Example #1
0
        /// <summary>
        /// Whether the given lootable contains quest items for the given Character when looting with the given type
        /// </summary>
        public static bool ContainsQuestItemsFor(this ILootable lootable, Character chr, LootEntryType type)
        {
            Asda2Loot loot = lootable.Loot;

            if (loot != null)
            {
                return(((IEnumerable <Asda2LootItem>)loot.Items).Any <Asda2LootItem>((Func <Asda2LootItem, bool>)(item =>
                {
                    if (item.Template.HasQuestRequirements)
                    {
                        return item.Template.CheckQuestConstraints(chr);
                    }
                    return false;
                })));
            }
            ResolvedLootItemList entries = lootable.GetEntries(type);

            if (entries != null)
            {
                return(entries.Any <LootEntity>((Func <LootEntity, bool>)(entry =>
                {
                    if (entry.ItemTemplate.HasQuestRequirements)
                    {
                        return entry.ItemTemplate.CheckQuestConstraints(chr);
                    }
                    return false;
                })));
            }
            return(false);
        }
Example #2
0
 static LootMgr()
 {
     LootEntries[2]  = new ResolvedLootItemList[2000];
     LootEntries[3]  = new ResolvedLootItemList[2000];
     LootEntries[4]  = new ResolvedLootItemList[5000];
     LootEntries[5]  = new ResolvedLootItemList[5000];
     LootEntries[1]  = new ResolvedLootItemList[330000];
     LootEntries[6]  = new ResolvedLootItemList[10000];
     LootEntries[7]  = new ResolvedLootItemList[20];
     LootEntries[8]  = new ResolvedLootItemList[400];
     LootEntries[9]  = new ResolvedLootItemList[400];
     LootEntries[11] = new ResolvedLootItemList[10000];
 }
Example #3
0
        static void LookupRef(ResolvedLootItemList list, LootItemEntry entry)
        {
            // TODO: Loot groups (see http://udbwiki.no-ip.org/index.php/Gameobject_loot_template#groupid)

            var referencedEntries = GetEntries(LootEntryType.Reference, entry.ReferencedEntryId);

            if (referencedEntries != null)
            {
                if (referencedEntries.ResolveStatus < 1)
                {
                    // first step
                    referencedEntries.ResolveStatus = 1;
                    foreach (var refEntry in referencedEntries)
                    {
                        if (refEntry is LootItemEntry)
                        {
                            var itemEntry = (LootItemEntry)refEntry;
                            if (itemEntry.ReferencedEntryId > 0)
                            {
                                LookupRef(list, itemEntry);
                                continue;
                            }
                        }
                        AddRef(list, refEntry);
                    }
                    referencedEntries.ResolveStatus = 2;
                }
                else if (list.ResolveStatus == 1)
                {
                    // list is already being resolved
                    LogManager.GetCurrentClassLogger().Warn("Infinite loop in Loot references detected in: " + entry);
                }
                else
                {
                    // second step
                    foreach (var refEntry in referencedEntries)
                    {
                        AddRef(list, refEntry);
                    }
                }
            }
        }
Example #4
0
        private static void LookupRef(ResolvedLootItemList list, LootItemEntry entry)
        {
            ResolvedLootItemList entries = LootMgr.GetEntries(LootEntryType.Reference, entry.ReferencedEntryId);

            if (entries == null)
            {
                return;
            }
            if (entries.ResolveStatus < (byte)1)
            {
                entries.ResolveStatus = (byte)1;
                foreach (LootEntity ent in (List <LootEntity>)entries)
                {
                    if (ent is LootItemEntry)
                    {
                        LootItemEntry entry1 = (LootItemEntry)ent;
                        if (entry1.ReferencedEntryId > 0U)
                        {
                            LootMgr.LookupRef(list, entry1);
                            continue;
                        }
                    }

                    LootMgr.AddRef(list, ent);
                }

                entries.ResolveStatus = (byte)2;
            }
            else if (list.ResolveStatus == (byte)1)
            {
                LogManager.GetCurrentClassLogger()
                .Warn("Infinite loop in Loot references detected in: " + (object)entry);
            }
            else
            {
                foreach (LootEntity ent in (List <LootEntity>)entries)
                {
                    LootMgr.AddRef(list, ent);
                }
            }
        }
Example #5
0
        /// <summary>
        /// Adds the new LootItemEntry to the global container.
        /// Keeps the set of entries sorted by rarity.
        /// </summary>
        public static void AddEntry(LootItemEntry entry)
        {
            var entries = LootEntries[(uint)entry.LootType];

            if (entry.EntryId >= entries.Length)
            {
                ArrayUtil.EnsureSize(ref entries, (int)(entry.EntryId * ArrayUtil.LoadConstant) + 1);
                LootEntries[(uint)entry.LootType] = entries;
            }

            var list = entries[entry.EntryId];

            if (list == null)
            {
                entries[entry.EntryId] = list = new ResolvedLootItemList();
            }

            if (entry.ReferencedEntryId > 0 || entry.GroupId > 0)
            {
                ReferenceEntries.Add(new KeyValuePair <ResolvedLootItemList, LootItemEntry>(list, entry));
            }

            // add entry sorted
            var added = false;

            for (var i = 0; i < list.Count; i++)
            {
                var ent = list[i];
                if (ent.DropChance > entry.DropChance)
                {
                    added = true;
                    list.Insert(i, entry);
                    break;
                }
            }

            if (!added)
            {
                list.Add(entry);
            }
        }
Example #6
0
        /// <summary>
        /// Returns all Items that can be looted off the given lootable
        /// </summary>
        public static LootItem[] CreateLootItems(uint lootId, LootEntryType type, bool heroic,
                                                 IList <LooterEntry> looters)
        {
            ResolvedLootItemList entries = LootMgr.GetEntries(type, lootId);

            if (entries == null)
            {
                return(LootItem.EmptyArray);
            }
            LootItem[] array   = new LootItem[Math.Min(15, entries.Count)];
            int        newSize = 0;

            foreach (LootEntity lootEntity in (List <LootEntity>)entries)
            {
                if (100.0 * (double)Utility.RandomFloat() < (double)lootEntity.DropChance)
                {
                    ItemTemplate template = lootEntity.ItemTemplate;
                    if (template != null &&
                        looters.Any <LooterEntry>((Func <LooterEntry, bool>)(looter =>
                                                                             template.CheckLootConstraints(looter.Owner))))
                    {
                        array[newSize] = new LootItem(template,
                                                      Utility.Random(lootEntity.MinAmount, lootEntity.MaxAmount), (uint)newSize,
                                                      template.RandomPropertiesId);
                        ++newSize;
                        if (newSize == 15)
                        {
                            break;
                        }
                    }
                }
            }

            if (newSize == 0)
            {
                return(LootItem.EmptyArray);
            }
            Array.Resize <LootItem>(ref array, newSize);
            return(array);
        }
Example #7
0
        /// <summary>
        /// Adds the new LootItemEntry to the global container.
        /// Keeps the set of entries sorted by rarity.
        /// </summary>
        public static void AddEntry(LootItemEntry entry)
        {
            ResolvedLootItemList[] lootEntry = LootMgr.LootEntries[(uint)entry.LootType];
            if ((long)entry.EntryId >= (long)lootEntry.Length)
            {
                ArrayUtil.EnsureSize <ResolvedLootItemList>(ref lootEntry, (int)((double)entry.EntryId * 1.5) + 1);
                LootMgr.LootEntries[(uint)entry.LootType] = lootEntry;
            }

            ResolvedLootItemList key = lootEntry[entry.EntryId];

            if (key == null)
            {
                lootEntry[entry.EntryId] = key = new ResolvedLootItemList();
            }
            if (entry.ReferencedEntryId > 0U || entry.GroupId > 0U)
            {
                LootMgr.ReferenceEntries.Add(new KeyValuePair <ResolvedLootItemList, LootItemEntry>(key, entry));
            }
            bool flag = false;

            for (int index = 0; index < key.Count; ++index)
            {
                if ((double)key[index].DropChance > (double)entry.DropChance)
                {
                    flag = true;
                    key.Insert(index, (LootEntity)entry);
                    break;
                }
            }

            if (flag)
            {
                return;
            }
            key.Add((LootEntity)entry);
        }
Example #8
0
 private static void AddRef(ResolvedLootItemList list, LootEntity ent)
 {
     list.Add(ent);
 }