsCreature()) { Creature Crea = Corps.GetCreature(); List<Creature_loot> CreatureLoots = WorldMgr.GetLoots(Crea.Entry); if (CreatureLoots.Count <= 0) return null; List<LootInfo> Loots = new List<LootInfo>(); foreach (Creature_loot Loot in CreatureLoots) { float Pct = Loot.Pct * Program.Config.GlobalLootRate; if (Pct <= 0) Pct = 0.01f; switch ((SystemData.ItemRarity)Loot.Info.Rarity) { case SystemData.ItemRarity.ITEMRARITY_COMMON: Pct *= Program.Config.CommonLootRate; break; case SystemData.ItemRarity.ITEMRARITY_UNCOMMON: Pct *= Program.Config.UncommonLootRate; break; case SystemData.ItemRarity.ITEMRARITY_RARE: Pct *= Program.Config.RareLootRate; break; case SystemData.ItemRarity.ITEMRARITY_VERY_RARE: Pct *= Program.Config.VeryRareLootRate; break; case SystemData.ItemRarity.ITEMRARITY_ARTIFACT: Pct *= Program.Config.ArtifactLootRate; break; }; if(Pct > 100.0f || RandomMgr.Next(10000) < (Pct*100)) Loots.Add(new LootInfo(Loot.Info)); } UInt32 Money = (UInt32)(Corps.Level * (UInt32)7) + (Corps.Rank * (UInt32)50); if (Loots.Count > 0 || Money > 0) { Log.Success("LootMgr", "Generate Loot : " + Loots.Count); Loot Lt = new Loot(); Lt.Money = Money; Lt.Loots = Loots.ToArray(); return Lt; } } return null; }
public int CalculDamage(EquipSlot Slot, Unit Target) { if (!HasUnit()) { return(0); } Unit Me = GetUnit(); if (Me.IsPlayer()) { float Str = GetTotalStat((byte)GameData.Stats.STATS_STRENGTH); float Tou = GetTotalStat((byte)GameData.Stats.STATS_TOUGHNESS); float Wdps = (float)Me.ItmInterface.GetAttackDamage(Slot) / 10f; if (Slot == EquipSlot.MAIN_DROITE) { Wdps = (Wdps * 45f) * 0.01f; } float WSpeed = Me.ItmInterface.GetAttackTime(Slot); WSpeed /= 100; return((int)(((Str / 10) + Wdps) * WSpeed)); } else if (Me.IsCreature()) { float Damage = (int)(20f + (5f * (float)Me.Level + (float)Me.Rank * 10f)); if (Me.Level > Target.Level) { Damage += ((float)Me.Level - (float)Target.Level) * 8f; } else if (Target.Level > Me.Level) { Damage = Damage - ((float)Target.Level - (float)Me.Level) * 3f; } return((int)Damage); } return(1); }
public static Loot GenerateLoot(Unit Corps, Unit Looter) { if (!Looter.IsPlayer()) return null; if (Corps.IsCreature()) { Creature Crea = Corps.GetCreature(); List<Creature_loot> CreatureLoots = WorldMgr.GetLoots(Crea.Entry); if (CreatureLoots.Count <= 0) return null; List<LootInfo> Loots = new List<LootInfo>(); foreach (Creature_loot Loot in CreatureLoots) { float Pct = Loot.Pct * Program.Config.GlobalLootRate; if (Pct <= 0) Pct = 0.01f; switch ((SystemData.ItemRarity)Loot.Info.Rarity) { case SystemData.ItemRarity.ITEMRARITY_COMMON: Pct *= Program.Config.CommonLootRate; break; case SystemData.ItemRarity.ITEMRARITY_UNCOMMON: Pct *= Program.Config.UncommonLootRate; break; case SystemData.ItemRarity.ITEMRARITY_RARE: Pct *= Program.Config.RareLootRate; break; case SystemData.ItemRarity.ITEMRARITY_VERY_RARE: Pct *= Program.Config.VeryRareLootRate; break; case SystemData.ItemRarity.ITEMRARITY_ARTIFACT: Pct *= Program.Config.ArtifactLootRate; break; }; // Je Fawk | 14 April 2014 | Declined fix #region <Commented> // Fixing the drop rate so that a mob can drop the same item type more than once based on drop % Pct // If the drop percentage is lower than 100% //if (Pct < 100.0f) //{ // if (RandomMgr.Next(10000) <= (Pct*100)) // { // Loots.Add(new LootInfo(Loot.Info)); // } //} //else // // If the drop percentage is between 100% and 999% // if ((Pct > 100.0f) && (Pct < 1000.0f)) // { // // For each 100 percentage give the player 1 item // for (byte i = 0; i < Math.Floor((Pct / 100.0f)); i++) // { // Loots.Add(new LootInfo(Loot.Info)); // } // // For the rest that's below 100 do a roll for a new item // if (RandomMgr.Next(10000) <= ((Pct % 100) * 100)) // { // Loots.Add(new LootInfo(Loot.Info)); // } // } // else // // For the extreme case where we want the item to drop more than 10 per mob // if (( Pct > 1000.0f) && (Pct < 10000.0f)) // { // // For each 100 percentage give the player 1 item // for (int i = 0; i < Math.Floor((Pct / 100.0f)); i++) // { // Loots.Add(new LootInfo(Loot.Info)); // } // // For the rest that's below 100 do a roll for a new item // if (RandomMgr.Next(10000) <= ((Pct % 1000) * 100)) // { // Loots.Add(new LootInfo(Loot.Info)); // } // } #endregion if (Pct > 100.0f || RandomMgr.Next(10000) < (Pct * 100)) Loots.Add(new LootInfo(Loot.Info)); } UInt32 Money = (UInt32)(Corps.Level * (UInt32)7) + (Corps.Rank * (UInt32)50); if (Loots.Count > 0 || Money > 0) { Log.Success("LootMgr", "Generate Loot : " + Loots.Count); Loot Lt = new Loot(); Lt.Money = Money; Lt.Loots = Loots.ToArray(); return Lt; } } return null; }
static public Loot GenerateLoot(Unit Corps, Unit Looter) { if (!Looter.IsPlayer()) { return(null); } Player Plr = Looter.GetPlayer(); if (Corps.IsCreature()) { Creature Crea = Corps.GetCreature(); List <Creature_loot> CreatureLoots = WorldMgr.GetLoots(Crea.Entry); if (CreatureLoots.Count <= 0) { return(null); } QuestsInterface Interface = Plr.QtsInterface; List <LootInfo> Loots = new List <LootInfo>(); float Pct; foreach (Creature_loot Loot in CreatureLoots) { if (Loot.Info.MinRank > Corps.Level + 4 || Loot.Info.MinRenown > (Corps.Level + 4) * 2) { continue; } if (Loot.Info.Realm != 0 && Loot.Info.Realm != (byte)Plr.Realm) { continue; } Pct = Loot.Pct * Program.Config.GlobalLootRate; if (Pct <= 0) { Pct = 0.01f; } switch ((SystemData.ItemRarity)Loot.Info.Rarity) { case SystemData.ItemRarity.ITEMRARITY_COMMON: Pct *= Program.Config.CommonLootRate; break; case SystemData.ItemRarity.ITEMRARITY_UNCOMMON: Pct *= Program.Config.UncommonLootRate; break; case SystemData.ItemRarity.ITEMRARITY_RARE: Pct *= Program.Config.RareLootRate; break; case SystemData.ItemRarity.ITEMRARITY_VERY_RARE: Pct *= Program.Config.VeryRareLootRate; break; case SystemData.ItemRarity.ITEMRARITY_ARTIFACT: Pct *= Program.Config.ArtifactLootRate; break; } ; if (Interface != null && Pct != 100.0f) { foreach (KeyValuePair <ushort, Character_quest> Kp in Interface._Quests) { if (!Kp.Value.Done && !Kp.Value.IsDone()) { foreach (Character_Objectives Obj in Kp.Value._Objectives) { if (!Obj.IsDone() && Obj.Objective.Item != null) { if (Obj.Objective.Item.Entry == Loot.ItemId) { Pct = 100; break; } } } } if (Pct >= 100) { break; } } } if (Pct >= 100f || RandomMgr.Next(10000) < (Pct * 100)) { Loots.Add(new LootInfo(Loot.Info)); } } UInt32 Money = (UInt32)(Corps.Level * (UInt32)7) + (Corps.Rank * (UInt32)50); if (Loots.Count > 0 || Money > 0) { Loot Lt = new Loot(); Lt.Money = Money; Lt.Loots = Loots; Corps.EvtInterface.Notify(EventName.ON_GENERATE_LOOT, Looter, Lt); return(Lt); } } else if (Corps.IsGameObject()) { // This will generate gameobject loot. Currently this only shows loot // if a player needs an item it holds for a quest. If an object has // been looted already or has no loot this will return null. // Todo: Currently object loot always is 100%. Make this support // non quest related loot. GameObject GameObj = Corps.GetGameObject(); List <GameObject_loot> GameObjectLoots = WorldMgr.GetGameObjectLoots(GameObj.Spawn.Entry); if (GameObjectLoots.Count <= 0 || GameObj.Looted) { return(null); } QuestsInterface Interface = Plr.QtsInterface; List <LootInfo> Loots = new List <LootInfo>(); foreach (GameObject_loot Loot in GameObjectLoots) { if (Interface != null) { foreach (KeyValuePair <ushort, Character_quest> Kp in Interface._Quests) { if (!Kp.Value.Done && !Kp.Value.IsDone()) { foreach (Character_Objectives Obj in Kp.Value._Objectives) { if (!Obj.IsDone() && Obj.Objective.Item != null) { if (Obj.Objective.Item.Entry == Loot.ItemId) { Loots.Add(new LootInfo(Loot.Info)); break; } } } } } } } Loot Lt = new Loot(); Lt.Money = 0; Lt.Loots = Loots; return(Lt); } return(null); }
public void WriteMovementState(PacketOut Out) { if (_unit.Zone == null) { Log.Error("WriteMovementState", $"{_unit.Name} with no Zone - pendingDisposal:{_unit.PendingDisposal} isDisposed:{_unit.IsDisposed}"); return; } Out.WriteUInt16(_unit.Oid); Out.WriteUInt16((ushort)_unit.X); Out.WriteUInt16((ushort)_unit.Y); Out.WriteUInt16((ushort)_unit.Z); Out.WriteByte(_unit.PctHealth); byte flags = 0; if ((IsMoving && MovementSpeed > 0) || _forcePositionUpdate) { flags |= (byte)EObjectState.Moving; } if (MoveState == EMoveState.Recall) { flags |= (byte)EObjectState.Recall; } else if (FollowTarget != null) { flags |= (byte)EObjectState.LookingAt; } //TODO buggy movement in zones > 255 ? if (_unit.Zone.ZoneId > 255) { flags = (byte)Utils.setBit(flags, 2, true); } // flying if (_unit.IsCreature()) { if ((Utils.getBit(_unit.Faction, 5) || (Utils.getBit(_unit.GetCreature().Spawn.Proto.Faction, 5) && Utils.HasFlag(flags, (int)EObjectState.Moving))) && _unit.Z - ClientFileMgr.GetHeight(_unit.Zone.ZoneId, _unit.X, _unit.Y) > 50) { flags = (byte)Utils.setBit(flags, 5, true); } } Out.WriteByte(flags); Out.WriteByte((byte)_unit.Zone.ZoneId); if (_unit is BuffHostObject) { Out.WriteByte(4); // Unk1 Out.WriteUInt32(3); // Unk2 } else { Out.WriteByte(_forcePositionUpdate? (byte)6 : (byte)0); Out.WriteUInt32(0); } if (Utils.HasFlag(flags, (int)EObjectState.Moving)) { Out.WriteUInt16R((ushort)_totalSpeed); Out.WriteByte(0); // DestUnk Out.WriteUInt16R(_unit.Zone.CalculPin((uint)_destWorldPos.X, true)); Out.WriteUInt16R(_unit.Zone.CalculPin((uint)_destWorldPos.Y, false)); Out.WriteUInt16R((ushort)_destWorldPos.Z); Out.WriteByte((byte)_destZoneId); } else { Out.WriteUInt16R(_unit.Heading); } if (Utils.HasFlag(flags, (int)EObjectState.LookingAt)) { Out.WriteUInt16R(FollowTarget.Oid); } }
public static Loot GenerateLoot(Unit Corps, Unit Looter) { if (!Looter.IsPlayer()) return null; if (Corps.IsCreature()) { Creature Crea = Corps.GetCreature(); List<Creature_loot> CreatureLoots = WorldMgr.GetLoots(Crea.Entry); if (CreatureLoots.Count <= 0) return null; List<LootInfo> Loots = new List<LootInfo>(); foreach (Creature_loot Loot in CreatureLoots) { float Pct = Loot.Pct * Program.Config.GlobalLootRate; if (Pct <= 0) Pct = 0.01f; switch ((SystemData.ItemRarity)Loot.Info.Rarity) { case SystemData.ItemRarity.ITEMRARITY_COMMON: Pct *= Program.Config.CommonLootRate; break; case SystemData.ItemRarity.ITEMRARITY_UNCOMMON: Pct *= Program.Config.UncommonLootRate; break; case SystemData.ItemRarity.ITEMRARITY_RARE: Pct *= Program.Config.RareLootRate; break; case SystemData.ItemRarity.ITEMRARITY_VERY_RARE: Pct *= Program.Config.VeryRareLootRate; break; case SystemData.ItemRarity.ITEMRARITY_ARTIFACT: Pct *= Program.Config.ArtifactLootRate; break; }; if(Pct > 100.0f || RandomMgr.Next(10000) < (Pct*100)) Loots.Add(new LootInfo(Loot.Info)); } UInt32 Money = (UInt32)(Corps.Level * (UInt32)7) + (Corps.Rank * (UInt32)50); if (Loots.Count > 0 || Money > 0) { Log.Success("LootMgr", "Generate Loot : " + Loots.Count); Loot Lt = new Loot(); Lt.Money = Money; Lt.Loots = Loots.ToArray(); return Lt; } } return null; }
/*private const float DROP_BONUS_CHAMP = 0.2f; * private const float DROP_BONUS_HERO = 0.04f; * * private const float RARITY_COMMON_GEAR = 20f; * * private static readonly float[] RARITIES = { 5f, 0.4f, 0.02f }; * * private const byte MAX_EASE_IN_LEVEL = 7;*/ public static LootContainer GenerateLoot(Unit corpse, Unit looter, float dropMod) { // Declare kill event constants for bitfields const byte KILL_EVENT_SCENARIO = 1; const byte KILL_EVENT_RVR = 2; const byte KILL_EVENT_PVE = 4; // If the killer isn't a player or a pet, don't bother looting. Player player = null; if (looter == null) { return(null); } if (looter.IsPet()) { player = (looter as Pet).Owner; } else if (looter.IsPlayer()) { player = looter as Player; } if (player == null) { return(null); } // Initialize lootgroups we'll be searching through List <Loot_Group> lootGroups; Player deadPlayer = corpse as Player; // If the corpse is a player, and you've made it this far, this was a PVP kill if (deadPlayer != null) { List <LootInfo> lootList = new List <LootInfo>(); uint corpseCareer = (uint)Math.Pow(2, deadPlayer.Info.CareerLine - 1); uint corpseLevel = deadPlayer.AdjustedLevel; uint corpseRenown = deadPlayer.AdjustedRenown; // Scenario zones all have a war_world.zone_infos.type value of 1. // Note - if "1" refers to "instance" instead of "scenario", there could be problems // with players receiving scenario-restricted loot for a PVP kill made in an instance lootGroups = CreatureService.GetLootGroupsByEvent(deadPlayer.Zone.Info.Type == 1 ? KILL_EVENT_SCENARIO : KILL_EVENT_RVR); // This will be our narrowed down list of loot groups that are relevant to the kill in question. List <Loot_Group> candidateLootGroups = new List <Loot_Group>(); // Whittle down the loot groups into a new candidate list, based on the killed player's career, // and whether the kill occurred in the correct zone (if any) and whether the player has the required quest (if any) foreach (Loot_Group lg in lootGroups) { if (lg == null) { continue; } if (lg.ReqActiveQuest > 0) { Character_quest quest = player.QtsInterface.GetQuest(lg.ReqActiveQuest); if (quest == null || quest.IsDone()) { continue; } } if ((corpseCareer & lg.CreatureID) != corpseCareer) { continue; } if (lg.SpecificZone != 0 && deadPlayer.Zone.Info.ZoneId != lg.SpecificZone) { continue; } candidateLootGroups.Add(lg); } // Generate items from remaining loot groups foreach (Loot_Group lg in candidateLootGroups) { if (lg == null) { continue; } // roll for drops. for (int groupIndex = 0; groupIndex < lg.DropCount; groupIndex++) { float roll = (float)StaticRandom.Instance.Next(0, 10000) / 10000; if (roll <= lg.DropChance) { // Assemble valid drops from the group List <Loot_Group_Item> candidateItems = new List <Loot_Group_Item>(); // This whole if is horrible spaghetti, we need to add each new medallion type here if (Constants.DoomsdaySwitch > 0 && lg.Entry == 1 && WorldMgr.WorldSettingsMgr.GetMedallionsSetting() == 1 && looter.GetPlayer().ScnInterface.Scenario == null && deadPlayer.Level > 15) { foreach (Loot_Group_Item lgi in lg.LootGroupItems) { if (lgi == null) { continue; } if (deadPlayer.Level < 40 && deadPlayer.RenownRank < 41 && corpseRenown < looter.GetPlayer().RenownRank&& looter.RenownRank > 40) { if (lgi.ItemID == 1698 || lgi.ItemID == 208402 || lgi.ItemID == 208403) { candidateItems.Add(lgi); } } else { if (corpseLevel < lgi.MinRank || corpseLevel > lgi.MaxRank) { continue; } if (corpseRenown < lgi.MinRenown || corpseRenown > lgi.MaxRenown) { continue; } Item_Info itemDef = ItemService.GetItem_Info(lgi.ItemID); if (itemDef.Realm != 0 && itemDef.Realm != (byte)player.Realm) { continue; } candidateItems.Add(lgi); } } } else { foreach (Loot_Group_Item lgi in lg.LootGroupItems) { if (lgi == null) { continue; } if (corpseLevel < lgi.MinRank || corpseLevel > lgi.MaxRank) { continue; } if (corpseRenown < lgi.MinRenown || corpseRenown > lgi.MaxRenown) { continue; } Item_Info itemDef = ItemService.GetItem_Info(lgi.ItemID); if (itemDef.Realm != 0 && itemDef.Realm != (byte)player.Realm) { continue; } candidateItems.Add(lgi); } } // If the loot group requires that the dropped loot be usable by a member of // the killer's party, then remove non-compatible loot from the candidate list. if (lg.ReqGroupUsable) { List <Player> members; if (player.PriorityGroup != null) { members = player.PriorityGroup.GetPlayerListCopy(); } else { members = new List <Player> { player }; } for (int itemIndex = 0; itemIndex < candidateItems.Count; ++itemIndex) { bool valid = false; Item_Info curItem = ItemService.GetItem_Info(candidateItems[itemIndex].ItemID); foreach (Player member in members) { if (!ItemsInterface.CanUse(curItem, member, true, false)) { continue; } // Usable by at least one member valid = true; break; } if (!valid) { candidateItems.RemoveAt(itemIndex); --itemIndex; } } } // Now roll for an item from the candidate item list, and add it to the loots. if (candidateItems.Count > 0) { Item_Info winningItem = ItemService.GetItem_Info(candidateItems[StaticRandom.Instance.Next(0, candidateItems.Count)].ItemID); lootList.Add(new LootInfo(winningItem)); } } } } // Generate money as normal, and pass the generated loot back to the system. uint money = corpseLevel * 5 + corpseRenown * 5; if (lootList.Count > 0 || money > 0) { LootContainer lt = new LootContainer { Money = money, LootInfo = lootList }; //corpse.EvtInterface.Notify(EventName.ON_GENERATE_LOOT, looter, Lt); return(lt); } } else if (corpse.IsCreature()) { Creature deadCreature = corpse.GetCreature(); List <LootInfo> Loots = new List <LootInfo>(); // All creatures are by definition PVE kills lootGroups = CreatureService.GetLootGroupsByEvent(KILL_EVENT_PVE); // This will be our narrowed down list of loot groups that are relevant to the kill in question. List <Loot_Group> candidateLootGroups = new List <Loot_Group>(); // Whittle down the loot groups into a new candidate list, based on the killed creature's ID, // or the CreatureSubType if the loot group's CreatureID is 0. foreach (Loot_Group lg in lootGroups) { if (lg == null) { continue; } if (lg.ReqActiveQuest != 0 && !player.QtsInterface.HasQuest(lg.ReqActiveQuest)) { continue; } if (lg.SpecificZone != 0 && deadCreature.Zone.Info.ZoneId != lg.SpecificZone) { continue; } if (lg.CreatureID != 0) { if (deadCreature.Entry == lg.CreatureID) { candidateLootGroups.Add(lg); } } else { if (lg.CreatureSubType == 0 || CreatureService.GetCreatureProto(deadCreature.Entry).CreatureSubType == lg.CreatureSubType) { candidateLootGroups.Add(lg); } } } // Generate items from remaining loot groups foreach (Loot_Group lg in candidateLootGroups) { try { if (lg == null) { continue; } // roll for drops. for (int groupIndex = 0; groupIndex < lg.DropCount; groupIndex++) { float roll = (float)StaticRandom.Instance.Next(0, 10000) / 10000; if (roll <= lg.DropChance) { // Assemble valid drops from the group List <Loot_Group_Item> candidateItems = new List <Loot_Group_Item>(); int effectiveLevel = Math.Min(Program.Config.RankCap, deadCreature.Level); if (lg.LootGroupItems != null) { foreach (Loot_Group_Item lgi in lg.LootGroupItems) { try { if (lgi == null) { continue; } if (effectiveLevel < lgi.MinRank || effectiveLevel > lgi.MaxRank) { continue; } Item_Info itemDef = ItemService.GetItem_Info(lgi.ItemID); if (itemDef.Realm != 0 && itemDef.Realm != (byte)player.Realm) { continue; } candidateItems.Add(lgi); } catch { continue; } } } // If the loot group requires that the dropped loot be usable by a member of // the killer's party, then remove non-compatible loot from the candidate list. if (lg.ReqGroupUsable) { List <Player> members; if (player.PriorityGroup != null) { members = player.PriorityGroup.GetPlayerListCopy(); } else { members = new List <Player> { player } }; for (int itemIndex = 0; itemIndex < candidateItems.Count; ++itemIndex) { bool valid = false; Item_Info curItem = ItemService.GetItem_Info(candidateItems[itemIndex].ItemID); foreach (Player member in members) { if (!ItemsInterface.CanUse(curItem, member, true, false)) { continue; } valid = true; break; } if (!valid) { candidateItems.RemoveAt(itemIndex); --itemIndex; } } } // Now roll for an item from the candidate item list, and add it to the loots. if (candidateItems.Count > 0) { Item_Info winningItem = ItemService.GetItem_Info(candidateItems[StaticRandom.Instance.Next(0, candidateItems.Count)].ItemID); Loots.Add(new LootInfo(winningItem)); } } } } catch { continue; } } // Generate money as normal, and pass the generated loot back to the system. uint money = corpse.Level * (uint)7 + corpse.Rank * (uint)50; if (Loots.Count > 0 || money > 0) { LootContainer lt = new LootContainer { Money = money, LootInfo = Loots }; //corpse.EvtInterface.Notify(EventName.ON_GENERATE_LOOT, looter, Lt); return(lt); } } else if (corpse.IsGameObject()) { // This will generate gameobject loot. Currently this only shows loot // if a player needs an item it holds for a quest. If an object has // been looted already or has no loot this will return null. // Todo: Currently object loot always is 100%. Make this support non quest related loot. GameObject gameObj = corpse.GetGameObject(); List <GameObject_loot> gameObjectLoots = GameObjectService.GetGameObjectLoots(gameObj.Spawn.Entry); if (gameObjectLoots.Count <= 0 || gameObj.Looted) { return(null); } QuestsInterface Interface = looter.QtsInterface; if (Interface == null) { return(null); } List <LootInfo> lootInfo = new List <LootInfo>(); foreach (GameObject_loot loot in gameObjectLoots) { foreach (KeyValuePair <ushort, Character_quest> kp in Interface.Quests) { if (kp.Value.Done || kp.Value.IsDone()) { continue; } foreach (Character_Objectives obj in kp.Value._Objectives) { if (obj.IsDone() || obj.Objective.Item == null || obj.Objective.Item.Entry != loot.ItemId) { continue; } lootInfo.Add(new LootInfo(loot.Info)); break; } } } LootContainer lt = new LootContainer { Money = 0, LootInfo = lootInfo }; return(lt); } return(null); }
/// <summary> /// Deal direct damage , no calculations /// </summary> public virtual void DealDamages(Unit Target, uint Damages) { if (Target == null || Target.IsDead) return; CbtInterface.OnDealDamage(Target, Damages); Target.CbtInterface.OnTakeDamage(this, Damages); if (Target.IsInvinsible) return; if (IsCreature() && Target.IsCreature()) return; if (Target.Health <= Damages) { Target.SetDeath(this); CbtInterface.OnTargetDie(Target); } else { Target.Health -= Damages; } }
static public Loot GenerateLoot(Unit Corps, Unit Looter) { if (!Looter.IsPlayer()) return null; Player Plr = Looter.GetPlayer(); if (Corps.IsCreature()) { Creature Crea = Corps.GetCreature(); List<Creature_loot> CreatureLoots = WorldMgr.GetLoots(Crea.Entry); if (CreatureLoots.Count <= 0) return null; QuestsInterface Interface = Plr.QtsInterface; List<LootInfo> Loots = new List<LootInfo>(); float Pct; foreach (Creature_loot Loot in CreatureLoots) { if (Loot.Info.MinRank > Corps.Level + 4 || Loot.Info.MinRenown > (Corps.Level + 4) * 2) continue; if (Loot.Info.Realm != 0 && Loot.Info.Realm != (byte)Plr.Realm) continue; Pct = Loot.Pct * Program.Config.GlobalLootRate; if (Pct <= 0) Pct = 0.01f; switch ((SystemData.ItemRarity)Loot.Info.Rarity) { case SystemData.ItemRarity.ITEMRARITY_COMMON: Pct *= Program.Config.CommonLootRate; break; case SystemData.ItemRarity.ITEMRARITY_UNCOMMON: Pct *= Program.Config.UncommonLootRate; break; case SystemData.ItemRarity.ITEMRARITY_RARE: Pct *= Program.Config.RareLootRate; break; case SystemData.ItemRarity.ITEMRARITY_VERY_RARE: Pct *= Program.Config.VeryRareLootRate; break; case SystemData.ItemRarity.ITEMRARITY_ARTIFACT: Pct *= Program.Config.ArtifactLootRate; break; }; if (Interface != null && Pct != 100.0f) { foreach (KeyValuePair<ushort, Character_quest> Kp in Interface._Quests) { if (!Kp.Value.Done && !Kp.Value.IsDone()) { foreach (Character_Objectives Obj in Kp.Value._Objectives) { if (!Obj.IsDone() && Obj.Objective.Item != null) { if (Obj.Objective.Item.Entry == Loot.ItemId) { Pct = 100; break; } } } } if (Pct >= 100) break; } } if(Pct >= 100f || RandomMgr.Next(10000) < (Pct*100)) Loots.Add(new LootInfo(Loot.Info)); } UInt32 Money = (UInt32)(Corps.Level * (UInt32)7) + (Corps.Rank * (UInt32)50); if (Loots.Count > 0 || Money > 0) { Loot Lt = new Loot(); Lt.Money = Money; Lt.Loots = Loots; Corps.EvtInterface.Notify(EventName.ON_GENERATE_LOOT, Looter, Lt); return Lt; } } else if (Corps.IsGameObject()) { // This will generate gameobject loot. Currently this only shows loot // if a player needs an item it holds for a quest. If an object has // been looted already or has no loot this will return null. // Todo: Currently object loot always is 100%. Make this support // non quest related loot. GameObject GameObj = Corps.GetGameObject(); List<GameObject_loot> GameObjectLoots = WorldMgr.GetGameObjectLoots(GameObj.Spawn.Entry); if (GameObjectLoots.Count <= 0 || GameObj.Looted) return null; QuestsInterface Interface = Plr.QtsInterface; List<LootInfo> Loots = new List<LootInfo>(); foreach (GameObject_loot Loot in GameObjectLoots) { if (Interface != null) { foreach (KeyValuePair<ushort, Character_quest> Kp in Interface._Quests) { if (!Kp.Value.Done && !Kp.Value.IsDone()) { foreach (Character_Objectives Obj in Kp.Value._Objectives) { if (!Obj.IsDone() && Obj.Objective.Item != null) { if (Obj.Objective.Item.Entry == Loot.ItemId) { Loots.Add(new LootInfo(Loot.Info)); break; } } } } } } } Loot Lt = new Loot(); Lt.Money = 0; Lt.Loots = Loots; return Lt; } return null; }