fix(Core/Reputations): Faction rep gained by killing mobs is now prop… (#9737)

* fix(Core/Reputations): Faction rep gained by killing mobs is now properly rounded up.

Do not increase reputation rank if exceeds max rank cap.
Fixes #8718
This commit is contained in:
UltraNix
2022-02-05 11:37:00 +01:00
committed by GitHub
parent 7b041946e1
commit 0b02ba87fc
11 changed files with 91 additions and 42 deletions

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@@ -684,7 +684,7 @@ void Battleground::RewardReputationToTeam(uint32 factionId, uint32 reputation, T
{
uint32 realFactionId = GetRealRepFactionForPlayer(factionId, itr->second);
uint32 repGain = reputation;
float repGain = static_cast<float>(reputation);
AddPct(repGain, itr->second->GetTotalAuraModifier(SPELL_AURA_MOD_REPUTATION_GAIN));
AddPct(repGain, itr->second->GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_FACTION_REPUTATION_GAIN, realFactionId));
if (FactionEntry const* factionEntry = sFactionStore.LookupEntry(realFactionId))

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@@ -5736,7 +5736,7 @@ ReputationRank Player::GetReputationRank(uint32 faction) const
}
// Calculate total reputation percent player gain with quest/creature level
int32 Player::CalculateReputationGain(ReputationSource source, uint32 creatureOrQuestLevel, int32 rep, int32 faction, bool noQuestBonus)
float Player::CalculateReputationGain(ReputationSource source, uint32 creatureOrQuestLevel, float rep, int32 faction, bool noQuestBonus)
{
float percent = 100.0f;
@@ -5746,7 +5746,7 @@ int32 Player::CalculateReputationGain(ReputationSource source, uint32 creatureOr
if (source == REPUTATION_SOURCE_KILL)
repMod += GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_FACTION_REPUTATION_GAIN, faction);
percent += rep > 0 ? repMod : -repMod;
percent += rep > 0.f ? repMod : -repMod;
float rate;
switch (source)
@@ -5844,24 +5844,26 @@ void Player::RewardReputation(Unit* victim, float rate)
if (Rep->RepFaction1 && (!Rep->TeamDependent || teamId == TEAM_ALLIANCE))
{
int32 donerep1 = CalculateReputationGain(REPUTATION_SOURCE_KILL, victim->getLevel(), Rep->RepValue1, ChampioningFaction ? ChampioningFaction : Rep->RepFaction1);
donerep1 = int32(donerep1 * rate);
float donerep1 = CalculateReputationGain(REPUTATION_SOURCE_KILL, victim->getLevel(), static_cast<float>(Rep->RepValue1), ChampioningFaction ? ChampioningFaction : Rep->RepFaction1);
donerep1 *= rate;
FactionEntry const* factionEntry1 = sFactionStore.LookupEntry(ChampioningFaction ? ChampioningFaction : Rep->RepFaction1);
uint32 current_reputation_rank1 = GetReputationMgr().GetRank(factionEntry1);
if (factionEntry1)
GetReputationMgr().ModifyReputation(factionEntry1, donerep1, bool(current_reputation_rank1 > Rep->ReputationMaxCap1));
{
GetReputationMgr().ModifyReputation(factionEntry1, donerep1, false, static_cast<ReputationRank>(Rep->ReputationMaxCap1));
}
}
if (Rep->RepFaction2 && (!Rep->TeamDependent || teamId == TEAM_HORDE))
{
int32 donerep2 = CalculateReputationGain(REPUTATION_SOURCE_KILL, victim->getLevel(), Rep->RepValue2, ChampioningFaction ? ChampioningFaction : Rep->RepFaction2);
donerep2 = int32(donerep2 * rate);
float donerep2 = CalculateReputationGain(REPUTATION_SOURCE_KILL, victim->getLevel(), static_cast<float>(Rep->RepValue2), ChampioningFaction ? ChampioningFaction : Rep->RepFaction2);
donerep2 *= rate;
FactionEntry const* factionEntry2 = sFactionStore.LookupEntry(ChampioningFaction ? ChampioningFaction : Rep->RepFaction2);
uint32 current_reputation_rank2 = GetReputationMgr().GetRank(factionEntry2);
if (factionEntry2)
GetReputationMgr().ModifyReputation(factionEntry2, donerep2, bool(current_reputation_rank2 > Rep->ReputationMaxCap2));
{
GetReputationMgr().ModifyReputation(factionEntry2, donerep2, false, static_cast<ReputationRank>(Rep->ReputationMaxCap2));
}
}
}
@@ -5873,11 +5875,11 @@ void Player::RewardReputation(Quest const* quest)
if (!quest->RewardFactionId[i])
continue;
int32 rep = 0;
float rep = 0.f;
if (quest->RewardFactionValueIdOverride[i])
{
rep = quest->RewardFactionValueIdOverride[i] / 100;
rep = quest->RewardFactionValueIdOverride[i] / 100.f;
}
else
{
@@ -5885,11 +5887,11 @@ void Player::RewardReputation(Quest const* quest)
if (QuestFactionRewEntry const* questFactionRewEntry = sQuestFactionRewardStore.LookupEntry(row))
{
uint32 field = std::abs(quest->RewardFactionValueId[i]);
rep = questFactionRewEntry->QuestRewFactionValue[field];
rep = static_cast<float>(questFactionRewEntry->QuestRewFactionValue[field]);
}
}
if (!rep)
if (rep == 0.f)
continue;
if (quest->IsDaily())
@@ -5914,7 +5916,9 @@ void Player::RewardReputation(Quest const* quest)
}
if (FactionEntry const* factionEntry = sFactionStore.LookupEntry(quest->RewardFactionId[i]))
GetReputationMgr().ModifyReputation(factionEntry, rep, false, quest->HasSpecialFlag(QUEST_SPECIAL_FLAGS_NO_REP_SPILLOVER));
{
GetReputationMgr().ModifyReputation(factionEntry, rep, quest->HasSpecialFlag(QUEST_SPECIAL_FLAGS_NO_REP_SPILLOVER));
}
}
}
@@ -14795,7 +14799,7 @@ uint8 Player::GetMostPointsTalentTree() const
return maxIndex;
}
void Player::SetReputation(uint32 factionentry, uint32 value)
void Player::SetReputation(uint32 factionentry, float value)
{
GetReputationMgr().SetReputation(sFactionStore.LookupEntry(factionentry), value);
}

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@@ -1645,7 +1645,7 @@ public:
void learnQuestRewardedSpells();
void learnQuestRewardedSpells(Quest const* quest);
void learnSpellHighRank(uint32 spellid);
void SetReputation(uint32 factionentry, uint32 value);
void SetReputation(uint32 factionentry, float value);
[[nodiscard]] uint32 GetReputation(uint32 factionentry) const;
std::string const& GetGuildName();
[[nodiscard]] uint32 GetFreeTalentPoints() const { return GetUInt32Value(PLAYER_CHARACTER_POINTS1); }
@@ -2056,7 +2056,7 @@ public:
void RewardReputation(Unit* victim, float rate);
void RewardReputation(Quest const* quest);
int32 CalculateReputationGain(ReputationSource source, uint32 creatureOrQuestLevel, int32 rep, int32 faction, bool noQuestBonus = false);
float CalculateReputationGain(ReputationSource source, uint32 creatureOrQuestLevel, float rep, int32 faction, bool noQuestBonus = false);
void UpdateSkillsForLevel();
void UpdateSkillsToMaxSkillsForLevel(); // for .levelup

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@@ -1016,7 +1016,7 @@ void WorldSession::HandlePlayerLoginFromDB(LoginQueryHolder const& holder)
{
for (auto const& itr : factionsList)
{
repMgr.SetOneFactionReputation(sFactionStore.LookupEntry(itr), 42999, false);
repMgr.SetOneFactionReputation(sFactionStore.LookupEntry(itr), 42999.f, false);
}
};

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@@ -41,6 +41,17 @@ ReputationRank ReputationMgr::ReputationToRank(int32 standing)
return MIN_REPUTATION_RANK;
}
int32 ReputationMgr::ReputationRankToStanding(ReputationRank rank)
{
int32 standing = Reputation_Bottom;
for (uint8 i = MIN_REPUTATION_RANK; i <= rank; ++i)
{
standing += PointsInRank[i];
}
return std::max(standing - 1, Reputation_Bottom);
}
bool ReputationMgr::IsAtWar(uint32 faction_id) const
{
FactionEntry const* factionEntry = sFactionStore.LookupEntry(faction_id);
@@ -271,6 +282,7 @@ void ReputationMgr::Initialize()
newFaction.Flags = GetDefaultStateFlags(factionEntry);
newFaction.needSend = true;
newFaction.needSave = true;
newFaction.roundedUp = false;
if (newFaction.Flags & FACTION_FLAG_VISIBLE)
++_visibleFactionCount;
@@ -282,7 +294,7 @@ void ReputationMgr::Initialize()
}
}
bool ReputationMgr::SetReputation(FactionEntry const* factionEntry, int32 standing, bool incremental, bool spillOverOnly, bool noSpillOver)
bool ReputationMgr::SetReputation(FactionEntry const* factionEntry, float standing, bool incremental, bool noSpillOver, Optional<ReputationRank> repMaxCap)
{
bool res = false;
@@ -298,7 +310,7 @@ bool ReputationMgr::SetReputation(FactionEntry const* factionEntry, int32 standi
if (_player->GetReputationRank(repTemplate->faction[i]) <= ReputationRank(repTemplate->faction_rank[i]))
{
// bonuses are already given, so just modify standing by rate
int32 spilloverRep = int32(standing * repTemplate->faction_rate[i]);
float spilloverRep = standing * repTemplate->faction_rate[i];
SetOneFactionReputation(sFactionStore.LookupEntry(repTemplate->faction[i]), spilloverRep, incremental);
}
}
@@ -319,7 +331,7 @@ bool ReputationMgr::SetReputation(FactionEntry const* factionEntry, int32 standi
// some team factions have own reputation standing, in this case do not spill to other sub-factions
if (parentState != _factions.end() && (parentState->second.Flags & FACTION_FLAG_SPECIAL))
{
SetOneFactionReputation(parent, int32(spillOverRepOut), incremental);
SetOneFactionReputation(parent, spillOverRepOut, incremental);
}
else // spill to "sister" factions
{
@@ -336,7 +348,7 @@ bool ReputationMgr::SetReputation(FactionEntry const* factionEntry, int32 standi
{
if (factionEntryCalc == factionEntry || GetRank(factionEntryCalc) > ReputationRank(factionEntryCalc->spilloverMaxRankIn))
continue;
int32 spilloverRep = int32(spillOverRepOut * factionEntryCalc->spilloverRateIn);
float spilloverRep = spillOverRepOut * factionEntryCalc->spilloverRateIn;
if (spilloverRep != 0 || !incremental)
res = SetOneFactionReputation(factionEntryCalc, spilloverRep, incremental);
}
@@ -345,20 +357,25 @@ bool ReputationMgr::SetReputation(FactionEntry const* factionEntry, int32 standi
}
}
bool spillOverOnly = repMaxCap ? GetRank(factionEntry) > *repMaxCap : false;
// spillover done, update faction itself
FactionStateList::iterator faction = _factions.find(factionEntry->reputationListID);
if (faction != _factions.end())
{
// Xinef: if we update spillover only, do not update main reputation (rank exceeds creature reward rate)
if (!spillOverOnly)
res = SetOneFactionReputation(factionEntry, standing, incremental);
{
res = SetOneFactionReputation(factionEntry, standing, incremental, repMaxCap);
}
// 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, float stand, bool incremental, Optional<ReputationRank> repMaxCap)
{
FactionStateList::iterator itr = _factions.find(factionEntry->reputationListID);
if (itr != _factions.end())
@@ -367,8 +384,27 @@ bool ReputationMgr::SetOneFactionReputation(FactionEntry const* factionEntry, in
if (incremental)
{
// int32 *= float cause one point loss?
standing = int32(floor((float)standing * sWorld->getRate(RATE_REPUTATION_GAIN) + 0.5f));
stand *= sWorld->getRate(RATE_REPUTATION_GAIN);
}
int32 standing = 0;
float stand2;
if (fabs(modff(stand, &stand2)) < 1.f)
{
if (itr->second.roundedUp)
{
standing = static_cast<int32>(ceil(stand));
}
else
{
standing = static_cast<int32>(stand);
}
itr->second.roundedUp = !itr->second.roundedUp;
}
if (incremental)
{
standing += itr->second.Standing + BaseRep;
}
@@ -379,6 +415,11 @@ bool ReputationMgr::SetOneFactionReputation(FactionEntry const* factionEntry, in
ReputationRank old_rank = ReputationToRank(itr->second.Standing + BaseRep);
ReputationRank new_rank = ReputationToRank(standing);
if (repMaxCap && new_rank > *repMaxCap)
{
standing = ReputationRankToStanding(*repMaxCap);
new_rank = *repMaxCap;
}
if (sScriptMgr->OnPlayerReputationChange(_player, factionEntry->ID, standing, incremental))
{
@@ -574,6 +615,8 @@ void ReputationMgr::LoadFromDB(PreparedQueryResult result)
faction->needSend = false;
faction->needSave = false;
}
faction->roundedUp = false;
}
} while (result->NextRow());
}

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@@ -46,6 +46,7 @@ struct FactionState
uint8 Flags;
bool needSend;
bool needSave;
bool roundedUp;
};
typedef std::map<RepListID, FactionState> FactionStateList;
@@ -68,6 +69,8 @@ public: // statics
static const int32 Reputation_Bottom;
static ReputationRank ReputationToRank(int32 standing);
static int32 ReputationRankToStanding(ReputationRank rank);
public: // accessors
uint8 GetVisibleFactionCount() const { return _visibleFactionCount; }
uint8 GetHonoredFactionCount() const { return _honoredFactionCount; }
@@ -108,13 +111,13 @@ public: // accessors
}
public: // modifiers
bool SetReputation(FactionEntry const* factionEntry, int32 standing)
bool SetReputation(FactionEntry const* factionEntry, float standing)
{
return SetReputation(factionEntry, standing, false, false, false);
return SetReputation(factionEntry, standing, false);
}
bool ModifyReputation(FactionEntry const* factionEntry, int32 standing, bool spillOverOnly = false, bool noSpillOver = false)
bool ModifyReputation(FactionEntry const* factionEntry, float standing, bool noSpillOver = false, Optional<ReputationRank> repMaxCap = {})
{
return SetReputation(factionEntry, standing, true, spillOverOnly, noSpillOver);
return SetReputation(factionEntry, standing, true, noSpillOver, repMaxCap);
}
void SetVisible(FactionTemplateEntry const* factionTemplateEntry);
@@ -125,7 +128,7 @@ public: // modifiers
void ApplyForceReaction(uint32 faction_id, ReputationRank rank, bool apply);
//! Public for chat command needs
bool SetOneFactionReputation(FactionEntry const* factionEntry, int32 standing, bool incremental);
bool SetOneFactionReputation(FactionEntry const* factionEntry, float standing, bool incremental, Optional<ReputationRank> repMaxCap = { });
public: // senders
void SendInitialReputations();
@@ -136,7 +139,7 @@ public: // senders
private: // internal helper functions
void Initialize();
uint32 GetDefaultStateFlags(FactionEntry const* factionEntry) const;
bool SetReputation(FactionEntry const* factionEntry, int32 standing, bool incremental, bool spillOverOnly, bool noSpillOver = false);
bool SetReputation(FactionEntry const* factionEntry, float standing, bool incremental, bool noSpillOver = false, Optional<ReputationRank> repMaxCap = { });
void SetVisible(FactionState* faction);
void SetAtWar(FactionState* faction, bool atWar) const;
void SetInactive(FactionState* faction, bool inactive) const;

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@@ -4879,7 +4879,7 @@ void Spell::EffectReputation(SpellEffIndex effIndex)
return;
}
int32 repChange = damage;
float repChange = static_cast<float>(damage);
uint32 factionId = m_spellInfo->Effects[effIndex].MiscValue;
@@ -4888,7 +4888,6 @@ void Spell::EffectReputation(SpellEffIndex effIndex)
return;
repChange = player->CalculateReputationGain(REPUTATION_SOURCE_SPELL, 0, repChange, factionId);
player->GetReputationMgr().ModifyReputation(factionEntry, repChange);
}

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@@ -851,7 +851,7 @@ public:
return false;
}
target->GetReputationMgr().SetOneFactionReputation(factionEntry, amount, false);
target->GetReputationMgr().SetOneFactionReputation(factionEntry, float(amount), false);
target->GetReputationMgr().SendState(target->GetReputationMgr().GetState(factionEntry));
handler->PSendSysMessage(LANG_COMMAND_MODIFY_REP, factionEntry->name[handler->GetSessionDbcLocale()], factionId,

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@@ -317,7 +317,7 @@ public:
{
if (FactionEntry const* factionEntry = sFactionStore.LookupEntry(repFaction))
{
player->GetReputationMgr().SetReputation(factionEntry, repValue);
player->GetReputationMgr().SetReputation(factionEntry, static_cast<float>(repValue));
}
}
}
@@ -331,7 +331,7 @@ public:
{
if (FactionEntry const* factionEntry = sFactionStore.LookupEntry(repFaction))
{
player->GetReputationMgr().SetReputation(factionEntry, repValue2);
player->GetReputationMgr().SetReputation(factionEntry, static_cast<float>(repValue2));
}
}
}

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@@ -113,7 +113,7 @@ bool OutdoorPvPSI::HandleAreaTrigger(Player* player, uint32 trigger)
// add 19 honor
player->RewardHonor(nullptr, 1, 19);
// add 20 cenarion circle repu
player->GetReputationMgr().ModifyReputation(sFactionStore.LookupEntry(609), 20);
player->GetReputationMgr().ModifyReputation(sFactionStore.LookupEntry(609), 20.f);
// complete quest
player->KilledMonsterCredit(SI_TURNIN_QUEST_CM_A);
}
@@ -139,7 +139,7 @@ bool OutdoorPvPSI::HandleAreaTrigger(Player* player, uint32 trigger)
// add 19 honor
player->RewardHonor(nullptr, 1, 19);
// add 20 cenarion circle repu
player->GetReputationMgr().ModifyReputation(sFactionStore.LookupEntry(609), 20);
player->GetReputationMgr().ModifyReputation(sFactionStore.LookupEntry(609), 20.f);
// complete quest
player->KilledMonsterCredit(SI_TURNIN_QUEST_CM_H);
}

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@@ -2463,7 +2463,7 @@ class spell_gen_oracle_wolvar_reputation : public SpellScript
// Set rep to baserep + basepoints (expecting spillover for oposite faction -> become hated)
// Not when player already has equal or higher rep with this faction
if (player->GetReputationMgr().GetReputation(factionEntry) <= repChange)
player->GetReputationMgr().SetReputation(factionEntry, repChange);
player->GetReputationMgr().SetReputation(factionEntry, static_cast<float>(repChange));
// EFFECT_INDEX_2 most likely update at war state, we already handle this in SetReputation
}