Core/Reputation: Implemented new reputation_reward_rate fields for dayily/weekly quests

This commit is contained in:
Vincent-Michael committed 2012-12-04 14:48:44 +01:00
1 parent 1f55b890b7
commit 2b3b124e09
6 files changed
+127 -58

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@@ -0,0 +1,2 @@
ALTER TABLE `reputation_reward_rate` ADD `quest_daily_rate` FLOAT NOT NULL DEFAULT '1' AFTER `quest_rate`;
ALTER TABLE `reputation_reward_rate` ADD `quest_weekly_rate` FLOAT NOT NULL DEFAULT '1' AFTER `quest_daily_rate`;
+78 -27
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@@ -6923,37 +6923,76 @@ ReputationRank Player::GetReputationRank(uint32 faction) const
return GetReputationMgr().GetRank(factionEntry);
}
//Calculate total reputation percent player gain with quest/creature level
int32 Player::CalculateReputationGain(uint32 creatureOrQuestLevel, int32 rep, int32 faction, bool for_quest, bool noQuestBonus)
// Calculate total reputation percent player gain with quest/creature level
int32 Player::CalculateReputationGain(ReputationSource source, uint32 creatureOrQuestLevel, int32 rep, int32 faction, bool noQuestBonus)
{
float percent = 100.0f;
// Get the generic rate first
if (RepRewardRate const* repData = sObjectMgr->GetRepRewardRate(faction))
{
float repRate = for_quest ? repData->quest_rate : repData->creature_rate;
percent *= repRate;
}
float repMod = noQuestBonus ? 0.0f : float(GetTotalAuraModifier(SPELL_AURA_MOD_REPUTATION_GAIN));
float rate = for_quest ? sWorld->getRate(RATE_REPUTATION_LOWLEVEL_QUEST) : sWorld->getRate(RATE_REPUTATION_LOWLEVEL_KILL);
if (rate != 1.0f && creatureOrQuestLevel <= Trinity::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;
switch (source)
{
case REPUTATION_SOURCE_KILL:
rate = sWorld->getRate(RATE_REPUTATION_LOWLEVEL_KILL);
break;
case REPUTATION_SOURCE_QUEST:
case REPUTATION_SOURCE_DAYLIY_QUEST:
case REPUTATION_SOURCE_WEEKLY_QUEST:
rate = sWorld->getRate(RATE_REPUTATION_LOWLEVEL_QUEST);
break;
case REPUTATION_SOURCE_SPELL:
default:
rate = 1.0f;
break;
}
if (rate != 1.0f && creatureOrQuestLevel <= Trinity::XP::GetGrayLevel(getLevel()))
percent *= rate;
if (percent <= 0.0f)
return 0;
return int32(rep*percent/100);
// Multiply result with the faction specific rate
if (RepRewardRate const* repData = sObjectMgr->GetRepRewardRate(faction))
{
float repRate = 0.0f;
switch (source)
{
case REPUTATION_SOURCE_KILL:
repRate = repData->creatureRate;
break;
case REPUTATION_SOURCE_QUEST:
repRate = repData->questRate;
break;
case REPUTATION_SOURCE_DAYLIY_QUEST:
repRate = repData->questDailyRate;
break;
case REPUTATION_SOURCE_WEEKLY_QUEST:
repRate = repData->questWeeklyRate;
break;
case REPUTATION_SOURCE_SPELL:
repRate = repData->spellRate;
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(rep * percent / 100.0f);
}
//Calculates how many reputation points player gains in victim's enemy factions
// Calculates how many reputation points player gains in victim's enemy factions
void Player::RewardReputation(Unit* victim, float rate)
{
if (!victim || victim->GetTypeId() == TYPEID_PLAYER)
@@ -6963,7 +7002,6 @@ void Player::RewardReputation(Unit* victim, float rate)
return;
ReputationOnKillEntry const* Rep = sObjectMgr->GetReputationOnKilEntry(victim->ToCreature()->GetCreatureTemplate()->Entry);
if (!Rep)
return;
@@ -6994,8 +7032,10 @@ void Player::RewardReputation(Unit* victim, float rate)
uint32 team = GetTeam();
float favored_rep_mult = 0;
if ((HasAura(32096) || HasAura(32098)) && (zone == 3483 || zone == 3562 || zone == 3836 || zone == 3713 || zone == 3714)) favored_rep_mult = 0.25; // Thrallmar's Favor and Honor Hold's Favor
else if (HasAura(30754) && (Rep->RepFaction1 == 609 || Rep->RepFaction2 == 609) && !ChampioningFaction) favored_rep_mult = 0.25; // Cenarion Favor
if ((HasAura(32096) || HasAura(32098)) && (zone == 3483 || zone == 3562 || zone == 3836 || zone == 3713 || zone == 3714))
favored_rep_mult = 0.25; // Thrallmar's Favor and Honor Hold's Favor
else if (HasAura(30754) && (Rep->RepFaction1 == 609 || Rep->RepFaction2 == 609) && !ChampioningFaction)
favored_rep_mult = 0.25; // Cenarion Favor
if (favored_rep_mult > 0) favored_rep_mult *= 2; // Multiplied by 2 because the reputation is divided by 2 for some reason (See "donerep1 / 2" and "donerep2 / 2") -- if you know why this is done, please update/explain :)
// Favored reputation increase END
@@ -7004,7 +7044,7 @@ void Player::RewardReputation(Unit* victim, float rate)
if (Rep->RepFaction1 && (!Rep->TeamDependent || team == ALLIANCE))
{
int32 donerep1 = CalculateReputationGain(victim->getLevel(), Rep->RepValue1, ChampioningFaction ? ChampioningFaction : Rep->RepFaction1, false);
int32 donerep1 = CalculateReputationGain(REPUTATION_SOURCE_KILL, victim->getLevel(), Rep->RepValue1, ChampioningFaction ? ChampioningFaction : Rep->RepFaction1, false);
donerep1 = int32(donerep1*(rate + favored_rep_mult));
if (recruitAFriend)
@@ -7018,7 +7058,7 @@ void Player::RewardReputation(Unit* victim, float rate)
if (Rep->RepFaction2 && (!Rep->TeamDependent || team == HORDE))
{
int32 donerep2 = CalculateReputationGain(victim->getLevel(), Rep->RepValue2, ChampioningFaction ? ChampioningFaction : Rep->RepFaction2, false);
int32 donerep2 = CalculateReputationGain(REPUTATION_SOURCE_KILL, victim->getLevel(), Rep->RepValue2, ChampioningFaction ? ChampioningFaction : Rep->RepFaction2, false);
donerep2 = int32(donerep2*(rate + favored_rep_mult));
if (recruitAFriend)
@@ -7031,7 +7071,7 @@ void Player::RewardReputation(Unit* victim, float rate)
}
}
//Calculate how many reputation points player gain with the quest
// Calculate how many reputation points player gain with the quest
void Player::RewardReputation(Quest const* quest)
{
bool recruitAFriend = GetsRecruitAFriendBonus(false);
@@ -7043,7 +7083,14 @@ void Player::RewardReputation(Quest const* quest)
continue;
if (quest->RewardFactionValueIdOverride[i])
{
int32 rep = CalculateReputationGain(GetQuestLevel(quest), quest->RewardFactionValueIdOverride[i]/100, quest->RewardFactionId[i], true, true);
int32 rep = 0;
if (quest->IsDaily())
rep = CalculateReputationGain(REPUTATION_SOURCE_DAYLIY_QUEST, GetQuestLevel(quest), quest->RewardFactionValueIdOverride[i]/100, quest->RewardFactionId[i], true);
else if (quest->IsWeekly())
rep = CalculateReputationGain(REPUTATION_SOURCE_WEEKLY_QUEST, GetQuestLevel(quest), quest->RewardFactionValueIdOverride[i]/100, quest->RewardFactionId[i], true);
else
rep = CalculateReputationGain(REPUTATION_SOURCE_QUEST, GetQuestLevel(quest), quest->RewardFactionValueIdOverride[i]/100, quest->RewardFactionId[i], true);
if (recruitAFriend)
rep = int32(rep * (1 + sWorld->getRate(RATE_REPUTATION_RECRUIT_A_FRIEND_BONUS)));
@@ -7059,11 +7106,15 @@ void Player::RewardReputation(Quest const* quest)
if (const QuestFactionRewEntry* pRow = sQuestFactionRewardStore.LookupEntry(row))
{
int32 repPoints = pRow->QuestRewFactionValue[field];
if (!repPoints)
continue;
repPoints = CalculateReputationGain(GetQuestLevel(quest), repPoints, quest->RewardFactionId[i], true);
if (quest->IsDaily())
repPoints = CalculateReputationGain(REPUTATION_SOURCE_DAYLIY_QUEST, GetQuestLevel(quest), repPoints, quest->RewardFactionId[i], true);
else if (quest->IsDaily())
repPoints = CalculateReputationGain(REPUTATION_SOURCE_WEEKLY_QUEST, GetQuestLevel(quest), repPoints, quest->RewardFactionId[i], true);
else
repPoints = CalculateReputationGain(REPUTATION_SOURCE_QUEST, GetQuestLevel(quest), repPoints, quest->RewardFactionId[i], true);
if (recruitAFriend)
repPoints = int32(repPoints * (1 + sWorld->getRate(RATE_REPUTATION_RECRUIT_A_FRIEND_BONUS)));
+11 -1
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@@ -162,6 +162,15 @@ enum ActionButtonType
ACTION_BUTTON_ITEM = 0x80
};
enum ReputationSource
{
REPUTATION_SOURCE_KILL,
REPUTATION_SOURCE_QUEST,
REPUTATION_SOURCE_DAYLIY_QUEST,
REPUTATION_SOURCE_WEEKLY_QUEST,
REPUTATION_SOURCE_SPELL
};
#define ACTION_BUTTON_ACTION(X) (uint32(X) & 0x00FFFFFF)
#define ACTION_BUTTON_TYPE(X) ((uint32(X) & 0xFF000000) >> 24)
#define MAX_ACTION_BUTTON_ACTION_VALUE (0x00FFFFFF+1)
@@ -2025,6 +2034,8 @@ class Player : public Unit, public GridObject<Player>
void RewardReputation(Unit* victim, float rate);
void RewardReputation(Quest const* quest);
int32 CalculateReputationGain(ReputationSource source, uint32 creatureOrQuestLevel, int32 rep, int32 faction, bool noQuestBonus = false);
void UpdateSkillsForLevel();
void UpdateSkillsToMaxSkillsForLevel(); // for .levelup
void ModifySkillBonus(uint32 skillid, int32 val, bool talent);
@@ -2799,7 +2810,6 @@ class Player : public Unit, public GridObject<Player>
// know currencies are not removed at any point (0 displayed)
void AddKnownCurrency(uint32 itemId);
int32 CalculateReputationGain(uint32 creatureOrQuestLevel, int32 rep, int32 faction, bool for_quest, bool noQuestBonus = false);
void AdjustQuestReqItemCount(Quest const* quest, QuestStatusData& questStatusData);
bool IsCanDelayTeleport() const { return m_bCanDelayTeleport; }
+26 -14
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@@ -6644,13 +6644,11 @@ void ObjectMgr::LoadReputationRewardRate()
_repRewardRateStore.clear(); // for reload case
uint32 count = 0; // 0 1 2 3
QueryResult result = WorldDatabase.Query("SELECT faction, quest_rate, creature_rate, spell_rate FROM reputation_reward_rate");
uint32 count = 0; // 0 1 2 3 4 5
QueryResult result = WorldDatabase.Query("SELECT faction, quest_rate, quest_daily_rate, quest_weekly_rate, creature_rate, spell_rate FROM reputation_reward_rate");
if (!result)
{
sLog->outError(LOG_FILTER_SQL, ">> Loaded `reputation_reward_rate`, table is empty!");
return;
}
@@ -6658,13 +6656,15 @@ void ObjectMgr::LoadReputationRewardRate()
{
Field* fields = result->Fetch();
uint32 factionId = fields[0].GetUInt32();
uint32 factionId = fields[0].GetUInt32();
RepRewardRate repRate;
repRate.quest_rate = fields[1].GetFloat();
repRate.creature_rate = fields[2].GetFloat();
repRate.spell_rate = fields[3].GetFloat();
repRate.questRate = fields[1].GetFloat();
repRate.questDailyRate = fields[2].GetFloat();
repRate.questWeeklyRate = fields[3].GetFloat();
repRate.creatureRate = fields[4].GetFloat();
repRate.spellRate = fields[5].GetFloat();
FactionEntry const* factionEntry = sFactionStore.LookupEntry(factionId);
if (!factionEntry)
@@ -6673,21 +6673,33 @@ void ObjectMgr::LoadReputationRewardRate()
continue;
}
if (repRate.quest_rate < 0.0f)
if (repRate.questRate < 0.0f)
{
sLog->outError(LOG_FILTER_SQL, "Table reputation_reward_rate has quest_rate with invalid rate %f, skipping data for faction %u", repRate.quest_rate, factionId);
sLog->outError(LOG_FILTER_SQL, "Table reputation_reward_rate has quest_rate with invalid rate %f, skipping data for faction %u", repRate.questRate, factionId);
continue;
}
if (repRate.creature_rate < 0.0f)
if (repRate.questDailyRate < 0.0f)
{
sLog->outError(LOG_FILTER_SQL, "Table reputation_reward_rate has creature_rate with invalid rate %f, skipping data for faction %u", repRate.creature_rate, factionId);
sLog->outError(LOG_FILTER_SQL, "Table reputation_reward_rate has quest_daily_rate with invalid rate %f, skipping data for faction %u", repRate.questRate, factionId);
continue;
}
if (repRate.spell_rate < 0.0f)
if (repRate.questWeeklyRate < 0.0f)
{
sLog->outError(LOG_FILTER_SQL, "Table reputation_reward_rate has spell_rate with invalid rate %f, skipping data for faction %u", repRate.spell_rate, factionId);
sLog->outError(LOG_FILTER_SQL, "Table reputation_reward_rate has quest_weekly_rate with invalid rate %f, skipping data for faction %u", repRate.questRate, factionId);
continue;
}
if (repRate.creatureRate < 0.0f)
{
sLog->outError(LOG_FILTER_SQL, "Table reputation_reward_rate has creature_rate with invalid rate %f, skipping data for faction %u", repRate.creatureRate, factionId);
continue;
}
if (repRate.spellRate < 0.0f)
{
sLog->outError(LOG_FILTER_SQL, "Table reputation_reward_rate has spell_rate with invalid rate %f, skipping data for faction %u", repRate.spellRate, factionId);
continue;
}
+5 -3
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@@ -463,9 +463,11 @@ typedef UNORDERED_MAP<uint8, MailLevelRewardList> MailLevelRewardContainer;
// We assume the rate is in general the same for all three types below, but chose to keep three for scalability and customization
struct RepRewardRate
{
float quest_rate; // We allow rate = 0.0 in database. For this case, it means that
float creature_rate; // no reputation are given at all for this faction/rate type.
float spell_rate;
float questRate; // We allow rate = 0.0 in database. For this case, it means that
float questDailyRate;
float questWeeklyRate;
float creatureRate; // no reputation are given at all for this faction/rate type.
float spellRate;
};
struct ReputationOnKillEntry
+5 -13
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@@ -4982,25 +4982,17 @@ void Spell::EffectReputation(SpellEffIndex effIndex)
Player* player = unitTarget->ToPlayer();
int32 rep_change = damage;
int32 repChange = damage;
uint32 faction_id = m_spellInfo->Effects[effIndex].MiscValue;
FactionEntry const* factionEntry = sFactionStore.LookupEntry(faction_id);
uint32 factionId = m_spellInfo->Effects[effIndex].MiscValue;
FactionEntry const* factionEntry = sFactionStore.LookupEntry(factionId);
if (!factionEntry)
return;
if (RepRewardRate const* repData = sObjectMgr->GetRepRewardRate(faction_id))
{
rep_change = int32((float)rep_change * repData->spell_rate);
}
repChange = player->CalculateReputationGain(REPUTATION_SOURCE_SPELL, 0, repChange, factionId);
// Bonus from spells that increase reputation gain
float bonus = rep_change * player->GetTotalAuraModifier(SPELL_AURA_MOD_REPUTATION_GAIN) / 100.0f; // 10%
rep_change += (int32)bonus;
player->GetReputationMgr().ModifyReputation(factionEntry, rep_change);
player->GetReputationMgr().ModifyReputation(factionEntry, repChange);
}
void Spell::EffectQuestComplete(SpellEffIndex effIndex)