Core/Reputation: Implement a more generic solution for reputation spillover (fix by Lynx3d, port by Kaelima)

* Sorts out issues with factions 1037 and 1052
* Give a more correct client output when reputation is assigned to parent faction
* reputation_spillover_template can still be used to override spillover from dbc
Closes issue 4915.

--HG--
branch : trunk
This commit is contained in:
click
2010-11-24 13:41:20 +01:00
parent c786f08146
commit 6fa169810b
5 changed files with 96 additions and 73 deletions
+4 -4
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@@ -822,10 +822,10 @@ struct FactionEntry
int32 BaseRepValue[4]; // 10-13 m_reputationBase int32 BaseRepValue[4]; // 10-13 m_reputationBase
uint32 ReputationFlags[4]; // 14-17 m_reputationFlags uint32 ReputationFlags[4]; // 14-17 m_reputationFlags
uint32 team; // 18 m_parentFactionID uint32 team; // 18 m_parentFactionID
//float unk1; // 19 float spilloverRateIn; // 19 Faction gains incoming rep * spilloverRateIn
//float unk2; // 20 float spilloverRateOut; // 20 Faction outputs rep * spilloverRateOut as spillover reputation
//uint32 unk3 // 21 uint32 spilloverMaxRankIn; // 21 The highest rank the faction will profit from incoming spillover
//uint32 unk4; // 22 //uint32 spilloverRank_unk; // 22 It does not seem to be the max standing at which a faction outputs spillover ...so no idea
char* name[16]; // 23-38 m_name_lang char* name[16]; // 23-38 m_name_lang
// 39 string flags // 39 string flags
//char* description[16]; // 40-55 m_description_lang //char* description[16]; // 40-55 m_description_lang
+1 -1
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@@ -45,7 +45,7 @@ const char DurabilityCostsfmt[]="niiiiiiiiiiiiiiiiiiiiiiiiiiiii";
const char DurabilityQualityfmt[]="nf"; const char DurabilityQualityfmt[]="nf";
const char EmotesEntryfmt[]="nxxiiix"; const char EmotesEntryfmt[]="nxxiiix";
const char EmotesTextEntryfmt[]="nxixxxxxxxxxxxxxxxx"; const char EmotesTextEntryfmt[]="nxixxxxxxxxxxxxxxxx";
const char FactionEntryfmt[]="niiiiiiiiiiiiiiiiiixxxxssssssssssssssssxxxxxxxxxxxxxxxxxx"; const char FactionEntryfmt[]="niiiiiiiiiiiiiiiiiiffixssssssssssssssssxxxxxxxxxxxxxxxxxx";
const char FactionTemplateEntryfmt[]="niiiiiiiiiiiii"; const char FactionTemplateEntryfmt[]="niiiiiiiiiiiii";
const char GameObjectDisplayInfofmt[]="nxxxxxxxxxxxffffffx"; const char GameObjectDisplayInfofmt[]="nxxxxxxxxxxxffffffx";
const char GemPropertiesEntryfmt[]="nixxi"; const char GemPropertiesEntryfmt[]="nixxi";
+1 -1
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@@ -7156,7 +7156,7 @@ void ObjectMgr::LoadReputationSpilloverTemplate()
bar.step(); bar.step();
sLog.outString(); sLog.outString();
sLog.outErrorDb(">> Loaded `reputation_spillover_template`, table is empty!"); sLog.outString(">> Loaded `reputation_spillover_template`, table is empty.");
return; return;
} }
+86 -64
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@@ -139,35 +139,36 @@ void ReputationMgr::SendForceReactions()
m_player->SendDirectMessage(&data); m_player->SendDirectMessage(&data);
} }
void ReputationMgr::SendState(FactionState const* faction) const void ReputationMgr::SendState(FactionState const* faction)
{ {
if (faction->Flags & FACTION_FLAG_VISIBLE) //If faction is visible then update it uint32 count = 1;
WorldPacket data(SMSG_SET_FACTION_STANDING, (16)); // last check 2.4.0
data << (float) 0; // unk 2.4.0
data << (uint8) 0; // wotlk 8634
size_t p_count = data.wpos();
data << (uint32) count; // placeholder
data << (uint32) faction->ReputationListID;
data << (uint32) faction->Standing;
for (FactionStateList::iterator itr = m_factions.begin(); itr != m_factions.end(); ++itr)
{ {
uint32 count = 1; if (itr->second.needSend)
WorldPacket data(SMSG_SET_FACTION_STANDING, (16)); // last check 2.4.0
data << (float) 0; // unk 2.4.0
data << (uint8) 0; // wotlk 8634
size_t p_count = data.wpos();
data << (uint32) count; // placeholder
data << (uint32) faction->ReputationListID;
data << (uint32) faction->Standing;
for(FactionStateList::const_iterator itr = m_factions.begin(); itr != m_factions.end(); ++itr)
{ {
if (itr->second.Changed && itr->second.ReputationListID != faction->ReputationListID) itr->second.needSend = false;
if (itr->second.ReputationListID != faction->ReputationListID)
{ {
data << (uint32) itr->second.ReputationListID; data << (uint32) itr->second.ReputationListID;
data << (uint32) itr->second.Standing; data << (uint32) itr->second.Standing;
++count; ++count;
} }
} }
data.put<uint32>(p_count, count);
m_player->SendDirectMessage(&data);
} }
data.put<uint32>(p_count, count);
m_player->SendDirectMessage(&data);
} }
void ReputationMgr::SendInitialReputations() void ReputationMgr::SendInitialReputations()
@@ -203,9 +204,9 @@ void ReputationMgr::SendInitialReputations()
m_player->SendDirectMessage(&data); m_player->SendDirectMessage(&data);
} }
void ReputationMgr::SendStates() const void ReputationMgr::SendStates()
{ {
for (FactionStateList::const_iterator itr = m_factions.begin(); itr != m_factions.end(); ++itr) for (FactionStateList::iterator itr = m_factions.begin(); itr != m_factions.end(); ++itr)
SendState(&(itr->second)); SendState(&(itr->second));
} }
@@ -239,7 +240,8 @@ void ReputationMgr::Initialize()
newFaction.ReputationListID = factionEntry->reputationListID; newFaction.ReputationListID = factionEntry->reputationListID;
newFaction.Standing = 0; newFaction.Standing = 0;
newFaction.Flags = GetDefaultStateFlags(factionEntry); newFaction.Flags = GetDefaultStateFlags(factionEntry);
newFaction.Changed = true; newFaction.needSend = true;
newFaction.needSave = true;
if (newFaction.Flags & FACTION_FLAG_VISIBLE) if (newFaction.Flags & FACTION_FLAG_VISIBLE)
++m_visibleFactionCount; ++m_visibleFactionCount;
@@ -254,58 +256,71 @@ void ReputationMgr::Initialize()
bool ReputationMgr::SetReputation(FactionEntry const* factionEntry, int32 standing, bool incremental) bool ReputationMgr::SetReputation(FactionEntry const* factionEntry, int32 standing, bool incremental)
{ {
sScriptMgr.OnPlayerReputationChange(m_player, factionEntry->ID, standing, incremental); sScriptMgr.OnPlayerReputationChange(m_player, factionEntry->ID, standing, incremental);
bool res = false;
if (SimpleFactionsList const* flist = GetFactionTeamList(factionEntry->ID)) // if spillover definition exists in DB, override DBC
if (const RepSpilloverTemplate *repTemplate = sObjectMgr.GetRepSpilloverTemplate(factionEntry->ID))
{ {
bool res = false; for (uint32 i = 0; i < MAX_SPILLOVER_FACTIONS; ++i)
for (SimpleFactionsList::const_iterator itr = flist->begin();itr != flist->end();++itr)
{ {
if (FactionEntry const *factionEntryCalc = sFactionStore.LookupEntry(*itr)) if (repTemplate->faction[i])
{ {
res = SetOneFactionReputation(factionEntryCalc, standing, incremental); if (m_player->GetReputationRank(repTemplate->faction[i]) <= ReputationRank(repTemplate->faction_rank[i]))
if (res)
{ {
FactionStateList::iterator itr = m_factions.find(factionEntry->reputationListID); // bonuses are already given, so just modify standing by rate
if (itr != m_factions.end()) int32 spilloverRep = standing * repTemplate->faction_rate[i];
SendState(&itr->second); SetOneFactionReputation(sFactionStore.LookupEntry(repTemplate->faction[i]), spilloverRep, incremental);
} }
} }
} }
return res;
} }
else else
{ {
// update for the actual faction first float spillOverRepOut = standing;
bool res = SetOneFactionReputation(factionEntry, standing, incremental); // check for sub-factions that receive spillover
SimpleFactionsList const* flist = GetFactionTeamList(factionEntry->ID);
if (res) // if has no sub-factions, check for factions with same parent
if (!flist && factionEntry->team && factionEntry->spilloverRateOut != 0.0f)
{ {
// then some spillover calculation here if it exist spillOverRepOut *= factionEntry->spilloverRateOut;
if (RepSpilloverTemplate const * repTemplate = sObjectMgr.GetRepSpilloverTemplate(factionEntry->ID)) if (FactionEntry const *parent = sFactionStore.LookupEntry(factionEntry->team))
{ {
for (uint32 i = 0; i < MAX_SPILLOVER_FACTIONS; ++i) FactionStateList::iterator parentState = m_factions.find(parent->reputationListID);
// some team factions have own reputation standing, in this case do not spill to other sub-factions
if (parentState != m_factions.end() && (parentState->second.Flags & FACTION_FLAG_SPECIAL))
{ {
if (repTemplate->faction[i]) SetOneFactionReputation(parent, int32(spillOverRepOut), incremental);
{ }
if (m_player->GetReputationRank(repTemplate->faction[i]) <= ReputationRank(repTemplate->faction_rank[i])) else // spill to "sister" factions
{ {
// bonuses are already given, so just modify standing by rate flist = GetFactionTeamList(factionEntry->team);
int32 spilloverRep = int32(standing * repTemplate->faction_rate[i]); }
SetOneFactionReputation(sFactionStore.LookupEntry(repTemplate->faction[i]), spilloverRep, incremental); }
} }
} if (flist)
{
// Spillover to affiliated factions
for (SimpleFactionsList::const_iterator itr = flist->begin(); itr != flist->end(); ++itr)
{
if (FactionEntry const *factionEntryCalc = sFactionStore.LookupEntry(*itr))
{
if (factionEntryCalc == factionEntry || GetRank(factionEntryCalc) > ReputationRank(factionEntryCalc->spilloverMaxRankIn))
continue;
int32 spilloverRep = int32(spillOverRepOut * factionEntryCalc->spilloverRateIn);
if (spilloverRep != 0 || !incremental)
res = SetOneFactionReputation(factionEntryCalc, spilloverRep, incremental);
} }
} }
// now we can send it
FactionStateList::iterator itr = m_factions.find(factionEntry->reputationListID);
if (itr != m_factions.end())
SendState(&itr->second);
} }
return res;
} }
// spillover done, update faction itself
FactionStateList::iterator faction = m_factions.find(factionEntry->reputationListID);
if (faction != m_factions.end())
{
res = SetOneFactionReputation(factionEntry, standing, incremental);
// only this faction gets reported to client, even if it has no own visible standing
SendState(&faction->second);
}
return res;
} }
bool ReputationMgr::SetOneFactionReputation(FactionEntry const* factionEntry, int32 standing, bool incremental) bool ReputationMgr::SetOneFactionReputation(FactionEntry const* factionEntry, int32 standing, bool incremental)
@@ -331,7 +346,8 @@ bool ReputationMgr::SetOneFactionReputation(FactionEntry const* factionEntry, in
ReputationRank new_rank = ReputationToRank(standing); ReputationRank new_rank = ReputationToRank(standing);
itr->second.Standing = standing - BaseRep; itr->second.Standing = standing - BaseRep;
itr->second.Changed = true; itr->second.needSend = true;
itr->second.needSave = true;
SetVisible(&itr->second); SetVisible(&itr->second);
@@ -387,7 +403,8 @@ void ReputationMgr::SetVisible(FactionState* faction)
return; return;
faction->Flags |= FACTION_FLAG_VISIBLE; faction->Flags |= FACTION_FLAG_VISIBLE;
faction->Changed = true; faction->needSend = true;
faction->needSave = true;
++m_visibleFactionCount; ++m_visibleFactionCount;
@@ -422,7 +439,8 @@ void ReputationMgr::SetAtWar(FactionState* faction, bool atWar)
else else
faction->Flags &= ~FACTION_FLAG_AT_WAR; faction->Flags &= ~FACTION_FLAG_AT_WAR;
faction->Changed = true; faction->needSend = true;
faction->needSave = true;
} }
void ReputationMgr::SetInactive(RepListID repListID, bool on) void ReputationMgr::SetInactive(RepListID repListID, bool on)
@@ -449,7 +467,8 @@ void ReputationMgr::SetInactive(FactionState* faction, bool inactive)
else else
faction->Flags &= ~FACTION_FLAG_INACTIVE; faction->Flags &= ~FACTION_FLAG_INACTIVE;
faction->Changed = true; faction->needSend = true;
faction->needSave = true;
} }
void ReputationMgr::LoadFromDB(PreparedQueryResult result) void ReputationMgr::LoadFromDB(PreparedQueryResult result)
@@ -502,7 +521,10 @@ void ReputationMgr::LoadFromDB(PreparedQueryResult result)
// reset changed flag if values similar to saved in DB // reset changed flag if values similar to saved in DB
if (faction->Flags == dbFactionFlags) if (faction->Flags == dbFactionFlags)
faction->Changed = false; {
faction->needSend = false;
faction->needSave = false;
}
} }
} }
while (result->NextRow()); while (result->NextRow());
@@ -513,11 +535,11 @@ void ReputationMgr::SaveToDB(SQLTransaction& trans)
{ {
for (FactionStateList::iterator itr = m_factions.begin(); itr != m_factions.end(); ++itr) for (FactionStateList::iterator itr = m_factions.begin(); itr != m_factions.end(); ++itr)
{ {
if (itr->second.Changed) if (itr->second.needSave)
{ {
trans->PAppend("DELETE FROM character_reputation WHERE guid = '%u' AND faction='%u'", m_player->GetGUIDLow(), itr->second.ID); trans->PAppend("DELETE FROM character_reputation WHERE guid = '%u' AND faction='%u'", m_player->GetGUIDLow(), itr->second.ID);
trans->PAppend("INSERT INTO character_reputation (guid,faction,standing,flags) VALUES ('%u', '%u', '%i', '%u')", m_player->GetGUIDLow(), itr->second.ID, itr->second.Standing, itr->second.Flags); trans->PAppend("INSERT INTO character_reputation (guid,faction,standing,flags) VALUES ('%u', '%u', '%i', '%u')", m_player->GetGUIDLow(), itr->second.ID, itr->second.Standing, itr->second.Flags);
itr->second.Changed = false; itr->second.needSave = false;
} }
} }
} }
+4 -3
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@@ -52,7 +52,8 @@ struct FactionState
RepListID ReputationListID; RepListID ReputationListID;
uint8 Flags; uint8 Flags;
int32 Standing; int32 Standing;
bool Changed; bool needSend;
bool needSave;
}; };
typedef std::map<RepListID,FactionState> FactionStateList; typedef std::map<RepListID,FactionState> FactionStateList;
@@ -131,8 +132,8 @@ class ReputationMgr
public: // senders public: // senders
void SendInitialReputations(); void SendInitialReputations();
void SendForceReactions(); void SendForceReactions();
void SendState(FactionState const* faction) const; void SendState(FactionState const* faction);
void SendStates() const; void SendStates();
private: // internal helper functions private: // internal helper functions
void Initialize(); void Initialize();