refactor(Core/Player): extract KillRewarder, TradeData and PlayerTaxi (#6804)

This commit is contained in:
Francesco Borzì
2021-07-08 23:34:22 +02:00
committed by GitHub
parent 06027e3267
commit dcb66138bf
8 changed files with 728 additions and 704 deletions

View File

@@ -154,562 +154,6 @@ enum CharacterCustomizeFlags
static uint32 copseReclaimDelay[MAX_DEATH_COUNT] = { 30, 60, 120 };
// == PlayerTaxi ================================================
PlayerTaxi::PlayerTaxi() : _taxiSegment(0)
{
memset(m_taximask, 0, sizeof(m_taximask));
}
void PlayerTaxi::InitTaxiNodesForLevel(uint32 race, uint32 chrClass, uint8 level)
{
// class specific initial known nodes
switch (chrClass)
{
case CLASS_DEATH_KNIGHT:
{
for (uint8 i = 0; i < TaxiMaskSize; ++i)
m_taximask[i] |= sOldContinentsNodesMask[i];
break;
}
}
// race specific initial known nodes: capital and taxi hub masks
switch (race)
{
case RACE_HUMAN:
SetTaximaskNode(2);
break; // Human
case RACE_ORC:
SetTaximaskNode(23);
break; // Orc
case RACE_DWARF:
SetTaximaskNode(6);
break; // Dwarf
case RACE_NIGHTELF:
SetTaximaskNode(26);
SetTaximaskNode(27);
break; // Night Elf
case RACE_UNDEAD_PLAYER:
SetTaximaskNode(11);
break;// Undead
case RACE_TAUREN:
SetTaximaskNode(22);
break; // Tauren
case RACE_GNOME:
SetTaximaskNode(6);
break; // Gnome
case RACE_TROLL:
SetTaximaskNode(23);
break; // Troll
case RACE_BLOODELF:
SetTaximaskNode(82);
break; // Blood Elf
case RACE_DRAENEI:
SetTaximaskNode(94);
break; // Draenei
}
// new continent starting masks (It will be accessible only at new map)
switch (Player::TeamIdForRace(race))
{
case TEAM_ALLIANCE:
SetTaximaskNode(100);
break;
case TEAM_HORDE:
SetTaximaskNode(99);
break;
default:
break;
}
// level dependent taxi hubs
if (level >= 68)
SetTaximaskNode(213); //Shattered Sun Staging Area
}
void PlayerTaxi::LoadTaxiMask(std::string const& data)
{
Tokenizer tokens(data, ' ');
uint8 index;
Tokenizer::const_iterator iter;
for (iter = tokens.begin(), index = 0;
(index < TaxiMaskSize) && (iter != tokens.end()); ++iter, ++index)
{
// load and set bits only for existed taxi nodes
m_taximask[index] = sTaxiNodesMask[index] & uint32(atol(*iter));
}
}
void PlayerTaxi::AppendTaximaskTo(ByteBuffer& data, bool all)
{
if (all)
{
for (uint8 i = 0; i < TaxiMaskSize; i++)
data << uint32(sTaxiNodesMask[i]); // all existed nodes
}
else
{
for (uint8 i = 0; i < TaxiMaskSize; i++)
data << uint32(m_taximask[i]); // known nodes
}
}
bool PlayerTaxi::LoadTaxiDestinationsFromString(const std::string& values, TeamId teamId)
{
ClearTaxiDestinations();
Tokenizer tokens(values, ' ');
for (Tokenizer::const_iterator iter = tokens.begin(); iter != tokens.end(); ++iter)
{
uint32 node = uint32(atol(*iter));
AddTaxiDestination(node);
}
// Check integrity
if (m_TaxiDestinations.size() < 3)
return false;
// xinef: current segment is saved as last destination in db
_taxiSegment = m_TaxiDestinations[m_TaxiDestinations.size() - 1];
m_TaxiDestinations.pop_back();
for (size_t i = 0; i < m_TaxiDestinations.size() - 1; ++i)
{
uint32 cost;
uint32 path;
sObjectMgr->GetTaxiPath(m_TaxiDestinations[i], m_TaxiDestinations[i + 1], path, cost);
if (!path)
return false;
}
// can't load taxi path without mount set (quest taxi path?)
if (!sObjectMgr->GetTaxiMountDisplayId(GetTaxiSource(), teamId, true))
return false;
return true;
}
std::string PlayerTaxi::SaveTaxiDestinationsToString()
{
if (m_TaxiDestinations.empty())
return "";
std::ostringstream ss;
for (size_t i = 0; i < m_TaxiDestinations.size(); ++i)
ss << m_TaxiDestinations[i] << ' ';
ss << _taxiSegment << ' ';
return ss.str();
}
uint32 PlayerTaxi::GetCurrentTaxiPath() const
{
if (m_TaxiDestinations.size() < 2 || m_TaxiDestinations.size() <= _taxiSegment + 1)
return 0;
uint32 path;
uint32 cost;
sObjectMgr->GetTaxiPath(m_TaxiDestinations[_taxiSegment], m_TaxiDestinations[_taxiSegment + 1], path, cost);
return path;
}
std::ostringstream& operator<< (std::ostringstream& ss, PlayerTaxi const& taxi)
{
for (uint8 i = 0; i < TaxiMaskSize; ++i)
ss << taxi.m_taximask[i] << ' ';
return ss;
}
//== TradeData =================================================
TradeData* TradeData::GetTraderData() const
{
return m_trader->GetTradeData();
}
Item* TradeData::GetItem(TradeSlots slot) const
{
return m_items[slot] ? m_player->GetItemByGuid(m_items[slot]) : nullptr;
}
bool TradeData::HasItem(ObjectGuid itemGuid) const
{
for (uint8 i = 0; i < TRADE_SLOT_COUNT; ++i)
if (m_items[i] == itemGuid)
return true;
return false;
}
TradeSlots TradeData::GetTradeSlotForItem(ObjectGuid itemGuid) const
{
for (uint8 i = 0; i < TRADE_SLOT_COUNT; ++i)
if (m_items[i] == itemGuid)
return TradeSlots(i);
return TRADE_SLOT_INVALID;
}
Item* TradeData::GetSpellCastItem() const
{
return m_spellCastItem ? m_player->GetItemByGuid(m_spellCastItem) : nullptr;
}
void TradeData::SetItem(TradeSlots slot, Item* item)
{
ObjectGuid itemGuid = item ? item->GetGUID() : ObjectGuid::Empty;
if (m_items[slot] == itemGuid)
return;
m_items[slot] = itemGuid;
SetAccepted(false);
GetTraderData()->SetAccepted(false);
Update();
// need remove possible trader spell applied to changed item
if (slot == TRADE_SLOT_NONTRADED)
GetTraderData()->SetSpell(0);
// need remove possible player spell applied (possible move reagent)
SetSpell(0);
}
void TradeData::SetSpell(uint32 spell_id, Item* castItem /*= nullptr*/)
{
ObjectGuid itemGuid = castItem ? castItem->GetGUID() : ObjectGuid::Empty;
if (m_spell == spell_id && m_spellCastItem == itemGuid)
return;
m_spell = spell_id;
m_spellCastItem = itemGuid;
SetAccepted(false);
GetTraderData()->SetAccepted(false);
Update(true); // send spell info to item owner
Update(false); // send spell info to caster self
}
void TradeData::SetMoney(uint32 money)
{
if (m_money == money)
return;
if (!m_player->HasEnoughMoney(money))
{
m_player->GetSession()->SendTradeStatus(TRADE_STATUS_BUSY);
return;
}
m_money = money;
SetAccepted(false);
GetTraderData()->SetAccepted(false);
Update(true);
}
void TradeData::Update(bool forTarget /*= true*/)
{
if (forTarget)
m_trader->GetSession()->SendUpdateTrade(true); // player state for trader
else
m_player->GetSession()->SendUpdateTrade(false); // player state for player
}
void TradeData::SetAccepted(bool state, bool crosssend /*= false*/)
{
m_accepted = state;
if (!state)
{
if (crosssend)
m_trader->GetSession()->SendTradeStatus(TRADE_STATUS_BACK_TO_TRADE);
else
m_player->GetSession()->SendTradeStatus(TRADE_STATUS_BACK_TO_TRADE);
}
}
// == KillRewarder ====================================================
// KillRewarder incapsulates logic of rewarding player upon kill with:
// * XP;
// * honor;
// * reputation;
// * kill credit (for quest objectives).
// Rewarding is initiated in two cases: when player kills unit in Unit::Kill()
// and on battlegrounds in Battleground::RewardXPAtKill().
//
// Rewarding algorithm is:
// 1. Initialize internal variables to default values.
// 2. In case when player is in group, initialize variables necessary for group calculations:
// 2.1. _count - number of alive group members within reward distance;
// 2.2. _aliveSumLevel - sum of levels of alive group members within reward distance;
// 2.3. _sumLevel - sum of levels of group members within reward distance;
// 2.4. _maxLevel - maximum level of alive group member within reward distance;
// 2.5. _maxNotGrayMember - maximum level of alive group member within reward distance,
// for whom victim is not gray;
// 2.6. _isFullXP - flag identifying that for all group members victim is not gray,
// so 100% XP will be rewarded (50% otherwise).
// 3. Reward killer (and group, if necessary).
// 3.1. If killer is in group, reward group.
// 3.1.1. Initialize initial XP amount based on maximum level of group member,
// for whom victim is not gray.
// 3.1.2. Alter group rate if group is in raid (not for battlegrounds).
// 3.1.3. Reward each group member (even dead) within reward distance (see 4. for more details).
// 3.2. Reward single killer (not group case).
// 3.2.1. Initialize initial XP amount based on killer's level.
// 3.2.2. Reward killer (see 4. for more details).
// 4. Reward player.
// 4.1. Give honor (player must be alive and not on BG).
// 4.2. Give XP.
// 4.2.1. If player is in group, adjust XP:
// * set to 0 if player's level is more than maximum level of not gray member;
// * cut XP in half if _isFullXP is false.
// 4.2.2. Apply auras modifying rewarded XP.
// 4.2.3. Give XP to player.
// 4.2.4. If player has pet, reward pet with XP (100% for single player, 50% for group case).
// 4.3. Give reputation (player must not be on BG).
// 4.4. Give kill credit (player must not be in group, or he must be alive or without corpse).
// 5. Credit instance encounter.
KillRewarder::KillRewarder(Player* killer, Unit* victim, bool isBattleGround) :
// 1. Initialize internal variables to default values.
_killer(killer), _victim(victim), _group(killer->GetGroup()),
_groupRate(1.0f), _maxNotGrayMember(nullptr), _count(0), _aliveSumLevel(0), _sumLevel(0), _xp(0),
_isFullXP(false), _maxLevel(0), _isBattleGround(isBattleGround), _isPvP(false)
{
// mark the credit as pvp if victim is player
if (victim->GetTypeId() == TYPEID_PLAYER)
_isPvP = true;
// or if its owned by player and its not a vehicle
else if (victim->GetCharmerOrOwnerGUID().IsPlayer())
_isPvP = !victim->IsVehicle();
_InitGroupData();
}
inline void KillRewarder::_InitGroupData()
{
if (_group)
{
// 2. In case when player is in group, initialize variables necessary for group calculations:
for (GroupReference* itr = _group->GetFirstMember(); itr != nullptr; itr = itr->next())
if (Player* member = itr->GetSource())
if ((_killer == member || member->IsAtGroupRewardDistance(_victim)))
{
const uint8 lvl = member->getLevel();
if (member->IsAlive())
{
// 2.1. _count - number of alive group members within reward distance;
++_count;
// 2.2. _aliveSumLevel - sum of levels of alive group members within reward distance;
_aliveSumLevel += lvl;
// 2.3. _maxLevel - maximum level of alive group member within reward distance;
if (_maxLevel < lvl)
{
_maxLevel = lvl;
}
// 2.4. _maxNotGrayMember - maximum level of alive group member within reward distance,
// for whom victim is not gray;
uint32 grayLevel = Acore::XP::GetGrayLevel(lvl);
if (_victim->getLevel() > grayLevel && (!_maxNotGrayMember || _maxNotGrayMember->getLevel() < lvl))
{
_maxNotGrayMember = member;
}
}
// 2.5. _sumLevel - sum of levels of group members within reward distance;
_sumLevel += lvl;
}
// 2.6. _isFullXP - flag identifying that for all group members victim is not gray,
// so 100% XP will be rewarded (50% otherwise).
_isFullXP = _maxNotGrayMember && (_maxLevel == _maxNotGrayMember->getLevel());
}
else
_count = 1;
}
inline void KillRewarder::_InitXP(Player* player)
{
// Get initial value of XP for kill.
// XP is given:
// * on battlegrounds;
// * otherwise, not in PvP;
// * not if killer is on vehicle.
if (_victim && (_isBattleGround || (!_isPvP && !_killer->GetVehicle())))
_xp = Acore::XP::Gain(player, _victim, _isBattleGround);
if (_xp && !_isBattleGround && _victim) // pussywizard: npcs with relatively low hp give lower exp
if (_victim->GetTypeId() == TYPEID_UNIT)
if (const CreatureTemplate* ct = _victim->ToCreature()->GetCreatureTemplate())
if (ct->ModHealth <= 0.75f && ct->ModHealth >= 0.0f)
_xp = uint32(_xp * ct->ModHealth);
}
inline void KillRewarder::_RewardHonor(Player* player)
{
// Rewarded player must be alive.
if (player->IsAlive())
player->RewardHonor(_victim, _count, -1);
}
inline void KillRewarder::_RewardXP(Player* player, float rate)
{
uint32 xp(_xp);
if (_group)
{
// 4.2.1. If player is in group, adjust XP:
// * set to 0 if player's level is more than maximum level of not gray member;
// * cut XP in half if _isFullXP is false.
if (_maxNotGrayMember && player->IsAlive() &&
_maxNotGrayMember->getLevel() >= player->getLevel())
xp = _isFullXP ?
uint32(xp * rate) : // Reward FULL XP if all group members are not gray.
uint32(xp * rate / 2) + 1; // Reward only HALF of XP if some of group members are gray.
else
xp = 0;
}
if (xp)
{
// 4.2.2. Apply auras modifying rewarded XP (SPELL_AURA_MOD_XP_PCT).
Unit::AuraEffectList const& auras = player->GetAuraEffectsByType(SPELL_AURA_MOD_XP_PCT);
for (Unit::AuraEffectList::const_iterator i = auras.begin(); i != auras.end(); ++i)
AddPct(xp, (*i)->GetAmount());
// 4.2.3. Give XP to player.
player->GiveXP(xp, _victim, _groupRate);
if (Pet* pet = player->GetPet())
// 4.2.4. If player has pet, reward pet with XP (100% for single player, 50% for group case).
pet->GivePetXP(_group ? xp / 2 : xp);
}
}
inline void KillRewarder::_RewardReputation(Player* player, float rate)
{
// 4.3. Give reputation (player must not be on BG).
// Even dead players and corpses are rewarded.
player->RewardReputation(_victim, rate);
}
inline void KillRewarder::_RewardKillCredit(Player* player)
{
// 4.4. Give kill credit (player must not be in group, or he must be alive or without corpse).
if (!_group || player->IsAlive() || !player->GetCorpse())
if (Creature* target = _victim->ToCreature())
{
player->KilledMonster(target->GetCreatureTemplate(), target->GetGUID());
player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE_TYPE, target->GetCreatureType(), 1, target);
}
}
void KillRewarder::_RewardPlayer(Player* player, bool isDungeon)
{
// 4. Reward player.
if (!_isBattleGround)
{
// 4.1. Give honor (player must be alive and not on BG).
_RewardHonor(player);
// 4.1.1 Send player killcredit for quests with PlayerSlain
if (_victim->GetTypeId() == TYPEID_PLAYER)
player->KilledPlayerCredit();
}
// Give XP only in PvE or in battlegrounds.
// Give reputation and kill credit only in PvE.
if (!_isPvP || _isBattleGround)
{
float xpRate = _group ? _groupRate * float(player->getLevel()) / _aliveSumLevel : /*Personal rate is 100%.*/ 1.0f; // Group rate depends on the sum of levels.
float reputationRate = _group ? _groupRate * float(player->getLevel()) / _sumLevel : /*Personal rate is 100%.*/ 1.0f; // Group rate depends on the sum of levels.
sScriptMgr->OnRewardKillRewarder(player, isDungeon, xpRate); // Personal rate is 100%.
if (_xp)
{
// 4.2. Give XP.
_RewardXP(player, xpRate);
}
if (!_isBattleGround)
{
// If killer is in dungeon then all members receive full reputation at kill.
_RewardReputation(player, isDungeon ? 1.0f : reputationRate);
_RewardKillCredit(player);
}
}
}
void KillRewarder::_RewardGroup()
{
if (_maxLevel)
{
if (_maxNotGrayMember)
// 3.1.1. Initialize initial XP amount based on maximum level of group member,
// for whom victim is not gray.
_InitXP(_maxNotGrayMember);
// To avoid unnecessary calculations and calls,
// proceed only if XP is not ZERO or player is not on battleground
// (battleground rewards only XP, that's why).
if (!_isBattleGround || _xp)
{
const bool isDungeon = !_isPvP && sMapStore.LookupEntry(_killer->GetMapId())->IsDungeon();
if (!_isBattleGround)
{
// 3.1.2. Alter group rate if group is in raid (not for battlegrounds).
const bool isRaid = !_isPvP && sMapStore.LookupEntry(_killer->GetMapId())->IsRaid() && _group->isRaidGroup();
_groupRate = Acore::XP::xp_in_group_rate(_count, isRaid);
}
// 3.1.3. Reward each group member (even dead or corpse) within reward distance.
for (GroupReference* itr = _group->GetFirstMember(); itr != nullptr; itr = itr->next())
{
if (Player* member = itr->GetSource())
{
if (_killer == member || member->IsAtGroupRewardDistance(_victim))
{
_RewardPlayer(member, isDungeon);
// Xinef: only count players
//if (_victim->GetTypeId() == TYPEID_PLAYER)
// member->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_SPECIAL_PVP_KILL, 1, 0, _victim);
}
}
}
}
}
}
void KillRewarder::Reward()
{
// 3. Reward killer (and group, if necessary).
if (_group)
// 3.1. If killer is in group, reward group.
_RewardGroup();
else
{
// 3.2. Reward single killer (not group case).
// 3.2.1. Initialize initial XP amount based on killer's level.
_InitXP(_killer);
// To avoid unnecessary calculations and calls,
// proceed only if XP is not ZERO or player is not on battleground
// (battleground rewards only XP, that's why).
if (!_isBattleGround || _xp)
// 3.2.2. Reward killer.
if (_killer->IsInMap(_victim)) // pussywizard: killer may be on other map (crashfix), when killing in a group same map is required, so its not a problem
_RewardPlayer(_killer, false);
}
// 5. Credit instance encounter.
if (Creature* victim = _victim->ToCreature())
if (victim->IsDungeonBoss())
if (Map* map = _victim->FindMap())
map->UpdateEncounterState(ENCOUNTER_CREDIT_KILL_CREATURE, _victim->GetEntry(), _victim);
}
// == Player ====================================================
// we can disable this warning for this since it only
// causes undefined behavior when passed to the base class constructor
#ifdef _MSC_VER