[10270] Implement basic system for reputation spillover

* Database table needs data for each faction that should give spillover to other faction(s). One faction may give spillover to max 4 other spillover factions.
* The spillover rate is multiplied with the points after bonuses and reward rate is set, Rate is given as: 0.5 for 50% gain, -1.0 for 100% loss, etc
* It is possible to restrict spillover faction by rank. If player has a higher rank with the spillover faction given in database, no spillover will be given towards this faction

Signed-off-by: NoFantasy <nofantasy@nf.no>
This commit is contained in:
NoFantasy 2010-07-25 17:04:54 +02:00
parent 647acd8caa
commit fb1e8c01ef
13 changed files with 269 additions and 13 deletions

View file

@ -24,7 +24,7 @@ CREATE TABLE `db_version` (
`version` varchar(120) default NULL,
`creature_ai_version` varchar(120) default NULL,
`cache_id` int(10) default '0',
`required_10263_03_mangos_pool_pool` bit(1) default NULL
`required_10270_01_mangos_reputation_spillover_template` bit(1) default NULL
) ENGINE=MyISAM DEFAULT CHARSET=utf8 ROW_FORMAT=FIXED COMMENT='Used DB version notes';
--
@ -14031,6 +14031,37 @@ LOCK TABLES `reputation_reward_rate` WRITE;
/*!40000 ALTER TABLE `reputation_reward_rate` ENABLE KEYS */;
UNLOCK TABLES;
--
-- Table structure for table `reputation_spillover_template`
--
DROP TABLE IF EXISTS `reputation_spillover_template`;
CREATE TABLE `reputation_spillover_template` (
`faction` smallint(6) unsigned NOT NULL default '0' COMMENT 'faction entry',
`faction1` smallint(6) unsigned NOT NULL default '0' COMMENT 'faction to give spillover for',
`rate_1` float NOT NULL default '0' COMMENT 'the given rep points * rate',
`rank_1` tinyint(3) unsigned NOT NULL default '0' COMMENT 'max rank, above this will not give any spillover',
`faction2` smallint(6) unsigned NOT NULL default '0',
`rate_2` float NOT NULL default '0',
`rank_2` tinyint(3) unsigned NOT NULL default '0',
`faction3` smallint(6) unsigned NOT NULL default '0',
`rate_3` float NOT NULL default '0',
`rank_3` tinyint(3) unsigned NOT NULL default '0',
`faction4` smallint(6) unsigned NOT NULL default '0',
`rate_4` float NOT NULL default '0',
`rank_4` tinyint(3) unsigned NOT NULL default '0',
PRIMARY KEY (`faction`)
) ENGINE=MyISAM DEFAULT CHARSET=utf8 ROW_FORMAT=DYNAMIC COMMENT='Reputation spillover reputation gain';
--
-- Dumping data for table `reputation_spillover_template`
--
LOCK TABLES `reputation_spillover_template` WRITE;
/*!40000 ALTER TABLE `reputation_spillover_template` DISABLE KEYS */;
/*!40000 ALTER TABLE `reputation_spillover_template` ENABLE KEYS */;
UNLOCK TABLES;
--
-- Table structure for table `reserved_name`
--

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@ -0,0 +1,19 @@
ALTER TABLE db_version CHANGE COLUMN required_10263_03_mangos_pool_pool required_10270_01_mangos_reputation_spillover_template bit;
DROP TABLE IF EXISTS `reputation_spillover_template`;
CREATE TABLE `reputation_spillover_template` (
`faction` smallint(6) unsigned NOT NULL default '0' COMMENT 'faction entry',
`faction1` smallint(6) unsigned NOT NULL default '0' COMMENT 'faction to give spillover for',
`rate_1` float NOT NULL default '0' COMMENT 'the given rep points * rate',
`rank_1` tinyint(3) unsigned NOT NULL default '0' COMMENT 'max rank, above this will not give any spillover',
`faction2` smallint(6) unsigned NOT NULL default '0',
`rate_2` float NOT NULL default '0',
`rank_2` tinyint(3) unsigned NOT NULL default '0',
`faction3` smallint(6) unsigned NOT NULL default '0',
`rate_3` float NOT NULL default '0',
`rank_3` tinyint(3) unsigned NOT NULL default '0',
`faction4` smallint(6) unsigned NOT NULL default '0',
`rate_4` float NOT NULL default '0',
`rank_4` tinyint(3) unsigned NOT NULL default '0',
PRIMARY KEY (`faction`)
) ENGINE=MyISAM DEFAULT CHARSET=utf8 ROW_FORMAT=DYNAMIC COMMENT='Reputation spillover reputation gain';

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@ -56,6 +56,7 @@ pkgdata_DATA = \
10263_01_mangos_pool_creature.sql \
10263_02_mangos_pool_gameobject.sql \
10263_03_mangos_pool_pool.sql \
10270_01_mangos_reputation_spillover_template.sql \
README
## Additional files to include when running 'make dist'
@ -92,4 +93,5 @@ EXTRA_DIST = \
10263_01_mangos_pool_creature.sql \
10263_02_mangos_pool_gameobject.sql \
10263_03_mangos_pool_pool.sql \
10270_01_mangos_reputation_spillover_template.sql \
README

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@ -490,6 +490,7 @@ ChatCommand * ChatHandler::getCommandTable()
{ "reference_loot_template", SEC_ADMINISTRATOR, true, &ChatHandler::HandleReloadLootTemplatesReferenceCommand, "", NULL },
{ "reserved_name", SEC_ADMINISTRATOR, true, &ChatHandler::HandleReloadReservedNameCommand, "", NULL },
{ "reputation_reward_rate", SEC_ADMINISTRATOR, true, &ChatHandler::HandleReloadReputationRewardRateCommand, "", NULL },
{ "reputation_spillover_template",SEC_ADMINISTRATOR, true, &ChatHandler::HandleReloadReputationSpilloverTemplateCommand,"", NULL },
{ "skill_discovery_template", SEC_ADMINISTRATOR, true, &ChatHandler::HandleReloadSkillDiscoveryTemplateCommand, "", NULL },
{ "skill_extra_item_template", SEC_ADMINISTRATOR, true, &ChatHandler::HandleReloadSkillExtraItemTemplateCommand, "", NULL },
{ "skill_fishing_base_level", SEC_ADMINISTRATOR, true, &ChatHandler::HandleReloadSkillFishingBaseLevelCommand, "", NULL },

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@ -406,6 +406,7 @@ class ChatHandler
bool HandleReloadQuestTemplateCommand(const char* args);
bool HandleReloadReservedNameCommand(const char*);
bool HandleReloadReputationRewardRateCommand(const char* args);
bool HandleReloadReputationSpilloverTemplateCommand(const char* args);
bool HandleReloadSkillDiscoveryTemplateCommand(const char* args);
bool HandleReloadSkillExtraItemTemplateCommand(const char* args);
bool HandleReloadSkillFishingBaseLevelCommand(const char* args);

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@ -520,6 +520,14 @@ bool ChatHandler::HandleReloadReputationRewardRateCommand(const char*)
return true;
}
bool ChatHandler::HandleReloadReputationSpilloverTemplateCommand(const char*)
{
sLog.outString( "Re-Loading `reputation_spillover_template` Table!" );
sObjectMgr.LoadReputationSpilloverTemplate();
SendGlobalSysMessage("DB table `reputation_spillover_template` reloaded.");
return true;
}
bool ChatHandler::HandleReloadSkillDiscoveryTemplateCommand(const char* /*args*/)
{
sLog.outString( "Re-Loading Skill Discovery Table..." );

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@ -6576,6 +6576,126 @@ void ObjectMgr::LoadReputationOnKill()
sLog.outString(">> Loaded %u creature award reputation definitions", count);
}
void ObjectMgr::LoadReputationSpilloverTemplate()
{
m_RepSpilloverTemplateMap.clear(); // for reload case
uint32 count = 0;
QueryResult *result = WorldDatabase.Query("SELECT faction, faction1, rate_1, rank_1, faction2, rate_2, rank_2, faction3, rate_3, rank_3, faction4, rate_4, rank_4 FROM reputation_spillover_template");
if (!result)
{
barGoLink bar(1);
bar.step();
sLog.outString();
sLog.outErrorDb(">> Loaded `reputation_spillover_template`, table is empty!");
return;
}
barGoLink bar((int)result->GetRowCount());
do
{
bar.step();
Field *fields = result->Fetch();
uint32 factionId = fields[0].GetUInt32();
RepSpilloverTemplate repTemplate;
repTemplate.faction[0] = fields[1].GetUInt32();
repTemplate.faction_rate[0] = fields[2].GetFloat();
repTemplate.faction_rank[0] = fields[3].GetUInt32();
repTemplate.faction[1] = fields[4].GetUInt32();
repTemplate.faction_rate[1] = fields[5].GetFloat();
repTemplate.faction_rank[1] = fields[6].GetUInt32();
repTemplate.faction[2] = fields[7].GetUInt32();
repTemplate.faction_rate[2] = fields[8].GetFloat();
repTemplate.faction_rank[2] = fields[9].GetUInt32();
repTemplate.faction[3] = fields[10].GetUInt32();
repTemplate.faction_rate[3] = fields[11].GetFloat();
repTemplate.faction_rank[3] = fields[12].GetUInt32();
FactionEntry const *factionEntry = sFactionStore.LookupEntry(factionId);
if (!factionEntry)
{
sLog.outErrorDb("Faction (faction.dbc) %u does not exist but is used in `reputation_spillover_template`", factionId);
continue;
}
if (factionEntry->team == 0)
{
sLog.outErrorDb("Faction (faction.dbc) %u in `reputation_spillover_template` does not belong to any team, skipping", factionId);
continue;
}
for (uint32 i = 0; i < MAX_SPILLOVER_FACTIONS; ++i)
{
if (repTemplate.faction[i])
{
FactionEntry const *factionSpillover = sFactionStore.LookupEntry(repTemplate.faction[i]);
if (!factionSpillover)
{
sLog.outErrorDb("Spillover faction (faction.dbc) %u does not exist but is used in `reputation_spillover_template` for faction %u, skipping", repTemplate.faction[i], factionId);
continue;
}
if (factionSpillover->reputationListID < 0)
{
sLog.outErrorDb("Spillover faction (faction.dbc) %u for faction %u in `reputation_spillover_template` can not be listed for client, and then useless, skipping", repTemplate.faction[i], factionId);
continue;
}
if (repTemplate.faction_rank[i] >= MAX_REPUTATION_RANK)
{
sLog.outErrorDb("Rank %u used in `reputation_spillover_template` for spillover faction %u is not valid, skipping", repTemplate.faction_rank[i], repTemplate.faction[i]);
continue;
}
}
}
FactionEntry const *factionEntry0 = sFactionStore.LookupEntry(repTemplate.faction[0]);
if (repTemplate.faction[0] && !factionEntry0)
{
sLog.outErrorDb("Faction (faction.dbc) %u does not exist but is used in `reputation_spillover_template`", repTemplate.faction[0]);
continue;
}
FactionEntry const *factionEntry1 = sFactionStore.LookupEntry(repTemplate.faction[1]);
if (repTemplate.faction[1] && !factionEntry1)
{
sLog.outErrorDb("Faction (faction.dbc) %u does not exist but is used in `reputation_spillover_template`", repTemplate.faction[1]);
continue;
}
FactionEntry const *factionEntry2 = sFactionStore.LookupEntry(repTemplate.faction[2]);
if (repTemplate.faction[2] && !factionEntry2)
{
sLog.outErrorDb("Faction (faction.dbc) %u does not exist but is used in `reputation_spillover_template`", repTemplate.faction[2]);
continue;
}
FactionEntry const *factionEntry3 = sFactionStore.LookupEntry(repTemplate.faction[3]);
if (repTemplate.faction[3] && !factionEntry3)
{
sLog.outErrorDb("Faction (faction.dbc) %u does not exist but is used in `reputation_spillover_template`", repTemplate.faction[3]);
continue;
}
m_RepSpilloverTemplateMap[factionId] = repTemplate;
++count;
}
while (result->NextRow());
delete result;
sLog.outString();
sLog.outString(">> Loaded %u reputation_spillover_template", count);
}
void ObjectMgr::LoadPointsOfInterest()
{
mPointsOfInterest.clear(); // need for reload case

View file

@ -258,6 +258,13 @@ struct ReputationOnKillEntry
bool team_dependent;
};
struct RepSpilloverTemplate
{
uint32 faction[MAX_SPILLOVER_FACTIONS];
float faction_rate[MAX_SPILLOVER_FACTIONS];
uint32 faction_rank[MAX_SPILLOVER_FACTIONS];
};
struct PointOfInterest
{
uint32 entry;
@ -472,6 +479,7 @@ class ObjectMgr
typedef UNORDERED_MAP<uint32, RepRewardRate > RepRewardRateMap;
typedef UNORDERED_MAP<uint32, ReputationOnKillEntry> RepOnKillMap;
typedef UNORDERED_MAP<uint32, RepSpilloverTemplate> RepSpilloverTemplateMap;
typedef UNORDERED_MAP<uint32, PointOfInterest> PointOfInterestMap;
@ -619,6 +627,15 @@ class ObjectMgr
return NULL;
}
RepSpilloverTemplate const* GetRepSpilloverTemplate(uint32 factionId) const
{
RepSpilloverTemplateMap::const_iterator itr = m_RepSpilloverTemplateMap.find(factionId);
if (itr != m_RepSpilloverTemplateMap.end())
return &itr->second;
return NULL;
}
PointOfInterest const* GetPointOfInterest(uint32 id) const
{
PointOfInterestMap::const_iterator itr = mPointsOfInterest.find(id);
@ -708,6 +725,7 @@ class ObjectMgr
void LoadReputationRewardRate();
void LoadReputationOnKill();
void LoadReputationSpilloverTemplate();
void LoadPointsOfInterest();
void LoadQuestPOI();
@ -1031,6 +1049,7 @@ class ObjectMgr
RepRewardRateMap m_RepRewardRateMap;
RepOnKillMap mRepOnKill;
RepSpilloverTemplateMap m_RepSpilloverTemplateMap;
GossipMenusMap m_mGossipMenusMap;
GossipMenuItemsMap m_mGossipMenuItemsMap;

View file

@ -133,14 +133,29 @@ void ReputationMgr::SendState(FactionState const* faction) const
{
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
data << (uint32) 1; // count
// for
size_t p_count = data.wpos();
data << (uint32) count; // placeholder
data << (uint32) faction->ReputationListID;
data << (uint32) faction->Standing;
// end for
for(FactionStateList::const_iterator itr = m_factions.begin(); itr != m_factions.end(); ++itr)
{
if (itr->second.Changed && itr->second.ReputationListID != faction->ReputationListID)
{
data << (uint32) itr->second.ReputationListID;
data << (uint32) itr->second.Standing;
++count;
}
}
data.put<uint32>(p_count, count);
m_player->SendDirectMessage(&data);
}
}
@ -228,20 +243,57 @@ void ReputationMgr::Initialize()
bool ReputationMgr::SetReputation(FactionEntry const* factionEntry, int32 standing, bool incremental)
{
SimpleFactionsList const* flist = GetFactionTeamList(factionEntry->ID);
if (flist)
if (SimpleFactionsList const* flist = GetFactionTeamList(factionEntry->ID))
{
bool res = false;
for (SimpleFactionsList::const_iterator itr = flist->begin();itr != flist->end();++itr)
{
FactionEntry const *factionEntryCalc = sFactionStore.LookupEntry(*itr);
if(factionEntryCalc)
if (FactionEntry const *factionEntryCalc = sFactionStore.LookupEntry(*itr))
{
res = SetOneFactionReputation(factionEntryCalc, standing, incremental);
if (res)
{
FactionStateList::iterator itr = m_factions.find(factionEntry->reputationListID);
if (itr != m_factions.end())
SendState(&itr->second);
}
}
}
return res;
}
else
return SetOneFactionReputation(factionEntry, standing, incremental);
{
// update for the actual faction first
bool res = SetOneFactionReputation(factionEntry, standing, incremental);
if (res)
{
// then some spillover calculation here if it exist
if (const RepSpilloverTemplate *repTemplate = sObjectMgr.GetRepSpilloverTemplate(factionEntry->ID))
{
for (uint32 i = 0; i < MAX_SPILLOVER_FACTIONS; ++i)
{
if (repTemplate->faction[i])
{
if (m_player->GetReputationRank(repTemplate->faction[i]) <= ReputationRank(repTemplate->faction_rank[i]))
{
// bonuses are already given, so just modify standing by rate
int32 spilloverRep = standing * repTemplate->faction_rate[i];
SetOneFactionReputation(sFactionStore.LookupEntry(repTemplate->faction[i]), 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;
}
}
bool ReputationMgr::SetOneFactionReputation(FactionEntry const* factionEntry, int32 standing, bool incremental)
@ -270,8 +322,6 @@ bool ReputationMgr::SetOneFactionReputation(FactionEntry const* factionEntry, in
if(new_rank <= REP_HOSTILE)
SetAtWar(&itr->second,true);
SendState(&itr->second);
UpdateRankCounters(old_rank, new_rank);
m_player->ReputationChanged(factionEntry);

View file

@ -112,6 +112,8 @@ enum ReputationRank
#define MIN_REPUTATION_RANK (REP_HATED)
#define MAX_REPUTATION_RANK 8
#define MAX_SPILLOVER_FACTIONS 4
enum MoneyConstants
{
COPPER = 1,

View file

@ -1015,6 +1015,9 @@ void World::SetInitialWorldSettings()
sLog.outString( "Loading Creature Reputation OnKill Data..." );
sObjectMgr.LoadReputationOnKill();
sLog.outString( "Loading Reputation Spillover Data..." );
sObjectMgr.LoadReputationSpilloverTemplate();
sLog.outString( "Loading Points Of Interest Data..." );
sObjectMgr.LoadPointsOfInterest();

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@ -1,4 +1,4 @@
#ifndef __REVISION_NR_H__
#define __REVISION_NR_H__
#define REVISION_NR "10269"
#define REVISION_NR "10270"
#endif // __REVISION_NR_H__

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@ -1,6 +1,6 @@
#ifndef __REVISION_SQL_H__
#define __REVISION_SQL_H__
#define REVISION_DB_CHARACTERS "required_10254_01_characters_auctionhouse"
#define REVISION_DB_MANGOS "required_10263_03_mangos_pool_pool"
#define REVISION_DB_MANGOS "required_10270_01_mangos_reputation_spillover_template"
#define REVISION_DB_REALMD "required_10008_01_realmd_realmd_db_version"
#endif // __REVISION_SQL_H__