-
Notifications
You must be signed in to change notification settings - Fork 217
/
loot.class.php
635 lines (535 loc) · 28 KB
/
loot.class.php
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
<?php
if (!defined('AOWOW_REVISION'))
die('illegal access');
/* from TC wiki
fishing_loot_template no relation entry is linked with ID of the fishing zone or area
creature_loot_template entry many <- many creature_template lootid
gameobject_loot_template entry many <- many gameobject_template data1 Only GO type 3 (CHEST) or 25 (FISHINGHOLE)
item_loot_template entry many <- one item_template entry
disenchant_loot_template entry many <- many item_template DisenchantID
prospecting_loot_template entry many <- one item_template entry
milling_loot_template entry many <- one item_template entry
pickpocketing_loot_template entry many <- many creature_template pickpocketloot
skinning_loot_template entry many <- many creature_template skinloot Can also store minable/herbable items gathered from creatures
quest_mail_loot_template entry quest_template RewMailTemplateId
reference_loot_template entry many <- many *_loot_template reference
*/
class Loot
{
public $jsGlobals = [];
public $extraCols = [];
private $entry = 0; // depending on the lookup itemId oder templateId
private $results = [];
private $lootTemplates = array(
LOOT_REFERENCE, // internal
LOOT_ITEM, // item
LOOT_DISENCHANT, // item
LOOT_PROSPECTING, // item
LOOT_MILLING, // item
LOOT_CREATURE, // npc
LOOT_PICKPOCKET, // npc
LOOT_SKINNING, // npc (see its flags for mining, herbing, salvaging or actual skinning)
LOOT_FISHING, // zone
LOOT_GAMEOBJECT, // object (see its lockType for mining, herbing, fishing or generic looting)
LOOT_MAIL, // quest + achievement
LOOT_SPELL // spell
);
public function &iterate()
{
reset($this->results);
foreach ($this->results as $k => $__)
yield $k => $this->results[$k];
}
public function getResult()
{
return $this->results;
}
private function createStack($l) // issue: TC always has an equal distribution between min/max
{
if (empty($l['min']) || empty($l['max']) || $l['max'] <= $l['min'])
return null;
$stack = [];
for ($i = $l['min']; $i <= $l['max']; $i++)
$stack[$i] = round(100 / (1 + $l['max'] - $l['min']), 3);
// yes, it wants a string .. how weired is that..
return json_encode($stack, JSON_NUMERIC_CHECK); // do not replace with Util::toJSON !
}
private function storeJSGlobals($data)
{
foreach ($data as $type => $jsData)
{
foreach ($jsData as $k => $v)
{
// was already set at some point with full data
if (isset($this->jsGlobals[$type][$k]) && is_array($this->jsGlobals[$type][$k]))
continue;
$this->jsGlobals[$type][$k] = $v;
}
}
}
private function getByContainerRecursive($tableName, $lootId, &$handledRefs, $groupId = 0, $baseChance = 1.0)
{
$loot = [];
$rawItems = [];
if (!$tableName || !$lootId)
return null;
$rows = DB::World()->select('SELECT * FROM ?# WHERE entry = ?d{ AND groupid = ?d}', $tableName, $lootId, $groupId ?: DBSIMPLE_SKIP);
if (!$rows)
return null;
$groupChances = [];
$nGroupEquals = [];
foreach ($rows as $entry)
{
$set = array(
'quest' => $entry['QuestRequired'],
'group' => $entry['GroupId'],
'parentRef' => $tableName == LOOT_REFERENCE ? $lootId : 0,
'realChanceMod' => $baseChance
);
// if ($entry['LootMode'] > 1)
// {
$buff = [];
for ($i = 0; $i < 8; $i++)
if ($entry['LootMode'] & (1 << $i))
$buff[] = $i + 1;
$set['mode'] = implode(', ', $buff);
// }
// else
// $set['mode'] = 0;
/*
modes:{"mode":8,"4":{"count":7173,"outof":17619},"8":{"count":7173,"outof":10684}}
ignore lootmodes from sharedDefines.h use different creatures/GOs from each template
modes.mode = b6543210
||||||'dungeon heroic
|||||'dungeon normal
||||'<empty>
|||'10man normal
||'25man normal
|'10man heroic
'25man heroic
*/
if ($entry['Reference'])
{
// bandaid.. remove when propperly handling lootmodes
if (!in_array($entry['Reference'], $handledRefs))
{ // todo (high): find out, why i used this in the first place. (don't do drugs, kids)
[$data, $raw] = self::getByContainerRecursive(LOOT_REFERENCE, $entry['Reference'], $handledRefs, /*$entry['GroupId'],*/ 0, $entry['Chance'] / 100);
$handledRefs[] = $entry['Reference'];
$loot = array_merge($loot, $data);
$rawItems = array_merge($rawItems, $raw);
}
$set['reference'] = $entry['Reference'];
$set['multiplier'] = $entry['MaxCount'];
}
else
{
$rawItems[] = $entry['Item'];
$set['content'] = $entry['Item'];
$set['min'] = $entry['MinCount'];
$set['max'] = $entry['MaxCount'];
}
if (!isset($groupChances[$entry['GroupId']]))
{
$groupChances[$entry['GroupId']] = 0;
$nGroupEquals[$entry['GroupId']] = 0;
}
if ($set['quest'] || !$set['group'])
$set['groupChance'] = $entry['Chance'];
else if ($entry['GroupId'] && !$entry['Chance'])
{
$nGroupEquals[$entry['GroupId']]++;
$set['groupChance'] = &$groupChances[$entry['GroupId']];
}
else if ($entry['GroupId'] && $entry['Chance'])
{
if (empty($groupChances[$entry['GroupId']]))
$groupChances[$entry['GroupId']] = 0;
$groupChances[$entry['GroupId']] += $entry['Chance'];
$set['groupChance'] = $entry['Chance'];
}
else // shouldn't have happened
{
trigger_error('Unhandled case in calculating chance for item '.$entry['Item'].'!', E_USER_WARNING);
continue;
}
$loot[] = $set;
}
foreach (array_keys($nGroupEquals) as $k)
{
$sum = $groupChances[$k];
if (!$sum)
$sum = 0;
else if ($sum >= 100.01)
{
trigger_error('Loot entry '.$lootId.' / group '.$k.' has a total chance of '.number_format($sum, 2).'%. Some items cannot drop!', E_USER_WARNING);
$sum = 100;
}
$cnt = empty($nGroupEquals[$k]) ? 1 : $nGroupEquals[$k];
$groupChances[$k] = (100 - $sum) / $cnt; // is applied as backReference to items with 0-chance
}
return [$loot, array_unique($rawItems)];
}
public function getByContainer($table, $entry)
{
$this->entry = intVal($entry);
if (!in_array($table, $this->lootTemplates) || !$this->entry)
return null;
/*
todo (high): implement conditions on loot (and conditions in general)
also
// if (is_array($this->entry) && in_array($table, [LOOT_CREATURE, LOOT_GAMEOBJECT])
// iterate over the 4 available difficulties and assign modes
modes:{"mode":1,"1":{"count":4408,"outof":16013},"4":{"count":4408,"outof":22531}}
*/
$handledRefs = [];
$struct = self::getByContainerRecursive($table, $this->entry, $handledRefs);
if (!$struct)
return false;
$items = new ItemList(array(['i.id', $struct[1]], CFG_SQL_LIMIT_NONE));
$this->jsGlobals = $items->getJSGlobals(GLOBALINFO_SELF | GLOBALINFO_RELATED);
$foo = $items->getListviewData();
// assign listview LV rows to loot rows, not the other way round! The same item may be contained multiple times
foreach ($struct[0] as $loot)
{
$base = array(
'percent' => round($loot['groupChance'] * $loot['realChanceMod'], 3),
'group' => $loot['group'],
'quest' => $loot['quest'],
'count' => 1 // satisfies the sort-script
);
if ($_ = $loot['mode'])
$base['mode'] = $_;
if ($_ = $loot['parentRef'])
$base['reference'] = $_;
if ($_ = self::createStack($loot))
$base['pctstack'] = $_;
if (empty($loot['reference'])) // regular drop
{
if (!User::isInGroup(U_GROUP_EMPLOYEE))
{
if (!isset($this->results[$loot['content']]))
$this->results[$loot['content']] = array_merge($foo[$loot['content']], $base, ['stack' => [$loot['min'], $loot['max']]]);
else
$this->results[$loot['content']]['percent'] += $base['percent'];
}
else // in case of limited trash loot, check if $foo[<itemId>] exists
$this->results[] = array_merge($foo[$loot['content']], $base, ['stack' => [$loot['min'], $loot['max']]]);
}
else if (User::isInGroup(U_GROUP_EMPLOYEE)) // create dummy for ref-drop
{
$data = array(
'id' => $loot['reference'],
'name' => '@REFERENCE: '.$loot['reference'],
'icon' => 'trade_engineering',
'stack' => [$loot['multiplier'], $loot['multiplier']]
);
$this->results[] = array_merge($base, $data);
$this->jsGlobals[TYPE_ITEM][$loot['reference']] = $data;
}
}
// move excessive % to extra loot
if (!User::isInGroup(U_GROUP_EMPLOYEE))
{
foreach ($this->results as &$_)
{
if ($_['percent'] <= 100)
continue;
while ($_['percent'] > 200)
{
$_['stack'][0]++;
$_['stack'][1]++;
$_['percent'] -= 100;
}
$_['stack'][1]++;
$_['percent'] = 100;
}
}
else
{
$fields = ['mode', 'reference'];
$base = [];
$set = 0;
foreach ($this->results as $foo)
{
foreach ($fields as $idx => $field)
{
$val = isset($foo[$field]) ? $foo[$field] : 0;
if (!isset($base[$idx]))
$base[$idx] = $val;
else if ($base[$idx] != $val)
$set |= 1 << $idx;
}
if ($set == (pow(2, count($fields)) - 1))
break;
}
$this->extraCols[] = "\$Listview.funcBox.createSimpleCol('group', 'Group', '7%', 'group')";
foreach ($fields as $idx => $field)
if ($set & (1 << $idx))
$this->extraCols[] = "\$Listview.funcBox.createSimpleCol('".$field."', '".Util::ucFirst($field)."', '7%', '".$field."')";
}
return true;
}
public function getByItem($entry, $maxResults = CFG_SQL_LIMIT_DEFAULT, $lootTableList = [])
{
$this->entry = intVal($entry);
if (!$this->entry)
return false;
// [fileName, tabData, tabName, tabId, extraCols, hiddenCols, visibleCols]
$tabsFinal = array(
['item', [], '$LANG.tab_containedin', 'contained-in-item', [], [], []],
['item', [], '$LANG.tab_disenchantedfrom', 'disenchanted-from', [], [], []],
['item', [], '$LANG.tab_prospectedfrom', 'prospected-from', [], [], []],
['item', [], '$LANG.tab_milledfrom', 'milled-from', [], [], []],
['creature', [], '$LANG.tab_droppedby', 'dropped-by', [], [], []],
['creature', [], '$LANG.tab_pickpocketedfrom', 'pickpocketed-from', [], [], []],
['creature', [], '$LANG.tab_skinnedfrom', 'skinned-from', [], [], []],
['creature', [], '$LANG.tab_minedfromnpc', 'mined-from-npc', [], [], []],
['creature', [], '$LANG.tab_salvagedfrom', 'salvaged-from', [], [], []],
['creature', [], '$LANG.tab_gatheredfromnpc', 'gathered-from-npc', [], [], []],
['quest', [], '$LANG.tab_rewardfrom', 'reward-from-quest', [], [], []],
['zone', [], '$LANG.tab_fishedin', 'fished-in-zone', [], [], []],
['object', [], '$LANG.tab_containedin', 'contained-in-object', [], [], []],
['object', [], '$LANG.tab_minedfrom', 'mined-from-object', [], [], []],
['object', [], '$LANG.tab_gatheredfrom', 'gathered-from-object', [], [], []],
['object', [], '$LANG.tab_fishedin', 'fished-in-object', [], [], []],
['spell', [], '$LANG.tab_createdby', 'created-by', [], [], []],
['achievement', [], '$LANG.tab_rewardfrom', 'reward-from-achievement', [], [], []]
);
$refResults = [];
$chanceMods = [];
$query = 'SELECT
lt1.entry AS ARRAY_KEY,
IF(lt1.reference = 0, lt1.item, lt1.reference) AS item,
lt1.chance,
SUM(IF(lt2.chance = 0, 1, 0)) AS nZeroItems,
SUM(lt2.chance) AS sumChance,
IF(lt1.groupid > 0, 1, 0) AS isGrouped,
IF(lt1.reference = 0, lt1.mincount, 1) AS min,
IF(lt1.reference = 0, lt1.maxcount, 1) AS max,
IF(lt1.reference > 0, lt1.maxcount, 1) AS multiplier
FROM
?# lt1
LEFT JOIN
?# lt2 ON lt1.entry = lt2.entry AND lt1.groupid = lt2.groupid
WHERE
%s
GROUP BY lt2.entry, lt2.groupid';
$calcChance = function ($refs, $parents = []) use (&$chanceMods)
{
$retData = [];
$retKeys = [];
foreach ($refs as $rId => $ref)
{
// check for possible database inconsistencies
if (!$ref['chance'] && !$ref['isGrouped'])
trigger_error('Loot by Item: Ungrouped Item/Ref '.$ref['item'].' has 0% chance assigned!', E_USER_WARNING);
if ($ref['isGrouped'] && $ref['sumChance'] > 100)
trigger_error('Loot by Item: Group with Item/Ref '.$ref['item'].' has '.number_format($ref['sumChance'], 2).'% total chance! Some items cannot drop!', E_USER_WARNING);
if ($ref['isGrouped'] && $ref['sumChance'] >= 100 && !$ref['chance'])
trigger_error('Loot by Item: Item/Ref '.$ref['item'].' with adaptive chance cannot drop. Group already at 100%!', E_USER_WARNING);
$chance = abs($ref['chance'] ?: (100 - $ref['sumChance']) / $ref['nZeroItems']) / 100;
// apply inherited chanceMods
if (isset($chanceMods[$ref['item']]))
{
$chance *= $chanceMods[$ref['item']][0];
$chance = 1 - pow(1 - $chance, $chanceMods[$ref['item']][1]);
}
// save chance for parent-ref
$chanceMods[$rId] = [$chance, $ref['multiplier']];
// refTemplate doesn't point to a new ref -> we are done
if (!in_array($rId, $parents))
{
$data = array(
'percent' => $chance,
'stack' => [$ref['min'], $ref['max']],
'count' => 1 // ..and one for the sort script
);
if ($_ = self::createStack($ref))
$data['pctstack'] = $_;
// sort highest chances first
$i = 0;
for (; $i < count($retData); $i++)
if ($retData[$i]['percent'] < $data['percent'])
break;
array_splice($retData, $i, 0, [$data]);
array_splice($retKeys, $i, 0, [$rId]);
}
}
return array_combine($retKeys, $retData);
};
/*
get references containing the item
*/
$newRefs = DB::World()->select(
sprintf($query, 'lt1.item = ?d AND lt1.reference = 0'),
LOOT_REFERENCE, LOOT_REFERENCE,
$this->entry
);
while ($newRefs)
{
$curRefs = $newRefs;
$newRefs = DB::World()->select(
sprintf($query, 'lt1.reference IN (?a)'),
LOOT_REFERENCE, LOOT_REFERENCE,
array_keys($curRefs)
);
$refResults += $calcChance($curRefs, array_column($newRefs, 'item'));
}
/*
search the real loot-templates for the itemId and gathered refds
*/
for ($i = 1; $i < count($this->lootTemplates); $i++)
{
if ($lootTableList && !in_array($this->lootTemplates[$i], $lootTableList))
continue;
$result = $calcChance(DB::World()->select(
sprintf($query, '{lt1.reference IN (?a) OR }(lt1.reference = 0 AND lt1.item = ?d)'),
$this->lootTemplates[$i], $this->lootTemplates[$i],
$refResults ? array_keys($refResults) : DBSIMPLE_SKIP,
$this->entry
));
// do not skip here if $result is empty. Additional loot for spells and quest is added separately
// format for actual use
foreach ($result as $k => $v)
{
unset($result[$k]);
$v['percent'] = round($v['percent'] * 100, 3);
$result[abs($k)] = $v;
}
// cap fetched entries to the sql-limit to guarantee, that the highest chance items get selected first
// screws with GO-loot and skinnig-loot as these templates are shared for several tabs (fish, herb, ore) (herb, ore, leather)
$ids = array_slice(array_keys($result), 0, $maxResults);
switch ($this->lootTemplates[$i])
{
case LOOT_CREATURE: $field = 'lootId'; $tabId = 4; break;
case LOOT_PICKPOCKET: $field = 'pickpocketLootId'; $tabId = 5; break;
case LOOT_SKINNING: $field = 'skinLootId'; $tabId = -6; break; // assigned later
case LOOT_PROSPECTING: $field = 'id'; $tabId = 2; break;
case LOOT_MILLING: $field = 'id'; $tabId = 3; break;
case LOOT_ITEM: $field = 'id'; $tabId = 0; break;
case LOOT_DISENCHANT: $field = 'disenchantId'; $tabId = 1; break;
case LOOT_FISHING: $field = 'id'; $tabId = 11; break; // subAreas are currently ignored
case LOOT_GAMEOBJECT:
if (!$ids)
continue 2;
$srcObj = new GameObjectList(array(['lootId', $ids]));
if ($srcObj->error)
continue 2;
$srcData = $srcObj->getListviewData();
foreach ($srcObj->iterate() as $__id => $curTpl)
{
switch ($curTpl['typeCat'])
{
case 25: $tabId = 15; break; // fishing node
case -3: $tabId = 14; break; // herb
case -4: $tabId = 13; break; // vein
default: $tabId = 12; break; // general chest loot
}
$tabsFinal[$tabId][1][] = array_merge($srcData[$srcObj->id], $result[$srcObj->getField('lootId')]);
$tabsFinal[$tabId][4][] = '$Listview.extraCols.percent';
if ($tabId != 15)
$tabsFinal[$tabId][6][] = 'skill';
}
continue 2;
case LOOT_MAIL:
// quest part
$conditions = array(['rewardChoiceItemId1', $this->entry], ['rewardChoiceItemId2', $this->entry], ['rewardChoiceItemId3', $this->entry], ['rewardChoiceItemId4', $this->entry], ['rewardChoiceItemId5', $this->entry],
['rewardChoiceItemId6', $this->entry], ['rewardItemId1', $this->entry], ['rewardItemId2', $this->entry], ['rewardItemId3', $this->entry], ['rewardItemId4', $this->entry],
'OR');
if ($ids)
$conditions[] = ['rewardMailTemplateId', $ids];
$srcObj = new QuestList($conditions);
if (!$srcObj->error)
{
self::storeJSGlobals($srcObj->getJSGlobals(GLOBALINFO_SELF | GLOBALINFO_REWARDS));
$srcData = $srcObj->getListviewData();
foreach ($srcObj->iterate() as $_)
$tabsFinal[10][1][] = array_merge($srcData[$srcObj->id], empty($result[$srcObj->id]) ? ['percent' => -1] : $result[$srcObj->id]);
}
// achievement part
$conditions = array(['itemExtra', $this->entry]);
if ($ar = DB::World()->selectCol('SELECT ID FROM achievement_reward WHERE ItemID = ?d{ OR MailTemplateID IN (?a)}', $this->entry, $ids ?: DBSIMPLE_SKIP))
array_push($conditions, ['id', $ar], 'OR');
$srcObj = new AchievementList($conditions);
if (!$srcObj->error)
{
self::storeJSGlobals($srcObj->getJSGlobals(GLOBALINFO_SELF | GLOBALINFO_REWARDS));
$srcData = $srcObj->getListviewData();
foreach ($srcObj->iterate() as $_)
$tabsFinal[17][1][] = array_merge($srcData[$srcObj->id], empty($result[$srcObj->id]) ? ['percent' => -1] : $result[$srcObj->id]);
$tabsFinal[17][5][] = 'rewards';
$tabsFinal[17][6][] = 'category';
}
continue 2;
case LOOT_SPELL:
$conditions = array(
'OR',
['AND', ['effect1CreateItemId', $this->entry], ['OR', ['effect1Id', SpellList::$effects['itemCreate']], ['effect1AuraId', SpellList::$auras['itemCreate']]]],
['AND', ['effect2CreateItemId', $this->entry], ['OR', ['effect2Id', SpellList::$effects['itemCreate']], ['effect2AuraId', SpellList::$auras['itemCreate']]]],
['AND', ['effect3CreateItemId', $this->entry], ['OR', ['effect3Id', SpellList::$effects['itemCreate']], ['effect3AuraId', SpellList::$auras['itemCreate']]]],
);
if ($ids)
$conditions[] = ['id', $ids];
$srcObj = new SpellList($conditions);
if (!$srcObj->error)
{
self::storeJSGlobals($srcObj->getJSGlobals(GLOBALINFO_SELF | GLOBALINFO_RELATED));
$srcData = $srcObj->getListviewData();
if (!empty($result))
$tabsFinal[16][4][] = '$Listview.extraCols.percent';
if ($srcObj->hasSetFields(['reagent1']))
$tabsFinal[16][6][] = 'reagents';
foreach ($srcObj->iterate() as $_)
$tabsFinal[16][1][] = array_merge($srcData[$srcObj->id], empty($result[$srcObj->id]) ? ['percent' => -1] : $result[$srcObj->id]);
}
continue 2;
}
if (!$ids)
continue;
switch ($tabsFinal[abs($tabId)][0])
{
case 'creature': // new CreatureList
case 'item': // new ItemList
case 'zone': // new ZoneList
$oName = ucFirst($tabsFinal[abs($tabId)][0]).'List';
$srcObj = new $oName(array([$field, $ids]));
if (!$srcObj->error)
{
$srcData = $srcObj->getListviewData();
self::storeJSGlobals($srcObj->getJSGlobals(GLOBALINFO_SELF | GLOBALINFO_RELATED));
foreach ($srcObj->iterate() as $curTpl)
{
if ($tabId < 0 && $curTpl['typeFlags'] & NPC_TYPEFLAG_HERBLOOT)
$tabId = 9;
else if ($tabId < 0 && $curTpl['typeFlags'] & NPC_TYPEFLAG_ENGINEERLOOT)
$tabId = 8;
else if ($tabId < 0 && $curTpl['typeFlags'] & NPC_TYPEFLAG_MININGLOOT)
$tabId = 7;
else if ($tabId < 0)
$tabId = abs($tabId); // general case (skinning)
$tabsFinal[$tabId][1][] = array_merge($srcData[$srcObj->id], $result[$srcObj->getField($field)]);
$tabsFinal[$tabId][4][] = '$Listview.extraCols.percent';
}
}
break;
}
}
foreach ($tabsFinal as $tabId => $data)
{
$tabData = array(
'data' => $data[1],
'name' => $data[2],
'id' => $data[3]
);
if ($data[4])
$tabData['extraCols'] = array_unique($data[4]);
if ($data[5])
$tabData['hiddenCols'] = array_unique($data[5]);
if ($data[6])
$tabData['visibleCols'] = array_unique($data[6]);
$this->results[$tabId] = [$data[0], $tabData];
}
return true;
}
}
?>