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https://github.com/DarkflameUniverse/DarkflameServer.git
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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.
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@@ -27,6 +27,9 @@
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#include "CppScripts.h"
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#include <ranges>
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#include "dConfig.h"
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#include "PositionUpdate.h"
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#include "GeneralUtils.h"
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#include "User.h"
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PropertyManagementComponent* PropertyManagementComponent::instance = nullptr;
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@@ -75,6 +78,42 @@ PropertyManagementComponent::PropertyManagementComponent(Entity* parent, const i
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this->reputation = propertyInfo->reputation;
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Load();
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// Cache owner's account ID for same-account reputation exclusion
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if (this->owner != LWOOBJID_EMPTY) {
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auto ownerCharId = this->owner;
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GeneralUtils::ClearBit(ownerCharId, eObjectBits::CHARACTER);
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auto charInfo = Database::Get()->GetCharacterInfo(ownerCharId);
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if (charInfo) {
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m_OwnerAccountId = charInfo->accountId;
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}
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}
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// Load reputation config
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auto configFloat = [](const std::string& key, float def) {
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const auto& val = Game::config->GetValue(key);
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return val.empty() ? def : std::stof(val);
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};
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auto configUint = [](const std::string& key, uint32_t def) {
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const auto& val = Game::config->GetValue(key);
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return val.empty() ? def : static_cast<uint32_t>(std::stoul(val));
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};
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m_RepInterval = configFloat("property_rep_interval", 60.0f);
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m_RepDailyCap = configUint("property_rep_daily_cap", 50);
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m_RepPerTick = configUint("property_rep_per_tick", 1);
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m_RepMultiplier = configFloat("property_rep_multiplier", 1.0f);
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m_RepVelocityThreshold = configFloat("property_rep_velocity_threshold", 0.5f);
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m_RepSaveInterval = configFloat("property_rep_save_interval", 300.0f);
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m_RepDecayRate = configFloat("property_rep_decay_rate", 0.0f);
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m_RepDecayInterval = configFloat("property_rep_decay_interval", 86400.0f);
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m_RepDecayMinimum = configUint("property_rep_decay_minimum", 0);
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// Load daily reputation contributions and subscribe to position updates
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m_CurrentDate = GeneralUtils::GetCurrentUTCDate();
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LoadDailyContributions();
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Entity::OnPlayerPositionUpdate += [this](Entity* player, const PositionUpdate& update) {
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OnPlayerPositionUpdateHandler(player, update);
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};
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}
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}
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@@ -832,3 +871,126 @@ void PropertyManagementComponent::OnChatMessageReceived(const std::string& sMess
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modelComponent->OnChatMessageReceived(sMessage);
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}
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}
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PropertyManagementComponent::~PropertyManagementComponent() {
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SaveReputation();
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}
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void PropertyManagementComponent::Update(float deltaTime) {
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// Check for day rollover
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const auto currentDate = GeneralUtils::GetCurrentUTCDate();
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if (currentDate != m_CurrentDate) {
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m_CurrentDate = currentDate;
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m_PlayerActivity.clear();
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}
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// Periodic reputation save
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m_ReputationSaveTimer += deltaTime;
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if (m_ReputationSaveTimer >= m_RepSaveInterval && m_ReputationDirty) {
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SaveReputation();
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m_ReputationSaveTimer = 0.0f;
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}
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// Property reputation decay
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if (m_RepDecayRate > 0.0f && owner != LWOOBJID_EMPTY) {
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m_DecayTimer += deltaTime;
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if (m_DecayTimer >= m_RepDecayInterval) {
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m_DecayTimer = 0.0f;
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if (reputation > m_RepDecayMinimum) {
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const auto loss = static_cast<uint32_t>(m_RepDecayRate);
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reputation = (reputation > m_RepDecayMinimum + loss) ? reputation - loss : m_RepDecayMinimum;
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m_ReputationDirty = true;
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}
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}
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}
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}
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void PropertyManagementComponent::OnPlayerPositionUpdateHandler(Entity* player, const PositionUpdate& update) {
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if (owner == LWOOBJID_EMPTY) return;
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if (propertyId == LWOOBJID_EMPTY) return;
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if (m_RepInterval <= 0.0f) return;
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// Check same-account exclusion (covers owner + owner's alts)
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auto* character = player->GetCharacter();
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if (!character) return;
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auto* parentUser = character->GetParentUser();
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if (!parentUser) return;
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if (parentUser->GetAccountID() == m_OwnerAccountId) return;
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// Check velocity threshold (player must be active/moving)
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if (update.velocity.SquaredLength() < m_RepVelocityThreshold * m_RepVelocityThreshold) return;
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const auto playerId = player->GetObjectID();
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auto& info = m_PlayerActivity[playerId];
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// Check daily cap
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if (info.dailyContribution >= m_RepDailyCap) return;
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// Compute delta time since last position update for this player
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const auto now = std::chrono::steady_clock::now();
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if (info.hasLastUpdate) {
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const auto dt = std::chrono::duration<float>(now - info.lastUpdate).count();
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// Cap delta to avoid spikes from reconnects etc.
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const auto clampedDt = std::min(dt, 1.0f);
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info.activeTime += clampedDt;
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}
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info.lastUpdate = now;
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info.hasLastUpdate = true;
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// Check if we've accumulated enough active time for a reputation tick
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if (info.activeTime >= m_RepInterval) {
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info.activeTime -= m_RepInterval;
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const auto repGain = static_cast<uint32_t>(m_RepPerTick * m_RepMultiplier);
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if (repGain == 0) return;
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// Clamp to daily cap
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const auto actualGain = std::min(repGain, m_RepDailyCap - info.dailyContribution);
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if (actualGain == 0) return;
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// Grant property reputation
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reputation += actualGain;
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info.dailyContribution += actualGain;
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m_ReputationDirty = true;
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// Grant character reputation to property owner
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auto* ownerEntity = Game::entityManager->GetEntity(owner);
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if (ownerEntity) {
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auto* charComp = ownerEntity->GetComponent<CharacterComponent>();
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if (charComp) {
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charComp->SetReputation(charComp->GetReputation() + actualGain);
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}
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} else {
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// Owner is offline, update DB directly
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auto ownerCharId = owner;
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GeneralUtils::ClearBit(ownerCharId, eObjectBits::CHARACTER);
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const auto currentRep = Database::Get()->GetCharacterReputation(ownerCharId);
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Database::Get()->SetCharacterReputation(ownerCharId, currentRep + actualGain);
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}
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}
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}
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void PropertyManagementComponent::SaveReputation() {
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if (!m_ReputationDirty) return;
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if (propertyId == LWOOBJID_EMPTY) return;
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Database::Get()->UpdatePropertyReputation(propertyId, reputation);
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for (const auto& [playerId, info] : m_PlayerActivity) {
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if (info.dailyContribution > 0) {
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Database::Get()->UpdatePropertyReputationContribution(propertyId, playerId, m_CurrentDate, info.dailyContribution);
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}
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}
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m_ReputationDirty = false;
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}
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void PropertyManagementComponent::LoadDailyContributions() {
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if (propertyId == LWOOBJID_EMPTY) return;
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const auto contributions = Database::Get()->GetPropertyReputationContributions(propertyId, m_CurrentDate);
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for (const auto& contrib : contributions) {
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m_PlayerActivity[contrib.playerId].dailyContribution = contrib.reputationGained;
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}
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}
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