3a2439ba15
Port From (https://github.com/TrinityCore/TrinityCore/commit/49699bc966e4543044da7f1fd75d57fbebfac4e4)
272 lines
11 KiB
C#
272 lines
11 KiB
C#
// Copyright (c) CypherCore <http://github.com/CypherCore> All rights reserved.
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// Licensed under the GNU GENERAL PUBLIC LICENSE. See LICENSE file in the project root for full license information.
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using Framework.Constants;
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using Game.DataStorage;
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using Game.Groups;
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using Game.Maps;
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using Game.Scenarios;
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using System.Collections.Generic;
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using System.Linq;
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namespace Game.Entities
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{
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public class KillRewarder
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{
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Player[] _killers;
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Unit _victim;
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float _groupRate;
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Player _maxNotGrayMember;
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uint _count;
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uint _sumLevel;
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uint _xp;
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bool _isFullXP;
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byte _maxLevel;
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bool _isBattleground;
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bool _isPvP;
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public KillRewarder(Player[] killers, Unit victim, bool isBattleground)
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{
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_killers = killers;
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_victim = victim;
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_groupRate = 1.0f;
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_maxNotGrayMember = null;
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_count = 0;
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_sumLevel = 0;
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_xp = 0;
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_isFullXP = false;
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_maxLevel = 0;
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_isBattleground = isBattleground;
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_isPvP = false;
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// mark the credit as pvp if victim is player
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if (victim.IsTypeId(TypeId.Player))
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_isPvP = true;
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// or if its owned by player and its not a vehicle
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else if (victim.GetCharmerOrOwnerGUID().IsPlayer())
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_isPvP = !victim.IsVehicle();
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}
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public void Reward()
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{
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SortedSet<Group> processedGroups = new();
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foreach (Player killer in _killers)
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{
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_InitGroupData(killer);
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// 3. Reward killer (and group, if necessary).
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Group group = killer.GetGroup();
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if (group != null)
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{
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if (!processedGroups.Add(group))
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continue;
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// 3.1. If killer is in group, reward group.
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_RewardGroup(group, killer);
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}
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else
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{
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// 3.2. Reward single killer (not group case).
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// 3.2.1. Initialize initial XP amount based on killer's level.
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_InitXP(killer, killer);
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// To avoid unnecessary calculations and calls,
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// proceed only if XP is not ZERO or player is not on battleground
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// (battleground rewards only XP, that's why).
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if (!_isBattleground || _xp != 0)
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// 3.2.2. Reward killer.
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_RewardPlayer(killer, false);
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}
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}
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// 5. Credit instance encounter.
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// 6. Update guild achievements.
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// 7. Credit scenario criterias
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Creature victim = _victim.ToCreature();
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if (victim != null)
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{
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if (!_killers.Empty())
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{
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uint guildId = victim.GetMap().GetOwnerGuildId();
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var guild = Global.GuildMgr.GetGuildById(guildId);
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if (guild != null)
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guild.UpdateCriteria(CriteriaType.KillCreature, victim.GetEntry(), 1, 0, victim, _killers.First());
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Scenario scenario = victim.GetScenario();
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if (scenario != null)
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scenario.UpdateCriteria(CriteriaType.KillCreature, victim.GetEntry(), 1, 0, victim, _killers.First());
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}
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}
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}
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void _InitGroupData(Player killer)
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{
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Group group = killer.GetGroup();
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if (group != null)
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{
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// 2. In case when player is in group, initialize variables necessary for group calculations:
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for (GroupReference refe = group.GetFirstMember(); refe != null; refe = refe.Next())
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{
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Player member = refe.GetSource();
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if (member != null)
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{
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if (killer == member || (member.IsAtGroupRewardDistance(_victim) && member.IsAlive()))
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{
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uint lvl = member.GetLevel();
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// 2.1. _count - number of alive group members within reward distance;
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++_count;
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// 2.2. _sumLevel - sum of levels of alive group members within reward distance;
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_sumLevel += lvl;
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// 2.3. _maxLevel - maximum level of alive group member within reward distance;
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if (_maxLevel < lvl)
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_maxLevel = (byte)lvl;
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// 2.4. _maxNotGrayMember - maximum level of alive group member within reward distance,
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// for whom victim is not gray;
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uint grayLevel = Formulas.GetGrayLevel(lvl);
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if (_victim.GetLevelForTarget(member) > grayLevel && (_maxNotGrayMember == null || _maxNotGrayMember.GetLevel() < lvl))
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_maxNotGrayMember = member;
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}
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}
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}
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// 2.5. _isFullXP - flag identifying that for all group members victim is not gray,
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// so 100% XP will be rewarded (50% otherwise).
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_isFullXP = _maxNotGrayMember != null && (_maxLevel == _maxNotGrayMember.GetLevel());
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}
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else
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_count = 1;
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}
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void _InitXP(Player player, Player killer)
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{
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// Get initial value of XP for kill.
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// XP is given:
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// * on Battlegrounds;
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// * otherwise, not in PvP;
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// * not if killer is on vehicle.
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if (_isBattleground || (!_isPvP && killer.GetVehicle() == null))
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_xp = Formulas.XPGain(player, _victim, _isBattleground);
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}
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void _RewardHonor(Player player)
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{
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// Rewarded player must be alive.
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if (player.IsAlive())
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player.RewardHonor(_victim, _count, -1, true);
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}
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void _RewardXP(Player player, float rate)
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{
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uint xp = _xp;
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if (player.GetGroup() != null)
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{
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// 4.2.1. If player is in group, adjust XP:
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// * set to 0 if player's level is more than maximum level of not gray member;
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// * cut XP in half if _isFullXP is false.
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if (_maxNotGrayMember != null && player.IsAlive() &&
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_maxNotGrayMember.GetLevel() >= player.GetLevel())
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xp = _isFullXP ?
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(uint)(xp * rate) : // Reward FULL XP if all group members are not gray.
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(uint)(xp * rate / 2) + 1; // Reward only HALF of XP if some of group members are gray.
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else
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xp = 0;
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}
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if (xp != 0)
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{
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// 4.2.2. Apply auras modifying rewarded XP (SPELL_AURA_MOD_XP_PCT and SPELL_AURA_MOD_XP_FROM_CREATURE_TYPE).
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xp = (uint)(xp * player.GetTotalAuraMultiplier(AuraType.ModXpPct));
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xp = (uint)(xp * player.GetTotalAuraMultiplierByMiscValue(AuraType.ModXpFromCreatureType, (int)_victim.GetCreatureType()));
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// 4.2.3. Give XP to player.
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player.GiveXP(xp, _victim, _groupRate);
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Pet pet = player.GetPet();
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if (pet != null)
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// 4.2.4. If player has pet, reward pet with XP (100% for single player, 50% for group case).
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pet.GivePetXP(player.GetGroup() != null ? xp / 2 : xp);
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}
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}
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void _RewardReputation(Player player, float rate)
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{
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// 4.3. Give reputation (player must not be on BG).
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// Even dead players and corpses are rewarded.
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player.RewardReputation(_victim, rate);
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}
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void _RewardKillCredit(Player player)
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{
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// 4.4. Give kill credit (player must not be in group, or he must be alive or without corpse).
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if (player.GetGroup() == null || player.IsAlive() || player.GetCorpse() == null)
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{
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Creature target = _victim.ToCreature();
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if (target != null)
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{
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player.KilledMonster(target);
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player.UpdateCriteria(CriteriaType.KillAnyCreature, (ulong)target.GetCreatureType(), 1, 0, target);
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}
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}
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}
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void _RewardPlayer(Player player, bool isDungeon)
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{
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// 4. Reward player.
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if (!_isBattleground)
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{
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// 4.1. Give honor (player must be alive and not on BG).
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_RewardHonor(player);
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// 4.1.1 Send player killcredit for quests with PlayerSlain
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if (_victim.IsTypeId(TypeId.Player))
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player.KilledPlayerCredit(_victim.GetGUID());
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}
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// Give XP only in PvE or in Battlegrounds.
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// Give reputation and kill credit only in PvE.
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if (!_isPvP || _isBattleground)
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{
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float rate = player.GetGroup() != null ? _groupRate * player.GetLevel() / _sumLevel : 1.0f;
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if (_xp != 0)
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// 4.2. Give XP.
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_RewardXP(player, rate);
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if (!_isBattleground)
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{
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// If killer is in dungeon then all members receive full reputation at kill.
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_RewardReputation(player, isDungeon ? 1.0f : rate);
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_RewardKillCredit(player);
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}
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}
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}
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void _RewardGroup(Group group, Player killer)
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{
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if (_maxLevel != 0)
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{
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if (_maxNotGrayMember != null)
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// 3.1.1. Initialize initial XP amount based on maximum level of group member,
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// for whom victim is not gray.
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_InitXP(_maxNotGrayMember, killer);
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// To avoid unnecessary calculations and calls,
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// proceed only if XP is not ZERO or player is not on Battleground
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// (Battlegroundrewards only XP, that's why).
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if (!_isBattleground || _xp != 0)
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{
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bool isDungeon = !_isPvP && CliDB.MapStorage.LookupByKey(killer.GetMapId()).IsDungeon();
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if (!_isBattleground)
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{
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// 3.1.2. Alter group rate if group is in raid (not for Battlegrounds).
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bool isRaid = !_isPvP && CliDB.MapStorage.LookupByKey(killer.GetMapId()).IsRaid() && group.IsRaidGroup();
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_groupRate = Formulas.XPInGroupRate(_count, isRaid);
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}
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// 3.1.3. Reward each group member (even dead or corpse) within reward distance.
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for (GroupReference refe = group.GetFirstMember(); refe != null; refe = refe.Next())
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{
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Player member = refe.GetSource();
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if (member != null)
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{
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// Killer may not be at reward distance, check directly
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if (killer == member || member.IsAtGroupRewardDistance(_victim))
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_RewardPlayer(member, isDungeon);
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}
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}
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}
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}
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}
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}
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}
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