Derive each player's zen from the experience they actually gained
The money amount of a monster drop is computed as "gained experience + 7", but in a party it was neither derived from, nor distributed like, that experience. DistributeExperienceAfterKillAsync returned a party total without the game rate and the personal experience rates, while AddExpAfterKillAsync returned a value which had them applied. Both landed in the same variable in OnDeathAsync, so the party number was orders of magnitude smaller. That mismatch was worked around by recalculating the killer's solo experience for money purposes, which pinned the party pool to a solo-sized amount: with the pool then split by member count, a party of three received about a third of the solo zen each, while its experience pool grows with the party size. AwardExperienceAsync already computes the per member experience with all rates applied, it just discarded it. It now returns that value, the distribution returns the per member breakdown, and the money is split proportionally to it. The workaround is gone, the pool follows the experience, and each member's zen matches their own level, their own rates and their own master/normal branch. The units lost to the integer division are handed to the shares which were cut the most, one each, so no member is systematically favoured over many kills. Two defects around the money rate are fixed on the way: - MoneyAmountRate was applied for the killer when the drop was created and again for the receiver when a party picked it up, so a rate of 3.0 paid a party 9x. On the "money straight into the inventory" path for a solo killer it was not applied at all. It is now applied exactly once, for the receiver. - ClampMoneyOnPickup was only honoured for solo pick ups. A party member at MaximumInventoryMoney silently lost their share, because the drop was consumed as soon as any other member could take one. The clamp now runs on the shared payout path, after the money rate, so it clamps the amount actually credited. Money without a per player breakdown, such as the fixed amount of an item box, keeps being split equally. Shares of players who are no longer eligible are redistributed among the remaining ones instead of being lost. (cherry picked from commit 53f25aca08e690255571f2bb6c796bb7c10934a2)
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@@ -6,7 +6,6 @@ namespace MUnique.OpenMU.GameLogic;
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using System.Diagnostics;
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using System.Threading;
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using MUnique.OpenMU.GameLogic.Attributes;
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using MUnique.OpenMU.Pathfinding;
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using Nito.AsyncEx;
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@@ -20,6 +19,8 @@ public sealed class DroppedMoney : AsyncDisposable, ILocateable
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/// </summary>
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private readonly AsyncLock _pickupLock;
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private readonly IReadOnlyList<MoneyShare> _shares;
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private Timer? _removeTimer;
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private bool _availableToPick = true;
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@@ -30,9 +31,14 @@ public sealed class DroppedMoney : AsyncDisposable, ILocateable
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/// <param name="amount">The amount.</param>
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/// <param name="position">The position where the item was dropped on the map.</param>
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/// <param name="map">The map.</param>
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public DroppedMoney(uint amount, Point position, GameMap map)
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/// <param name="shares">
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/// The part of the money which is reserved for each player, matching the experience they gained from the kill.
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/// When it's empty - for example for money from an item box - the money is split equally instead.
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/// </param>
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public DroppedMoney(uint amount, Point position, GameMap map, IReadOnlyList<MoneyShare>? shares = null)
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{
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this.Amount = amount;
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this._shares = shares ?? [];
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this._pickupLock = new();
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this.Position = position;
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this.CurrentMap = map;
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@@ -131,54 +137,28 @@ public sealed class DroppedMoney : AsyncDisposable, ILocateable
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/// <returns><c>True</c>, if at least one player received money; Otherwise, <c>false</c>.</returns>
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private bool TryGiveMoneyTo(Player player)
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{
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if (player.Party is { } party)
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if (player.Party is not { } party)
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{
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var partyMembers = party.PartyList
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.OfType<Player>()
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.Where(p => p.CurrentMap == player.CurrentMap && !p.IsAtSafezone() && p.Attributes is { })
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.ToList();
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if (partyMembers.Count == 0)
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if (!MoneyDistribution.TryPay(player, this.Amount))
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{
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player.Logger.LogDebug("No party member could receive the money, Player {0}, Money {1}", player, this);
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player.Logger.LogDebug("Money could not be added to the inventory, Player {0}, Money {1}", player, this);
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return false;
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}
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var share = (int)(this.Amount / partyMembers.Count);
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var received = false;
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foreach (var member in partyMembers)
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{
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received |= member.TryAddMoney((int)(share * member.Attributes![Stats.MoneyAmountRate]));
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}
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if (!received)
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{
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player.Logger.LogDebug("No party member could take the money, Player {0}, Money {1}", player, this);
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}
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return received;
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return true;
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}
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var amountToAdd = (int)this.Amount;
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if (player.GameContext?.Configuration?.ClampMoneyOnPickup ?? false)
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var shares = this._shares.Count > 0
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? this._shares
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: MoneyDistribution.CreateEqualShares(this.Amount, party.PartyList.OfType<Player>().ToList());
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var received = MoneyDistribution.TryPayShares(shares, member => party.IsEligibleForMoney(member, player));
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if (!received)
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{
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var maxMoney = player.GameContext?.Configuration?.MaximumInventoryMoney ?? int.MaxValue;
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amountToAdd = (int)Math.Min(this.Amount, (uint)Math.Max(0, maxMoney - player.Money));
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if (amountToAdd <= 0)
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{
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player.Logger.LogDebug("Player is at maximum money limit, Player {0}, Money {1}", player, this);
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return false;
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}
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player.Logger.LogDebug("No party member could take the money, Player {0}, Money {1}", player, this);
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}
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if (!player.TryAddMoney(amountToAdd))
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{
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player.Logger.LogDebug("Money could not be added to the inventory, Player {0}, Money {1}", player, this);
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return false;
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}
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return true;
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return received;
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}
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[System.Diagnostics.CodeAnalysis.SuppressMessage("Usage", "VSTHRD100:Avoid async void methods", Justification = "Catching all Exceptions.")]
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