feat: show live roll results from group members in loot roll popup

Track each player's roll (need/greed/disenchant/pass + value) as
SMSG_LOOT_ROLL packets arrive while our roll window is open. Display
a color-coded table in the popup: green=need, blue=greed,
purple=disenchant, gray=pass. Roll value hidden for pass.
This commit is contained in:
Kelsi 2026-03-12 08:59:38 -07:00
parent 8a24638ced
commit 7acaa4d301
3 changed files with 72 additions and 0 deletions

View file

@ -1151,6 +1151,13 @@ public:
uint8_t itemQuality = 0;
uint32_t rollCountdownMs = 60000; // Duration of roll window in ms
std::chrono::steady_clock::time_point rollStartedAt{};
struct PlayerRollResult {
std::string playerName;
uint8_t rollNum = 0;
uint8_t rollType = 0; // 0=need,1=greed,2=disenchant,96=pass
};
std::vector<PlayerRollResult> playerRolls; // live roll results from group members
};
bool hasPendingLootRoll() const { return pendingLootRollActive_; }
const LootRollEntry& getPendingLootRoll() const { return pendingLootRoll_; }

View file

@ -19993,6 +19993,7 @@ void GameHandler::handleLootRoll(network::Packet& packet) {
pendingLootRoll_.objectGuid = objectGuid;
pendingLootRoll_.slot = slot;
pendingLootRoll_.itemId = itemId;
pendingLootRoll_.playerRolls.clear();
// Ensure item info is in cache; query if not
queryItemInfo(itemId, 0);
// Look up item name from cache
@ -20017,6 +20018,28 @@ void GameHandler::handleLootRoll(network::Packet& packet) {
}
if (rollerName.empty()) rollerName = "Someone";
// Track in the live roll list while our popup is open for the same item
if (pendingLootRollActive_ &&
pendingLootRoll_.objectGuid == objectGuid &&
pendingLootRoll_.slot == slot) {
bool found = false;
for (auto& r : pendingLootRoll_.playerRolls) {
if (r.playerName == rollerName) {
r.rollNum = rollNum;
r.rollType = rollType;
found = true;
break;
}
}
if (!found) {
LootRollEntry::PlayerRollResult prr;
prr.playerName = rollerName;
prr.rollNum = rollNum;
prr.rollType = rollType;
pendingLootRoll_.playerRolls.push_back(std::move(prr));
}
}
auto* info = getItemInfo(itemId);
std::string iName = info ? info->name : std::to_string(itemId);

View file

@ -8706,6 +8706,48 @@ void GameScreen::renderLootRollPopup(game::GameHandler& gameHandler) {
if (ImGui::Button("Pass", ImVec2(70, 30))) {
gameHandler.sendLootRoll(roll.objectGuid, roll.slot, 96);
}
// Live roll results from group members
if (!roll.playerRolls.empty()) {
ImGui::Separator();
ImGui::TextDisabled("Rolls so far:");
// Roll-type label + color
static const char* kRollLabels[] = {"Need", "Greed", "Disenchant", "Pass"};
static const ImVec4 kRollColors[] = {
ImVec4(0.2f, 0.9f, 0.2f, 1.0f), // Need — green
ImVec4(0.3f, 0.6f, 1.0f, 1.0f), // Greed — blue
ImVec4(0.7f, 0.3f, 0.9f, 1.0f), // Disenchant — purple
ImVec4(0.5f, 0.5f, 0.5f, 1.0f), // Pass — gray
};
auto rollTypeIndex = [](uint8_t t) -> int {
if (t == 0) return 0;
if (t == 1) return 1;
if (t == 2) return 2;
return 3; // pass (96 or unknown)
};
if (ImGui::BeginTable("##lootrolls", 3,
ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_RowBg)) {
ImGui::TableSetupColumn("Player", ImGuiTableColumnFlags_WidthStretch);
ImGui::TableSetupColumn("Type", ImGuiTableColumnFlags_WidthFixed, 72.0f);
ImGui::TableSetupColumn("Roll", ImGuiTableColumnFlags_WidthFixed, 32.0f);
for (const auto& r : roll.playerRolls) {
int ri = rollTypeIndex(r.rollType);
ImGui::TableNextRow();
ImGui::TableSetColumnIndex(0);
ImGui::TextUnformatted(r.playerName.c_str());
ImGui::TableSetColumnIndex(1);
ImGui::TextColored(kRollColors[ri], "%s", kRollLabels[ri]);
ImGui::TableSetColumnIndex(2);
if (r.rollType != 96) {
ImGui::TextColored(kRollColors[ri], "%d", static_cast<int>(r.rollNum));
} else {
ImGui::TextDisabled("");
}
}
ImGui::EndTable();
}
}
}
ImGui::End();
}