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[10774] Implement more generic reputation spillover
* Also fixes factions 1037 and 1052 * More correct client output when reputation assigned to parent faction * reputation_spillover_template can still be used to override spillover from dbc
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parent
5f4f39851e
commit
7026dc0d1b
5 changed files with 76 additions and 64 deletions
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@ -122,33 +122,30 @@ void ReputationMgr::SendForceReactions()
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void ReputationMgr::SendState(FactionState const* faction) const
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{
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if(faction->Flags & FACTION_FLAG_VISIBLE) //If faction is visible then update it
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uint32 count = 1;
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WorldPacket data(SMSG_SET_FACTION_STANDING, (16)); // last check 2.4.0
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data << (float) 0; // unk 2.4.0
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data << (uint8) 0; // wotlk 8634
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size_t p_count = data.wpos();
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data << (uint32) count; // placeholder
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data << (uint32) faction->ReputationListID;
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data << (uint32) faction->Standing;
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for(FactionStateList::const_iterator itr = m_factions.begin(); itr != m_factions.end(); ++itr)
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{
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uint32 count = 1;
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WorldPacket data(SMSG_SET_FACTION_STANDING, (16)); // last check 2.4.0
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data << (float) 0; // unk 2.4.0
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data << (uint8) 0; // wotlk 8634
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size_t p_count = data.wpos();
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data << (uint32) count; // placeholder
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data << (uint32) faction->ReputationListID;
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data << (uint32) faction->Standing;
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for(FactionStateList::const_iterator itr = m_factions.begin(); itr != m_factions.end(); ++itr)
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if (itr->second.Changed && itr->second.ReputationListID != faction->ReputationListID)
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{
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if (itr->second.Changed && itr->second.ReputationListID != faction->ReputationListID)
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{
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data << (uint32) itr->second.ReputationListID;
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data << (uint32) itr->second.Standing;
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++count;
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}
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data << (uint32) itr->second.ReputationListID;
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data << (uint32) itr->second.Standing;
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++count;
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}
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data.put<uint32>(p_count, count);
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m_player->SendDirectMessage(&data);
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}
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data.put<uint32>(p_count, count);
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m_player->SendDirectMessage(&data);
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}
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void ReputationMgr::SendInitialReputations()
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@ -228,57 +225,71 @@ void ReputationMgr::Initialize()
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bool ReputationMgr::SetReputation(FactionEntry const* factionEntry, int32 standing, bool incremental)
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{
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if (SimpleFactionsList const* flist = GetFactionTeamList(factionEntry->ID))
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bool res = false;
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// if spillover definition exists in DB, override DBC
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if (const RepSpilloverTemplate *repTemplate = sObjectMgr.GetRepSpilloverTemplate(factionEntry->ID))
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{
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bool res = false;
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for (SimpleFactionsList::const_iterator itr = flist->begin();itr != flist->end();++itr)
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for (uint32 i = 0; i < MAX_SPILLOVER_FACTIONS; ++i)
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{
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if (FactionEntry const *factionEntryCalc = sFactionStore.LookupEntry(*itr))
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if (repTemplate->faction[i])
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{
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res = SetOneFactionReputation(factionEntryCalc, standing, incremental);
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if (res)
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if (m_player->GetReputationRank(repTemplate->faction[i]) <= ReputationRank(repTemplate->faction_rank[i]))
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{
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FactionStateList::iterator itrstate = m_factions.find(factionEntryCalc->reputationListID);
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if (itrstate != m_factions.end())
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SendState(&itrstate->second);
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// bonuses are already given, so just modify standing by rate
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int32 spilloverRep = standing * repTemplate->faction_rate[i];
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SetOneFactionReputation(sFactionStore.LookupEntry(repTemplate->faction[i]), spilloverRep, incremental);
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}
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}
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}
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return res;
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}
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else
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{
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// update for the actual faction first
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bool res = SetOneFactionReputation(factionEntry, standing, incremental);
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if (res)
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float spillOverRepOut = standing;
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// check for sub-factions that receive spillover
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SimpleFactionsList const* flist = GetFactionTeamList(factionEntry->ID);
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// if has no sub-factions, check for factions with same parent
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if (!flist && factionEntry->team && factionEntry->spilloverRateOut != 0.0f)
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{
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// then some spillover calculation here if it exist
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if (const RepSpilloverTemplate *repTemplate = sObjectMgr.GetRepSpilloverTemplate(factionEntry->ID))
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spillOverRepOut *= factionEntry->spilloverRateOut;
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if (FactionEntry const *parent = sFactionStore.LookupEntry(factionEntry->team))
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{
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for (uint32 i = 0; i < MAX_SPILLOVER_FACTIONS; ++i)
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FactionStateList::iterator parentState = m_factions.find(parent->reputationListID);
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// some team factions have own reputation standing, in this case do not spill to other sub-factions
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if (parentState != m_factions.end() && (parentState->second.Flags & FACTION_FLAG_TEAM_REPUTATION))
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{
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if (repTemplate->faction[i])
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{
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if (m_player->GetReputationRank(repTemplate->faction[i]) <= ReputationRank(repTemplate->faction_rank[i]))
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{
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// bonuses are already given, so just modify standing by rate
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int32 spilloverRep = standing * repTemplate->faction_rate[i];
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SetOneFactionReputation(sFactionStore.LookupEntry(repTemplate->faction[i]), spilloverRep, incremental);
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}
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}
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SetOneFactionReputation(parent, int32(spillOverRepOut), incremental);
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}
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else // spill to "sister" factions
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{
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flist = GetFactionTeamList(factionEntry->team);
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}
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}
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}
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if (flist)
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{
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// Spillover to affiliated factions
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for (SimpleFactionsList::const_iterator itr = flist->begin(); itr != flist->end(); ++itr)
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{
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if (FactionEntry const *factionEntryCalc = sFactionStore.LookupEntry(*itr))
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{
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if (factionEntryCalc == factionEntry || GetRank(factionEntryCalc) > factionEntryCalc->spilloverMaxRankIn)
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continue;
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int32 spilloverRep = int32(spillOverRepOut * factionEntryCalc->spilloverRateIn);
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if (spilloverRep != 0 || !incremental)
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res = SetOneFactionReputation(factionEntryCalc, spilloverRep, incremental);
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}
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}
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// now we can send it
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FactionStateList::iterator itr = m_factions.find(factionEntry->reputationListID);
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if (itr != m_factions.end())
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SendState(&itr->second);
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}
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return res;
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}
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// spillover done, update faction itself
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FactionStateList::iterator faction = m_factions.find(factionEntry->reputationListID);
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if (faction != m_factions.end())
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{
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res = SetOneFactionReputation(factionEntry, standing, incremental);
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// only this faction gets reported to client, even if it has no own visible standing
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SendState(&faction->second);
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}
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return res;
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}
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bool ReputationMgr::SetOneFactionReputation(FactionEntry const* factionEntry, int32 standing, bool incremental)
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