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View Full Version : Defiant Gear in Global Loot


Fridgecritter
01-14-2020, 12:43 PM
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/commit/c5e4bb08f4e1a4b740af20c0a7aa36e655b38058

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.

@@ -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;
}