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-   -   Defiant Gear in Global Loot (https://www.eqemulator.org/forums/showthread.php?t=42773)

Fridgecritter 01-14-2020 12:43 PM

Defiant Gear in Global Loot
 
I see this table in the database and I'm wondering what the extra fields are for in the pinked out area on the right. Can anyone tell me what you'd use those for? Class balancing? If casters aren't getting a fair shake, you enable defiant for casters only in there?

Also, does that mean you can make defiant drop only in certain zones, like ToV or Kael? I think everyone agrees Defiant armor is OP for new players, but if it could be enabled for certain harder zones only, with a single entry into the database, that's cool!

https://i.ibb.co/0FptWkq/Screenshot-3.png

joligario 01-14-2020 01:49 PM

I believe you are correct about zone limits. Null means all, zone IDs separated by commas for specific.

Fridgecritter 01-14-2020 02:38 PM

I’m gonna toy with the fields and see if it works. That’s pretty cool.

Fridgecritter 01-14-2020 02:39 PM

I wonder what the rest of the fields like “rare” and “raid” are for.

joligario 01-14-2020 08:12 PM

https://github.com/EQEmu/Server/comm...aa36e655b38058

So that means pipe separated btw.

Fridgecritter 01-14-2020 08:40 PM

Pipe is the | key correct? So just the numbers of zones like this?

1|2|3|4|5

Fridgecritter 01-14-2020 08:51 PM

I see in the code some cool Dev decided someone might want to know how to pass arguments to this. Looking at the code you can tell what it wants. Very cool. Thanks joligario.

Code:

@@ -0,0 +1,98 @@
#include "global_loot_manager.h"
#include "npc.h"
#include "client.h"

std::vector<int> GlobalLootManager::GetGlobalLootTables(NPC *mob) const
{
        // we may be able to add a cache here if performance is an issue, but for now
        // just return NRVO'd vector
        // The cache would have to be keyed by NPCType and level (for NPCs with Max Level set)
        std::vector<int> tables;

        for (auto &e : m_entries) {
                if (e.PassesRules(mob)) {
                        tables.push_back(e.GetLootTableID());
                }
        }

        return tables;
}

void GlobalLootManager::ShowZoneGlobalLoot(Client *to) const
{
        for (auto &e : m_entries)
                to->Message(0, " %s : %d table %d", e.GetDescription().c_str(), e.GetID(), e.GetLootTableID());
}

void GlobalLootManager::ShowNPCGlobalLoot(Client *to, NPC *who) const
{
        for (auto &e : m_entries) {
                if (e.PassesRules(who))
                        to->Message(0, " %s : %d table %d", e.GetDescription().c_str(), e.GetID(), e.GetLootTableID());
        }
}

bool GlobalLootEntry::PassesRules(NPC *mob) const
{
        bool bRace = false;
        bool bPassesRace = false;
        bool bBodyType = false;
        bool bPassesBodyType = false;
        bool bClass = false;
        bool bPassesClass = false;

        for (auto &r : m_rules) {
                switch (r.type) {
                case GlobalLoot::RuleTypes::LevelMin:
                        if (mob->GetLevel() < r.value)
                                return false;
                        break;
                case GlobalLoot::RuleTypes::LevelMax:
                        if (mob->GetLevel() > r.value)
                                return false;
                        break;
                case GlobalLoot::RuleTypes::Raid: // value == 0 must not be raid, value != 0 must be raid
                        if (mob->IsRaidTarget() && !r.value)
                                return false;
                        if (!mob->IsRaidTarget() && r.value)
                                return false;
                        break;
                case GlobalLoot::RuleTypes::Rare:
                        if (mob->IsRareSpawn() && !r.value)
                                return false;
                        if (!mob->IsRareSpawn() && r.value)
                                return false;
                        break;
                case GlobalLoot::RuleTypes::Race: // can have multiple races per rule set
                        bRace = true; // we must pass race
                        if (mob->GetRace() == r.value)
                                bPassesRace = true;
                        break;
                case GlobalLoot::RuleTypes::Class: // can have multiple classes per rule set
                        bClass = true; // we must pass class
                        if (mob->GetClass() == r.value)
                                bPassesClass = true;
                        break;
                case GlobalLoot::RuleTypes::BodyType: // can have multiple bodytypes per rule set
                        bBodyType = true; // we must pass BodyType
                        if (mob->GetBodyType() == r.value)
                                bPassesBodyType = true;
                        break;
                default:
                        break;
                }
        }

        if (bRace && !bPassesRace)
                return false;

        if (bClass && !bPassesClass)
                return false;

        if (bBodyType && !bPassesBodyType)
                return false;

        // we abort as early as possible if we fail a rule, so if we get here, we passed
        return true;
}



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