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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.
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3 changed files with 72 additions and 0 deletions
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@ -8706,6 +8706,48 @@ void GameScreen::renderLootRollPopup(game::GameHandler& gameHandler) {
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if (ImGui::Button("Pass", ImVec2(70, 30))) {
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gameHandler.sendLootRoll(roll.objectGuid, roll.slot, 96);
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}
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// Live roll results from group members
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if (!roll.playerRolls.empty()) {
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ImGui::Separator();
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ImGui::TextDisabled("Rolls so far:");
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// Roll-type label + color
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static const char* kRollLabels[] = {"Need", "Greed", "Disenchant", "Pass"};
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static const ImVec4 kRollColors[] = {
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ImVec4(0.2f, 0.9f, 0.2f, 1.0f), // Need — green
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ImVec4(0.3f, 0.6f, 1.0f, 1.0f), // Greed — blue
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ImVec4(0.7f, 0.3f, 0.9f, 1.0f), // Disenchant — purple
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ImVec4(0.5f, 0.5f, 0.5f, 1.0f), // Pass — gray
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};
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auto rollTypeIndex = [](uint8_t t) -> int {
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if (t == 0) return 0;
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if (t == 1) return 1;
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if (t == 2) return 2;
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return 3; // pass (96 or unknown)
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};
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if (ImGui::BeginTable("##lootrolls", 3,
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ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_RowBg)) {
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ImGui::TableSetupColumn("Player", ImGuiTableColumnFlags_WidthStretch);
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ImGui::TableSetupColumn("Type", ImGuiTableColumnFlags_WidthFixed, 72.0f);
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ImGui::TableSetupColumn("Roll", ImGuiTableColumnFlags_WidthFixed, 32.0f);
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for (const auto& r : roll.playerRolls) {
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int ri = rollTypeIndex(r.rollType);
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ImGui::TableNextRow();
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ImGui::TableSetColumnIndex(0);
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ImGui::TextUnformatted(r.playerName.c_str());
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ImGui::TableSetColumnIndex(1);
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ImGui::TextColored(kRollColors[ri], "%s", kRollLabels[ri]);
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ImGui::TableSetColumnIndex(2);
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if (r.rollType != 96) {
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ImGui::TextColored(kRollColors[ri], "%d", static_cast<int>(r.rollNum));
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} else {
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ImGui::TextDisabled("—");
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}
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}
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ImGui::EndTable();
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}
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}
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}
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ImGui::End();
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}
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