refactor(DB/reputation_spillover_template): Reputation spillover table expansion (#14763)
* Update ObjectMgr.cpp Rework to `ObjectMgr::LoadReputationSpilloverTemplate()` allowing more factons to be added. * Create reputation_spillover_template-update.sql Alteration to `reputation_spillover_template` table, update allowing to add two more factions. * Update SharedDefines.h `MAX_SPILLOVER_FACTIONS` is now equal 6 instead of 4. * Update reputation_spillover_template-update.sql Now it alters table instead recreating it.
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@@ -0,0 +1,7 @@
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ALTER TABLE `reputation_spillover_template`
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ADD COLUMN `faction5` SMALLINT UNSIGNED NOT NULL DEFAULT '0',
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ADD COLUMN `rate_5` FLOAT NOT NULL DEFAULT '0',
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ADD COLUMN `rank_5` TINYINT UNSIGNED NOT NULL DEFAULT '0',
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ADD COLUMN `faction6` SMALLINT UNSIGNED NOT NULL DEFAULT '0',
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ADD COLUMN `rate_6` FLOAT NOT NULL DEFAULT '0',
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ADD COLUMN `rank_6` TINYINT UNSIGNED NOT NULL DEFAULT '0';
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@@ -7676,8 +7676,8 @@ void ObjectMgr::LoadReputationSpilloverTemplate()
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_repSpilloverTemplateStore.clear(); // for reload case
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_repSpilloverTemplateStore.clear(); // for reload case
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uint32 count = 0; // 0 1 2 3 4 5 6 7 8 9 10 11 12
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uint32 count = 0; // 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
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QueryResult result = WorldDatabase.Query("SELECT faction, faction1, rate_1, rank_1, faction2, rate_2, rank_2, faction3, rate_3, rank_3, faction4, rate_4, rank_4 FROM reputation_spillover_template");
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QueryResult result = WorldDatabase.Query("SELECT faction, faction1, rate_1, rank_1, faction2, rate_2, rank_2, faction3, rate_3, rank_3, faction4, rate_4, rank_4, faction5, rate_5, rank_5, faction6, rate_6, rank_6 FROM reputation_spillover_template");
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if (!result)
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if (!result)
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{
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{
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@@ -7706,6 +7706,12 @@ void ObjectMgr::LoadReputationSpilloverTemplate()
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repTemplate.faction[3] = fields[10].Get<uint16>();
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repTemplate.faction[3] = fields[10].Get<uint16>();
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repTemplate.faction_rate[3] = fields[11].Get<float>();
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repTemplate.faction_rate[3] = fields[11].Get<float>();
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repTemplate.faction_rank[3] = fields[12].Get<uint8>();
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repTemplate.faction_rank[3] = fields[12].Get<uint8>();
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repTemplate.faction[4] = fields[13].Get<uint16>();
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repTemplate.faction_rate[4] = fields[14].Get<float>();
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repTemplate.faction_rank[4] = fields[15].Get<uint8>();
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repTemplate.faction[5] = fields[16].Get<uint16>();
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repTemplate.faction_rate[5] = fields[17].Get<float>();
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repTemplate.faction_rank[5] = fields[18].Get<uint8>();
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FactionEntry const* factionEntry = sFactionStore.LookupEntry(factionId);
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FactionEntry const* factionEntry = sFactionStore.LookupEntry(factionId);
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@@ -216,7 +216,7 @@ enum FactionTemplates
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#define MIN_REPUTATION_RANK (REP_HATED)
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#define MIN_REPUTATION_RANK (REP_HATED)
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#define MAX_REPUTATION_RANK 8
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#define MAX_REPUTATION_RANK 8
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#define MAX_SPILLOVER_FACTIONS 4
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#define MAX_SPILLOVER_FACTIONS 6
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enum MoneyConstants
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enum MoneyConstants
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{
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{
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