[Factions] Remove from shared memory and simplify (#3999)

* [Factions] Remove from shared memory and simplify

- Removes factions from shared memory and moves to zone based storage of repositories and changes the NPC `faction_list` to also use repositories.
- This affects NPC Factions and Faction Associations.

* Bug fixes.

* Update client.cpp

* Update client.cpp

* Update client.cpp

* Cleanup

* Update client.cpp

* Update client.cpp

* Update client.cpp

* Final push

* Update CMakeLists.txt

* Consolidate reloading.

* [Cleanup] PR # 3999 (#4039)

* [Fixes for PR # 3999

* [Reload actual in game factions, not just the umbrella data.

* syntax

* Fix typo

* Foix bug where primary_faction not filled in when no hits

* Fix typos

* Fix splash factions for kills.

* Fix typo

* Fix more variable names to be accurate

* Fix Loads to load new ones as they come in.

* Load npc_factions without primary (tasks) and support old task faction

* Rename to make way for new LoadFactionAssocition (by faction_id)

* Fix some review comments

* Add code to load factions for splash tasks and quests.

* Fix issue with sign and RewardFaction, fix Log Message

---------

Co-authored-by: Paul Coene <noudess@gmail.com>
This commit is contained in:
Alex King
2024-02-04 10:38:38 -05:00
committed by GitHub
parent 029581772d
commit 297e358c02
31 changed files with 568 additions and 597 deletions
+21 -36
View File
@@ -512,34 +512,19 @@ NPC::~NPC()
{
AI_Stop();
if(proximity != nullptr) {
if (proximity) {
entity_list.RemoveProximity(GetID());
safe_delete(proximity);
}
safe_delete(NPCTypedata_ours);
{
ItemList::iterator cur,end;
cur = itemlist.begin();
end = itemlist.end();
for(; cur != end; ++cur) {
ServerLootItem_Struct* item = *cur;
safe_delete(item);
}
itemlist.clear();
for (auto* e : itemlist) {
safe_delete(e);
}
{
std::list<struct NPCFaction*>::iterator cur,end;
cur = faction_list.begin();
end = faction_list.end();
for(; cur != end; ++cur) {
struct NPCFaction* fac = *cur;
safe_delete(fac);
}
itemlist.clear();
faction_list.clear();
}
safe_delete(reface_timer);
safe_delete(swarmInfoPtr);
@@ -3204,19 +3189,17 @@ FACTION_VALUE NPC::GetReverseFactionCon(Mob* iOther) {
//Look through our faction list and return a faction con based
//on the npc_value for the other person's primary faction in our list.
FACTION_VALUE NPC::CheckNPCFactionAlly(int32 other_faction) {
std::list<struct NPCFaction*>::iterator cur,end;
cur = faction_list.begin();
end = faction_list.end();
for(; cur != end; ++cur) {
struct NPCFaction* fac = *cur;
if ((int32)fac->factionID == other_faction) {
if (fac->npc_value > 0)
FACTION_VALUE NPC::CheckNPCFactionAlly(int32 other_faction)
{
for (const auto& e : faction_list) {
if (e.faction_id == other_faction) {
if (e.npc_value > 0) {
return FACTION_ALLY;
else if (fac->npc_value < 0)
} else if (e.npc_value < 0) {
return FACTION_SCOWLS;
else
} else {
return FACTION_INDIFFERENTLY;
}
}
}
@@ -3225,14 +3208,16 @@ FACTION_VALUE NPC::CheckNPCFactionAlly(int32 other_faction) {
// where an npc is on a faction but has no hits (hence no entry in
// npc_faction_entries).
if (GetPrimaryFaction() == other_faction)
if (GetPrimaryFaction() == other_faction) {
return FACTION_ALLY;
else
} else {
return FACTION_INDIFFERENTLY;
}
}
bool NPC::IsFactionListAlly(uint32 other_faction) {
return(CheckNPCFactionAlly(other_faction) == FACTION_ALLY);
bool NPC::IsFactionListAlly(uint32 other_faction)
{
return CheckNPCFactionAlly(other_faction) == FACTION_ALLY;
}
int NPC::GetScore()
@@ -3673,9 +3658,9 @@ void NPC::AIYellForHelp(Mob *sender, Mob *attacker)
*/
if (mob->GetLevel() >= 50 || mob->AlwaysAggro() || attacker->GetLevelCon(mob->GetLevel()) != CON_GRAY) {
if (mob->GetPrimaryFaction() == sender->CastToNPC()->GetPrimaryFaction()) {
const NPCFactionList *cf = content_db.GetNPCFactionEntry(mob->CastToNPC()->GetNPCFactionID());
if (cf) {
if (cf->assistprimaryfaction == 0) {
const auto f = zone->GetNPCFaction(mob->CastToNPC()->GetNPCFactionID());
if (f) {
if (f->ignore_primary_assist) {
continue; //Same faction and ignore primary assist
}
}