// Copyright (c) CypherCore All rights reserved. // Licensed under the GNU GENERAL PUBLIC LICENSE. See LICENSE file in the project root for full license information. using Framework.Constants; using Game.DataStorage; using Game.Groups; using Game.Maps; using Game.Scenarios; using System.Collections.Generic; using System.Linq; namespace Game.Entities { public class KillRewarder { Player[] _killers; Unit _victim; float _groupRate; Player _maxNotGrayMember; uint _count; uint _sumLevel; uint _xp; bool _isFullXP; byte _maxLevel; bool _isBattleground; bool _isPvP; public KillRewarder(Player[] killers, Unit victim, bool isBattleground) { _killers = killers; _victim = victim; _groupRate = 1.0f; _maxNotGrayMember = null; _count = 0; _sumLevel = 0; _xp = 0; _isFullXP = false; _maxLevel = 0; _isBattleground = isBattleground; _isPvP = false; // mark the credit as pvp if victim is player if (victim.IsTypeId(TypeId.Player)) _isPvP = true; // or if its owned by player and its not a vehicle else if (victim.GetCharmerOrOwnerGUID().IsPlayer()) _isPvP = !victim.IsVehicle(); } public void Reward() { SortedSet processedGroups = new(); foreach (Player killer in _killers) { _InitGroupData(killer); // 3. Reward killer (and group, if necessary). Group group = killer.GetGroup(); if (group != null) { if (!processedGroups.Add(group)) continue; // 3.1. If killer is in group, reward group. _RewardGroup(group, killer); } else { // 3.2. Reward single killer (not group case). // 3.2.1. Initialize initial XP amount based on killer's level. _InitXP(killer, killer); // To avoid unnecessary calculations and calls, // proceed only if XP is not ZERO or player is not on battleground // (battleground rewards only XP, that's why). if (!_isBattleground || _xp != 0) // 3.2.2. Reward killer. _RewardPlayer(killer, false); } } // 5. Credit instance encounter. // 6. Update guild achievements. // 7. Credit scenario criterias Creature victim = _victim.ToCreature(); if (victim != null) { if (!_killers.Empty()) { uint guildId = victim.GetMap().GetOwnerGuildId(); var guild = Global.GuildMgr.GetGuildById(guildId); if (guild != null) guild.UpdateCriteria(CriteriaType.KillCreature, victim.GetEntry(), 1, 0, victim, _killers.First()); Scenario scenario = victim.GetScenario(); if (scenario != null) scenario.UpdateCriteria(CriteriaType.KillCreature, victim.GetEntry(), 1, 0, victim, _killers.First()); } } } void _InitGroupData(Player killer) { Group group = killer.GetGroup(); if (group != null) { // 2. In case when player is in group, initialize variables necessary for group calculations: for (GroupReference refe = group.GetFirstMember(); refe != null; refe = refe.Next()) { Player member = refe.GetSource(); if (member != null) { if (killer == member || (member.IsAtGroupRewardDistance(_victim) && member.IsAlive())) { uint lvl = member.GetLevel(); // 2.1. _count - number of alive group members within reward distance; ++_count; // 2.2. _sumLevel - sum of levels of alive group members within reward distance; _sumLevel += lvl; // 2.3. _maxLevel - maximum level of alive group member within reward distance; if (_maxLevel < lvl) _maxLevel = (byte)lvl; // 2.4. _maxNotGrayMember - maximum level of alive group member within reward distance, // for whom victim is not gray; uint grayLevel = Formulas.GetGrayLevel(lvl); if (_victim.GetLevelForTarget(member) > grayLevel && (_maxNotGrayMember == null || _maxNotGrayMember.GetLevel() < lvl)) _maxNotGrayMember = member; } } } // 2.5. _isFullXP - flag identifying that for all group members victim is not gray, // so 100% XP will be rewarded (50% otherwise). _isFullXP = _maxNotGrayMember != null && (_maxLevel == _maxNotGrayMember.GetLevel()); } else _count = 1; } void _InitXP(Player player, Player killer) { // Get initial value of XP for kill. // XP is given: // * on Battlegrounds; // * otherwise, not in PvP; // * not if killer is on vehicle. if (_isBattleground || (!_isPvP && killer.GetVehicle() == null)) _xp = Formulas.XPGain(player, _victim, _isBattleground); } void _RewardHonor(Player player) { // Rewarded player must be alive. if (player.IsAlive()) player.RewardHonor(_victim, _count, -1, true); } void _RewardXP(Player player, float rate) { uint xp = _xp; if (player.GetGroup() != null) { // 4.2.1. If player is in group, adjust XP: // * set to 0 if player's level is more than maximum level of not gray member; // * cut XP in half if _isFullXP is false. if (_maxNotGrayMember != null && player.IsAlive() && _maxNotGrayMember.GetLevel() >= player.GetLevel()) xp = _isFullXP ? (uint)(xp * rate) : // Reward FULL XP if all group members are not gray. (uint)(xp * rate / 2) + 1; // Reward only HALF of XP if some of group members are gray. else xp = 0; } if (xp != 0) { // 4.2.2. Apply auras modifying rewarded XP (SPELL_AURA_MOD_XP_PCT and SPELL_AURA_MOD_XP_FROM_CREATURE_TYPE). xp = (uint)(xp * player.GetTotalAuraMultiplier(AuraType.ModXpPct)); xp = (uint)(xp * player.GetTotalAuraMultiplierByMiscValue(AuraType.ModXpFromCreatureType, (int)_victim.GetCreatureType())); // 4.2.3. Give XP to player. player.GiveXP(xp, _victim, _groupRate); Pet pet = player.GetPet(); if (pet != null) // 4.2.4. If player has pet, reward pet with XP (100% for single player, 50% for group case). pet.GivePetXP(player.GetGroup() != null ? xp / 2 : xp); } } void _RewardReputation(Player player, float rate) { // 4.3. Give reputation (player must not be on BG). // Even dead players and corpses are rewarded. player.RewardReputation(_victim, rate); } void _RewardKillCredit(Player player) { // 4.4. Give kill credit (player must not be in group, or he must be alive or without corpse). if (player.GetGroup() == null || player.IsAlive() || player.GetCorpse() == null) { Creature target = _victim.ToCreature(); if (target != null) { player.KilledMonster(target); player.UpdateCriteria(CriteriaType.KillAnyCreature, (ulong)target.GetCreatureType(), 1, 0, target); } } } void _RewardPlayer(Player player, bool isDungeon) { // 4. Reward player. if (!_isBattleground) { // 4.1. Give honor (player must be alive and not on BG). _RewardHonor(player); // 4.1.1 Send player killcredit for quests with PlayerSlain if (_victim.IsTypeId(TypeId.Player)) player.KilledPlayerCredit(_victim.GetGUID()); } // Give XP only in PvE or in Battlegrounds. // Give reputation and kill credit only in PvE. if (!_isPvP || _isBattleground) { float rate = player.GetGroup() != null ? _groupRate * player.GetLevel() / _sumLevel : 1.0f; if (_xp != 0) // 4.2. Give XP. _RewardXP(player, rate); if (!_isBattleground) { // If killer is in dungeon then all members receive full reputation at kill. _RewardReputation(player, isDungeon ? 1.0f : rate); _RewardKillCredit(player); } } } void _RewardGroup(Group group, Player killer) { if (_maxLevel != 0) { if (_maxNotGrayMember != null) // 3.1.1. Initialize initial XP amount based on maximum level of group member, // for whom victim is not gray. _InitXP(_maxNotGrayMember, killer); // To avoid unnecessary calculations and calls, // proceed only if XP is not ZERO or player is not on Battleground // (Battlegroundrewards only XP, that's why). if (!_isBattleground || _xp != 0) { bool isDungeon = !_isPvP && CliDB.MapStorage.LookupByKey(killer.GetMapId()).IsDungeon(); if (!_isBattleground) { // 3.1.2. Alter group rate if group is in raid (not for Battlegrounds). bool isRaid = !_isPvP && CliDB.MapStorage.LookupByKey(killer.GetMapId()).IsRaid() && group.IsRaidGroup(); _groupRate = Formulas.XPInGroupRate(_count, isRaid); } // 3.1.3. Reward each group member (even dead or corpse) within reward distance. for (GroupReference refe = group.GetFirstMember(); refe != null; refe = refe.Next()) { Player member = refe.GetSource(); if (member != null) { // Killer may not be at reward distance, check directly if (killer == member || member.IsAtGroupRewardDistance(_victim)) _RewardPlayer(member, isDungeon); } } } } } } }