mod-playerbots/src/Ai/Base/Actions/TellReputationAction.cpp
Alex Dcnh 4a79a46da5
Add argument "all" to "rep" command and new "emblems" command (#2035)
## Summary
- restrict `reputation all` to a curated list of WotLK/BC/Classic
faction IDs (filtered by team)
- reuse a shared formatter for reputation lines
- add an `emblems` chat command to report emblem counts

### Multibot will need a update

<img width="420" height="131" alt="image"
src="https://github.com/user-attachments/assets/bedf9dd8-e8de-465f-96d0-f9c2f1dacfc1"
/>

<img width="601" height="623" alt="image"
src="https://github.com/user-attachments/assets/1edde264-baed-4cfb-a401-208bea189139"
/>

<img width="670" height="661" alt="image"
src="https://github.com/user-attachments/assets/a70e2174-dd1d-4e14-b6e4-2938c26ccb29"
/>

<img width="650" height="48" alt="image"
src="https://github.com/user-attachments/assets/241e332a-23ce-4d81-be53-4d83e10d246a"
/>

---------

Co-authored-by: Keleborn <22352763+Celandriel@users.noreply.github.com>
Co-authored-by: bash <hermensb@gmail.com>
Co-authored-by: Revision <tkn963@gmail.com>
Co-authored-by: kadeshar <kadeshar@gmail.com>
2026-05-02 12:18:54 -07:00

125 lines
3.3 KiB
C++

/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
* and/or modify it under version 3 of the License, or (at your option), any later version.
*/
#include "TellReputationAction.h"
#include <algorithm>
#include "Event.h"
#include "PlayerbotAI.h"
#include "ReputationMgr.h"
#include "SharedDefines.h"
std::string TellReputationAction::BuildReputationLine(FactionEntry const* entry)
{
ReputationMgr& repMgr = bot->GetReputationMgr();
ReputationRank rank = repMgr.GetRank(entry);
int32 reputation = repMgr.GetReputation(entry->ID);
std::ostringstream out;
out << entry->name[0] << ": |cff";
switch (rank)
{
case REP_HATED:
out << "cc2222hated";
break;
case REP_HOSTILE:
out << "ff0000hostile";
break;
case REP_UNFRIENDLY:
out << "ee6622unfriendly";
break;
case REP_NEUTRAL:
out << "ffff00neutral";
break;
case REP_FRIENDLY:
out << "00ff00friendly";
break;
case REP_HONORED:
out << "00ff88honored";
break;
case REP_REVERED:
out << "00ffccrevered";
break;
case REP_EXALTED:
out << "00ffffexalted";
break;
default:
out << "808080unknown";
break;
}
out << "|cffffffff";
int32 base = ReputationMgr::Reputation_Cap + 1;
for (int32 i = MAX_REPUTATION_RANK - 1; i >= rank; --i)
base -= ReputationMgr::PointsInRank[i];
out << " (" << (reputation - base) << "/" << ReputationMgr::PointsInRank[rank] << ")";
return out.str();
}
bool TellReputationAction::Execute(Event event)
{
std::string const param = event.getParam();
if (param == "all")
{
ReputationMgr& repMgr = bot->GetReputationMgr();
std::vector<std::string> lines;
FactionStateList const& stateList = repMgr.GetStateList();
lines.reserve(stateList.size());
for (auto const& itr : stateList)
{
FactionState const& faction = itr.second;
if (!(faction.Flags & FACTION_FLAG_VISIBLE))
continue;
if (faction.Flags & (FACTION_FLAG_HIDDEN | FACTION_FLAG_INVISIBLE_FORCED) &&
!(faction.Flags & FACTION_FLAG_SPECIAL))
continue;
FactionEntry const* entry = sFactionStore.LookupEntry(faction.ID);
if (!entry)
continue;
lines.push_back(BuildReputationLine(entry));
}
std::sort(lines.begin(), lines.end());
botAI->TellMaster("=== Reputations ===");
for (auto const& line : lines)
botAI->TellMaster(line);
return true;
}
Player* master = GetMaster();
if (!master)
return false;
ObjectGuid selection = master->GetTarget();
if (selection.IsEmpty())
return false;
Unit* unit = ObjectAccessor::GetUnit(*master, selection);
if (!unit)
return false;
FactionTemplateEntry const* factionTemplate = unit->GetFactionTemplateEntry();
FactionEntry const* entry = sFactionStore.LookupEntry(factionTemplate->faction);
if (!entry)
return false;
botAI->TellMaster(BuildReputationLine(entry));
return true;
}