mirror of
https://github.com/OpenFusionProject/OpenFusion.git
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[refactor] Move mob drop logic from Combat to ItemManager
This commit is contained in:
parent
c5776b9322
commit
2017b38e23
185
src/Combat.cpp
185
src/Combat.cpp
@ -11,8 +11,6 @@
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#include <assert.h>
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std::map<int32_t, MobDropChance> Combat::MobDropChances;
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std::map<int32_t, MobDrop> Combat::MobDrops;
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/// Player Id -> Bullet Id -> Bullet
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std::map<int32_t, std::map<int8_t, Bullet>> Combat::Bullets;
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@ -161,185 +159,6 @@ void Combat::npcAttackPc(Mob *mob, time_t currTime) {
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}
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}
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void Combat::giveReward(CNSocket *sock, Mob* mob, int rolledBoosts, int rolledPotions,
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int rolledCrate, int rolledCrateType, int rolledEvent) {
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Player *plr = PlayerManager::getPlayer(sock);
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const size_t resplen = sizeof(sP_FE2CL_REP_REWARD_ITEM) + sizeof(sItemReward);
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assert(resplen < CN_PACKET_BUFFER_SIZE - 8);
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// we know it's only one trailing struct, so we can skip full validation
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uint8_t respbuf[resplen]; // not a variable length array, don't worry
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sP_FE2CL_REP_REWARD_ITEM *reward = (sP_FE2CL_REP_REWARD_ITEM *)respbuf;
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sItemReward *item = (sItemReward *)(respbuf + sizeof(sP_FE2CL_REP_REWARD_ITEM));
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// don't forget to zero the buffer!
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memset(respbuf, 0, resplen);
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// sanity check
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if (MobDrops.find(mob->dropType) == MobDrops.end()) {
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std::cout << "[WARN] Drop Type " << mob->dropType << " was not found" << std::endl;
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return;
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}
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// find correct mob drop
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MobDrop& drop = MobDrops[mob->dropType];
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plr->money += drop.taros;
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// money nano boost
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if (plr->iConditionBitFlag & CSB_BIT_REWARD_CASH) {
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int boost = 0;
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if (NanoManager::getNanoBoost(plr)) // for gumballs
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boost = 1;
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plr->money += drop.taros * (5 + boost) / 25;
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}
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// formula for scaling FM with player/mob level difference
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// TODO: adjust this better
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int levelDifference = plr->level - mob->level;
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int fm = drop.fm;
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if (levelDifference > 0)
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fm = levelDifference < 10 ? fm - (levelDifference * fm / 10) : 0;
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// scavenger nano boost
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if (plr->iConditionBitFlag & CSB_BIT_REWARD_BLOB) {
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int boost = 0;
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if (NanoManager::getNanoBoost(plr)) // for gumballs
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boost = 1;
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fm += fm * (5 + boost) / 25;
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}
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MissionManager::updateFusionMatter(sock, fm);
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// give boosts 1 in 3 times
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if (drop.boosts > 0) {
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if (rolledPotions % 3 == 0)
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plr->batteryN += drop.boosts;
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if (rolledBoosts % 3 == 0)
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plr->batteryW += drop.boosts;
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}
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// caps
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if (plr->batteryW > 9999)
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plr->batteryW = 9999;
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if (plr->batteryN > 9999)
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plr->batteryN = 9999;
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// simple rewards
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reward->m_iCandy = plr->money;
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reward->m_iFusionMatter = plr->fusionmatter;
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reward->m_iBatteryN = plr->batteryN;
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reward->m_iBatteryW = plr->batteryW;
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reward->iFatigue = 100; // prevents warning message
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reward->iFatigue_Level = 1;
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reward->iItemCnt = 1; // remember to update resplen if you change this
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int slot = ItemManager::findFreeSlot(plr);
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bool awardDrop = false;
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MobDropChance *chance = nullptr;
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// sanity check
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if (MobDropChances.find(drop.dropChanceType) == MobDropChances.end()) {
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std::cout << "[WARN] Unknown Drop Chance Type: " << drop.dropChanceType << std::endl;
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return; // this also prevents holiday crate drops, but oh well
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} else {
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chance = &MobDropChances[drop.dropChanceType];
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awardDrop = (rolledCrate % 1000 < chance->dropChance);
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}
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// no drop
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if (slot == -1 || !awardDrop) {
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// no room for an item, but you still get FM and taros
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reward->iItemCnt = 0;
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sock->sendPacket((void*)respbuf, P_FE2CL_REP_REWARD_ITEM, sizeof(sP_FE2CL_REP_REWARD_ITEM));
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} else {
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// item reward
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getReward(&item->sItem, &drop, chance, rolledCrateType);
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item->iSlotNum = slot;
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item->eIL = 1; // Inventory Location. 1 means player inventory.
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// update player
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plr->Inven[slot] = item->sItem;
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sock->sendPacket((void*)respbuf, P_FE2CL_REP_REWARD_ITEM, resplen);
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}
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// event crates
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if (settings::EVENTMODE != 0)
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giveEventReward(sock, plr, rolledEvent);
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}
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void Combat::getReward(sItemBase *reward, MobDrop* drop, MobDropChance* chance, int rolled) {
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reward->iType = 9;
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reward->iOpt = 1;
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int total = 0;
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for (int ratio : chance->cratesRatio)
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total += ratio;
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// randomizing a crate
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int randomNum = rolled % total;
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int i = 0;
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int sum = 0;
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do {
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reward->iID = drop->crateIDs[i];
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sum += chance->cratesRatio[i];
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i++;
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}
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while (sum<=randomNum);
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}
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void Combat::giveEventReward(CNSocket* sock, Player* player, int rolled) {
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// random drop chance
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if (rand() % 100 > settings::EVENTCRATECHANCE)
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return;
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// no slot = no reward
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int slot = ItemManager::findFreeSlot(player);
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if (slot == -1)
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return;
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const size_t resplen = sizeof(sP_FE2CL_REP_REWARD_ITEM) + sizeof(sItemReward);
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assert(resplen < CN_PACKET_BUFFER_SIZE - 8);
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uint8_t respbuf[resplen];
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sP_FE2CL_REP_REWARD_ITEM* reward = (sP_FE2CL_REP_REWARD_ITEM*)respbuf;
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sItemReward* item = (sItemReward*)(respbuf + sizeof(sP_FE2CL_REP_REWARD_ITEM));
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// don't forget to zero the buffer!
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memset(respbuf, 0, resplen);
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// leave everything here as it is
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reward->m_iCandy = player->money;
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reward->m_iFusionMatter = player->fusionmatter;
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reward->m_iBatteryN = player->batteryN;
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reward->m_iBatteryW = player->batteryW;
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reward->iFatigue = 100; // prevents warning message
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reward->iFatigue_Level = 1;
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reward->iItemCnt = 1; // remember to update resplen if you change this
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// which crate to drop
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int crateId;
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switch (settings::EVENTMODE) {
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// knishmas
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case 1: crateId = 1187; break;
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// halloween
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case 2: crateId = 1181; break;
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// spring
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case 3: crateId = 1126; break;
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// what
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default:
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std::cout << "[WARN] Unknown event Id " << settings::EVENTMODE << std::endl;
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return;
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}
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item->sItem.iType = 9;
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item->sItem.iID = crateId;
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item->sItem.iOpt = 1;
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item->iSlotNum = slot;
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item->eIL = 1; // Inventory Location. 1 means player inventory.
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// update player
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player->Inven[slot] = item->sItem;
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sock->sendPacket((void*)respbuf, P_FE2CL_REP_REWARD_ITEM, resplen);
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}
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int Combat::hitMob(CNSocket *sock, Mob *mob, int damage) {
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// cannot kill mobs multiple times; cannot harm retreating mobs
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if (mob->state != MobState::ROAMING && mob->state != MobState::COMBAT) {
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@ -396,7 +215,7 @@ void Combat::killMob(CNSocket *sock, Mob *mob) {
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int rolledQItem = rand();
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if (plr->groupCnt == 1 && plr->iIDGroup == plr->iID) {
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giveReward(sock, mob, rolledBoosts, rolledPotions, rolledCrate, rolledCrateType, rolledEvent);
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ItemManager::giveMobDrop(sock, mob, rolledBoosts, rolledPotions, rolledCrate, rolledCrateType, rolledEvent);
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MissionManager::mobKilled(sock, mob->appearanceData.iNPCType, rolledQItem);
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} else {
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Player* otherPlayer = PlayerManager::getPlayerFromID(plr->iIDGroup);
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@ -416,7 +235,7 @@ void Combat::killMob(CNSocket *sock, Mob *mob) {
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if (dist > 5000)
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continue;
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giveReward(sockTo, mob, rolledBoosts, rolledPotions, rolledCrate, rolledCrateType, rolledEvent);
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ItemManager::giveMobDrop(sockTo, mob, rolledBoosts, rolledPotions, rolledCrate, rolledCrateType, rolledEvent);
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MissionManager::mobKilled(sockTo, mob->appearanceData.iNPCType, rolledQItem);
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}
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}
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@ -12,19 +12,6 @@
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#include <unordered_map>
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#include <queue>
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struct MobDropChance {
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int dropChance;
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std::vector<int> cratesRatio;
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};
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struct MobDrop {
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std::vector<int> crateIDs;
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int dropChanceType;
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int taros;
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int fm;
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int boosts;
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};
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struct Bullet {
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int pointDamage;
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int groupDamage;
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@ -33,8 +20,6 @@ struct Bullet {
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};
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namespace Combat {
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extern std::map<int32_t, MobDropChance> MobDropChances;
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extern std::map<int32_t, MobDrop> MobDrops;
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extern std::map<int32_t, std::map<int8_t, Bullet>> Bullets;
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void init();
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@ -49,9 +34,6 @@ namespace Combat {
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void npcAttackPc(Mob *mob, time_t currTime);
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int hitMob(CNSocket *sock, Mob *mob, int damage);
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void killMob(CNSocket *sock, Mob *mob);
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void giveReward(CNSocket *sock, Mob *mob, int rolledBoosts, int rolledPotions, int rolledCrate, int rolledCrateType, int rolledEvent);
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void getReward(sItemBase *reward, MobDrop *drop, MobDropChance *chance, int rolled);
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void giveEventReward(CNSocket* sock, Player* player, int rolled);
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std::pair<int,int> lerp(int, int, int, int, int);
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std::pair<int,int> getDamage(int, int, bool, bool, int, int, int);
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@ -6,6 +6,7 @@
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#include "NPCManager.hpp"
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#include "Player.hpp"
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#include "Abilities.hpp"
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#include "MissionManager.hpp"
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#include <string.h> // for memset()
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#include <assert.h>
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@ -18,6 +19,9 @@ std::map<int32_t, Crate> ItemManager::Crates;
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std::map<std::pair<int32_t, int32_t>, std::vector<std::map<std::pair<int32_t, int32_t>, ItemManager::Item>::iterator>> ItemManager::CrateItems;
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std::map<std::string, std::vector<std::pair<int32_t, int32_t>>> ItemManager::CodeItems;
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std::map<int32_t, MobDropChance> ItemManager::MobDropChances;
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std::map<int32_t, MobDrop> ItemManager::MobDrops;
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#ifdef ACADEMY
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std::map<int32_t, int32_t> ItemManager::NanoCapsules; // crate id -> nano id
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@ -709,6 +713,185 @@ void ItemManager::updateEquips(CNSocket* sock, Player* plr) {
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}
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}
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void ItemManager::giveMobDrop(CNSocket *sock, Mob* mob, int rolledBoosts, int rolledPotions,
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int rolledCrate, int rolledCrateType, int rolledEvent) {
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Player *plr = PlayerManager::getPlayer(sock);
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const size_t resplen = sizeof(sP_FE2CL_REP_REWARD_ITEM) + sizeof(sItemReward);
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assert(resplen < CN_PACKET_BUFFER_SIZE - 8);
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// we know it's only one trailing struct, so we can skip full validation
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uint8_t respbuf[resplen]; // not a variable length array, don't worry
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sP_FE2CL_REP_REWARD_ITEM *reward = (sP_FE2CL_REP_REWARD_ITEM *)respbuf;
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sItemReward *item = (sItemReward *)(respbuf + sizeof(sP_FE2CL_REP_REWARD_ITEM));
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// don't forget to zero the buffer!
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memset(respbuf, 0, resplen);
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// sanity check
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if (MobDrops.find(mob->dropType) == MobDrops.end()) {
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std::cout << "[WARN] Drop Type " << mob->dropType << " was not found" << std::endl;
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return;
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}
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// find correct mob drop
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MobDrop& drop = MobDrops[mob->dropType];
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plr->money += drop.taros;
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// money nano boost
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if (plr->iConditionBitFlag & CSB_BIT_REWARD_CASH) {
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int boost = 0;
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if (NanoManager::getNanoBoost(plr)) // for gumballs
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boost = 1;
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plr->money += drop.taros * (5 + boost) / 25;
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}
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// formula for scaling FM with player/mob level difference
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// TODO: adjust this better
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int levelDifference = plr->level - mob->level;
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int fm = drop.fm;
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if (levelDifference > 0)
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fm = levelDifference < 10 ? fm - (levelDifference * fm / 10) : 0;
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// scavenger nano boost
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if (plr->iConditionBitFlag & CSB_BIT_REWARD_BLOB) {
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int boost = 0;
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if (NanoManager::getNanoBoost(plr)) // for gumballs
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boost = 1;
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fm += fm * (5 + boost) / 25;
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}
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MissionManager::updateFusionMatter(sock, fm);
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// give boosts 1 in 3 times
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if (drop.boosts > 0) {
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if (rolledPotions % 3 == 0)
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plr->batteryN += drop.boosts;
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if (rolledBoosts % 3 == 0)
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plr->batteryW += drop.boosts;
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}
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// caps
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if (plr->batteryW > 9999)
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plr->batteryW = 9999;
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if (plr->batteryN > 9999)
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plr->batteryN = 9999;
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// simple rewards
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reward->m_iCandy = plr->money;
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reward->m_iFusionMatter = plr->fusionmatter;
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reward->m_iBatteryN = plr->batteryN;
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reward->m_iBatteryW = plr->batteryW;
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reward->iFatigue = 100; // prevents warning message
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reward->iFatigue_Level = 1;
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reward->iItemCnt = 1; // remember to update resplen if you change this
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int slot = ItemManager::findFreeSlot(plr);
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bool awardDrop = false;
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MobDropChance *chance = nullptr;
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// sanity check
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if (MobDropChances.find(drop.dropChanceType) == MobDropChances.end()) {
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std::cout << "[WARN] Unknown Drop Chance Type: " << drop.dropChanceType << std::endl;
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return; // this also prevents holiday crate drops, but oh well
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} else {
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chance = &MobDropChances[drop.dropChanceType];
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awardDrop = (rolledCrate % 1000 < chance->dropChance);
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}
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// no drop
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if (slot == -1 || !awardDrop) {
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// no room for an item, but you still get FM and taros
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reward->iItemCnt = 0;
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sock->sendPacket((void*)respbuf, P_FE2CL_REP_REWARD_ITEM, sizeof(sP_FE2CL_REP_REWARD_ITEM));
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} else {
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// item reward
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getMobDrop(&item->sItem, &drop, chance, rolledCrateType);
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item->iSlotNum = slot;
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item->eIL = 1; // Inventory Location. 1 means player inventory.
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// update player
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plr->Inven[slot] = item->sItem;
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sock->sendPacket((void*)respbuf, P_FE2CL_REP_REWARD_ITEM, resplen);
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}
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// event crates
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if (settings::EVENTMODE != 0)
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giveEventDrop(sock, plr, rolledEvent);
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}
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void ItemManager::getMobDrop(sItemBase *reward, MobDrop* drop, MobDropChance* chance, int rolled) {
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reward->iType = 9;
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reward->iOpt = 1;
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int total = 0;
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for (int ratio : chance->cratesRatio)
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total += ratio;
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// randomizing a crate
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int randomNum = rolled % total;
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int i = 0;
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int sum = 0;
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do {
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reward->iID = drop->crateIDs[i];
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sum += chance->cratesRatio[i];
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i++;
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}
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while (sum<=randomNum);
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}
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void ItemManager::giveEventDrop(CNSocket* sock, Player* player, int rolled) {
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// random drop chance
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if (rand() % 100 > settings::EVENTCRATECHANCE)
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return;
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// no slot = no reward
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int slot = ItemManager::findFreeSlot(player);
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if (slot == -1)
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return;
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const size_t resplen = sizeof(sP_FE2CL_REP_REWARD_ITEM) + sizeof(sItemReward);
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assert(resplen < CN_PACKET_BUFFER_SIZE - 8);
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uint8_t respbuf[resplen];
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sP_FE2CL_REP_REWARD_ITEM* reward = (sP_FE2CL_REP_REWARD_ITEM*)respbuf;
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sItemReward* item = (sItemReward*)(respbuf + sizeof(sP_FE2CL_REP_REWARD_ITEM));
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// don't forget to zero the buffer!
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memset(respbuf, 0, resplen);
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// leave everything here as it is
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reward->m_iCandy = player->money;
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reward->m_iFusionMatter = player->fusionmatter;
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reward->m_iBatteryN = player->batteryN;
|
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reward->m_iBatteryW = player->batteryW;
|
||||
reward->iFatigue = 100; // prevents warning message
|
||||
reward->iFatigue_Level = 1;
|
||||
reward->iItemCnt = 1; // remember to update resplen if you change this
|
||||
|
||||
// which crate to drop
|
||||
int crateId;
|
||||
switch (settings::EVENTMODE) {
|
||||
// knishmas
|
||||
case 1: crateId = 1187; break;
|
||||
// halloween
|
||||
case 2: crateId = 1181; break;
|
||||
// spring
|
||||
case 3: crateId = 1126; break;
|
||||
// what
|
||||
default:
|
||||
std::cout << "[WARN] Unknown event Id " << settings::EVENTMODE << std::endl;
|
||||
return;
|
||||
}
|
||||
|
||||
item->sItem.iType = 9;
|
||||
item->sItem.iID = crateId;
|
||||
item->sItem.iOpt = 1;
|
||||
item->iSlotNum = slot;
|
||||
item->eIL = 1; // Inventory Location. 1 means player inventory.
|
||||
|
||||
// update player
|
||||
player->Inven[slot] = item->sItem;
|
||||
sock->sendPacket((void*)respbuf, P_FE2CL_REP_REWARD_ITEM, resplen);
|
||||
}
|
||||
|
||||
void ItemManager::init() {
|
||||
REGISTER_SHARD_PACKET(P_CL2FE_REQ_ITEM_MOVE, itemMoveHandler);
|
||||
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_ITEM_DELETE, itemDeleteHandler);
|
||||
|
@ -2,16 +2,31 @@
|
||||
|
||||
#include "CNShardServer.hpp"
|
||||
#include "Player.hpp"
|
||||
#include "MobAI.hpp"
|
||||
|
||||
struct CrocPotEntry {
|
||||
int multStats, multLooks;
|
||||
float base, rd0, rd1, rd2, rd3;
|
||||
};
|
||||
|
||||
struct Crate {
|
||||
int rarityRatioId;
|
||||
std::vector<int> itemSets;
|
||||
};
|
||||
|
||||
struct MobDropChance {
|
||||
int dropChance;
|
||||
std::vector<int> cratesRatio;
|
||||
};
|
||||
|
||||
struct MobDrop {
|
||||
std::vector<int> crateIDs;
|
||||
int dropChanceType;
|
||||
int taros;
|
||||
int fm;
|
||||
int boosts;
|
||||
};
|
||||
|
||||
namespace ItemManager {
|
||||
enum class SlotType {
|
||||
EQUIP = 0,
|
||||
@ -36,6 +51,10 @@ namespace ItemManager {
|
||||
std::vector<std::map<std::pair<int32_t, int32_t>, Item>::iterator>> CrateItems;
|
||||
extern std::map<std::string, std::vector<std::pair<int32_t, int32_t>>> CodeItems; // code -> vector of <id, type>
|
||||
|
||||
// mob drops
|
||||
extern std::map<int32_t, MobDropChance> MobDropChances;
|
||||
extern std::map<int32_t, MobDrop> MobDrops;
|
||||
|
||||
void init();
|
||||
|
||||
// crate opening logic with all helper functions
|
||||
@ -43,6 +62,11 @@ namespace ItemManager {
|
||||
int getRarity(Crate& crate, int itemSetId);
|
||||
int getCrateItem(sItemBase& reward, int itemSetId, int rarity, int playerGender);
|
||||
|
||||
// mob drops
|
||||
void giveMobDrop(CNSocket *sock, Mob *mob, int rolledBoosts, int rolledPotions, int rolledCrate, int rolledCrateType, int rolledEvent);
|
||||
void getMobDrop(sItemBase *reward, MobDrop *drop, MobDropChance *chance, int rolled);
|
||||
void giveEventDrop(CNSocket* sock, Player* player, int rolled);
|
||||
|
||||
int findFreeSlot(Player *plr);
|
||||
Item* getItemData(int32_t id, int32_t type);
|
||||
void checkItemExpire(CNSocket* sock, Player* player);
|
||||
|
@ -4,7 +4,6 @@
|
||||
#include "ItemManager.hpp"
|
||||
#include "settings.hpp"
|
||||
#include "MissionManager.hpp"
|
||||
#include "Combat.hpp"
|
||||
#include "ChunkManager.hpp"
|
||||
#include "NanoManager.hpp"
|
||||
#include "RacingManager.hpp"
|
||||
@ -518,7 +517,7 @@ void TableData::loadDrops() {
|
||||
for (nlohmann::json::iterator _cratesRatio = dropChance["CratesRatio"].begin(); _cratesRatio != dropChance["CratesRatio"].end(); _cratesRatio++) {
|
||||
toAdd.cratesRatio.push_back((int)_cratesRatio.value());
|
||||
}
|
||||
Combat::MobDropChances[(int)dropChance["Type"]] = toAdd;
|
||||
ItemManager::MobDropChances[(int)dropChance["Type"]] = toAdd;
|
||||
}
|
||||
|
||||
// MobDrops
|
||||
@ -532,21 +531,21 @@ void TableData::loadDrops() {
|
||||
|
||||
toAdd.dropChanceType = (int)drop["DropChance"];
|
||||
// Check if DropChance exists
|
||||
if (Combat::MobDropChances.find(toAdd.dropChanceType) == Combat::MobDropChances.end()) {
|
||||
if (ItemManager::MobDropChances.find(toAdd.dropChanceType) == ItemManager::MobDropChances.end()) {
|
||||
throw TableException(" MobDropChance not found: " + std::to_string((toAdd.dropChanceType)));
|
||||
}
|
||||
// Check if number of crates is correct
|
||||
if (!(Combat::MobDropChances[(int)drop["DropChance"]].cratesRatio.size() == toAdd.crateIDs.size())) {
|
||||
if (!(ItemManager::MobDropChances[(int)drop["DropChance"]].cratesRatio.size() == toAdd.crateIDs.size())) {
|
||||
throw TableException(" DropType " + std::to_string((int)drop["DropType"]) + " contains invalid number of crates");
|
||||
}
|
||||
|
||||
toAdd.taros = (int)drop["Taros"];
|
||||
toAdd.fm = (int)drop["FM"];
|
||||
toAdd.boosts = (int)drop["Boosts"];
|
||||
Combat::MobDrops[(int)drop["DropType"]] = toAdd;
|
||||
ItemManager::MobDrops[(int)drop["DropType"]] = toAdd;
|
||||
}
|
||||
|
||||
std::cout << "[INFO] Loaded " << Combat::MobDrops.size() << " Mob Drop Types"<< std::endl;
|
||||
std::cout << "[INFO] Loaded " << ItemManager::MobDrops.size() << " Mob Drop Types"<< std::endl;
|
||||
|
||||
// Rarity Ratios
|
||||
nlohmann::json rarities = dropData["RarityRatios"];
|
||||
|
Loading…
Reference in New Issue
Block a user