DragonNest/Server/ServerCommon/NpcReputationProcessor.cpp
Cussrro 47f7895977 Revert "修复编码问题"
This reverts commit 9e69c01767.
2024-12-21 10:04:04 +08:00

474 lines
No EOL
15 KiB
C++

#include "Stdafx.h"
#include "NpcReputationProcessor.h"
#include "DNUserSession.h"
#include "DNGameDataManager.h"
#include "ReputationSystemRepository.h"
#include "DNMissionSystem.h"
#include "DNMailSender.h"
#include "TimeSet.h"
#include "DNGuildSystem.h"
#if defined(PRE_ADD_TOTAL_LEVEL_SKILL)
#if defined(_GAMESERVER)
#include "DnBlow.h"
#endif // _GAMESERVER
#endif // PRE_ADD_TOTAL_LEVEL_SKILL
#if defined(PRE_ADD_WORLD_EVENT)
#include "DNEvent.h"
#endif
#if defined( PRE_ADD_NPC_REPUTATION_SYSTEM )
// Transaction/Commit 관리하는 Auto 클리스
class CAutoTC
{
public:
CAutoTC( CDNUserSession* pSession, int iNpcID )
:m_pSession(pSession),m_iNpcID(iNpcID),m_pRepository(pSession->GetReputationSystem())
{
m_pRepository->Transaction();
}
~CAutoTC()
{
m_pRepository->Commit();
m_pSession->GetEventSystem()->OnEvent( EventSystem::OnNpcReputaionChange, 3,
EventSystem::NpcID, m_iNpcID,
EventSystem::NpcReputaionFavor, m_pRepository->GetNpcReputation( m_iNpcID, IReputationSystem::NpcFavor ),
EventSystem::NpcReputaionMalice, m_pRepository->GetNpcReputation( m_iNpcID, IReputationSystem::NpcMalice ) );
}
private:
CDNUserSession* m_pSession;
CReputationSystemRepository* m_pRepository;
int m_iNpcID;
};
#if defined ( PRE_ADD_REPUTATION_EXPOSURE )
bool CNpcReputationProcessor::_bIsCheckMission( CDNUserSession* pSession, const int iNpcID )
{
TReputeTableData* pReputeTable = g_pDataManager->GetReputeTableData( iNpcID );
if( NULL == pReputeTable )
{
return false;
}
bool bIsClearMission = pSession->GetMissionSystem()->bIsAchieveMission( pReputeTable->iMissionID );
if( false == bIsClearMission )
{
#if defined( _WORK )
WCHAR wszBuf[MAX_PATH];
wsprintf( wszBuf, L"NpcID:%d, MissionID:%d 미션 클리어 안되서 호감도 작용안함", iNpcID, pReputeTable->iMissionID );
pSession->SendDebugChat( wszBuf );
#endif // #if defined( _WORK )
return false;
}
return true;
}
#else
bool CNpcReputationProcessor::_bIsCheckQuest( CDNUserSession* pSession, const int iNpcID )
{
TReputeTableData* pReputeTable = g_pDataManager->GetReputeTableData( iNpcID );
if( pReputeTable == NULL )
return false;
bool bIsClearQuest = false;
const std::vector<int>& questIds = pReputeTable->iQuestIDs;
std::vector<int>::const_iterator iter = questIds.begin();
for (; iter != questIds.end(); ++iter)
{
const int& curQuestId = (*iter);
if (pSession->GetQuest()->IsClearQuest(curQuestId))
{
bIsClearQuest = true;
break;
}
}
if (bIsClearQuest == false)
{
#if defined( _WORK )
WCHAR wszBuf[MAX_PATH];
wsprintf( wszBuf, L"NpcID:%d 퀘스트 클리어 안되서 호감도 작용안함", iNpcID );
pSession->SendDebugChat( wszBuf );
#endif // #if defined( _WORK )
return false;
}
return true;
}
#endif // #if defined ( PRE_ADD_REPUTATION_EXPOSURE )
BYTE CNpcReputationProcessor::_ConvertUnionToPointType(int nType)
{
switch (nType)
{
case NpcReputation::UnionType::Commercial: return DBDNWorldDef::EtcPointCode::Union_Commercial;
case NpcReputation::UnionType::Liberty: return DBDNWorldDef::EtcPointCode::Union_Liberty;
case NpcReputation::UnionType::Royal: return DBDNWorldDef::EtcPointCode::Union_Royal;
}
return DBDNWorldDef::EtcPointCode::None;
}
void CNpcReputationProcessor::_AddUnionReputePoint( CDNUserSession* pSession, int iUnionID, int nUnionPoint )
{
if (nUnionPoint <= 0)
return;
BYTE cPointType = _ConvertUnionToPointType(iUnionID);
if( pSession->GetGuildUID().IsSet() )
{
CDNGuildBase* pGuild = g_pGuildManager->At( pSession->GetGuildUID() );
if(pGuild)
{
TGuildRewardItem* GuildRewardItem = pGuild->GetGuildRewardItem();
if( GuildRewardItem[GUILDREWARDEFFECT_TYPE_EXTRAUNIONPOINT].nItemID > 0 &&
GuildRewardItem[GUILDREWARDEFFECT_TYPE_EXTRAUNIONPOINT].nEffectValue > 0 )
{
nUnionPoint += (int)(nUnionPoint * GuildRewardItem[GUILDREWARDEFFECT_TYPE_EXTRAUNIONPOINT].nEffectValue * 0.01);
}
}
}
#if defined(PRE_ADD_WORLD_EVENT)
const TEventListInfo* pEventInfo = g_pEvent->GetEventByType(pSession->GetWorldSetID(), WorldEvent::EVENT4/*4. 연합 포인트획득량 증가*/, pSession->GetClassID());
if (pEventInfo && pEventInfo->nAtt1 > 0 )
nUnionPoint += (int)(nUnionPoint * (pEventInfo->nAtt1/100.0f));
#else //#if defined(PRE_ADD_WORLD_EVENT)
#if defined(PRE_ADD_WEEKLYEVENT)
int nThreadID = 0;
float fEventValue = g_pDataManager->GetWeeklyEventValuef(WeeklyEvent::Player, pSession->GetClassID(), WeeklyEvent::Event_9, nThreadID);
if (fEventValue != 0.f)
nUnionPoint += (int)(nUnionPoint * fEventValue);
#endif // #if defined(PRE_ADD_WEEKLYEVENT)
#endif //#if defined(PRE_ADD_WORLD_EVENT)
pSession->AddEtcPoint(cPointType, nUnionPoint);
}
void CNpcReputationProcessor::Process( CDNUserSession* pSession, const int iNpcID, const IReputationSystem::eType Type, REPUTATION_TYPE value )
{
#if defined ( PRE_ADD_REPUTATION_EXPOSURE )
if( _bIsCheckMission( pSession, iNpcID ) == false )
return;
#else
if( _bIsCheckQuest( pSession, iNpcID ) == false )
return;
#endif // #if defined ( PRE_ADD_REPUTATION_EXPOSURE )
CAutoTC TC( pSession, iNpcID );
pSession->GetReputationSystem()->AddNpcReputation( iNpcID, Type, value );
}
void CNpcReputationProcessor::PresentProcess( CDNUserSession* pSession, const int iNpcID, const int iPresentID, const int iPresentCount )
{
// 선물 수 검사
if (iPresentCount <= 0 || iPresentCount > NPCPRESENTMAX)
return;
#if defined ( PRE_ADD_REPUTATION_EXPOSURE )
if( _bIsCheckMission( pSession, iNpcID ) == false )
return;
#else
if( _bIsCheckQuest( pSession, iNpcID ) == false )
return;
#endif // #if defined ( PRE_ADD_REPUTATION_EXPOSURE )
CAutoTC TC( pSession, iNpcID );
TReputeTableData* pReputationTable = g_pDataManager->GetReputeTableData( iNpcID );
if( pReputationTable == NULL )
return;
TPresentTableData* pPresentTable = g_pDataManager->GetPresentTableData( iPresentID );
if( pPresentTable == NULL )
return;
// 받을 수 있는 선물인지 검사
if( pReputationTable->CheckPresentID( iPresentID ) == false )
return;
switch( pPresentTable->Type )
{
case TPresentTableData::Normal:
{
// ItemID가지고 inven에 빼기 (db 저장 포함)
if( pSession->GetItem()->DeleteInventoryByItemID( pPresentTable->iTypeID, iPresentCount, DBDNWorldDef::UseItem::Present, iNpcID ) == false )
return;
break;
}
case TPresentTableData::Cash:
{
// ItemID가지고 inven에 빼기 (db 저장 포함)
if( pSession->GetItem()->DeleteCashInventoryByItemID( pPresentTable->iTypeID, iPresentCount, DBDNWorldDef::UseItem::Present, iNpcID ) == false )
return;
break;
}
case TPresentTableData::Coin:
{
if( pSession->CheckEnoughCoin( pPresentTable->iTypeID ) == false )
return;
pSession->DelCoin( pPresentTable->iTypeID, DBDNWorldDef::CoinChangeCode::Present, iNpcID );
break;
}
default:
{
_ASSERT(0);
return;
}
}
bool bPlusItem = false;
#if defined ( PRE_ADD_REPUTATION_EXPOSURE )
// Npc가 주는 선물 아이템이 활성화 되었는지 확인한다.
int nPlusItemID = pReputationTable->iPlusItemID;
if( 0 != nPlusItemID )
{
const REPUTATION_TYPE nCurrentRepute = pSession->GetReputationSystem()->GetNpcReputation( iNpcID, IReputationSystem::NpcFavor );
if( nPlusItemID == pReputationTable->iNpcPresentID1 && nCurrentRepute >= pReputationTable->iNpcPresentRepute1 )
{
bPlusItem = true;
}
else if( nPlusItemID == pReputationTable->iNpcPresentID2 && nCurrentRepute >= pReputationTable->iNpcPresentRepute2 )
{
bPlusItem = true;
}
}
#else
#endif // #if defined ( PRE_ADD_REPUTATION_EXPOSURE )
// #48214 호감도 콜렉션 강화 적용 시 기존에 아이템을 지급받은 캐릭터 들을 위해서 해당 기능을 계속 유지 하기로 한다.
// 인벤토리에 특정 아이템을 소지하고 있는지 확인한다.
CDNUserItem* pUserItem = pSession->GetItem();
if (pUserItem)
{
int nItemID = pReputationTable->iPlusItemID;
if (pUserItem->GetInventoryItemCount(nItemID) > 0)
bPlusItem = true;
}
#if defined(PRE_ADD_TOTAL_LEVEL_SKILL)
#if defined(_GAMESERVER)
float incValue = 0.0f;
DnActorHandle hActor = pSession->GetActorHandle();
if (hActor && hActor->IsAppliedThisStateBlow(STATE_BLOW::BLOW_260))
{
DNVector(DnBlowHandle) vlBlows;
hActor->GatherAppliedStateBlowByBlowIndex(STATE_BLOW::BLOW_260, vlBlows);
{
int nCount = (int)vlBlows.size();
for (int i = 0; i < nCount; ++i)
{
DnBlowHandle hBlow = vlBlows[i];
if (hBlow && hBlow->IsEnd() == false)
{
incValue += hBlow->GetFloatValue();
}
}
}
}
#endif // _GAMESERVER
#endif // PRE_ADD_TOTAL_LEVEL_SKILL
// 아이템이 있으면 보너스 비율을 계산한다.
float fPlusProbRate = 0;
if (bPlusItem)
fPlusProbRate = (float)pReputationTable->iPlusProb/100.0f;
// 보너스 점수
int iAddFavorBonus = (int)(pPresentTable->iAddFavorPoint * fPlusProbRate);
int iTakeMaliceBonus = (int)(pPresentTable->iTakeMalicePoint * fPlusProbRate);
int iFavorGroupBonus = (int)(pPresentTable->iFavorGroupPoint * fPlusProbRate);
int iMaliceGroupBonus = (int)(pPresentTable->iMaliceGroupPoint * fPlusProbRate);
#if defined(PRE_ADD_TOTAL_LEVEL_SKILL)
#if defined(_GAMESERVER)
iAddFavorBonus += (int)(pPresentTable->iAddFavorPoint * incValue);
#elif defined( _VILLAGESERVER )
float fTotalLevel = pSession->GetTotalLevelSkillEffect(TotalLevelSkill::Common::RepuTationIncrease);
iAddFavorBonus += (int)(pPresentTable->iAddFavorPoint * fTotalLevel);
#endif // _GAMESERVER
#endif // PRE_ADD_TOTAL_LEVEL_SKILL
// 선물 받은 NPC 호감도 적용
pSession->GetReputationSystem()->AddNpcReputation( iNpcID, IReputationSystem::NpcFavor, (pPresentTable->iAddFavorPoint+iAddFavorBonus)*iPresentCount );
pSession->GetReputationSystem()->AddNpcReputation( iNpcID, IReputationSystem::NpcMalice, ((pPresentTable->iTakeMalicePoint+iTakeMaliceBonus)*-1)*iPresentCount );
// 선물 받은 NPC 와 친한 NPC 호감도 적용
for( UINT i=0 ; i<pReputationTable->vFavorNpcID.size() ; ++i )
{
#if defined ( PRE_ADD_REPUTATION_EXPOSURE )
if( _bIsCheckMission( pSession, pReputationTable->vFavorNpcID[i] ) == false )
continue;
#else
if( _bIsCheckQuest( pSession, pReputationTable->vFavorNpcID[i] ) == false )
continue;
#endif // #if defined ( PRE_ADD_REPUTATION_EXPOSURE )
pSession->GetReputationSystem()->AddNpcReputation( pReputationTable->vFavorNpcID[i], IReputationSystem::NpcFavor, (pPresentTable->iFavorGroupPoint+iFavorGroupBonus)*iPresentCount );
}
// 선물 받은 NPC 와 싫어하는 NPC 호감도 적용
for( UINT i=0 ; i<pReputationTable->vMaliceNpcID.size() ; ++i )
{
#if defined ( PRE_ADD_REPUTATION_EXPOSURE )
if( _bIsCheckMission( pSession, pReputationTable->vMaliceNpcID[i] ) == false )
continue;
#else
if( _bIsCheckQuest( pSession, pReputationTable->vMaliceNpcID[i] ) == false )
continue;
#endif // #if defined ( PRE_ADD_REPUTATION_EXPOSURE )
pSession->GetReputationSystem()->AddNpcReputation( pReputationTable->vMaliceNpcID[i], IReputationSystem::NpcMalice, (pPresentTable->iMaliceGroupPoint+iMaliceGroupBonus)*iPresentCount );
}
// 선물메일
int iMailID = 0;
for (int i=0; i<iPresentCount; i++)
{
iMailID = 0;
#if defined( _VILLAGESERVER )
int iRand = (_rand()%NpcReputation::Common::MaxMailRandValue)+1;
#else
int iRand = (_rand(reinterpret_cast<CMultiRoom*>(pSession->GetGameRoom()))%NpcReputation::Common::MaxMailRandValue)+1;
#endif // #if defined( _VILLAGESERVER )
for( int i=0 ;i<NpcReputation::Common::MaxMailCount ; ++i )
{
if( pReputationTable->iMailID[i] <= 0 || pReputationTable->iMailRand[i] <= 0 )
break;
if( iRand <= pReputationTable->iMailRand[i] )
{
iMailID = pReputationTable->iMailID[i];
break;
}
}
if( iMailID > 0 )
CDNMailSender::Process( pSession, iMailID );
}
// 선물에 따른 연합포인트 누적
int nUnionPoint = pReputationTable->GetUnionPointByPresent( iPresentID );
_AddUnionReputePoint( pSession, pReputationTable->iUnionID, nUnionPoint*iPresentCount );
}
void CNpcReputationProcessor::CheckAndCalcStoreBenefit( CDNUserSession* pUserSession, int iNpcID, TStoreBenefitData::eType Type, /*IN OUT*/ int& iNeedCoin )
{
// 만약 호감도 상점 혜택 보상 테이블에 등록되어있고,
// 혜택종류가 강화 비용 할인이 있다면 적용시켜준다.
vector<TStoreBenefitData*> vlBenefitDatas;
g_pDataManager->GetStoreBenefitData( iNpcID, vlBenefitDatas );
for( int i = 0; i < (int)vlBenefitDatas.size(); ++i )
{
const TStoreBenefitData* pBenefitData = vlBenefitDatas.at( i );
if( Type == pBenefitData->Type )
{
// 현재 이 npc 대한 호감도 percent 를 얻어와서 기준값 이상이 되는지 확인.
CReputationSystemRepository* pRepository = pUserSession->GetReputationSystem();
if( pRepository->IsExistNpcReputation( iNpcID ) )
{
int iNowFavorPercent = pRepository->GetNpcReputationPercent( iNpcID, IReputationSystem::NpcFavor );
int iBenefitIndex = -1;
for( int k = 0; k < STORE_BENEFIT_MAX; ++k )
{
if( 0 != pBenefitData->aiFavorThreshold[ k ] )
{
if( pBenefitData->aiFavorThreshold[ k ] <= iNowFavorPercent )
iBenefitIndex = k;
}
}
// 해당 npc 에 대한 현재 호감도 수치에 따른 혜택이 존재함. 적용시켜준다.
if( -1 < iBenefitIndex )
{
// 물건 구입비, 강화 수수료, 수리비 등등은 할인 처리.
// 물건 팔 때 비싸게 팔 수 있는 것은 가격을 올려주도록 처리.
if( TStoreBenefitData::SellingPriceUp == Type )
{
iNeedCoin += int( (float)iNeedCoin * (float(pBenefitData->aiAdjustPercent[ iBenefitIndex ]) / 100.0f) );
}
else
{
iNeedCoin -= int( (float)iNeedCoin * (float(pBenefitData->aiAdjustPercent[ iBenefitIndex ]) / 100.0f) );
}
}
}
break;
}
}
}
#endif // #if defined( PRE_ADD_NPC_REPUTATION_SYSTEM )
void CNpcReputationProcessor::CheckAndCalcUnionBenefit( CDNUserSession* pUserSession, TStoreBenefitData::eType Type, /*IN OUT*/ int& iNeedPoint )
{
// 원격아이템 사용시에는 호감도 강화 할인 적용안됨.
if( Type == TStoreBenefitData::EnchantFeeDiscount )
{
if( pUserSession->bIsRemoteEnchant() == true )
return;
}
CTimeSet timeSet;
__time64_t tLocalTime = timeSet.GetTimeT64_LC();
for (int i=0; i<NpcReputation::UnionType::Etc; i++)
{
TUnionMembership* pMembership = pUserSession->GetItem()->GetUnionMembership(i);
if (!pMembership) continue;
if (pMembership->nItemID == 0) continue;
// 기간 체크
if (pMembership->tExpireDate == 0 ||
pMembership->tExpireDate < tLocalTime)
{
// 만료
pMembership->nItemID = 0;
pMembership->tExpireDate = 0;
continue;
}
// 혜택정보를 얻어온다.
TUnionReputeBenefitData* pBenefitData = g_pDataManager->GetUnionReputeBenefitByItemID(pMembership->nItemID);
if (!pBenefitData) continue;
for (int j=0; j<NpcReputation::Common::MaxBenefitCount; j++)
{
if (pBenefitData->nBenefitType[j] == -1) continue;
if (Type != pBenefitData->nBenefitType[j]) continue;
if (pBenefitData->nBenefitNum[j] <= 0) continue;
switch (Type)
{
case TStoreBenefitData::SellingPriceUp:
case TStoreBenefitData::FishProficiencyUp:
case TStoreBenefitData::CookProficiencyUp:
case TStoreBenefitData::CultivateProficiencyUp:
{
iNeedPoint += int( (float)iNeedPoint * (float(pBenefitData->nBenefitNum[j]) / 100.0f) );
}
break;
default: // Discount
{
iNeedPoint -= int( (float)iNeedPoint * (float(pBenefitData->nBenefitNum[j]) / 100.0f) );
}
}
}
}
}
void CNpcReputationProcessor::UseUnionReputePoint( CDNUserSession* pSession, int nType, int nUsePoint )
{
const_cast<TUnionReputePointInfo*>(pSession->GetUnionReputePointInfoPtr())->DelUnionReputePoint(nType, nUsePoint);
BYTE cPointType = _ConvertUnionToPointType(nType);
pSession->UseEtcPoint(cPointType, nUsePoint);
}