Merge pull request #484 from EmosewaMC/property-fixes

Reputation now saved in charxml.  This is not a retroactive fix for reputation earned before this merge.
This commit is contained in:
David Markowitz
2022-04-01 15:25:30 -07:00
committed by GitHub
6 changed files with 50 additions and 29 deletions

View File

@@ -32,6 +32,7 @@ CharacterComponent::CharacterComponent(Entity* parent, Character* character) : C
m_EditorEnabled = false;
m_EditorLevel = m_GMLevel;
m_Reputation = 0;
m_CurrentActivity = 0;
m_CountryCode = 0;
@@ -256,7 +257,10 @@ void CharacterComponent::LoadFromXML() {
Game::logger->Log("CharacterComponent", "Failed to find char tag while loading XML!\n");
return;
}
if (character->QueryAttribute("rpt", &m_Reputation) == tinyxml2::XML_NO_ATTRIBUTE) {
SetReputation(0);
}
character->QueryInt64Attribute("ls", &m_Uscore);
// Load the statistics
@@ -378,6 +382,8 @@ void CharacterComponent::UpdateXml(tinyxml2::XMLDocument* doc) {
}
character->SetAttribute("ls", m_Uscore);
// Custom attribute to keep track of reputation.
character->SetAttribute("rpt", GetReputation());
character->SetAttribute("stt", StatisticsToString().c_str());
// Set the zone statistics of the form <zs><s/> ... <s/></zs>

View File

@@ -146,6 +146,18 @@ public:
*/
bool GetPvpEnabled() const;
/**
* Returns the characters lifetime reputation
* @return The lifetime reputation of this character.
*/
int64_t GetReputation() { return m_Reputation; };
/**
* Sets the lifetime reputation of the character to newValue
* @param newValue the value to set reputation to
*/
void SetReputation(int64_t newValue) { m_Reputation = newValue; };
/**
* Sets the current value of PvP combat being enabled
* @param value whether to enable PvP combat
@@ -291,6 +303,11 @@ private:
*/
int64_t m_Uscore;
/**
* The lifetime reputation earned by the entity
*/
int64_t m_Reputation;
/**
* Whether the character is landing by rocket
*/

View File

@@ -518,24 +518,11 @@ void Mission::YieldRewards() {
if (info->reward_reputation > 0) {
missionComponent->Progress(MissionTaskType::MISSION_TASK_TYPE_EARN_REPUTATION, 0, 0L, "", info->reward_reputation);
auto character = entity->GetCharacter();
if (!character) return;
auto charId = character->GetID();
auto propertyCloneId = character->GetPropertyCloneID();
auto reputationUpdate = Database::CreatePreppedStmt("UPDATE properties SET reputation = reputation + ? where owner_id = ? AND clone_id = ?");
reputationUpdate->setInt64(1, info->reward_reputation);
reputationUpdate->setInt(2, charId);
reputationUpdate->setInt64(3, propertyCloneId);
reputationUpdate->executeUpdate();
delete reputationUpdate;
reputationUpdate = nullptr;
GameMessages::SendUpdateReputation(entity->GetObjectID(), info->reward_reputation, entity->GetSystemAddress());
auto character = entity->GetComponent<CharacterComponent>();
if (character) {
character->SetReputation(character->GetReputation() + info->reward_reputation);
GameMessages::SendUpdateReputation(entity->GetObjectID(), character->GetReputation(), entity->GetSystemAddress());
}
}
if (info->reward_maxhealth > 0) {