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[7384] Removed some comments.
Fixed problem that queues doesn't invite new players to already running battlegrounds. Some other fixes for announce system will be soon. Signed-off-by: Triply <triply@getmangos.com>
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5179230901
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bfa785fdb8
5 changed files with 24 additions and 33 deletions
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@ -36,7 +36,7 @@ BattleGround::BattleGround()
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{
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m_TypeID = BattleGroundTypeId(0);
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m_InstanceID = 0;
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m_Status = 0;
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m_Status = STATUS_NONE;
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m_EndTime = 0;
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m_LastResurrectTime = 0;
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m_QueueId = QUEUE_ID_MAX_LEVEL_19;
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@ -111,11 +111,11 @@ const uint32 Buff_Entries[3] = { BG_OBJECTID_SPEEDBUFF_ENTRY, BG_OBJECTID_REGENB
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enum BattleGroundStatus
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{
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STATUS_NONE = 0,
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STATUS_WAIT_QUEUE = 1,
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STATUS_WAIT_JOIN = 2,
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STATUS_IN_PROGRESS = 3,
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STATUS_WAIT_LEAVE = 4 // custom
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STATUS_NONE = 0, // first status, should mean bg is not instance
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STATUS_WAIT_QUEUE = 1, // means bg is empty and waiting for queue
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STATUS_WAIT_JOIN = 2, // this means, that BG has already started and it is waiting for more players
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STATUS_IN_PROGRESS = 3, // means bg is running
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STATUS_WAIT_LEAVE = 4 // means some faction has won BG and it is ending
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};
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struct BattleGroundPlayer
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@ -273,7 +273,7 @@ class BattleGround
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BattleGroundTypeId GetTypeID() const { return m_TypeID; }
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BGQueueIdBasedOnLevel GetQueueId() const { return m_QueueId; }
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uint32 GetInstanceID() const { return m_InstanceID; }
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uint32 GetStatus() const { return m_Status; }
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BattleGroundStatus GetStatus() const { return m_Status; }
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uint32 GetStartTime() const { return m_StartTime; }
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uint32 GetEndTime() const { return m_EndTime; }
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uint32 GetLastResurrectTime() const { return m_LastResurrectTime; }
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@ -286,7 +286,7 @@ class BattleGround
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uint32 GetMaxPlayersPerTeam() const { return m_MaxPlayersPerTeam; }
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uint32 GetMinPlayersPerTeam() const { return m_MinPlayersPerTeam; }
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int GetStartDelayTime() const { return m_StartDelayTime; }
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int32 GetStartDelayTime() const { return m_StartDelayTime; }
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uint8 GetArenaType() const { return m_ArenaType; }
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uint8 GetWinner() const { return m_Winner; }
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uint32 GetBattlemasterEntry() const;
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@ -302,7 +302,7 @@ class BattleGround
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this->SetLevelRange((ID + 1) * 10 + diff, (ID + 2) * 10 - ((diff + 1) % 2));
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}
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void SetInstanceID(uint32 InstanceID) { m_InstanceID = InstanceID; }
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void SetStatus(uint32 Status) { m_Status = Status; }
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void SetStatus(BattleGroundStatus Status) { m_Status = Status; }
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void SetStartTime(uint32 Time) { m_StartTime = Time; }
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void SetEndTime(uint32 Time) { m_EndTime = Time; }
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void SetLastResurrectTime(uint32 Time) { m_LastResurrectTime = Time; }
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@ -489,7 +489,7 @@ class BattleGround
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/* Battleground */
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BattleGroundTypeId m_TypeID;
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uint32 m_InstanceID; //BattleGround Instance's GUID!
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uint32 m_Status;
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BattleGroundStatus m_Status;
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uint32 m_StartTime;
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uint32 m_EndTime;
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uint32 m_LastResurrectTime;
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@ -497,9 +497,6 @@ class BattleGround
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uint8 m_ArenaType; // 2=2v2, 3=3v3, 5=5v5
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bool m_InBGFreeSlotQueue; // used to make sure that BG is only once inserted into the BattleGroundMgr.BGFreeSlotQueue[bgTypeId] deque
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bool m_SetDeleteThis; // used for safe deletion of the bg after end / all players leave
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// this variable is not used .... it can be found in many other ways... but to store it in BG object instance is useless
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//uint8 m_BattleGroundType; // 3=BG, 4=arena
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//instead of uint8 (in previous line) is bool used
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bool m_IsArena;
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uint8 m_Winner; // 0=alliance, 1=horde, 2=none
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int32 m_StartDelayTime;
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@ -537,7 +534,7 @@ class BattleGround
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uint32 m_MinPlayersPerTeam;
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uint32 m_MinPlayers;
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/* Location */
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/* Start location */
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uint32 m_MapId;
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float m_TeamStartLocX[BG_TEAMS_COUNT];
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float m_TeamStartLocY[BG_TEAMS_COUNT];
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@ -113,7 +113,8 @@ bool BattleGroundQueue::SelectionPool::KickGroup(uint32 size)
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// add group to selection pool
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// used when building selection pools
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// returns true if we can invite more players, otherwise return false - (selection pool is set that time)
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// returns true if we can invite more players
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// returns false when selection pool is set
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bool BattleGroundQueue::SelectionPool::AddGroup(GroupQueueInfo *ginfo, uint32 desiredCount)
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{
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//if group is larger than desired count - don't allow to add it to pool
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@ -123,7 +124,7 @@ bool BattleGroundQueue::SelectionPool::AddGroup(GroupQueueInfo *ginfo, uint32 de
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// increase selected players count
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PlayerCount += ginfo->Players.size();
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}
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if (PlayerCount == desiredCount)
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if( PlayerCount < desiredCount )
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return true;
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return false;
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}
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@ -553,7 +554,8 @@ bool BattleGroundQueue::CheckPremadeMatch(BGQueueIdBasedOnLevel queue_id, uint32
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{
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for(itr = m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_ALLIANCE + i].begin(); itr != m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_ALLIANCE + i].end(); ++itr)
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{
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if( !(*itr)->IsInvitedToBGInstanceGUID && m_SelectionPools[i].AddGroup((*itr), maxPlayers) )
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//if itr can join BG and player count is less that maxPlayers, then add group to selectionpool
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if( !(*itr)->IsInvitedToBGInstanceGUID && !m_SelectionPools[i].AddGroup((*itr), maxPlayers) )
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break;
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}
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}
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@ -575,7 +577,7 @@ bool BattleGroundQueue::CheckPremadeMatch(BGQueueIdBasedOnLevel queue_id, uint32
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{
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//we must insert group to normal queue and erase pointer from premade queue
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m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_ALLIANCE + i].push_front((*itr));
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m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_ALLIANCE + i].erase(itr); //pop_front();
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m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_ALLIANCE + i].erase(itr);
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}
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}
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}
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@ -612,7 +614,7 @@ bool BattleGroundQueue::CheckNormalMatch(BattleGround* bg_template, BGQueueIdBas
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for(; itr_team[j] != m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_ALLIANCE + j].end(); ++(itr_team[j]))
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{
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if( !(*(itr_team[j]))->IsInvitedToBGInstanceGUID )
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if( m_SelectionPools[j].AddGroup(*(itr_team[j]), m_SelectionPools[(j + 1) % BG_TEAMS_COUNT].GetPlayerCount()) )
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if( !m_SelectionPools[j].AddGroup(*(itr_team[j]), m_SelectionPools[(j + 1) % BG_TEAMS_COUNT].GetPlayerCount()) )
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break;
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}
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// do not allow to start bg with more than 2 players more on 1 faction
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@ -656,13 +658,10 @@ bool BattleGroundQueue::CheckSkirmishForSameFaction(BGQueueIdBasedOnLevel queue_
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//invite players to other selection pool
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for(; itr_team2 != m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_ALLIANCE + teamIndex].end(); ++itr_team2)
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{
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if( !(*itr_team2)->IsInvitedToBGInstanceGUID )
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{
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m_SelectionPools[otherTeam].AddGroup(*itr_team2, minPlayersPerTeam);
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if( m_SelectionPools[otherTeam].GetPlayerCount() == minPlayersPerTeam )
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//if selection pool is full then break;
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if( !(*itr_team2)->IsInvitedToBGInstanceGUID && !m_SelectionPools[otherTeam].AddGroup(*itr_team2, minPlayersPerTeam) )
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break;
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}
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}
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if( m_SelectionPools[otherTeam].GetPlayerCount() != minPlayersPerTeam )
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return false;
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@ -1533,11 +1532,6 @@ BattleGround * BattleGroundMgr::CreateNewBattleGround(BattleGroundTypeId bgTypeI
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// reset the new bg (set status to status_wait_queue from status_none)
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bg->Reset();
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if( bg->isBattleGround() && sWorld.getConfig(CONFIG_BATTLEGROUND_QUEUE_ANNOUNCER_ENABLE) )
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{
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sWorld.SendWorldText(LANG_BG_STARTED_ANNOUNCE_WORLD, bg->GetName(), bg->GetMinLevel(), bg->GetMaxLevel());
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}
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// start the joining of the bg
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bg->SetStatus(STATUS_WAIT_JOIN);
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bg->SetQueueId(queue_id);
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@ -1,4 +1,4 @@
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#ifndef __REVISION_NR_H__
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#define __REVISION_NR_H__
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#define REVISION_NR "7383"
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#define REVISION_NR "7384"
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#endif // __REVISION_NR_H__
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