Attempting to fix autofishing from pools
This commit is contained in:
parent
8417de8b0f
commit
1650bdc9a9
@ -19,15 +19,15 @@ namespace
|
|||||||
uint32 sTickMs = 200;
|
uint32 sTickMs = 200;
|
||||||
float sScanRange = 30.0f;
|
float sScanRange = 30.0f;
|
||||||
uint32 sRecastDelayMs = 500;
|
uint32 sRecastDelayMs = 500;
|
||||||
uint32 sRecastSpell = 18248;
|
uint32 sRecastSpell = 18248; // your corrected spell
|
||||||
uint32 sAutoLootDelayMs = 120;
|
uint32 sAutoLootDelayMs = 120; // small delay so pools populate loot
|
||||||
std::vector<uint32> sBobberEntries;
|
std::vector<uint32> sBobberEntries;
|
||||||
|
|
||||||
struct GuidHash { std::size_t operator()(ObjectGuid const& g) const noexcept { return std::hash<uint64>()(g.GetRawValue()); } };
|
struct GuidHash { std::size_t operator()(ObjectGuid const& g) const noexcept { return std::hash<uint64>()(g.GetRawValue()); } };
|
||||||
|
|
||||||
std::unordered_map<ObjectGuid, uint32, GuidHash> sRecastTimers;
|
std::unordered_map<ObjectGuid, uint32, GuidHash> sRecastTimers;
|
||||||
|
|
||||||
struct PendingLoot { ObjectGuid bobber; uint32 timer; };
|
struct PendingLoot { uint32 timer; };
|
||||||
std::unordered_map<ObjectGuid, PendingLoot, GuidHash> sLootTimers;
|
std::unordered_map<ObjectGuid, PendingLoot, GuidHash> sLootTimers;
|
||||||
|
|
||||||
std::vector<uint32> ParseEntryList(std::string const& csv)
|
std::vector<uint32> ParseEntryList(std::string const& csv)
|
||||||
@ -52,11 +52,11 @@ namespace
|
|||||||
sRecastTimers[plr->GetGUID()] = sRecastDelayMs;
|
sRecastTimers[plr->GetGUID()] = sRecastDelayMs;
|
||||||
}
|
}
|
||||||
|
|
||||||
void ScheduleAutoLoot(Player* plr, GameObject* bobber)
|
void ScheduleAutoLoot(Player* plr)
|
||||||
{
|
{
|
||||||
if (!sServerAutoLoot || !plr || !bobber)
|
if (!sServerAutoLoot || !plr)
|
||||||
return;
|
return;
|
||||||
sLootTimers[plr->GetGUID()] = PendingLoot{ bobber->GetGUID(), sAutoLootDelayMs };
|
sLootTimers[plr->GetGUID()] = PendingLoot{ sAutoLootDelayMs };
|
||||||
}
|
}
|
||||||
|
|
||||||
void TickRecast(uint32 diff)
|
void TickRecast(uint32 diff)
|
||||||
@ -90,11 +90,14 @@ namespace
|
|||||||
}
|
}
|
||||||
|
|
||||||
Player* plr = ObjectAccessor::FindPlayer(it->first);
|
Player* plr = ObjectAccessor::FindPlayer(it->first);
|
||||||
GameObject* bobber = it->second.bobber ? ObjectAccessor::GetGameObject(*plr, it->second.bobber) : nullptr;
|
if (plr && plr->IsInWorld())
|
||||||
|
|
||||||
if (plr && bobber && plr->IsInWorld() && bobber->IsInWorld())
|
|
||||||
{
|
{
|
||||||
Loot* loot = &bobber->loot;
|
ObjectGuid lootGuid = plr->GetLootGUID(); // bobber for open water OR the pool GO for schools
|
||||||
|
if (lootGuid.IsGameObject())
|
||||||
|
{
|
||||||
|
if (GameObject* lootGo = ObjectAccessor::GetGameObject(*plr, lootGuid))
|
||||||
|
{
|
||||||
|
Loot* loot = &lootGo->loot;
|
||||||
for (uint32 i = 0; i < loot->items.size(); ++i)
|
for (uint32 i = 0; i < loot->items.size(); ++i)
|
||||||
{
|
{
|
||||||
if (loot->items[i].is_looted)
|
if (loot->items[i].is_looted)
|
||||||
@ -102,8 +105,11 @@ namespace
|
|||||||
InventoryResult msg = EQUIP_ERR_OK;
|
InventoryResult msg = EQUIP_ERR_OK;
|
||||||
plr->StoreLootItem(uint8(i), loot, msg);
|
plr->StoreLootItem(uint8(i), loot, msg);
|
||||||
}
|
}
|
||||||
plr->SendLootRelease(bobber->GetGUID());
|
plr->SendLootRelease(lootGuid);
|
||||||
bobber->SetLootState(GO_JUST_DEACTIVATED);
|
if (lootGo->GetGoType() == GAMEOBJECT_TYPE_FISHINGNODE)
|
||||||
|
lootGo->SetLootState(GO_JUST_DEACTIVATED);
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
it = sLootTimers.erase(it);
|
it = sLootTimers.erase(it);
|
||||||
@ -126,11 +132,9 @@ namespace
|
|||||||
|
|
||||||
if (go->getLootState() == GO_READY && go->GetGoType() == GAMEOBJECT_TYPE_FISHINGNODE)
|
if (go->getLootState() == GO_READY && go->GetGoType() == GAMEOBJECT_TYPE_FISHINGNODE)
|
||||||
{
|
{
|
||||||
go->Use(plr);
|
go->Use(plr); // fires skillups/achievements and opens the correct loot source
|
||||||
|
|
||||||
if (sServerAutoLoot)
|
if (sServerAutoLoot)
|
||||||
ScheduleAutoLoot(plr, go);
|
ScheduleAutoLoot(plr); // loot whatever the server opened (bobber or pool GO)
|
||||||
|
|
||||||
ScheduleRecast(plr);
|
ScheduleRecast(plr);
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user