feat: implement character and property reputation system

- Added ICharacterReputation and IPropertyReputationContribution interfaces for managing character and property reputations.
- Implemented MySQL and SQLite database methods for getting and setting character reputations.
- Created migration scripts for character and property reputation tables in both MySQL and SQLite.
- Updated CharacterComponent to retrieve and set character reputation.
- Enhanced PropertyManagementComponent to manage property reputation and contributions.
- Added methods for handling reputation contributions and decay.
- Introduced CharacterReputationMigration to migrate existing character reputations from XML to the database.
This commit is contained in:
Aaron Kimbrell
2026-04-05 02:56:51 -05:00
parent 247576e101
commit e45e860ec0
29 changed files with 510 additions and 13 deletions

View File

@@ -1,6 +1,7 @@
#ifndef TESTSQLDATABASE_H
#define TESTSQLDATABASE_H
#include <unordered_map>
#include "GameDatabase.h"
class TestSQLDatabase : public GameDatabase {
@@ -103,11 +104,27 @@ class TestSQLDatabase : public GameDatabase {
void InsertUgcBuild(const std::string& modules, const LWOOBJID bigId, const std::optional<LWOOBJID> characterId) override {};
void DeleteUgcBuild(const LWOOBJID bigId) override {};
uint32_t GetAccountCount() override { return 0; };
std::vector<LWOOBJID> GetAllCharacterIds() override { return {}; };
int64_t GetCharacterReputation(const LWOOBJID charId) override {
auto it = m_CharacterReputation.find(charId);
return it != m_CharacterReputation.end() ? it->second : 0;
};
void SetCharacterReputation(const LWOOBJID charId, const int64_t reputation) override {
m_CharacterReputation[charId] = reputation;
};
std::vector<IPropertyReputationContribution::ContributionInfo> GetPropertyReputationContributions(
const LWOOBJID propertyId, const std::string& date) override { return {}; };
void UpdatePropertyReputationContribution(
const LWOOBJID propertyId, const LWOOBJID playerId,
const std::string& date, const uint32_t reputationGained) override {};
void UpdatePropertyReputation(const LWOOBJID propertyId, const uint32_t reputation) override {};
bool IsNameInUse(const std::string_view name) override { return false; };
std::optional<IPropertyContents::Model> GetModel(const LWOOBJID modelID) override { return {}; }
std::optional<IProperty::Info> GetPropertyInfo(const LWOOBJID id) override { return {}; }
std::optional<IUgc::Model> GetUgcModel(const LWOOBJID ugcId) override { return {}; }
private:
std::unordered_map<LWOOBJID, int64_t> m_CharacterReputation;
};
#endif //!TESTSQLDATABASE_H