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[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>
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@@ -12,6 +12,7 @@
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#include "event_codes.h"
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#include "../common/repositories/doors_repository.h"
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#include "../common/races.h"
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#include "../common/repositories/npc_faction_entries_repository.h"
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#include "bot_database.h"
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@@ -505,11 +506,10 @@ public:
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uint32 UpdateCharacterCorpseConsent(uint32 character_id, uint32 guild_consent_id);
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/* Faction */
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bool GetNPCFactionList(uint32 npcfaction_id, int32* faction_id, int32* value, uint8* temp, int32* primary_faction = 0);
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bool GetFactionData(FactionMods* fd, uint32 class_mod, uint32 race_mod, uint32 deity_mod, int32 faction_id); //needed for factions Dec, 16 2001
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bool GetFactionName(int faction_id, char* name, uint32 buflen); // needed for factions Dec, 16 2001
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std::string GetFactionName(int faction_id);
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bool GetFactionIdsForNPC(uint32 nfl_id, std::list<struct NPCFaction*> *faction_list, int32* primary_faction = 0); // improve faction handling
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bool GetFactionIDsForNPC(uint32 npc_faction_id, std::list<NpcFactionEntriesRepository::NpcFactionEntries>* faction_list, int32* primary_faction = 0); // improve faction handling
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bool SetCharacterFactionLevel(uint32 char_id, int32 faction_id, int32 value, uint8 temp, faction_map &val_list); // needed for factions Dec, 16 2001
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bool LoadFactionData();
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inline uint32 GetMaxFaction() { return max_faction; }
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