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* Another hackfix attempt at warden payload forcechecks ban fix. * Revert last commit, interrupt all forcechecks instead of just _dataSent ones. * Add rewarder parameter to OnRewardKillRewarder hook. * Undo old warden changes. * Removed too much!
304 lines
13 KiB
C++
304 lines
13 KiB
C++
/*
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* This file is part of the AzerothCore Project. See AUTHORS file for Copyright information
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU Affero General Public License as published by the
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* Free Software Foundation; either version 3 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU Affero General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "KillRewarder.h"
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#include "Formulas.h"
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#include "Group.h"
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#include "Pet.h"
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#include "Player.h"
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#include "ScriptMgr.h"
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#include "SpellAuraEffects.h"
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// KillRewarder incapsulates logic of rewarding player upon kill with:
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// * XP;
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// * honor;
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// * reputation;
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// * kill credit (for quest objectives).
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// Rewarding is initiated in two cases: when player kills unit in Unit::Kill()
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// and on battlegrounds in Battleground::RewardXPAtKill().
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//
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// Rewarding algorithm is:
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// 1. Initialize internal variables to default values.
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// 2. In case when player is in group, initialize variables necessary for group calculations:
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// 2.1. _count - number of alive group members within reward distance;
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// 2.2. _aliveSumLevel - sum of levels of alive group members within reward distance;
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// 2.3. _sumLevel - sum of levels of group members within reward distance;
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// 2.4. _maxLevel - maximum level of alive group member within reward distance;
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// 2.5. _maxNotGrayMember - maximum level of alive group member within reward distance,
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// for whom victim is not gray;
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// 2.6. _isFullXP - flag identifying that for all group members victim is not gray,
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// so 100% XP will be rewarded (50% otherwise).
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// 3. Reward killer (and group, if necessary).
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// 3.1. If killer is in group, reward group.
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// 3.1.1. Initialize initial XP amount based on maximum level of group member,
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// for whom victim is not gray.
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// 3.1.2. Alter group rate if group is in raid (not for battlegrounds).
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// 3.1.3. Reward each group member (even dead) within reward distance (see 4. for more details).
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// 3.2. Reward single killer (not group case).
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// 3.2.1. Initialize initial XP amount based on killer's level.
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// 3.2.2. Reward killer (see 4. for more details).
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// 4. Reward player.
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// 4.1. Give honor (player must be alive and not on BG).
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// 4.2. Give XP.
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// 4.2.1. If player is in group, adjust XP:
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// * set to 0 if player's level is more than maximum level of not gray member;
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// * cut XP in half if _isFullXP is false.
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// 4.2.2. Apply auras modifying rewarded XP.
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// 4.2.3. Give XP to player.
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// 4.2.4. If player has pet, reward pet with XP (100% for single player, 50% for group case).
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// 4.3. Give reputation (player must not be on BG).
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// 4.4. Give kill credit (player must not be in group, or he must be alive or without corpse).
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// 5. Credit instance encounter.
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KillRewarder::KillRewarder(Player* killer, Unit* victim, bool isBattleGround) :
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// 1. Initialize internal variables to default values.
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_killer(killer), _victim(victim), _group(killer->GetGroup()),
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_groupRate(1.0f), _maxNotGrayMember(nullptr), _count(0), _aliveSumLevel(0), _sumLevel(0), _xp(0),
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_isFullXP(false), _maxLevel(0), _isBattleGround(isBattleGround), _isPvP(false)
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{
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// mark the credit as pvp if victim is player
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if (victim->GetTypeId() == TYPEID_PLAYER)
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_isPvP = true;
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// or if its owned by player and its not a vehicle
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else if (victim->GetCharmerOrOwnerGUID().IsPlayer())
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_isPvP = !victim->IsVehicle();
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_InitGroupData();
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}
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void KillRewarder::_InitGroupData()
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{
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if (_group)
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{
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// 2. In case when player is in group, initialize variables necessary for group calculations:
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for (GroupReference* itr = _group->GetFirstMember(); itr != nullptr; itr = itr->next())
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if (Player* member = itr->GetSource())
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if ((_killer == member || member->IsAtGroupRewardDistance(_victim)))
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{
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const uint8 lvl = member->GetLevel();
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if (member->IsAlive())
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{
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// 2.1. _count - number of alive group members within reward distance;
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++_count;
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// 2.2. _aliveSumLevel - sum of levels of alive group members within reward distance;
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_aliveSumLevel += lvl;
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// 2.3. _maxLevel - maximum level of alive group member within reward distance;
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if (_maxLevel < lvl)
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{
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_maxLevel = lvl;
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}
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// 2.4. _maxNotGrayMember - maximum level of alive group member within reward distance,
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// for whom victim is not gray;
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uint32 grayLevel = Acore::XP::GetGrayLevel(lvl);
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if (_victim->GetLevel() > grayLevel && (!_maxNotGrayMember || _maxNotGrayMember->GetLevel() < lvl))
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{
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_maxNotGrayMember = member;
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}
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}
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// 2.5. _sumLevel - sum of levels of group members within reward distance;
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_sumLevel += lvl;
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}
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// 2.6. _isFullXP - flag identifying that for all group members victim is not gray,
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// so 100% XP will be rewarded (50% otherwise).
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_isFullXP = _maxNotGrayMember && (_maxLevel == _maxNotGrayMember->GetLevel());
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}
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else
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_count = 1;
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}
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void KillRewarder::_InitXP(Player* player)
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{
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// Get initial value of XP for kill.
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// XP is given:
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// * on battlegrounds;
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// * otherwise, not in PvP;
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// * not if killer is on vehicle.
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if (_victim && (_isBattleGround || (!_isPvP && !_killer->GetVehicle())))
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_xp = Acore::XP::Gain(player, _victim, _isBattleGround);
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if (_xp && !_isBattleGround && _victim) // pussywizard: npcs with relatively low hp give lower exp
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if (_victim->GetTypeId() == TYPEID_UNIT)
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if (const CreatureTemplate* ct = _victim->ToCreature()->GetCreatureTemplate())
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if (ct->ModHealth <= 0.75f && ct->ModHealth >= 0.0f)
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_xp = uint32(_xp * ct->ModHealth);
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}
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void KillRewarder::_RewardHonor(Player* player)
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{
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// Rewarded player must be alive.
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if (player->IsAlive())
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player->RewardHonor(_victim, _count, -1);
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}
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void KillRewarder::_RewardXP(Player* player, float rate)
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{
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uint32 xp(_xp);
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if (_group)
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{
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// 4.2.1. If player is in group, adjust XP:
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// * set to 0 if player's level is more than maximum level of not gray member;
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// * cut XP in half if _isFullXP is false.
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if (_maxNotGrayMember && player->IsAlive() &&
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_maxNotGrayMember->GetLevel() >= player->GetLevel())
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xp = _isFullXP ?
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uint32(xp * rate) : // Reward FULL XP if all group members are not gray.
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uint32(xp * rate / 2) + 1; // Reward only HALF of XP if some of group members are gray.
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else
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xp = 0;
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}
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if (xp)
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{
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// 4.2.2. Apply auras modifying rewarded XP (SPELL_AURA_MOD_XP_PCT).
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Unit::AuraEffectList const& auras = player->GetAuraEffectsByType(SPELL_AURA_MOD_XP_PCT);
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for (Unit::AuraEffectList::const_iterator i = auras.begin(); i != auras.end(); ++i)
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AddPct(xp, (*i)->GetAmount());
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// 4.2.3. Give XP to player.
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sScriptMgr->OnGivePlayerXP(player, xp, _victim, PlayerXPSource::XPSOURCE_KILL);
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player->GiveXP(xp, _victim, _groupRate);
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if (Pet* pet = player->GetPet())
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// 4.2.4. If player has pet, reward pet with XP (100% for single player, 50% for group case).
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pet->GivePetXP(_group ? xp / 2 : xp);
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}
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}
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void KillRewarder::_RewardReputation(Player* player)
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{
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// 4.3. Give reputation (player must not be on BG).
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// Even dead players and corpses are rewarded.
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player->RewardReputation(_victim);
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}
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void KillRewarder::_RewardKillCredit(Player* player)
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{
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// 4.4. Give kill credit (player must not be in group, or he must be alive or without corpse).
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if (!_group || player->IsAlive() || !player->GetCorpse())
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if (Creature* target = _victim->ToCreature())
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{
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player->KilledMonster(target->GetCreatureTemplate(), target->GetGUID());
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player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE_TYPE, target->GetCreatureType(), 1, target);
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}
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}
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void KillRewarder::_RewardPlayer(Player* player, bool isDungeon)
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{
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// 4. Reward player.
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if (!_isBattleGround)
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{
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// 4.1. Give honor (player must be alive and not on BG).
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_RewardHonor(player);
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// 4.1.1 Send player killcredit for quests with PlayerSlain
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if (_victim->GetTypeId() == TYPEID_PLAYER)
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player->KilledPlayerCredit();
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}
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// Give XP only in PvE or in battlegrounds.
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// Give reputation and kill credit only in PvE.
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if (!_isPvP || _isBattleGround)
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{
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float xpRate = _group ? _groupRate * float(player->GetLevel()) / _aliveSumLevel : /*Personal rate is 100%.*/ 1.0f; // Group rate depends on the sum of levels.
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sScriptMgr->OnRewardKillRewarder(player, this, isDungeon, xpRate); // Personal rate is 100%.
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if (_xp)
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{
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// 4.2. Give XP.
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_RewardXP(player, xpRate);
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}
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if (!_isBattleGround)
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{
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// If killer is in dungeon then all members receive full reputation at kill.
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_RewardReputation(player);
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_RewardKillCredit(player);
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}
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}
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}
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void KillRewarder::_RewardGroup()
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{
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if (_maxLevel)
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{
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if (_maxNotGrayMember)
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// 3.1.1. Initialize initial XP amount based on maximum level of group member,
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// for whom victim is not gray.
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_InitXP(_maxNotGrayMember);
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// To avoid unnecessary calculations and calls,
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// proceed only if XP is not ZERO or player is not on battleground
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// (battleground rewards only XP, that's why).
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if (!_isBattleGround || _xp)
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{
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const bool isDungeon = !_isPvP && sMapStore.LookupEntry(_killer->GetMapId())->IsDungeon();
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if (!_isBattleGround)
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{
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// 3.1.2. Alter group rate if group is in raid (not for battlegrounds).
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const bool isRaid = !_isPvP && sMapStore.LookupEntry(_killer->GetMapId())->IsRaid() && _group->isRaidGroup();
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_groupRate = Acore::XP::xp_in_group_rate(_count, isRaid);
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}
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// 3.1.3. Reward each group member (even dead or corpse) within reward distance.
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for (GroupReference* itr = _group->GetFirstMember(); itr != nullptr; itr = itr->next())
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{
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if (Player* member = itr->GetSource())
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{
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if (_killer == member || member->IsAtGroupRewardDistance(_victim))
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{
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_RewardPlayer(member, isDungeon);
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// Xinef: only count players
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//if (_victim->GetTypeId() == TYPEID_PLAYER)
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// member->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_SPECIAL_PVP_KILL, 1, 0, _victim);
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}
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}
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}
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}
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}
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}
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void KillRewarder::Reward()
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{
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// 3. Reward killer (and group, if necessary).
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if (_group)
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// 3.1. If killer is in group, reward group.
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_RewardGroup();
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else
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{
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// 3.2. Reward single killer (not group case).
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// 3.2.1. Initialize initial XP amount based on killer's level.
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_InitXP(_killer);
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// To avoid unnecessary calculations and calls,
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// proceed only if XP is not ZERO or player is not on battleground
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// (battleground rewards only XP, that's why).
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if (!_isBattleGround || _xp)
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// 3.2.2. Reward killer.
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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
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_RewardPlayer(_killer, false);
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}
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// 5. Credit instance encounter.
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if (Creature* victim = _victim->ToCreature())
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if (victim->IsDungeonBoss())
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if (Map* map = _victim->FindMap())
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map->UpdateEncounterState(ENCOUNTER_CREDIT_KILL_CREATURE, _victim->GetEntry(), _victim);
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}
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Unit* KillRewarder::GetVictim()
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{
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return _victim;
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}
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Player* KillRewarder::GetKiller()
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{
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return _killer;
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}
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