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https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2026-10-19 03:02:49 +00:00
feat: property reputation from visitors, resistant to farming
Property worlds now give their property reputation for the time other people spend on it, which fills the property lists and the news screen's Today's Top Properties. Visitors are counted per account; the owner's account, accounts linked to it and staff don't count. A visit earns nothing for the first property_reputation_min_visit seconds (WorldConfig's propertyReputationDelay), then each active minute (the visitor moved) earns reputationPerMinute times a multiplier, for a capped number of minutes per visit. Repeat visitors earn less the more recent days they already gave reputation, and each visitor and each property have a daily cap. Every parameter is a setting; what each account gave each property per day is kept in property_reputation_visits. The rules are pure functions with unit tests. Fixes #636 Fixes #637 Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -148,6 +148,10 @@ public:
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LWOOBJID GetId() const noexcept { return propertyId; }
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// Reputation visitors just gave (PropertyReputation.h; the database is updated there), so property data shows it
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void AddReputation(uint32_t points) { reputation += points; }
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uint32_t GetReputation() const noexcept { return reputation; }
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void OnChatMessageReceived(const std::string& sMessage) const;
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private:
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@@ -8,6 +8,7 @@ set(DGAME_DUTILITIES_SOURCES "BrickDatabase.cpp"
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"LiveEvents.cpp"
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"Contraband.cpp"
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"PropertyRent.cpp"
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"PropertyReputation.cpp"
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"Loot.cpp"
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"Mail.cpp"
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"MessageInspector.cpp"
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169
dGame/dUtilities/PropertyReputation.cpp
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169
dGame/dUtilities/PropertyReputation.cpp
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#include "PropertyReputation.h"
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#include <chrono>
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#include <ctime>
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#include <map>
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#include <set>
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#include "Character.h"
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#include "Database.h"
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#include "DashboardNotify.h"
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#include "dConfig.h"
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#include "dZoneManager.h"
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#include "eGameMasterLevel.h"
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#include "EconomyLedger.h"
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#include "Entity.h"
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#include "Game.h"
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#include "GeneralUtils.h"
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#include "Logger.h"
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#include "PlayerManager.h"
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#include "PropertyManagementComponent.h"
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#include "PropertyRent.h"
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#include "User.h"
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namespace {
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using namespace PropertyReputationRules;
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constexpr auto INTERVAL = std::chrono::seconds(60);
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constexpr uint32_t REPEAT_DAYS_DEFAULT = 30;
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struct Tracked {
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LWOOBJID playerId{};
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Visit visit;
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Position last;
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bool eligible{};
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int64_t pendingSeconds{};
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};
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std::chrono::steady_clock::time_point g_LastTick{};
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LWOOBJID g_PropertyId{};
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uint32_t g_OwnerAccount{};
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std::set<uint32_t> g_Linked;
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uint32_t g_Day{};
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int64_t g_PropertyToday{};
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std::map<uint32_t, Tracked> g_Visitors; // by account
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template<typename T>
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T Setting(const std::string& key, T fallback) {
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return GeneralUtils::TryParse<T>(Game::config->GetValue(key)).value_or(fallback);
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}
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uint32_t RepeatDays() {
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return Setting<uint32_t>("property_reputation_repeat_days", REPEAT_DAYS_DEFAULT);
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}
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Position PositionOf(const Entity* entity) {
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const auto p = entity->GetPosition();
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return { p.x, p.y, p.z };
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}
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// Load who owns the property and which accounts are linked to the owner's
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void LoadOwner(LWOOBJID propertyId) {
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g_PropertyId = propertyId;
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g_OwnerAccount = 0;
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g_Linked.clear();
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g_Visitors.clear();
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g_Day = 0;
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const auto info = Database::Get()->GetPropertyInfo(propertyId);
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const auto owner = info ? Database::Get()->GetCharacterInfo(info->ownerId) : std::nullopt;
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if (!owner) return;
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g_OwnerAccount = owner->accountId;
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for (const auto& linked : Database::Get()->GetLinkedAccounts(g_OwnerAccount)) g_Linked.insert(linked.accountId);
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}
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void Flush(uint32_t accountId, Tracked& tracked, int64_t points) {
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if (!tracked.eligible || (points <= 0 && tracked.pendingSeconds <= 0)) return;
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Database::Get()->AddPropertyReputation(g_PropertyId, accountId, g_Day, points, tracked.pendingSeconds);
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tracked.pendingSeconds = 0;
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}
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}
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namespace PropertyReputation {
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PropertyReputationRules::Params LoadParams() {
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Params params;
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params.minVisitSeconds = Setting<int64_t>("property_reputation_min_visit", params.minVisitSeconds);
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params.multiplier = Setting<double>("property_reputation_multiplier", params.multiplier);
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params.maxMinutesPerVisit = Setting<int64_t>("property_reputation_max_minutes", params.maxMinutesPerVisit);
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params.visitorDailyCap = Setting<int64_t>("property_reputation_visitor_daily_cap", params.visitorDailyCap);
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params.propertyDailyCap = Setting<int64_t>("property_reputation_daily_cap", params.propertyDailyCap);
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params.repeatFalloff = Setting<double>("property_reputation_repeat_falloff", params.repeatFalloff);
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params.requireActivity = Game::config->GetValue("property_reputation_require_activity") != "0";
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params.ignoreStaff = Game::config->GetValue("property_reputation_ignore_staff") != "0";
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params.ignoreLinked = Game::config->GetValue("property_reputation_ignore_linked") != "0";
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return params;
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}
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void Tick() {
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const auto nowSteady = std::chrono::steady_clock::now();
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if (nowSteady - g_LastTick < INTERVAL) return;
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g_LastTick = nowSteady;
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auto* property = PropertyManagementComponent::Instance();
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if (!property || property->GetId() == LWOOBJID_EMPTY || property->GetOwnerId() == LWOOBJID_EMPTY) return;
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if (Game::config->GetValue("property_reputation_enabled") == "0") return;
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if (property->GetId() != g_PropertyId) LoadOwner(property->GetId());
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if (g_OwnerAccount == 0) return;
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const auto params = LoadParams();
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const auto* row = PropertyRent::WorldTemplate(Game::zoneManager->GetZoneID().GetMapID());
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const int32_t perMinute = row ? row->reputationPerMinute : 1;
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const auto now = static_cast<int64_t>(std::time(nullptr));
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const auto day = EconomyLedger::Today();
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if (day != g_Day) {
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g_Day = day;
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g_PropertyToday = Database::Get()->GetPropertyReputationOnDay(g_PropertyId, day);
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}
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std::set<uint32_t> present;
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int64_t gained = 0;
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for (auto* player : PlayerManager::GetAllPlayers()) {
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auto* character = player ? player->GetCharacter() : nullptr;
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auto* user = character ? character->GetParentUser() : nullptr;
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if (!user) continue;
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const auto accountId = user->GetAccountID();
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// One visitor per account, however many of its characters are here
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if (!present.insert(accountId).second) continue;
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auto it = g_Visitors.find(accountId);
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if (it == g_Visitors.end() || it->second.playerId != player->GetObjectID()) {
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Tracked tracked;
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tracked.playerId = player->GetObjectID();
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tracked.last = PositionOf(player);
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tracked.visit.enteredAt = now;
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tracked.visit.day = day;
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tracked.eligible = Eligible(accountId, g_OwnerAccount, g_Linked, user->GetMaxGMLevel() > eGameMasterLevel::CIVILIAN, params);
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if (tracked.eligible) {
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const auto history = Database::Get()->GetPropertyVisitorHistory(g_PropertyId, accountId, day, RepeatDays());
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tracked.visit.visitorToday = history.today;
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tracked.visit.repeatFactor = RepeatFactor(history.previousDays, params.repeatFalloff);
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}
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if (it != g_Visitors.end()) Flush(accountId, it->second, 0);
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g_Visitors[accountId] = tracked;
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continue;
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}
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auto& tracked = it->second;
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if (!tracked.eligible) continue;
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const auto position = PositionOf(player);
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const bool active = Moved(tracked.last, position);
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tracked.last = position;
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tracked.pendingSeconds += std::chrono::duration_cast<std::chrono::seconds>(INTERVAL).count();
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const auto points = OnMinute(tracked.visit, params, perMinute, now, day, active, g_PropertyToday);
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if (points > 0) {
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Flush(accountId, tracked, points);
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gained += points;
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}
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}
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// Visitors who left: keep the time they spent
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for (auto it = g_Visitors.begin(); it != g_Visitors.end();) {
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if (present.contains(it->first)) { ++it; continue; }
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Flush(it->first, it->second, 0);
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it = g_Visitors.erase(it);
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}
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if (gained > 0) {
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property->AddReputation(static_cast<uint32_t>(gained));
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DashboardNotify::Changed("properties", g_PropertyId);
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}
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}
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}
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20
dGame/dUtilities/PropertyReputation.h
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20
dGame/dUtilities/PropertyReputation.h
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@@ -0,0 +1,20 @@
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#ifndef __PROPERTYREPUTATION__H__
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#define __PROPERTYREPUTATION__H__
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#include "PropertyReputationRules.h"
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/**
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* Property reputation in a property world (issues #636 and #637; the algorithm is in PropertyReputationRules.h).
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* Visitors are followed per account once a minute; what they earn the property is written to
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* property_reputation_visits and added to properties.reputation, which the property lists, the news screen's
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* "Today's Top Properties" and the dashboard show. Off when property_reputation_enabled is 0.
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*/
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namespace PropertyReputation {
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// The settings (property_reputation_*)
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PropertyReputationRules::Params LoadParams();
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// Called every frame on property worlds; does its work once a minute
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void Tick();
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}
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#endif //!__PROPERTYREPUTATION__H__
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