Files
DarkflameServer/dGame/dComponents/PropertyManagementComponent.h
Aaron Kimbrell e45e860ec0 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.
2026-04-05 02:56:51 -05:00

279 lines
7.3 KiB
C++

#pragma once
#include <chrono>
#include <unordered_map>
#include "Entity.h"
#include "Component.h"
#include "eReplicaComponentType.h"
class PositionUpdate;
/**
* Information regarding which players may visit this property
*/
enum class PropertyPrivacyOption {
/**
* Default, only you can visit your property
*/
Private = 0,
/**
* Your friends can visit your property
*/
Friends = 1,
/**
* Requires Mythran approval, everyone can visit your property
*/
Public = 2
};
/**
* Main component that handles interactions with a property, generally the plaques you see on properties.
*/
class PropertyManagementComponent final : public Component {
public:
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::PROPERTY_MANAGEMENT;
PropertyManagementComponent(Entity* parent, const int32_t componentID);
static PropertyManagementComponent* Instance();
/**
* Event handler for when an entity requests information about this property, will send back whether it's owned, etc.
* @param originator the entity that triggered the event
* @param sysAddr the address to send game message responses to
* @param author optional explicit ID for the property, if not set defaults to the originator
*/
void OnQueryPropertyData(Entity* originator, const SystemAddress& sysAddr, LWOOBJID author = LWOOBJID_EMPTY);
/**
* Handles an OnUse event, telling the client who owns this property, etc.
* @param originator the entity that triggered the event
*/
void OnUse(Entity* originator) override;
/**
* Sets the owner of this property
* @param value the owner to set
*/
void SetOwnerId(LWOOBJID value);
/**
* Returns the ID of the owner of this property
* @return the ID of the owner of this property
*/
LWOOBJID GetOwnerId() const;
/**
* Returns the owner of this property
* @return the owner of this property
*/
Entity* GetOwner() const;
/**
* sets the owner of this property
* @param value the owner to set
*/
void SetOwner(Entity* value);
/**
* Returns the paths that this property has
* @return the paths that this property has
*/
std::vector<NiPoint3> GetPaths() const;
/**
* Returns the privacy options for this property
* @return the privacy options for this property
*/
PropertyPrivacyOption GetPrivacyOption() const;
/**
* Updates the privacy option for this property
* @param value the privacy option to set
*/
void SetPrivacyOption(PropertyPrivacyOption value);
/**
* Updates information of this property, saving it to the database
* @param name the name to set for the property
* @param description the description to set for the property
*/
void UpdatePropertyDetails(std::string name, std::string description);
/**
* Makes this property owned by the passed player ID, storing it in the database
* @param playerId the ID of the entity that claimed the property
*
* @return If the claim is successful return true.
*/
bool Claim(LWOOBJID playerId);
/**
* Event triggered when the owner of the property starts building, will kick other entities out
*/
void OnStartBuilding();
/**
* Event triggered when the owner of the property finished building, will re-apply this property for moderation
* request.
*/
void OnFinishBuilding();
/**
* Updates the position of a model on the property
* @param id the ID of the model to reposition
* @param position the position to place the model on
* @param rotation the rotation to place the model on
*/
void UpdateModelPosition(LWOOBJID id, NiPoint3 position, NiQuaternion rotation);
/**
* Deletes a model for a property
* @param id the ID of the model to delete
* @param deleteReason the reason of the deletion, e.g. picked up or destroyed (in case of UGC)
*/
void DeleteModel(LWOOBJID id, int deleteReason);
/**
* Updates whether or not this property is approved by a moderator
* @param value true if the property should be approved, false otherwise
*/
void UpdateApprovedStatus(bool value, const std::string& rejectionReason = "");
/**
* Loads all the models on this property from the database
*/
void Load();
/**
* Saves all the models from this property to the database
*/
void Save();
/**
* Adds a model to the cache of models
* @param modelId the ID of the model
* @param spawnerId the ID of the object that spawned the model
*/
void AddModel(LWOOBJID modelId, LWOOBJID spawnerId);
/**
* Returns all the models on this property, indexed by property ID, containing their spawn objects
* @return all the models on this proeprty
*/
const std::map<LWOOBJID, LWOOBJID>& GetModels() const;
LWOCLONEID GetCloneId() { return clone_Id; };
LWOOBJID GetId() const noexcept { return propertyId; }
void OnChatMessageReceived(const std::string& sMessage) const;
void Update(float deltaTime) override;
~PropertyManagementComponent() override;
private:
void OnPlayerPositionUpdateHandler(Entity* player, const PositionUpdate& update);
void SaveReputation();
void LoadDailyContributions();
struct PlayerActivityInfo {
float activeTime = 0.0f;
uint32_t dailyContribution = 0;
std::chrono::steady_clock::time_point lastUpdate{};
bool hasLastUpdate = false;
};
std::unordered_map<LWOOBJID, PlayerActivityInfo> m_PlayerActivity;
float m_ReputationSaveTimer = 0.0f;
float m_DecayTimer = 0.0f;
bool m_ReputationDirty = false;
std::string m_CurrentDate;
uint32_t m_OwnerAccountId = 0;
// Cached config values
float m_RepInterval = 60.0f;
uint32_t m_RepDailyCap = 50;
uint32_t m_RepPerTick = 1;
float m_RepMultiplier = 1.0f;
float m_RepVelocityThreshold = 0.5f;
float m_RepSaveInterval = 300.0f;
float m_RepDecayRate = 0.0f;
float m_RepDecayInterval = 86400.0f;
uint32_t m_RepDecayMinimum = 0;
/**
* This
*/
static PropertyManagementComponent* instance;
/**
* The ID of the owner of this property
*/
LWOOBJID owner = LWOOBJID_EMPTY;
/**
* The LOT of this console
*/
uint32_t templateId = 0;
/**
* The unique ID for this property, if it's owned
*/
LWOOBJID propertyId = LWOOBJID_EMPTY;
/**
* The time since this property was claimed
*/
uint64_t claimedTime = std::chrono::duration_cast<std::chrono::seconds>(std::chrono::system_clock::now().time_since_epoch()).count();
/**
* The models that are placed on this property
*/
std::map<LWOOBJID /* ObjectID */, LWOOBJID /* SpawnerID */> models = {};
/**
* The name of this property
*/
std::string propertyName = "";
/**
* The clone ID of this property
*/
LWOCLONEID clone_Id = 0;
/**
* Whether a moderator was requested
*/
bool moderatorRequested = false;
/**
* The rejection reason for the property
*/
std::string rejectionReason = "";
/**
* The description of this property
*/
std::string propertyDescription = "";
/**
* The reputation of this property
*/
uint32_t reputation = 0;
/**
* The last time this property was updated
*/
uint32_t LastUpdatedTime = std::chrono::duration_cast<std::chrono::seconds>(std::chrono::system_clock::now().time_since_epoch()).count();
/**
* Determines which players may visit this property
*/
PropertyPrivacyOption privacyOption = PropertyPrivacyOption::Private;
/**
* The privacy setting before it was changed, saved to set back after a player finishes building
*/
PropertyPrivacyOption originalPrivacyOption = PropertyPrivacyOption::Private;
};