/*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); }
public override void SendMeTo(Player plr) { // Log.Info("STATIC", "Creating static oid=" + Oid + " name=" + Name + " x=" + Spawn.WorldX + " y=" + Spawn.WorldY + " z=" + Spawn.WorldZ + " doorID=" + Spawn.DoorId); PacketOut Out = new PacketOut((byte)Opcodes.F_CREATE_STATIC, 46 + (Name?.Length ?? 0)); Out.WriteUInt16(Oid); Out.WriteUInt16(VfxState); //ie: red glow, open door, lever pushed, etc Out.WriteUInt16((ushort)Spawn.WorldO); Out.WriteUInt16((ushort)Spawn.WorldZ); Out.WriteUInt32((uint)Spawn.WorldX); Out.WriteUInt32((uint)Spawn.WorldY); Out.WriteUInt16((ushort)Spawn.DisplayID); Out.WriteByte((byte)(Spawn.GetUnk(0) >> 8)); // Get the database if the value hasnt been changed (currently only used for keep doors) if (Realm == GameData.Realms.REALMS_REALM_NEUTRAL) { Out.WriteByte((byte)(Spawn.GetUnk(0) & 0xFF)); } else { Out.WriteByte((byte)Realm); } Out.WriteUInt16(Spawn.GetUnk(1)); Out.WriteUInt16(Spawn.GetUnk(2)); Out.WriteByte(Spawn.Unk1); int flags = Spawn.GetUnk(3); if (Realm != GameData.Realms.REALMS_REALM_NEUTRAL && !IsInvulnerable) { flags |= 8; // Attackable (stops invalid target errors) } LootContainer lootsContainer = LootsMgr.GenerateLoot(this, plr, 1); if ((lootsContainer != null && lootsContainer.IsLootable()) || ((plr.QtsInterface.PublicQuest != null) && Interactable) || (plr.QtsInterface.GameObjectNeeded(Spawn.Entry) && Interactable) || Spawn.Entry == 188 || Spawn.DoorId != 0) { flags |= 4; // Interactable } if (Flags.HasValue) { Out.WriteUInt16(Flags.Value); } else { Out.WriteUInt16((ushort)flags); } Out.WriteByte(Spawn.Unk2); Out.WriteUInt32(Spawn.Unk3); Out.WriteUInt16(Spawn.GetUnk(4)); Out.WriteUInt16(Spawn.GetUnk(5)); Out.WriteUInt32(Spawn.Unk4); Out.WritePascalString(Name); if (Spawn.DoorId != 0) { Out.WriteByte(0x04); Out.WriteUInt32(Spawn.DoorId); } else { Out.WriteByte(0x00); } plr.SendPacket(Out); base.SendMeTo(plr); }