[10327] Implement reputation rates and aura effects for Spell::EffectReputation().

Also apply rates after percentage aura modifiers, so auras always
give expected percentage of final value independant of "hidden" rates.
This commit is contained in:
Lynx3d 2010-08-07 18:12:45 +02:00
parent 2c165670b1
commit a977c068f0
4 changed files with 57 additions and 26 deletions

View file

@ -6251,36 +6251,59 @@ ReputationRank Player::GetReputationRank(uint32 faction) const
}
//Calculate total reputation percent player gain with quest/creature level
int32 Player::CalculateReputationGain(uint32 creatureOrQuestLevel, int32 rep, int32 faction, bool for_quest, bool noQuestBonus)
int32 Player::CalculateReputationGain(ReputationSource source, int32 rep, int32 faction, uint32 creatureOrQuestLevel, bool noAuraBonus)
{
float percent = 100.0f;
// Get the generic rate first
if (const RepRewardRate *repData = sObjectMgr.GetRepRewardRate(faction))
{
float repRate = for_quest ? repData->quest_rate : repData->creature_rate;
percent *= repRate;
float repMod = noAuraBonus ? 0.0f : (float)GetTotalAuraModifier(SPELL_AURA_MOD_REPUTATION_GAIN);
// for custom, a rate of 0.0 will totally disable reputation gain for this faction/type
if (repRate <= 0.0f)
percent = repRate;
}
float rate = for_quest ? sWorld.getConfig(CONFIG_FLOAT_RATE_REPUTATION_LOWLEVEL_QUEST) : sWorld.getConfig(CONFIG_FLOAT_RATE_REPUTATION_LOWLEVEL_KILL);
if (rate != 1.0f && creatureOrQuestLevel <= MaNGOS::XP::GetGrayLevel(getLevel()))
percent *= rate;
float repMod = noQuestBonus ? 0.0f : (float)GetTotalAuraModifier(SPELL_AURA_MOD_REPUTATION_GAIN);
if (!for_quest)
// faction specific auras only seem to apply to kills
if (source == REPUTATION_SOURCE_KILL)
repMod += GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_FACTION_REPUTATION_GAIN, faction);
percent += rep > 0 ? repMod : -repMod;
float rate = 1.0f;
switch (source)
{
case REPUTATION_SOURCE_KILL:
rate = sWorld.getConfig(CONFIG_FLOAT_RATE_REPUTATION_LOWLEVEL_KILL);
break;
case REPUTATION_SOURCE_QUEST:
rate = sWorld.getConfig(CONFIG_FLOAT_RATE_REPUTATION_LOWLEVEL_QUEST);
break;
}
if (rate != 1.0f && creatureOrQuestLevel <= MaNGOS::XP::GetGrayLevel(getLevel()))
percent *= rate;
if (percent <= 0.0f)
return 0;
// Multiply result with the faction specific rate
if (const RepRewardRate *repData = sObjectMgr.GetRepRewardRate(faction))
{
float repRate = 0.0f;
switch (source)
{
case REPUTATION_SOURCE_KILL:
repRate = repData->creature_rate;
break;
case REPUTATION_SOURCE_QUEST:
repRate = repData->quest_rate;
break;
case REPUTATION_SOURCE_SPELL:
repRate = repData->spell_rate;
break;
}
// for custom, a rate of 0.0 will totally disable reputation gain for this faction/type
if (repRate <= 0.0f)
return 0;
percent *= repRate;
}
return int32(sWorld.getConfig(CONFIG_FLOAT_RATE_REPUTATION_GAIN)*rep*percent/100.0f);
}
@ -6298,7 +6321,7 @@ void Player::RewardReputation(Unit *pVictim, float rate)
if(Rep->repfaction1 && (!Rep->team_dependent || GetTeam()==ALLIANCE))
{
int32 donerep1 = CalculateReputationGain(pVictim->getLevel(), Rep->repvalue1, Rep->repfaction1, false);
int32 donerep1 = CalculateReputationGain(REPUTATION_SOURCE_KILL, Rep->repvalue1, Rep->repfaction1, pVictim->getLevel());
donerep1 = int32(donerep1*rate);
FactionEntry const *factionEntry1 = sFactionStore.LookupEntry(Rep->repfaction1);
uint32 current_reputation_rank1 = GetReputationMgr().GetRank(factionEntry1);
@ -6316,7 +6339,7 @@ void Player::RewardReputation(Unit *pVictim, float rate)
if(Rep->repfaction2 && (!Rep->team_dependent || GetTeam()==HORDE))
{
int32 donerep2 = CalculateReputationGain(pVictim->getLevel(), Rep->repvalue2, Rep->repfaction2, false);
int32 donerep2 = CalculateReputationGain(REPUTATION_SOURCE_KILL, Rep->repvalue2, Rep->repfaction2, pVictim->getLevel());
donerep2 = int32(donerep2*rate);
FactionEntry const *factionEntry2 = sFactionStore.LookupEntry(Rep->repfaction2);
uint32 current_reputation_rank2 = GetReputationMgr().GetRank(factionEntry2);
@ -6345,7 +6368,7 @@ void Player::RewardReputation(Quest const *pQuest)
// No diplomacy mod are applied to the final value (flat). Note the formula (finalValue = DBvalue/100)
if (pQuest->RewRepValue[i])
{
int32 rep = CalculateReputationGain(GetQuestLevelForPlayer(pQuest), pQuest->RewRepValue[i]/100, pQuest->RewRepFaction[i], true, true);
int32 rep = CalculateReputationGain(REPUTATION_SOURCE_QUEST, pQuest->RewRepValue[i]/100, pQuest->RewRepFaction[i], GetQuestLevelForPlayer(pQuest), true);
if (FactionEntry const* factionEntry = sFactionStore.LookupEntry(pQuest->RewRepFaction[i]))
GetReputationMgr().ModifyReputation(factionEntry, rep);
@ -6362,7 +6385,7 @@ void Player::RewardReputation(Quest const *pQuest)
if (!repPoints)
continue;
repPoints = CalculateReputationGain(GetQuestLevelForPlayer(pQuest), repPoints, pQuest->RewRepFaction[i], true);
repPoints = CalculateReputationGain(REPUTATION_SOURCE_QUEST, repPoints, pQuest->RewRepFaction[i], GetQuestLevelForPlayer(pQuest));
if (const FactionEntry* factionEntry = sFactionStore.LookupEntry(pQuest->RewRepFaction[i]))
GetReputationMgr().ModifyReputation(factionEntry, repPoints);