- License was intended to be GPLv3 per earlier commit of GPLv3 LICENSE FILE
- This is confirmed by the inclusion of libraries that are incompatible with GPLv2
- This is also confirmed by KLS and the agreement of KLS's predecessors
- Added GPLv3 license headers to the compilable source files
- Removed Folly licensing in strings.h since the string functions do not match the Folly functions and are standard functions - this must have been left over from previous implementations
- Removed individual contributor license headers since the project has been under the "developer" mantle for many years
- Removed comments on files that were previously automatically generated since they've been manually modified multiple times and there are no automatic scripts referencing them (removed in 2023)
* [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>
* Add faction logging category
Probably should use this for more things
* Add FactionAssociation struct
This is simply just a struct that contains an array of faction ids and
multiplier. This can hold a maximum of 10 entries (Seru hit is 8, so 2
extra) this can be raised if need be.
* Add database changes and other data point changes
This is all the database changes and loading changes
Included is an optional SQL that will be used as a starting point, there
is likely errors or typos, but we will fix those as they are discovered.
* Add Client::RewardFaction function
This just takes the faction ID and the magnitude of the primary faction
hit and calculates the rest.
The minimum change will be either 1 or -1. We stop processing after we
see an ID of 0 and assume there will be no later entries.
The primary faction ID will always receive a hit even if there is no
faction association entries
* Add users of RewardFaction to NPC death, tasks, and QuestRewards
This will only use the new system if the magnitude is set, otherwise we
will just use the old system still
* Add quest system calls and lua QuestReward support
* Add #factionassociation command
This just calls RewardFaction, mostly useful for debugging