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Fixed message color for premature finish warnings. Fixed .debug bg command won't allow 1v0 arenas now, only battlegrounds 1v0. Added battleground announcer message removed in [7384]. Patch is tested, everything worked for me. You must execute attached sql file! Signed-off-by: Triply <triply@getmangos.com>
2014 lines
85 KiB
C++
2014 lines
85 KiB
C++
/*
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* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "Common.h"
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#include "SharedDefines.h"
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#include "Player.h"
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#include "BattleGroundMgr.h"
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#include "BattleGroundAV.h"
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#include "BattleGroundAB.h"
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#include "BattleGroundEY.h"
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#include "BattleGroundWS.h"
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#include "BattleGroundNA.h"
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#include "BattleGroundBE.h"
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#include "BattleGroundAA.h"
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#include "BattleGroundRL.h"
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#include "BattleGroundSA.h"
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#include "BattleGroundDS.h"
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#include "BattleGroundRV.h"
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#include "MapManager.h"
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#include "Map.h"
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#include "MapInstanced.h"
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#include "ObjectMgr.h"
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#include "ProgressBar.h"
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#include "Chat.h"
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#include "ArenaTeam.h"
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#include "World.h"
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#include "WorldPacket.h"
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#include "ProgressBar.h"
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#include "Policies/SingletonImp.h"
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INSTANTIATE_SINGLETON_1( BattleGroundMgr );
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/*********************************************************/
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/*** BATTLEGROUND QUEUE SYSTEM ***/
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/*********************************************************/
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BattleGroundQueue::BattleGroundQueue()
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{
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}
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BattleGroundQueue::~BattleGroundQueue()
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{
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m_QueuedPlayers.clear();
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for (int i = 0; i < MAX_BATTLEGROUND_QUEUES; i++)
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{
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for(uint32 j = 0; j < BG_QUEUE_GROUP_TYPES_COUNT; j++)
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{
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for(GroupsQueueType::iterator itr = m_QueuedGroups[i][j].begin(); itr!= m_QueuedGroups[i][j].end(); ++itr)
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delete (*itr);
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m_QueuedGroups[i][j].clear();
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}
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}
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}
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/*********************************************************/
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/*** BATTLEGROUND QUEUE SELECTION POOLS ***/
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/*********************************************************/
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// selection pool initialization, used to clean up from prev selection
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void BattleGroundQueue::SelectionPool::Init()
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{
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SelectedGroups.clear();
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PlayerCount = 0;
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}
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// remove group info from selection pool
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// returns true when we need to try to add new group to selection pool
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// or false when pool is ok
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// sometimes it can be called on empty selection pool
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bool BattleGroundQueue::SelectionPool::KickGroup(uint32 size)
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{
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//find maxgroup or LAST group with size == size and kick it
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bool found = false;
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GroupsQueueType::iterator groupToKick = SelectedGroups.begin();
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for (GroupsQueueType::iterator itr = groupToKick; itr != SelectedGroups.end(); ++itr)
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{
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if( abs((int32)((*itr)->Players.size() - size)) <= 1 )
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{
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groupToKick = itr;
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found = true;
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}
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else if (!found && (*itr)->Players.size() >= (*groupToKick)->Players.size())
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groupToKick = itr;
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}
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//if pool is empty, do nothing
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if( GetPlayerCount() )
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{
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//update player count
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GroupQueueInfo* ginfo = (*groupToKick);
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SelectedGroups.erase(groupToKick);
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PlayerCount -= ginfo->Players.size();
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if (abs((int32)(ginfo->Players.size() - size)) <= 1)
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return false;
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}
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return true;
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}
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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
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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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if( !ginfo->IsInvitedToBGInstanceGUID && desiredCount >= PlayerCount + ginfo->Players.size() )
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{
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SelectedGroups.push_back(ginfo);
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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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return true;
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return false;
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}
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/*********************************************************/
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/*** BATTLEGROUND QUEUES ***/
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/*********************************************************/
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// add group to bg queue with the given leader and bg specifications
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GroupQueueInfo * BattleGroundQueue::AddGroup(Player *leader, BattleGroundTypeId BgTypeId, uint8 ArenaType, bool isRated, bool isPremade, uint32 arenaRating, uint32 arenateamid)
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{
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BGQueueIdBasedOnLevel queue_id = leader->GetBattleGroundQueueIdFromLevel(BgTypeId);
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// create new ginfo
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// cannot use the method like in addplayer, because that could modify an in-queue group's stats
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// (e.g. leader leaving queue then joining as individual again)
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GroupQueueInfo* ginfo = new GroupQueueInfo;
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ginfo->BgTypeId = BgTypeId;
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ginfo->ArenaType = ArenaType;
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ginfo->ArenaTeamId = arenateamid;
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ginfo->IsRated = isRated;
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ginfo->IsInvitedToBGInstanceGUID = 0;
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ginfo->JoinTime = getMSTime();
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ginfo->Team = leader->GetTeam();
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ginfo->ArenaTeamRating = arenaRating;
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ginfo->OpponentsTeamRating = 0;
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ginfo->Players.clear();
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//compute index (if group is premade or joined a rated match) to queues
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uint32 index = 0;
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if(!isRated && !isPremade)
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index += BG_TEAMS_COUNT;
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if(ginfo->Team == HORDE)
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index++;
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sLog.outDebug("Adding Group to BattleGroundQueue bgTypeId : %u, queue_id : %u, index : %u", BgTypeId, queue_id, index);
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m_QueuedGroups[queue_id][index].push_back(ginfo);
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// return ginfo, because it is needed to add players to this group info
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return ginfo;
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}
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//add player to playermap
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void BattleGroundQueue::AddPlayer(Player *plr, GroupQueueInfo *ginfo)
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{
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//if player isn't in queue, he is added, if already is, then values are overwritten, no memory leak
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PlayerQueueInfo& info = m_QueuedPlayers[plr->GetGUID()];
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info.InviteTime = 0;
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info.LastInviteTime = 0;
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info.LastOnlineTime = getMSTime();
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info.GroupInfo = ginfo;
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// add the pinfo to ginfo's list
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ginfo->Players[plr->GetGUID()] = &info;
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}
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//remove player from queue and from group info, if group info is empty then remove it too
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void BattleGroundQueue::RemovePlayer(const uint64& guid, bool decreaseInvitedCount)
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{
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//Player *plr = objmgr.GetPlayer(guid);
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int32 queue_id = -1; // signed for proper for-loop finish
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QueuedPlayersMap::iterator itr;
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//remove player from map, if he's there
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itr = m_QueuedPlayers.find(guid);
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if( itr == m_QueuedPlayers.end() )
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{
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sLog.outError("BattleGroundQueue: couldn't find player to remove GUID: %u", GUID_LOPART(guid));
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return;
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}
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GroupQueueInfo* group = itr->second.GroupInfo;
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GroupsQueueType::iterator group_itr, group_itr_tmp;
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// mostly people with the highest levels are in battlegrounds, thats why
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// we count from MAX_BATTLEGROUND_QUEUES - 1 to 0
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// variable index removes useless searching in other team's queue
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uint32 index = (group->Team == HORDE) ? BG_TEAM_HORDE : BG_TEAM_ALLIANCE;
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for (int32 queue_id_tmp = MAX_BATTLEGROUND_QUEUES - 1; queue_id_tmp >= 0 && queue_id == -1; --queue_id_tmp)
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{
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//we must check premade and normal team's queue - because when players from premade are joining bg,
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//they leave groupinfo so we can't use its players size to find out index
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for (uint32 j = index; j < BG_QUEUE_GROUP_TYPES_COUNT; j += BG_QUEUE_NORMAL_ALLIANCE)
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{
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for(group_itr_tmp = m_QueuedGroups[queue_id_tmp][j].begin(); group_itr_tmp != m_QueuedGroups[queue_id_tmp][j].end(); ++group_itr_tmp)
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{
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if( (*group_itr_tmp) == group )
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{
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queue_id = queue_id_tmp;
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group_itr = group_itr_tmp;
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//we must store index to be able to erase iterator
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index = j;
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break;
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}
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}
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}
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}
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//player can't be in queue without group, but just in case
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if( queue_id == -1 )
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{
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sLog.outError("BattleGroundQueue: ERROR Cannot find groupinfo for player GUID: %u", GUID_LOPART(guid));
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return;
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}
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sLog.outDebug("BattleGroundQueue: Removing player GUID %u, from queue_id %u", GUID_LOPART(guid), (uint32)queue_id);
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// ALL variables are corrcetly set
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// We can ignore leveling up in queue - it should not cause crash
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// remove player from group
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// if only one player there, remove group
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// remove player queue info from group queue info
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std::map<uint64, PlayerQueueInfo*>::iterator pitr = group->Players.find(guid);
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if( pitr != group->Players.end() )
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group->Players.erase(pitr);
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// if invited to bg, and should decrease invited count, then do it
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if( decreaseInvitedCount && group->IsInvitedToBGInstanceGUID )
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{
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BattleGround* bg = sBattleGroundMgr.GetBattleGround(group->IsInvitedToBGInstanceGUID, group->BgTypeId);
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if( bg )
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bg->DecreaseInvitedCount(group->Team);
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}
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// remove player queue info
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m_QueuedPlayers.erase(itr);
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//if we left BG queue(not porting) OR if arena team left queue for rated match
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if( (decreaseInvitedCount && !group->ArenaType) || (group->ArenaType && group->IsRated && group->Players.empty()) )
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AnnounceWorld(group, guid, false);
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// remove group queue info if needed
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if( group->Players.empty() )
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{
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m_QueuedGroups[queue_id][index].erase(group_itr);
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delete group;
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}
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// if group wasn't empty, so it wasn't deleted, and player have left a rated
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// queue -> everyone from the group should leave too
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// don't remove recursively if already invited to bg!
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else if( !group->IsInvitedToBGInstanceGUID && group->IsRated )
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{
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// remove next player, this is recursive
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// first send removal information
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if(Player *plr2 = objmgr.GetPlayer(group->Players.begin()->first))
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{
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BattleGround * bg = sBattleGroundMgr.GetBattleGroundTemplate(group->BgTypeId);
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BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(group->BgTypeId, group->ArenaType);
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uint32 queueSlot = plr2->GetBattleGroundQueueIndex(bgQueueTypeId);
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plr2->RemoveBattleGroundQueueId(bgQueueTypeId); // must be called this way, because if you move this call to
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// queue->removeplayer, it causes bugs
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WorldPacket data;
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sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, plr2->GetTeam(), queueSlot, STATUS_NONE, 0, 0);
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plr2->GetSession()->SendPacket(&data);
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}
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// then actually delete, this may delete the group as well!
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RemovePlayer(group->Players.begin()->first, decreaseInvitedCount);
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}
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}
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//Announce world message
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void BattleGroundQueue::AnnounceWorld(GroupQueueInfo *ginfo, const uint64& playerGUID, bool isAddedToQueue)
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{
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if(ginfo->ArenaType) //if Arena
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{
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if( sWorld.getConfig(CONFIG_ARENA_QUEUE_ANNOUNCER_ENABLE) && ginfo->IsRated )
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{
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BattleGround* bg = sBattleGroundMgr.GetBattleGroundTemplate(ginfo->BgTypeId);
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if(!bg)
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return;
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char const* bgName = bg->GetName();
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if(isAddedToQueue)
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sWorld.SendWorldText(LANG_ARENA_QUEUE_ANNOUNCE_WORLD_JOIN, bgName, ginfo->ArenaType, ginfo->ArenaType, ginfo->ArenaTeamRating);
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else
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sWorld.SendWorldText(LANG_ARENA_QUEUE_ANNOUNCE_WORLD_EXIT, bgName, ginfo->ArenaType, ginfo->ArenaType, ginfo->ArenaTeamRating);
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}
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}
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else //if BG
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{
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if( sWorld.getConfig(CONFIG_BATTLEGROUND_QUEUE_ANNOUNCER_ENABLE) )
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{
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Player *plr = objmgr.GetPlayer(playerGUID);
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BattleGround* bg = sBattleGroundMgr.GetBattleGroundTemplate(ginfo->BgTypeId);
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if(!bg || !plr)
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return;
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BGQueueIdBasedOnLevel queue_id = plr->GetBattleGroundQueueIdFromLevel(bg->GetTypeID());
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char const* bgName = bg->GetName();
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uint32 MinPlayers = bg->GetMinPlayersPerTeam();
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uint32 qHorde = 0;
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uint32 qAlliance = 0;
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uint32 q_min_level = (queue_id + 1) * 10;
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GroupsQueueType::const_iterator itr;
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for(itr = m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_ALLIANCE].begin(); itr != m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_ALLIANCE].end(); ++itr)
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if( !(*itr)->IsInvitedToBGInstanceGUID )
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qAlliance += (*itr)->Players.size();
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for(itr = m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_HORDE].begin(); itr != m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_HORDE].end(); ++itr)
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if( !(*itr)->IsInvitedToBGInstanceGUID )
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qHorde += (*itr)->Players.size();
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// Show queue status to player only (when joining queue)
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if( sWorld.getConfig(CONFIG_BATTLEGROUND_QUEUE_ANNOUNCER_PLAYERONLY) )
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{
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ChatHandler(plr).PSendSysMessage(LANG_BG_QUEUE_ANNOUNCE_SELF,
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bgName, q_min_level, q_min_level + 10, qAlliance, MinPlayers, qHorde, MinPlayers);
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}
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// System message
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else
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{
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sWorld.SendWorldText(LANG_BG_QUEUE_ANNOUNCE_WORLD,
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bgName, q_min_level, q_min_level + 10, qAlliance, MinPlayers, qHorde, MinPlayers);
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}
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}
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}
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}
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bool BattleGroundQueue::InviteGroupToBG(GroupQueueInfo * ginfo, BattleGround * bg, uint32 side)
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{
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// set side if needed
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if( side )
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ginfo->Team = side;
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if( !ginfo->IsInvitedToBGInstanceGUID )
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{
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// not yet invited
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// set invitation
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ginfo->IsInvitedToBGInstanceGUID = bg->GetInstanceID();
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BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(bg->GetTypeID(), bg->GetArenaType());
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// loop through the players
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for(std::map<uint64,PlayerQueueInfo*>::iterator itr = ginfo->Players.begin(); itr != ginfo->Players.end(); ++itr)
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{
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// set status
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itr->second->InviteTime = getMSTime();
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itr->second->LastInviteTime = getMSTime();
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// get the player
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Player* plr = objmgr.GetPlayer(itr->first);
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// if offline, skip him, this should not happen - player is removed from queue when he logs out
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if( !plr )
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continue;
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// invite the player
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sBattleGroundMgr.InvitePlayer(plr, bg->GetInstanceID(), bg->GetTypeID(), ginfo->Team);
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WorldPacket data;
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uint32 queueSlot = plr->GetBattleGroundQueueIndex(bgQueueTypeId);
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sLog.outDebug("Battleground: invited plr %s (%u) to BG instance %u queueindex %u bgtype %u, I can't help it if they don't press the enter battle button.",plr->GetName(),plr->GetGUIDLow(),bg->GetInstanceID(),queueSlot,bg->GetTypeID());
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// send status packet
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sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, side?side:plr->GetTeam(), queueSlot, STATUS_WAIT_JOIN, INVITE_ACCEPT_WAIT_TIME, 0);
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plr->GetSession()->SendPacket(&data);
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}
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return true;
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}
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return false;
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}
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// used to remove the Enter Battle window if the battle has already ended, but someone still has it
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// (this can happen in arenas mainly, since the preparation is shorter than the timer for the bgqueueremove event
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void BattleGroundQueue::BGEndedRemoveInvites(BattleGround *bg)
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{
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BGQueueIdBasedOnLevel queue_id = bg->GetQueueId();
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uint32 bgInstanceId = bg->GetInstanceID();
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BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(bg->GetTypeID(), bg->GetArenaType());
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GroupsQueueType::iterator itr, next;
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for(uint32 i = 0; i < BG_QUEUE_GROUP_TYPES_COUNT; i++)
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{
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itr = m_QueuedGroups[queue_id][i].begin();
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next = itr;
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while (next != m_QueuedGroups[queue_id][i].end())
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{
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// must do this way, because the groupinfo will be deleted when all playerinfos are removed
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itr = next;
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++next;
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GroupQueueInfo * ginfo = (*itr);
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// if group was invited to this bg instance, then remove all references
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if( ginfo->IsInvitedToBGInstanceGUID == bgInstanceId )
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{
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// after removing this much playerinfos, the ginfo will be deleted, so we'll use a for loop
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uint32 to_remove = ginfo->Players.size();
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uint32 team = ginfo->Team;
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for(uint32 j = 0; j < to_remove; j++)
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{
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// always remove the first one in the group
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std::map<uint64, PlayerQueueInfo * >::iterator itr2 = ginfo->Players.begin();
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if( itr2 == ginfo->Players.end() )
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{
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sLog.outError("Empty Players in ginfo, this should never happen!");
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return;
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}
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// get the player
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Player * plr = objmgr.GetPlayer(itr2->first);
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if( !plr )
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{
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sLog.outError("Player offline when trying to remove from GroupQueueInfo, this should never happen.");
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continue;
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}
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// get the queueslot
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uint32 queueSlot = plr->GetBattleGroundQueueIndex(bgQueueTypeId);
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if (queueSlot < PLAYER_MAX_BATTLEGROUND_QUEUES) // player is in queue
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{
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plr->RemoveBattleGroundQueueId(bgQueueTypeId);
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// remove player from queue, this might delete the ginfo as well! don't use that pointer after this!
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RemovePlayer(itr2->first, true);
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WorldPacket data;
|
|
sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, team, queueSlot, STATUS_NONE, 0, 0);
|
|
plr->GetSession()->SendPacket(&data);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
This function is inviting players to already running battlegrounds
|
|
Invitation type is based on config file
|
|
large groups are disadvantageous, because they will be kicked first if invitation type = 1
|
|
*/
|
|
void BattleGroundQueue::FillPlayersToBG(BattleGround* bg, BGQueueIdBasedOnLevel queue_id)
|
|
{
|
|
uint32 hordeFree = bg->GetFreeSlotsForTeam(HORDE);
|
|
uint32 aliFree = bg->GetFreeSlotsForTeam(ALLIANCE);
|
|
|
|
//iterator for iterating through bg queue
|
|
GroupsQueueType::const_iterator Ali_itr = m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_ALLIANCE].begin();
|
|
//count of groups in queue - used to stop cycles
|
|
uint32 aliCount = m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_ALLIANCE].size();
|
|
//index to queue which group is current
|
|
uint32 aliIndex = 0;
|
|
for (; aliIndex < aliCount && m_SelectionPools[BG_TEAM_ALLIANCE].AddGroup((*Ali_itr), aliFree); aliIndex++)
|
|
++Ali_itr;
|
|
//the same thing for horde
|
|
GroupsQueueType::const_iterator Horde_itr = m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_HORDE].begin();
|
|
uint32 hordeCount = m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_HORDE].size();
|
|
uint32 hordeIndex = 0;
|
|
for (; hordeIndex < hordeCount && m_SelectionPools[BG_TEAM_HORDE].AddGroup((*Horde_itr), hordeFree); hordeIndex++)
|
|
++Horde_itr;
|
|
|
|
//if ofc like BG queue invitation is set in config, then we are happy
|
|
if (sWorld.getConfig(CONFIG_BATTLEGROUND_INVITATION_TYPE) == 0)
|
|
return;
|
|
|
|
/*
|
|
if we reached this code, then we have to solve NP - complete problem called Subset sum problem
|
|
So one solution is to check all possible invitation subgroups, or we can use these conditions:
|
|
1. Last time when BattleGroundQueue::Update was executed we invited all possible players - so there is only small possibility
|
|
that we will invite now whole queue, because only 1 change has been made to queues from the last BattleGroundQueue::Update call
|
|
2. Other thing we should consider is group order in queue
|
|
*/
|
|
|
|
// At first we need to compare free space in bg and our selection pool
|
|
int32 diffAli = aliFree - m_SelectionPools[BG_TEAM_ALLIANCE].GetPlayerCount();
|
|
int32 diffHorde = hordeFree - m_SelectionPools[BG_TEAM_HORDE].GetPlayerCount();
|
|
while( abs(diffAli - diffHorde) > 1 && (m_SelectionPools[BG_TEAM_HORDE].GetPlayerCount() > 0 || m_SelectionPools[BG_TEAM_ALLIANCE].GetPlayerCount() > 0) )
|
|
{
|
|
//each cycle execution we need to kick at least 1 group
|
|
if( diffAli < diffHorde )
|
|
{
|
|
//kick alliance group, add to pool new group if needed
|
|
if( m_SelectionPools[BG_TEAM_ALLIANCE].KickGroup(diffHorde - diffAli) )
|
|
{
|
|
for (; aliIndex < aliCount && m_SelectionPools[BG_TEAM_ALLIANCE].AddGroup((*Ali_itr), (aliFree >= diffHorde) ? aliFree - diffHorde : 0); aliIndex++)
|
|
++Ali_itr;
|
|
}
|
|
//if ali selection is already empty, then kick horde group, but if there are less horde than ali in bg - break;
|
|
if( !m_SelectionPools[BG_TEAM_ALLIANCE].GetPlayerCount() )
|
|
{
|
|
if( aliFree <= diffHorde - 1 )
|
|
break;
|
|
m_SelectionPools[BG_TEAM_HORDE].KickGroup(diffHorde - diffAli);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
//kick horde group, add to pool new group if needed
|
|
if( m_SelectionPools[BG_TEAM_HORDE].KickGroup(diffAli - diffHorde) )
|
|
{
|
|
for (; hordeIndex < hordeCount && m_SelectionPools[BG_TEAM_HORDE].AddGroup((*Horde_itr), (hordeFree >= diffAli) ? hordeFree - diffAli : 0); hordeIndex++)
|
|
++Horde_itr;
|
|
}
|
|
if( !m_SelectionPools[BG_TEAM_HORDE].GetPlayerCount() )
|
|
{
|
|
if( hordeFree <= diffAli - 1 )
|
|
break;
|
|
m_SelectionPools[BG_TEAM_ALLIANCE].KickGroup(diffAli - diffHorde);
|
|
}
|
|
}
|
|
//count diffs after small update
|
|
diffAli = aliFree - m_SelectionPools[BG_TEAM_ALLIANCE].GetPlayerCount();
|
|
diffHorde = hordeFree - m_SelectionPools[BG_TEAM_HORDE].GetPlayerCount();
|
|
}
|
|
}
|
|
|
|
// this method checks if premade versus premade battleground is possible
|
|
// then after 30 mins (default) in queue it moves premade group to normal queue
|
|
// it tries to invite as much players as it can - to MaxPlayersPerTeam, because premade groups have more than MinPlayersPerTeam players
|
|
bool BattleGroundQueue::CheckPremadeMatch(BGQueueIdBasedOnLevel queue_id, uint32 MinPlayersPerTeam, uint32 MaxPlayersPerTeam)
|
|
{
|
|
//check match
|
|
if(!m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_ALLIANCE].empty() && !m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_HORDE].empty())
|
|
{
|
|
//start premade match
|
|
//if groups aren't invited
|
|
GroupsQueueType::const_iterator ali_group, horde_group;
|
|
for( ali_group = m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_ALLIANCE].begin(); ali_group != m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_ALLIANCE].end(); ++ali_group)
|
|
if( !(*ali_group)->IsInvitedToBGInstanceGUID )
|
|
break;
|
|
for( horde_group = m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_HORDE].begin(); horde_group != m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_HORDE].end(); ++horde_group)
|
|
if( !(*horde_group)->IsInvitedToBGInstanceGUID )
|
|
break;
|
|
|
|
if( ali_group != m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_ALLIANCE].end() && horde_group != m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_HORDE].end())
|
|
{
|
|
m_SelectionPools[BG_TEAM_ALLIANCE].AddGroup((*ali_group), MaxPlayersPerTeam);
|
|
m_SelectionPools[BG_TEAM_HORDE].AddGroup((*horde_group), MaxPlayersPerTeam);
|
|
//add groups/players from normal queue to size of bigger group
|
|
uint32 maxPlayers = std::max(m_SelectionPools[BG_TEAM_ALLIANCE].GetPlayerCount(), m_SelectionPools[BG_TEAM_HORDE].GetPlayerCount());
|
|
GroupsQueueType::const_iterator itr;
|
|
for(uint32 i = 0; i < BG_TEAMS_COUNT; i++)
|
|
{
|
|
for(itr = m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_ALLIANCE + i].begin(); itr != m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_ALLIANCE + i].end(); ++itr)
|
|
{
|
|
//if itr can join BG and player count is less that maxPlayers, then add group to selectionpool
|
|
if( !(*itr)->IsInvitedToBGInstanceGUID && !m_SelectionPools[i].AddGroup((*itr), maxPlayers) )
|
|
break;
|
|
}
|
|
}
|
|
//premade selection pools are set
|
|
return true;
|
|
}
|
|
}
|
|
// now check if we can move group from Premade queue to normal queue (timer has expired) or group size lowered!!
|
|
// this could be 2 cycles but i'm checking only first team in queue - it can cause problem -
|
|
// if first is invited to BG and seconds timer expired, but we can ignore it, because players have only 80 seconds to click to enter bg
|
|
// and when they click or after 80 seconds the queue info is removed from queue
|
|
uint32 time_before = getMSTime() - sWorld.getConfig(CONFIG_BATTLEGROUND_PREMADE_GROUP_WAIT_FOR_MATCH);
|
|
for(uint32 i = 0; i < BG_TEAMS_COUNT; i++)
|
|
{
|
|
if(!m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_ALLIANCE + i].empty())
|
|
{
|
|
GroupsQueueType::iterator itr = m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_ALLIANCE + i].begin();
|
|
if(!(*itr)->IsInvitedToBGInstanceGUID && ((*itr)->JoinTime < time_before || (*itr)->Players.size() < MinPlayersPerTeam))
|
|
{
|
|
//we must insert group to normal queue and erase pointer from premade queue
|
|
m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_ALLIANCE + i].push_front((*itr));
|
|
m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_ALLIANCE + i].erase(itr);
|
|
}
|
|
}
|
|
}
|
|
//selection pools are not set
|
|
return false;
|
|
}
|
|
|
|
// this method tries to create battleground or arena with MinPlayersPerTeam against MinPlayersPerTeam
|
|
bool BattleGroundQueue::CheckNormalMatch(BattleGround* bg_template, BGQueueIdBasedOnLevel queue_id, uint32 minPlayers, uint32 maxPlayers)
|
|
{
|
|
GroupsQueueType::const_iterator itr_team[BG_TEAMS_COUNT];
|
|
for(uint32 i = 0; i < BG_TEAMS_COUNT; i++)
|
|
{
|
|
itr_team[i] = m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_ALLIANCE + i].begin();
|
|
for(; itr_team[i] != m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_ALLIANCE + i].end(); ++(itr_team[i]))
|
|
{
|
|
if( !(*(itr_team[i]))->IsInvitedToBGInstanceGUID )
|
|
{
|
|
m_SelectionPools[i].AddGroup(*(itr_team[i]), maxPlayers);
|
|
if( m_SelectionPools[i].GetPlayerCount() >= minPlayers )
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
//try to invite same number of players - this cycle may cause longer wait time even if there are enough players in queue, but we want ballanced bg
|
|
uint32 j = BG_TEAM_ALLIANCE;
|
|
if( m_SelectionPools[BG_TEAM_HORDE].GetPlayerCount() < m_SelectionPools[BG_TEAM_ALLIANCE].GetPlayerCount() )
|
|
j = BG_TEAM_HORDE;
|
|
if( sWorld.getConfig(CONFIG_BATTLEGROUND_INVITATION_TYPE) != 0
|
|
&& m_SelectionPools[BG_TEAM_HORDE].GetPlayerCount() >= minPlayers && m_SelectionPools[BG_TEAM_ALLIANCE].GetPlayerCount() >= minPlayers )
|
|
{
|
|
//we will try to invite more groups to team with less players indexed by j
|
|
++(itr_team[j]); //this will not cause a crash, because for cycle above reached break;
|
|
for(; itr_team[j] != m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_ALLIANCE + j].end(); ++(itr_team[j]))
|
|
{
|
|
if( !(*(itr_team[j]))->IsInvitedToBGInstanceGUID )
|
|
if( !m_SelectionPools[j].AddGroup(*(itr_team[j]), m_SelectionPools[(j + 1) % BG_TEAMS_COUNT].GetPlayerCount()) )
|
|
break;
|
|
}
|
|
// do not allow to start bg with more than 2 players more on 1 faction
|
|
if( abs((int32)(m_SelectionPools[BG_TEAM_HORDE].GetPlayerCount() - m_SelectionPools[BG_TEAM_ALLIANCE].GetPlayerCount())) > 2 )
|
|
return false;
|
|
}
|
|
//allow 1v0 if debug bg
|
|
if( sBattleGroundMgr.isTesting() && bg_template->isBattleGround() && (m_SelectionPools[BG_TEAM_ALLIANCE].GetPlayerCount() || m_SelectionPools[BG_TEAM_HORDE].GetPlayerCount()) )
|
|
return true;
|
|
//return true if there are enough players in selection pools - enable to work .debug bg command correctly
|
|
return m_SelectionPools[BG_TEAM_ALLIANCE].GetPlayerCount() >= minPlayers && m_SelectionPools[BG_TEAM_HORDE].GetPlayerCount() >= minPlayers;
|
|
}
|
|
|
|
// this method will check if we can invite players to same faction skirmish match
|
|
bool BattleGroundQueue::CheckSkirmishForSameFaction(BGQueueIdBasedOnLevel queue_id, uint32 minPlayersPerTeam)
|
|
{
|
|
if( m_SelectionPools[BG_TEAM_ALLIANCE].GetPlayerCount() < minPlayersPerTeam && m_SelectionPools[BG_TEAM_HORDE].GetPlayerCount() < minPlayersPerTeam )
|
|
return false;
|
|
uint32 teamIndex = BG_TEAM_ALLIANCE;
|
|
uint32 otherTeam = BG_TEAM_HORDE;
|
|
uint32 otherTeamId = HORDE;
|
|
if ( m_SelectionPools[BG_TEAM_HORDE].GetPlayerCount() == minPlayersPerTeam )
|
|
{
|
|
teamIndex = BG_TEAM_HORDE;
|
|
otherTeam = BG_TEAM_ALLIANCE;
|
|
otherTeamId = ALLIANCE;
|
|
}
|
|
//clear other team's selection
|
|
m_SelectionPools[otherTeam].Init();
|
|
//store last ginfo pointer
|
|
GroupQueueInfo* ginfo = m_SelectionPools[teamIndex].SelectedGroups.back();
|
|
//set itr_team to group that was added to selection pool latest
|
|
GroupsQueueType::iterator itr_team = m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_ALLIANCE + teamIndex].begin();
|
|
for(; itr_team != m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_ALLIANCE + teamIndex].end(); ++itr_team)
|
|
if( ginfo == *itr_team )
|
|
break;
|
|
if( itr_team == m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_ALLIANCE + teamIndex].end() )
|
|
return false;
|
|
GroupsQueueType::iterator itr_team2 = itr_team;
|
|
++itr_team2;
|
|
//invite players to other selection pool
|
|
for(; itr_team2 != m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_ALLIANCE + teamIndex].end(); ++itr_team2)
|
|
{
|
|
//if selection pool is full then break;
|
|
if( !(*itr_team2)->IsInvitedToBGInstanceGUID && !m_SelectionPools[otherTeam].AddGroup(*itr_team2, minPlayersPerTeam) )
|
|
break;
|
|
}
|
|
if( m_SelectionPools[otherTeam].GetPlayerCount() != minPlayersPerTeam )
|
|
return false;
|
|
|
|
//here we have correct 2 selections and we need to change one teams team and move selection pool teams to other team's queue
|
|
for(GroupsQueueType::iterator itr = m_SelectionPools[otherTeam].SelectedGroups.begin(); itr != m_SelectionPools[otherTeam].SelectedGroups.end(); ++itr)
|
|
{
|
|
//set correct team
|
|
(*itr)->Team = otherTeamId;
|
|
//add team to other queue
|
|
m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_ALLIANCE + otherTeam].push_front(*itr);
|
|
//remove team from old queue
|
|
GroupsQueueType::iterator itr2 = itr_team;
|
|
++itr2;
|
|
for(; itr2 != m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_ALLIANCE + teamIndex].end(); ++itr2)
|
|
{
|
|
if( *itr2 == *itr )
|
|
{
|
|
m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_ALLIANCE + teamIndex].erase(itr2);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
this method is called when group is inserted, or player / group is removed from BG Queue - there is only one player's status changed, so we don't use while(true) cycles to invite whole queue
|
|
it must be called after fully adding the members of a group to ensure group joining
|
|
should be called from BattleGround::RemovePlayer function in some cases
|
|
*/
|
|
void BattleGroundQueue::Update(BattleGroundTypeId bgTypeId, BGQueueIdBasedOnLevel queue_id, uint8 arenaType, bool isRated, uint32 arenaRating)
|
|
{
|
|
//if no players in queue - do nothing
|
|
if( m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_ALLIANCE].empty() &&
|
|
m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_HORDE].empty() &&
|
|
m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_ALLIANCE].empty() &&
|
|
m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_HORDE].empty() )
|
|
return;
|
|
|
|
BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(bgTypeId, arenaType);
|
|
|
|
//battleground with free slot for player should be always in the beggining of the queue
|
|
// maybe it would be better to create bgfreeslotqueue for each queue_id_based_on_level
|
|
BGFreeSlotQueueType::iterator itr, next;
|
|
for (itr = sBattleGroundMgr.BGFreeSlotQueue[bgTypeId].begin(); itr != sBattleGroundMgr.BGFreeSlotQueue[bgTypeId].end(); itr = next)
|
|
{
|
|
next = itr;
|
|
++next;
|
|
// DO NOT allow queue manager to invite new player to arena
|
|
if( (*itr)->isBattleGround() && (*itr)->GetTypeID() == bgTypeId && (*itr)->GetQueueId() == queue_id &&
|
|
(*itr)->GetStatus() > STATUS_WAIT_QUEUE && (*itr)->GetStatus() < STATUS_WAIT_LEAVE )
|
|
{
|
|
BattleGround* bg = *itr; //we have to store battleground pointer here, because when battleground is full, it is removed from free queue (not yet implemented!!)
|
|
// and iterator is invalid
|
|
|
|
// clear selection pools
|
|
m_SelectionPools[BG_TEAM_ALLIANCE].Init();
|
|
m_SelectionPools[BG_TEAM_HORDE].Init();
|
|
|
|
// call a function that does the job for us
|
|
FillPlayersToBG(bg, queue_id);
|
|
|
|
// now everything is set, invite players
|
|
for(GroupsQueueType::const_iterator itr = m_SelectionPools[BG_TEAM_ALLIANCE].SelectedGroups.begin(); itr != m_SelectionPools[BG_TEAM_ALLIANCE].SelectedGroups.end(); ++itr)
|
|
InviteGroupToBG((*itr), bg, (*itr)->Team);
|
|
for(GroupsQueueType::const_iterator itr = m_SelectionPools[BG_TEAM_HORDE].SelectedGroups.begin(); itr != m_SelectionPools[BG_TEAM_HORDE].SelectedGroups.end(); ++itr)
|
|
InviteGroupToBG((*itr), bg, (*itr)->Team);
|
|
|
|
if( !bg->HasFreeSlots() )
|
|
{
|
|
// remove BG from BGFreeSlotQueue
|
|
bg->RemoveFromBGFreeSlotQueue();
|
|
}
|
|
}
|
|
}
|
|
|
|
// finished iterating through the bgs with free slots, maybe we need to create a new bg
|
|
|
|
BattleGround * bg_template = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId);
|
|
if( !bg_template )
|
|
{
|
|
sLog.outError("Battleground: Update: bg template not found for %u", bgTypeId);
|
|
return;
|
|
}
|
|
// get the min. players per team, properly for larger arenas as well. (must have full teams for arena matches!)
|
|
uint32 MinPlayersPerTeam = bg_template->GetMinPlayersPerTeam();
|
|
uint32 MaxPlayersPerTeam = bg_template->GetMaxPlayersPerTeam();
|
|
if( sBattleGroundMgr.isTesting() )
|
|
MinPlayersPerTeam = 1;
|
|
if( bg_template->isArena() )
|
|
{
|
|
if( sBattleGroundMgr.isArenaTesting() )
|
|
{
|
|
MaxPlayersPerTeam = 1;
|
|
MinPlayersPerTeam = 1;
|
|
}
|
|
else
|
|
{
|
|
//this switch can be much shorter
|
|
MaxPlayersPerTeam = arenaType;
|
|
MinPlayersPerTeam = arenaType;
|
|
/*switch(arenaType)
|
|
{
|
|
case ARENA_TYPE_2v2:
|
|
MaxPlayersPerTeam = 2;
|
|
MinPlayersPerTeam = 2;
|
|
break;
|
|
case ARENA_TYPE_3v3:
|
|
MaxPlayersPerTeam = 3;
|
|
MinPlayersPerTeam = 3;
|
|
break;
|
|
case ARENA_TYPE_5v5:
|
|
MaxPlayersPerTeam = 5;
|
|
MinPlayersPerTeam = 5;
|
|
break;
|
|
}*/
|
|
}
|
|
}
|
|
|
|
m_SelectionPools[BG_TEAM_ALLIANCE].Init();
|
|
m_SelectionPools[BG_TEAM_HORDE].Init();
|
|
|
|
if( bg_template->isBattleGround() )
|
|
{
|
|
//check if there is premade against premade match
|
|
if( CheckPremadeMatch(queue_id, MinPlayersPerTeam, MaxPlayersPerTeam) )
|
|
{
|
|
//create new battleground
|
|
BattleGround * bg2 = NULL;
|
|
if( !(bg2 = sBattleGroundMgr.CreateNewBattleGround(bgTypeId, queue_id, 0, false)) )
|
|
{
|
|
sLog.outError("BattleGroundQueue::Update - Cannot create battleground: %u", bgTypeId);
|
|
return;
|
|
}
|
|
//invite those selection pools
|
|
for(uint32 i = 0; i < BG_TEAMS_COUNT; i++)
|
|
for(GroupsQueueType::const_iterator itr = m_SelectionPools[BG_TEAM_ALLIANCE + i].SelectedGroups.begin(); itr != m_SelectionPools[BG_TEAM_ALLIANCE + i].SelectedGroups.end(); ++itr)
|
|
InviteGroupToBG((*itr), bg2, (*itr)->Team);
|
|
//start bg
|
|
bg2->StartBattleGround();
|
|
//clear structures
|
|
m_SelectionPools[BG_TEAM_ALLIANCE].Init();
|
|
m_SelectionPools[BG_TEAM_HORDE].Init();
|
|
}
|
|
}
|
|
|
|
// now check if there are in queues enough players to start new game of (normal battleground, or non-rated arena)
|
|
if( !isRated )
|
|
{
|
|
// if there are enough players in pools, start new battleground or non rated arena
|
|
if( CheckNormalMatch(bg_template, queue_id, MinPlayersPerTeam, MaxPlayersPerTeam)
|
|
|| (bg_template->isArena() && CheckSkirmishForSameFaction(queue_id, MinPlayersPerTeam)) )
|
|
{
|
|
// we successfully created a pool
|
|
BattleGround * bg2 = NULL;
|
|
if( !(bg2 = sBattleGroundMgr.CreateNewBattleGround(bgTypeId, queue_id, arenaType, false)) )
|
|
{
|
|
sLog.outError("BattleGroundQueue::Update - Cannot create battleground: %u", bgTypeId);
|
|
return;
|
|
}
|
|
|
|
// invite those selection pools
|
|
for(uint32 i = 0; i < BG_TEAMS_COUNT; i++)
|
|
for(GroupsQueueType::const_iterator itr = m_SelectionPools[BG_TEAM_ALLIANCE + i].SelectedGroups.begin(); itr != m_SelectionPools[BG_TEAM_ALLIANCE + i].SelectedGroups.end(); ++itr)
|
|
InviteGroupToBG((*itr), bg2, (*itr)->Team);
|
|
// start bg
|
|
bg2->StartBattleGround();
|
|
}
|
|
}
|
|
else if( bg_template->isArena() )
|
|
{
|
|
// found out the minimum and maximum ratings the newly added team should battle against
|
|
// arenaRating is the rating of the latest joined team, or 0
|
|
// 0 is on (automatic update call) and we must set it to team's with longest wait time
|
|
if ( !arenaRating )
|
|
{
|
|
GroupQueueInfo* front1 = NULL;
|
|
GroupQueueInfo* front2 = NULL;
|
|
if( !m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_ALLIANCE].empty() )
|
|
{
|
|
front1 = m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_ALLIANCE].front();
|
|
arenaRating = front1->ArenaTeamRating;
|
|
}
|
|
if( !m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_HORDE].empty() )
|
|
{
|
|
front2 = m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_HORDE].front();
|
|
arenaRating = front2->ArenaTeamRating;
|
|
}
|
|
if( front1 && front2 )
|
|
{
|
|
if( front1->JoinTime < front2->JoinTime )
|
|
arenaRating = front1->ArenaTeamRating;
|
|
}
|
|
else if( !front1 && !front2 )
|
|
return; //queues are empty
|
|
}
|
|
|
|
//set rating range
|
|
uint32 arenaMinRating = (arenaRating <= sBattleGroundMgr.GetMaxRatingDifference()) ? 0 : arenaRating - sBattleGroundMgr.GetMaxRatingDifference();
|
|
uint32 arenaMaxRating = arenaRating + sBattleGroundMgr.GetMaxRatingDifference();
|
|
// if max rating difference is set and the time past since server startup is greater than the rating discard time
|
|
// (after what time the ratings aren't taken into account when making teams) then
|
|
// the discard time is current_time - time_to_discard, teams that joined after that, will have their ratings taken into account
|
|
// else leave the discard time on 0, this way all ratings will be discarded
|
|
uint32 discardTime = getMSTime() - sBattleGroundMgr.GetRatingDiscardTimer();
|
|
|
|
// we need to find 2 teams which will play next game
|
|
|
|
GroupsQueueType::iterator itr_team[BG_TEAMS_COUNT];
|
|
|
|
//optimalization : --- we dont need to use selection_pools - each update we select max 2 groups
|
|
|
|
for(uint32 i = BG_QUEUE_PREMADE_ALLIANCE; i < BG_QUEUE_NORMAL_ALLIANCE; i++)
|
|
{
|
|
// take the group that joined first
|
|
itr_team[i] = m_QueuedGroups[queue_id][i].begin();
|
|
for(; itr_team[i] != m_QueuedGroups[queue_id][i].end(); ++(itr_team[i]))
|
|
{
|
|
// if group match conditions, then add it to pool
|
|
if( !(*itr_team[i])->IsInvitedToBGInstanceGUID
|
|
&& (((*itr_team[i])->ArenaTeamRating >= arenaMinRating && (*itr_team[i])->ArenaTeamRating <= arenaMaxRating)
|
|
|| (*itr_team[i])->JoinTime < discardTime) )
|
|
{
|
|
m_SelectionPools[i].AddGroup((*itr_team[i]), MaxPlayersPerTeam);
|
|
// break for cycle to be able to start selecting another group from same faction queue
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
// now we are done if we have 2 groups - ali vs horde!
|
|
// if we don't have, we must try to continue search in same queue
|
|
// tmp variables are correctly set
|
|
// this code isn't much userfriendly - but it is supposed to continue search for mathing group in HORDE queue
|
|
if( m_SelectionPools[BG_TEAM_ALLIANCE].GetPlayerCount() == 0 && m_SelectionPools[BG_TEAM_HORDE].GetPlayerCount() )
|
|
{
|
|
itr_team[BG_TEAM_ALLIANCE] = itr_team[BG_TEAM_HORDE];
|
|
++itr_team[BG_TEAM_ALLIANCE];
|
|
for(; itr_team[BG_TEAM_ALLIANCE] != m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_HORDE].end(); ++(itr_team[BG_TEAM_ALLIANCE]))
|
|
{
|
|
if( !(*itr_team[BG_TEAM_ALLIANCE])->IsInvitedToBGInstanceGUID
|
|
&& (((*itr_team[BG_TEAM_ALLIANCE])->ArenaTeamRating >= arenaMinRating && (*itr_team[BG_TEAM_ALLIANCE])->ArenaTeamRating <= arenaMaxRating)
|
|
|| (*itr_team[BG_TEAM_ALLIANCE])->JoinTime < discardTime) )
|
|
{
|
|
m_SelectionPools[BG_TEAM_ALLIANCE].AddGroup((*itr_team[BG_TEAM_ALLIANCE]), MaxPlayersPerTeam);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
// this code isn't much userfriendly - but it is supposed to continue search for mathing group in ALLIANCE queue
|
|
if( m_SelectionPools[BG_TEAM_HORDE].GetPlayerCount() == 0 && m_SelectionPools[BG_TEAM_ALLIANCE].GetPlayerCount() )
|
|
{
|
|
itr_team[BG_TEAM_HORDE] = itr_team[BG_TEAM_ALLIANCE];
|
|
++itr_team[BG_TEAM_HORDE];
|
|
for(; itr_team[BG_TEAM_HORDE] != m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_ALLIANCE].end(); ++(itr_team[BG_TEAM_HORDE]))
|
|
{
|
|
if( !(*itr_team[BG_TEAM_HORDE])->IsInvitedToBGInstanceGUID
|
|
&& (((*itr_team[BG_TEAM_HORDE])->ArenaTeamRating >= arenaMinRating && (*itr_team[BG_TEAM_HORDE])->ArenaTeamRating <= arenaMaxRating)
|
|
|| (*itr_team[BG_TEAM_HORDE])->JoinTime < discardTime) )
|
|
{
|
|
m_SelectionPools[BG_TEAM_HORDE].AddGroup((*itr_team[BG_TEAM_HORDE]), MaxPlayersPerTeam);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
//if we have 2 teams, then start new arena and invite players!
|
|
if( m_SelectionPools[BG_TEAM_ALLIANCE].GetPlayerCount() && m_SelectionPools[BG_TEAM_HORDE].GetPlayerCount() )
|
|
{
|
|
BattleGround* arena = NULL;
|
|
if( !(arena = sBattleGroundMgr.CreateNewBattleGround(bgTypeId, queue_id, arenaType, true)) )
|
|
{
|
|
sLog.outError("BattlegroundQueue::Update couldn't create arena instance for rated arena match!");
|
|
return;
|
|
}
|
|
|
|
(*(itr_team[BG_TEAM_ALLIANCE]))->OpponentsTeamRating = (*(itr_team[BG_TEAM_HORDE]))->ArenaTeamRating;
|
|
sLog.outDebug("setting oposite teamrating for team %u to %u", (*(itr_team[BG_TEAM_ALLIANCE]))->ArenaTeamId, (*(itr_team[BG_TEAM_ALLIANCE]))->OpponentsTeamRating);
|
|
(*(itr_team[BG_TEAM_HORDE]))->OpponentsTeamRating = (*(itr_team[BG_TEAM_ALLIANCE]))->ArenaTeamRating;
|
|
sLog.outDebug("setting oposite teamrating for team %u to %u", (*(itr_team[BG_TEAM_HORDE]))->ArenaTeamId, (*(itr_team[BG_TEAM_HORDE]))->OpponentsTeamRating);
|
|
// now we must move team if we changed its faction to another faction queue, because then we will spam log by errors in Queue::RemovePlayer
|
|
if( (*(itr_team[BG_TEAM_ALLIANCE]))->Team != ALLIANCE )
|
|
{
|
|
// add to alliance queue
|
|
m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_ALLIANCE].push_front(*(itr_team[BG_TEAM_ALLIANCE]));
|
|
// erase from horde queue
|
|
m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_HORDE].erase(itr_team[BG_TEAM_ALLIANCE]);
|
|
itr_team[BG_TEAM_ALLIANCE] = m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_ALLIANCE].begin();
|
|
}
|
|
if( (*(itr_team[BG_TEAM_HORDE]))->Team != HORDE )
|
|
{
|
|
m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_HORDE].push_front(*(itr_team[BG_TEAM_HORDE]));
|
|
m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_ALLIANCE].erase(itr_team[BG_TEAM_HORDE]);
|
|
itr_team[BG_TEAM_HORDE] = m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_HORDE].begin();
|
|
}
|
|
|
|
InviteGroupToBG(*(itr_team[BG_TEAM_ALLIANCE]), arena, ALLIANCE);
|
|
InviteGroupToBG(*(itr_team[BG_TEAM_HORDE]), arena, HORDE);
|
|
|
|
sLog.outDebug("Starting rated arena match!");
|
|
|
|
arena->StartBattleGround();
|
|
}
|
|
}
|
|
}
|
|
|
|
/*********************************************************/
|
|
/*** BATTLEGROUND QUEUE EVENTS ***/
|
|
/*********************************************************/
|
|
|
|
bool BGQueueInviteEvent::Execute(uint64 /*e_time*/, uint32 /*p_time*/)
|
|
{
|
|
Player* plr = objmgr.GetPlayer( m_PlayerGuid );
|
|
|
|
// player logged off (we should do nothing, he is correctly removed from queue in another procedure)
|
|
if (!plr)
|
|
return true;
|
|
|
|
// Player can be in another BG queue and must be removed in normal way in any case
|
|
|
|
BattleGround* bg = sBattleGroundMgr.GetBattleGround(m_BgInstanceGUID, m_BgTypeId);
|
|
if (!bg)
|
|
return true;
|
|
|
|
BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(bg->GetTypeID(), bg->GetArenaType());
|
|
uint32 queueSlot = plr->GetBattleGroundQueueIndex(bgQueueTypeId);
|
|
if (queueSlot < PLAYER_MAX_BATTLEGROUND_QUEUES) // player is in queue
|
|
{
|
|
// check if player is invited to this bg ... this check must be here, because when player leaves queue and joins another, it would cause a problems
|
|
BattleGroundQueue::QueuedPlayersMap const& qpMap = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers;
|
|
BattleGroundQueue::QueuedPlayersMap::const_iterator qItr = qpMap.find(m_PlayerGuid);
|
|
if (qItr != qpMap.end() && qItr->second.GroupInfo->IsInvitedToBGInstanceGUID == m_BgInstanceGUID)
|
|
{
|
|
WorldPacket data;
|
|
sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, qItr->second.GroupInfo->Team, queueSlot, STATUS_WAIT_JOIN, INVITATION_REMIND_TIME, 0);
|
|
plr->GetSession()->SendPacket(&data);
|
|
}
|
|
}
|
|
return true; //event will be deleted
|
|
}
|
|
|
|
void BGQueueInviteEvent::Abort(uint64 /*e_time*/)
|
|
{
|
|
//this should not be called
|
|
sLog.outError("Battleground invite event ABORTED!");
|
|
}
|
|
|
|
bool BGQueueRemoveEvent::Execute(uint64 /*e_time*/, uint32 /*p_time*/)
|
|
{
|
|
Player* plr = objmgr.GetPlayer( m_PlayerGuid );
|
|
if (!plr)
|
|
// player logged off (we should do nothing, he is correctly removed from queue in another procedure)
|
|
return true;
|
|
|
|
BattleGround* bg = sBattleGroundMgr.GetBattleGround(m_BgInstanceGUID, m_BgTypeId);
|
|
if (!bg)
|
|
return true;
|
|
|
|
sLog.outDebug("Battleground: removing player %u from bg queue for instance %u because of not pressing enter battle in time.",plr->GetGUIDLow(),m_BgInstanceGUID);
|
|
|
|
BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(bg->GetTypeID(), bg->GetArenaType());
|
|
uint32 queueSlot = plr->GetBattleGroundQueueIndex(bgQueueTypeId);
|
|
if (queueSlot < PLAYER_MAX_BATTLEGROUND_QUEUES) // player is in queue
|
|
{
|
|
// check if player is invited to this bg ... this check must be here, because when player leaves queue and joins another, it would cause a problems
|
|
BattleGroundQueue::QueuedPlayersMap& qpMap = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers;
|
|
BattleGroundQueue::QueuedPlayersMap::iterator qMapItr = qpMap.find(m_PlayerGuid);
|
|
if (qMapItr != qpMap.end() && qMapItr->second.GroupInfo && qMapItr->second.GroupInfo->IsInvitedToBGInstanceGUID == m_BgInstanceGUID)
|
|
{
|
|
if (qMapItr->second.GroupInfo->IsRated)
|
|
{
|
|
ArenaTeam * at = objmgr.GetArenaTeamById(qMapItr->second.GroupInfo->ArenaTeamId);
|
|
if (at)
|
|
{
|
|
sLog.outDebug("UPDATING memberLost's personal arena rating for %u by opponents rating: %u", GUID_LOPART(plr->GetGUID()), qMapItr->second.GroupInfo->OpponentsTeamRating);
|
|
at->MemberLost(plr, qMapItr->second.GroupInfo->OpponentsTeamRating);
|
|
at->SaveToDB();
|
|
}
|
|
}
|
|
plr->RemoveBattleGroundQueueId(bgQueueTypeId);
|
|
sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].RemovePlayer(m_PlayerGuid, true);
|
|
sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bg->GetTypeID(), bg->GetQueueId());
|
|
WorldPacket data;
|
|
sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, m_PlayersTeam, queueSlot, STATUS_NONE, 0, 0);
|
|
plr->GetSession()->SendPacket(&data);
|
|
}
|
|
}
|
|
else
|
|
sLog.outDebug("Battleground: Player was already removed from queue");
|
|
|
|
//event will be deleted
|
|
return true;
|
|
}
|
|
|
|
void BGQueueRemoveEvent::Abort(uint64 /*e_time*/)
|
|
{
|
|
//this should not be called
|
|
sLog.outError("Battleground remove event ABORTED!");
|
|
}
|
|
|
|
/*********************************************************/
|
|
/*** BATTLEGROUND MANAGER ***/
|
|
/*********************************************************/
|
|
|
|
BattleGroundMgr::BattleGroundMgr() : m_AutoDistributionTimeChecker(0), m_ArenaTesting(false)
|
|
{
|
|
for(uint32 i = BATTLEGROUND_TYPE_NONE; i < MAX_BATTLEGROUND_TYPE_ID; i++)
|
|
m_BattleGrounds[i].clear();
|
|
m_NextRatingDiscardUpdate = sWorld.getConfig(CONFIG_ARENA_RATING_DISCARD_TIMER);
|
|
m_Testing=false;
|
|
}
|
|
|
|
BattleGroundMgr::~BattleGroundMgr()
|
|
{
|
|
DeleteAlllBattleGrounds();
|
|
}
|
|
|
|
void BattleGroundMgr::DeleteAlllBattleGrounds()
|
|
{
|
|
for(uint32 i = BATTLEGROUND_TYPE_NONE; i < MAX_BATTLEGROUND_TYPE_ID; i++)
|
|
{
|
|
for(BattleGroundSet::iterator itr = m_BattleGrounds[i].begin(); itr != m_BattleGrounds[i].end();)
|
|
{
|
|
BattleGround * bg = itr->second;
|
|
m_BattleGrounds[i].erase(itr++);
|
|
delete bg;
|
|
}
|
|
}
|
|
|
|
// destroy template battlegrounds that listed only in queues (other already terminated)
|
|
for(uint32 bgTypeId = 0; bgTypeId < MAX_BATTLEGROUND_TYPE_ID; ++bgTypeId)
|
|
{
|
|
// ~BattleGround call unregistring BG from queue
|
|
while(!BGFreeSlotQueue[bgTypeId].empty())
|
|
delete BGFreeSlotQueue[bgTypeId].front();
|
|
}
|
|
}
|
|
|
|
// used to update running battlegrounds, and delete finished ones
|
|
void BattleGroundMgr::Update(uint32 diff)
|
|
{
|
|
BattleGroundSet::iterator itr, next;
|
|
for(uint32 i = BATTLEGROUND_TYPE_NONE; i < MAX_BATTLEGROUND_TYPE_ID; i++)
|
|
{
|
|
itr = m_BattleGrounds[i].begin();
|
|
// skip updating battleground template
|
|
if( itr != m_BattleGrounds[i].end() )
|
|
++itr;
|
|
for(itr = m_BattleGrounds[i].begin(); itr != m_BattleGrounds[i].end(); itr = next)
|
|
{
|
|
next = itr;
|
|
++next;
|
|
itr->second->Update(diff);
|
|
// use the SetDeleteThis variable
|
|
// direct deletion caused crashes
|
|
if(itr->second->m_SetDeleteThis)
|
|
{
|
|
BattleGround * bg = itr->second;
|
|
m_BattleGrounds[i].erase(itr);
|
|
delete bg;
|
|
}
|
|
}
|
|
}
|
|
// if rating difference counts, maybe force-update queues
|
|
if(sWorld.getConfig(CONFIG_ARENA_MAX_RATING_DIFFERENCE) && sWorld.getConfig(CONFIG_ARENA_RATING_DISCARD_TIMER))
|
|
{
|
|
// it's time to force update
|
|
if(m_NextRatingDiscardUpdate < diff)
|
|
{
|
|
// forced update for level 70 rated arenas
|
|
sLog.outDebug("BattleGroundMgr: UPDATING ARENA QUEUES");
|
|
m_BattleGroundQueues[BATTLEGROUND_QUEUE_2v2].Update(BATTLEGROUND_AA, QUEUE_ID_MAX_LEVEL_79, ARENA_TYPE_2v2, true, 0);
|
|
m_BattleGroundQueues[BATTLEGROUND_QUEUE_2v2].Update(BATTLEGROUND_AA, QUEUE_ID_MAX_LEVEL_80, ARENA_TYPE_2v2, true, 0);
|
|
m_BattleGroundQueues[BATTLEGROUND_QUEUE_3v3].Update(BATTLEGROUND_AA, QUEUE_ID_MAX_LEVEL_79, ARENA_TYPE_3v3, true, 0);
|
|
m_BattleGroundQueues[BATTLEGROUND_QUEUE_3v3].Update(BATTLEGROUND_AA, QUEUE_ID_MAX_LEVEL_80, ARENA_TYPE_3v3, true, 0);
|
|
m_BattleGroundQueues[BATTLEGROUND_QUEUE_5v5].Update(BATTLEGROUND_AA, QUEUE_ID_MAX_LEVEL_79, ARENA_TYPE_5v5, true, 0);
|
|
m_BattleGroundQueues[BATTLEGROUND_QUEUE_5v5].Update(BATTLEGROUND_AA, QUEUE_ID_MAX_LEVEL_80, ARENA_TYPE_5v5, true, 0);
|
|
m_NextRatingDiscardUpdate = sWorld.getConfig(CONFIG_ARENA_RATING_DISCARD_TIMER);
|
|
}
|
|
else
|
|
m_NextRatingDiscardUpdate -= diff;
|
|
}
|
|
if(sWorld.getConfig(CONFIG_ARENA_AUTO_DISTRIBUTE_POINTS))
|
|
{
|
|
if(m_AutoDistributionTimeChecker < diff)
|
|
{
|
|
if(sWorld.GetGameTime() > m_NextAutoDistributionTime)
|
|
{
|
|
DistributeArenaPoints();
|
|
m_NextAutoDistributionTime = sWorld.GetGameTime() + BATTLEGROUND_ARENA_POINT_DISTRIBUTION_DAY * sWorld.getConfig(CONFIG_ARENA_AUTO_DISTRIBUTE_INTERVAL_DAYS);
|
|
CharacterDatabase.PExecute("UPDATE saved_variables SET NextArenaPointDistributionTime = '"I64FMTD"'", m_NextAutoDistributionTime);
|
|
}
|
|
m_AutoDistributionTimeChecker = 600000; // check 10 minutes
|
|
}
|
|
else
|
|
m_AutoDistributionTimeChecker -= diff;
|
|
}
|
|
}
|
|
|
|
void BattleGroundMgr::BuildBattleGroundStatusPacket(WorldPacket *data, BattleGround *bg, uint32 team, uint8 QueueSlot, uint8 StatusID, uint32 Time1, uint32 Time2, uint32 arenatype, uint8 israted)
|
|
{
|
|
// we can be in 3 queues in same time...
|
|
if(StatusID == 0)
|
|
{
|
|
data->Initialize(SMSG_BATTLEFIELD_STATUS, 4*3);
|
|
*data << uint32(QueueSlot); // queue id (0...2)
|
|
*data << uint64(0);
|
|
return;
|
|
}
|
|
|
|
data->Initialize(SMSG_BATTLEFIELD_STATUS, (4+1+1+4+2+4+1+4+4+4));
|
|
*data << uint32(QueueSlot); // queue id (0...2) - player can be in 3 queues in time
|
|
// uint64 in client
|
|
*data << uint64( uint64(arenatype ? arenatype : bg->GetArenaType()) | (uint64(0x0D) << 8) | (uint64(bg->GetTypeID()) << 16) | (uint64(0x1F90) << 48) );
|
|
*data << uint32(0); // unknown
|
|
// alliance/horde for BG and skirmish/rated for Arenas
|
|
*data << uint8(bg->isArena() ? ( israted ? israted : bg->isRated() ) : bg->GetTeamIndexByTeamId(team));
|
|
/* *data << uint8(arenatype ? arenatype : bg->GetArenaType()); // team type (0=BG, 2=2x2, 3=3x3, 5=5x5), for arenas // NOT PROPER VALUE IF ARENA ISN'T RUNNING YET!!!!
|
|
switch(bg->GetTypeID()) // value depends on bg id
|
|
{
|
|
case BATTLEGROUND_AV:
|
|
*data << uint8(1);
|
|
break;
|
|
case BATTLEGROUND_WS:
|
|
*data << uint8(2);
|
|
break;
|
|
case BATTLEGROUND_AB:
|
|
*data << uint8(3);
|
|
break;
|
|
case BATTLEGROUND_NA:
|
|
*data << uint8(4);
|
|
break;
|
|
case BATTLEGROUND_BE:
|
|
*data << uint8(5);
|
|
break;
|
|
case BATTLEGROUND_AA:
|
|
*data << uint8(6);
|
|
break;
|
|
case BATTLEGROUND_EY:
|
|
*data << uint8(7);
|
|
break;
|
|
case BATTLEGROUND_RL:
|
|
*data << uint8(8);
|
|
break;
|
|
case BATTLEGROUND_SA:
|
|
*data << uint8(9);
|
|
break;
|
|
case BATTLEGROUND_DS:
|
|
*data << uint8(10);
|
|
break;
|
|
case BATTLEGROUND_RV:
|
|
*data << uint8(11);
|
|
break;
|
|
default: // unknown
|
|
*data << uint8(0);
|
|
break;
|
|
}
|
|
|
|
if(bg->isArena() && (StatusID == STATUS_WAIT_QUEUE))
|
|
*data << uint32(BATTLEGROUND_AA); // all arenas I don't think so.
|
|
else
|
|
*data << uint32(bg->GetTypeID()); // BG id from DBC
|
|
|
|
*data << uint16(0x1F90); // unk value 8080
|
|
*data << uint32(bg->GetInstanceID()); // instance id
|
|
|
|
if(bg->isBattleGround())
|
|
*data << uint8(bg->GetTeamIndexByTeamId(team)); // team
|
|
else
|
|
*data << uint8(israted?israted:bg->isRated()); // is rated battle
|
|
*/
|
|
*data << uint32(StatusID); // status
|
|
switch(StatusID)
|
|
{
|
|
case STATUS_WAIT_QUEUE: // status_in_queue
|
|
*data << uint32(Time1); // average wait time, milliseconds
|
|
*data << uint32(Time2); // time in queue, updated every minute?
|
|
break;
|
|
case STATUS_WAIT_JOIN: // status_invite
|
|
*data << uint32(bg->GetMapId()); // map id
|
|
*data << uint32(Time1); // time to remove from queue, milliseconds
|
|
break;
|
|
case STATUS_IN_PROGRESS: // status_in_progress
|
|
*data << uint32(bg->GetMapId()); // map id
|
|
*data << uint32(Time1); // 0 at bg start, 120000 after bg end, time to bg auto leave, milliseconds
|
|
*data << uint32(Time2); // time from bg start, milliseconds
|
|
*data << uint8(0x1); // unk sometimes 0x0!
|
|
break;
|
|
default:
|
|
sLog.outError("Unknown BG status!");
|
|
break;
|
|
}
|
|
}
|
|
|
|
void BattleGroundMgr::BuildPvpLogDataPacket(WorldPacket *data, BattleGround *bg)
|
|
{
|
|
uint8 type = (bg->isArena() ? 1 : 0);
|
|
// last check on 3.0.3
|
|
data->Initialize(MSG_PVP_LOG_DATA, (1+1+4+40*bg->GetPlayerScoresSize()));
|
|
*data << uint8(type); // type (battleground=0/arena=1)
|
|
|
|
if(type) // arena
|
|
{
|
|
// it seems this must be according to BG_WINNER_A/H and _NOT_ BG_TEAM_A/H
|
|
for(int i = 1; i >= 0; --i)
|
|
{
|
|
*data << uint32(bg->m_ArenaTeamRatingChanges[i]);
|
|
*data << uint32(3999); // huge thanks for TOM_RUS for this!
|
|
sLog.outDebug("rating change: %d", bg->m_ArenaTeamRatingChanges[i]);
|
|
}
|
|
for(int i = 1; i >= 0; --i)
|
|
{
|
|
uint32 at_id = bg->m_ArenaTeamIds[i];
|
|
ArenaTeam * at = objmgr.GetArenaTeamById(at_id);
|
|
if(at)
|
|
*data << at->GetName();
|
|
else
|
|
*data << (uint8)0;
|
|
}
|
|
}
|
|
|
|
if(bg->GetStatus() != STATUS_WAIT_LEAVE)
|
|
{
|
|
*data << uint8(0); // bg not ended
|
|
}
|
|
else
|
|
{
|
|
*data << uint8(1); // bg ended
|
|
*data << uint8(bg->GetWinner()); // who win
|
|
}
|
|
|
|
*data << (int32)(bg->GetPlayerScoresSize());
|
|
|
|
for(std::map<uint64, BattleGroundScore*>::const_iterator itr = bg->GetPlayerScoresBegin(); itr != bg->GetPlayerScoresEnd(); ++itr)
|
|
{
|
|
*data << (uint64)itr->first;
|
|
*data << (int32)itr->second->KillingBlows;
|
|
if(type == 0)
|
|
{
|
|
*data << (int32)itr->second->HonorableKills;
|
|
*data << (int32)itr->second->Deaths;
|
|
*data << (int32)(itr->second->BonusHonor);
|
|
}
|
|
else
|
|
{
|
|
Player *plr = objmgr.GetPlayer(itr->first);
|
|
uint32 team = bg->GetPlayerTeam(itr->first);
|
|
if(!team && plr)
|
|
team = plr->GetTeam();
|
|
if( ( bg->GetWinner()==0 && team == ALLIANCE ) || ( bg->GetWinner()==1 && team==HORDE ) )
|
|
*data << uint8(1);
|
|
else
|
|
*data << uint8(0);
|
|
}
|
|
*data << (int32)itr->second->DamageDone; // damage done
|
|
*data << (int32)itr->second->HealingDone; // healing done
|
|
switch(bg->GetTypeID()) // battleground specific things
|
|
{
|
|
case BATTLEGROUND_AV:
|
|
*data << (uint32)0x00000005; // count of next fields
|
|
*data << (uint32)((BattleGroundAVScore*)itr->second)->GraveyardsAssaulted; // GraveyardsAssaulted
|
|
*data << (uint32)((BattleGroundAVScore*)itr->second)->GraveyardsDefended; // GraveyardsDefended
|
|
*data << (uint32)((BattleGroundAVScore*)itr->second)->TowersAssaulted; // TowersAssaulted
|
|
*data << (uint32)((BattleGroundAVScore*)itr->second)->TowersDefended; // TowersDefended
|
|
*data << (uint32)((BattleGroundAVScore*)itr->second)->MinesCaptured; // MinesCaptured
|
|
break;
|
|
case BATTLEGROUND_WS:
|
|
*data << (uint32)0x00000002; // count of next fields
|
|
*data << (uint32)((BattleGroundWGScore*)itr->second)->FlagCaptures; // flag captures
|
|
*data << (uint32)((BattleGroundWGScore*)itr->second)->FlagReturns; // flag returns
|
|
break;
|
|
case BATTLEGROUND_AB:
|
|
*data << (uint32)0x00000002; // count of next fields
|
|
*data << (uint32)((BattleGroundABScore*)itr->second)->BasesAssaulted; // bases asssulted
|
|
*data << (uint32)((BattleGroundABScore*)itr->second)->BasesDefended; // bases defended
|
|
break;
|
|
case BATTLEGROUND_EY:
|
|
*data << (uint32)0x00000001; // count of next fields
|
|
*data << (uint32)((BattleGroundEYScore*)itr->second)->FlagCaptures; // flag captures
|
|
break;
|
|
case BATTLEGROUND_NA:
|
|
case BATTLEGROUND_BE:
|
|
case BATTLEGROUND_AA:
|
|
case BATTLEGROUND_RL:
|
|
case BATTLEGROUND_SA: // wotlk
|
|
case BATTLEGROUND_DS: // wotlk
|
|
case BATTLEGROUND_RV: // wotlk
|
|
*data << (int32)0; // 0
|
|
break;
|
|
default:
|
|
sLog.outDebug("Unhandled MSG_PVP_LOG_DATA for BG id %u", bg->GetTypeID());
|
|
*data << (int32)0;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void BattleGroundMgr::BuildGroupJoinedBattlegroundPacket(WorldPacket *data, BattleGroundTypeId bgTypeId)
|
|
{
|
|
/*bgTypeId is:
|
|
0 - Your group has joined a battleground queue, but you are not eligible
|
|
1 - Your group has joined the queue for AV
|
|
2 - Your group has joined the queue for WS
|
|
3 - Your group has joined the queue for AB
|
|
4 - Your group has joined the queue for NA
|
|
5 - Your group has joined the queue for BE Arena
|
|
6 - Your group has joined the queue for All Arenas
|
|
7 - Your group has joined the queue for EotS*/
|
|
data->Initialize(SMSG_GROUP_JOINED_BATTLEGROUND, 4);
|
|
*data << uint32(bgTypeId);
|
|
}
|
|
|
|
void BattleGroundMgr::BuildUpdateWorldStatePacket(WorldPacket *data, uint32 field, uint32 value)
|
|
{
|
|
data->Initialize(SMSG_UPDATE_WORLD_STATE, 4+4);
|
|
*data << uint32(field);
|
|
*data << uint32(value);
|
|
}
|
|
|
|
void BattleGroundMgr::BuildPlaySoundPacket(WorldPacket *data, uint32 soundid)
|
|
{
|
|
data->Initialize(SMSG_PLAY_SOUND, 4);
|
|
*data << uint32(soundid);
|
|
}
|
|
|
|
void BattleGroundMgr::BuildPlayerLeftBattleGroundPacket(WorldPacket *data, Player *plr)
|
|
{
|
|
data->Initialize(SMSG_BATTLEGROUND_PLAYER_LEFT, 8);
|
|
*data << uint64(plr->GetGUID());
|
|
}
|
|
|
|
void BattleGroundMgr::BuildPlayerJoinedBattleGroundPacket(WorldPacket *data, Player *plr)
|
|
{
|
|
data->Initialize(SMSG_BATTLEGROUND_PLAYER_JOINED, 8);
|
|
*data << uint64(plr->GetGUID());
|
|
}
|
|
|
|
void BattleGroundMgr::InvitePlayer(Player* plr, uint32 bgInstanceGUID, BattleGroundTypeId bgTypeId, uint32 team)
|
|
{
|
|
// set invited player counters:
|
|
BattleGround* bg = GetBattleGround(bgInstanceGUID, bgTypeId);
|
|
if(!bg)
|
|
return;
|
|
bg->IncreaseInvitedCount(team);
|
|
|
|
plr->SetInviteForBattleGroundQueueType(BGQueueTypeId(bg->GetTypeID(),bg->GetArenaType()), bgInstanceGUID);
|
|
|
|
// set the arena teams for rated matches
|
|
if(bg->isArena() && bg->isRated())
|
|
{
|
|
switch(bg->GetArenaType())
|
|
{
|
|
case ARENA_TYPE_2v2:
|
|
bg->SetArenaTeamIdForTeam(team, plr->GetArenaTeamId(0));
|
|
break;
|
|
case ARENA_TYPE_3v3:
|
|
bg->SetArenaTeamIdForTeam(team, plr->GetArenaTeamId(1));
|
|
break;
|
|
case ARENA_TYPE_5v5:
|
|
bg->SetArenaTeamIdForTeam(team, plr->GetArenaTeamId(2));
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
// create invite events:
|
|
//add events to player's counters ---- this is not good way - there should be something like global event processor, where we should add those events
|
|
BGQueueInviteEvent* inviteEvent = new BGQueueInviteEvent(plr->GetGUID(), bgInstanceGUID, bgTypeId);
|
|
plr->m_Events.AddEvent(inviteEvent, plr->m_Events.CalculateTime(INVITATION_REMIND_TIME));
|
|
BGQueueRemoveEvent* removeEvent = new BGQueueRemoveEvent(plr->GetGUID(), bgInstanceGUID, bgTypeId, team);
|
|
plr->m_Events.AddEvent(removeEvent, plr->m_Events.CalculateTime(INVITE_ACCEPT_WAIT_TIME));
|
|
}
|
|
|
|
BattleGround * BattleGroundMgr::GetBattleGround(uint32 InstanceID, BattleGroundTypeId bgTypeId)
|
|
{
|
|
//search if needed
|
|
BattleGroundSet::iterator itr;
|
|
if( bgTypeId == BATTLEGROUND_TYPE_NONE)
|
|
{
|
|
for(uint32 i = BATTLEGROUND_AV; i < MAX_BATTLEGROUND_TYPE_ID; i++)
|
|
{
|
|
itr = m_BattleGrounds[i].find(InstanceID);
|
|
if( itr != m_BattleGrounds[i].end() )
|
|
return itr->second;
|
|
}
|
|
return NULL;
|
|
}
|
|
itr = m_BattleGrounds[bgTypeId].find(InstanceID);
|
|
return ( (itr != m_BattleGrounds[bgTypeId].end()) ? itr->second : NULL );
|
|
}
|
|
|
|
BattleGround * BattleGroundMgr::GetBattleGroundTemplate(BattleGroundTypeId bgTypeId)
|
|
{
|
|
//map is sorted and we can be sure that lowest instance id has only BG template
|
|
return m_BattleGrounds[bgTypeId].empty() ? NULL : m_BattleGrounds[bgTypeId].begin()->second;
|
|
}
|
|
|
|
// create a new battleground that will really be used to play
|
|
BattleGround * BattleGroundMgr::CreateNewBattleGround(BattleGroundTypeId bgTypeId, BGQueueIdBasedOnLevel queue_id, uint8 arenaType, bool isRated)
|
|
{
|
|
// get the template BG
|
|
BattleGround *bg_template = GetBattleGroundTemplate(bgTypeId);
|
|
if(!bg_template)
|
|
{
|
|
sLog.outError("BattleGround: CreateNewBattleGround - bg template not found for %u", bgTypeId);
|
|
return NULL;
|
|
}
|
|
|
|
//for arenas there is random map used
|
|
if(bg_template->isArena())
|
|
{
|
|
BattleGroundTypeId arenas[] = {BATTLEGROUND_NA, BATTLEGROUND_BE, BATTLEGROUND_RL};
|
|
uint32 arena_num = urand(0,2);
|
|
bgTypeId = arenas[arena_num];
|
|
bg_template = GetBattleGroundTemplate(bgTypeId);
|
|
if(!bg_template)
|
|
{
|
|
sLog.outError("BattleGround: CreateNewBattleGround - bg template not found for %u", bgTypeId);
|
|
return NULL;
|
|
}
|
|
}
|
|
|
|
BattleGround *bg = NULL;
|
|
// create a copy of the BG template
|
|
switch(bgTypeId)
|
|
{
|
|
case BATTLEGROUND_AV:
|
|
bg = new BattleGroundAV(*(BattleGroundAV*)bg_template);
|
|
break;
|
|
case BATTLEGROUND_WS:
|
|
bg = new BattleGroundWS(*(BattleGroundWS*)bg_template);
|
|
break;
|
|
case BATTLEGROUND_AB:
|
|
bg = new BattleGroundAB(*(BattleGroundAB*)bg_template);
|
|
break;
|
|
case BATTLEGROUND_NA:
|
|
bg = new BattleGroundNA(*(BattleGroundNA*)bg_template);
|
|
break;
|
|
case BATTLEGROUND_BE:
|
|
bg = new BattleGroundBE(*(BattleGroundBE*)bg_template);
|
|
break;
|
|
case BATTLEGROUND_AA:
|
|
bg = new BattleGroundAA(*(BattleGroundAA*)bg_template);
|
|
break;
|
|
case BATTLEGROUND_EY:
|
|
bg = new BattleGroundEY(*(BattleGroundEY*)bg_template);
|
|
break;
|
|
case BATTLEGROUND_RL:
|
|
bg = new BattleGroundRL(*(BattleGroundRL*)bg_template);
|
|
break;
|
|
case BATTLEGROUND_SA:
|
|
bg = new BattleGroundSA(*(BattleGroundSA*)bg_template);
|
|
break;
|
|
case BATTLEGROUND_DS:
|
|
bg = new BattleGroundDS(*(BattleGroundDS*)bg_template);
|
|
break;
|
|
case BATTLEGROUND_RV:
|
|
bg = new BattleGroundRV(*(BattleGroundRV*)bg_template);
|
|
break;
|
|
default:
|
|
//error, but it is handled few lines above
|
|
return 0;
|
|
}
|
|
|
|
// generate a new instance id
|
|
bg->SetInstanceID(MapManager::Instance().GenerateInstanceId()); // set instance id
|
|
|
|
// reset the new bg (set status to status_wait_queue from status_none)
|
|
bg->Reset();
|
|
|
|
// start the joining of the bg
|
|
bg->SetStatus(STATUS_WAIT_JOIN);
|
|
bg->SetQueueId(queue_id);
|
|
bg->SetArenaType(arenaType);
|
|
bg->SetRated(isRated);
|
|
|
|
// add BG to free slot queue
|
|
bg->AddToBGFreeSlotQueue();
|
|
|
|
// add bg to update list
|
|
AddBattleGround(bg->GetInstanceID(), bg->GetTypeID(), bg);
|
|
|
|
return bg;
|
|
}
|
|
|
|
// used to create the BG templates
|
|
uint32 BattleGroundMgr::CreateBattleGround(BattleGroundTypeId bgTypeId, bool IsArena, uint32 MinPlayersPerTeam, uint32 MaxPlayersPerTeam, uint32 LevelMin, uint32 LevelMax, char* BattleGroundName, uint32 MapID, float Team1StartLocX, float Team1StartLocY, float Team1StartLocZ, float Team1StartLocO, float Team2StartLocX, float Team2StartLocY, float Team2StartLocZ, float Team2StartLocO)
|
|
{
|
|
// Create the BG
|
|
BattleGround *bg = NULL;
|
|
switch(bgTypeId)
|
|
{
|
|
case BATTLEGROUND_AV: bg = new BattleGroundAV; break;
|
|
case BATTLEGROUND_WS: bg = new BattleGroundWS; break;
|
|
case BATTLEGROUND_AB: bg = new BattleGroundAB; break;
|
|
case BATTLEGROUND_NA: bg = new BattleGroundNA; break;
|
|
case BATTLEGROUND_BE: bg = new BattleGroundBE; break;
|
|
case BATTLEGROUND_AA: bg = new BattleGroundAA; break;
|
|
case BATTLEGROUND_EY: bg = new BattleGroundEY; break;
|
|
case BATTLEGROUND_RL: bg = new BattleGroundRL; break;
|
|
case BATTLEGROUND_SA: bg = new BattleGroundSA; break;
|
|
case BATTLEGROUND_DS: bg = new BattleGroundDS; break;
|
|
case BATTLEGROUND_RV: bg = new BattleGroundRV; break;
|
|
default:bg = new BattleGround; break; // placeholder for non implemented BG
|
|
}
|
|
|
|
bg->SetMapId(MapID);
|
|
bg->SetTypeID(bgTypeId);
|
|
bg->SetInstanceID(0);
|
|
bg->SetArenaorBGType(IsArena);
|
|
bg->SetMinPlayersPerTeam(MinPlayersPerTeam);
|
|
bg->SetMaxPlayersPerTeam(MaxPlayersPerTeam);
|
|
bg->SetMinPlayers(MinPlayersPerTeam * 2);
|
|
bg->SetMaxPlayers(MaxPlayersPerTeam * 2);
|
|
bg->SetName(BattleGroundName);
|
|
bg->SetTeamStartLoc(ALLIANCE, Team1StartLocX, Team1StartLocY, Team1StartLocZ, Team1StartLocO);
|
|
bg->SetTeamStartLoc(HORDE, Team2StartLocX, Team2StartLocY, Team2StartLocZ, Team2StartLocO);
|
|
bg->SetLevelRange(LevelMin, LevelMax);
|
|
|
|
// add bg to update list
|
|
AddBattleGround(bg->GetInstanceID(), bg->GetTypeID(), bg);
|
|
|
|
// return some not-null value, bgTypeId is good enough for me
|
|
return bgTypeId;
|
|
}
|
|
|
|
void BattleGroundMgr::CreateInitialBattleGrounds()
|
|
{
|
|
float AStartLoc[4];
|
|
float HStartLoc[4];
|
|
uint32 MaxPlayersPerTeam, MinPlayersPerTeam, MinLvl, MaxLvl, start1, start2;
|
|
BattlemasterListEntry const *bl;
|
|
WorldSafeLocsEntry const *start;
|
|
bool IsArena;
|
|
|
|
uint32 count = 0;
|
|
|
|
// 0 1 2 3 4 5 6 7 8
|
|
QueryResult *result = WorldDatabase.Query("SELECT id, MinPlayersPerTeam,MaxPlayersPerTeam,MinLvl,MaxLvl,AllianceStartLoc,AllianceStartO,HordeStartLoc,HordeStartO FROM battleground_template");
|
|
|
|
if(!result)
|
|
{
|
|
barGoLink bar(1);
|
|
|
|
bar.step();
|
|
|
|
sLog.outString();
|
|
sLog.outErrorDb(">> Loaded 0 battlegrounds. DB table `battleground_template` is empty.");
|
|
return;
|
|
}
|
|
|
|
barGoLink bar(result->GetRowCount());
|
|
|
|
do
|
|
{
|
|
Field *fields = result->Fetch();
|
|
bar.step();
|
|
|
|
uint32 bgTypeID_ = fields[0].GetUInt32();
|
|
|
|
// can be overwrite by values from DB
|
|
bl = sBattlemasterListStore.LookupEntry(bgTypeID_);
|
|
if(!bl)
|
|
{
|
|
sLog.outError("Battleground ID %u not found in BattlemasterList.dbc. Battleground not created.", bgTypeID_);
|
|
continue;
|
|
}
|
|
|
|
BattleGroundTypeId bgTypeID = BattleGroundTypeId(bgTypeID_);
|
|
|
|
IsArena = (bl->type == TYPE_ARENA);
|
|
MinPlayersPerTeam = fields[1].GetUInt32();
|
|
MaxPlayersPerTeam = fields[2].GetUInt32();
|
|
MinLvl = fields[3].GetUInt32();
|
|
MaxLvl = fields[4].GetUInt32();
|
|
//check values from DB
|
|
if( MaxPlayersPerTeam == 0 || MinPlayersPerTeam == 0 || MinPlayersPerTeam > MaxPlayersPerTeam )
|
|
{
|
|
MaxPlayersPerTeam = bl->maxplayersperteam;
|
|
MinPlayersPerTeam = bl->maxplayersperteam / 2;
|
|
}
|
|
if( MinLvl == 0 || MaxLvl == 0 || MinLvl > MaxLvl )
|
|
{
|
|
MinLvl = bl->minlvl;
|
|
MaxLvl = bl->maxlvl;
|
|
}
|
|
|
|
start1 = fields[5].GetUInt32();
|
|
|
|
start = sWorldSafeLocsStore.LookupEntry(start1);
|
|
if(start)
|
|
{
|
|
AStartLoc[0] = start->x;
|
|
AStartLoc[1] = start->y;
|
|
AStartLoc[2] = start->z;
|
|
AStartLoc[3] = fields[6].GetFloat();
|
|
}
|
|
else if(bgTypeID == BATTLEGROUND_AA)
|
|
{
|
|
AStartLoc[0] = 0;
|
|
AStartLoc[1] = 0;
|
|
AStartLoc[2] = 0;
|
|
AStartLoc[3] = fields[6].GetFloat();
|
|
}
|
|
else
|
|
{
|
|
sLog.outErrorDb("Table `battleground_template` for id %u have non-existed WorldSafeLocs.dbc id %u in field `AllianceStartLoc`. BG not created.", bgTypeID, start1);
|
|
continue;
|
|
}
|
|
|
|
start2 = fields[7].GetUInt32();
|
|
|
|
start = sWorldSafeLocsStore.LookupEntry(start2);
|
|
if(start)
|
|
{
|
|
HStartLoc[0] = start->x;
|
|
HStartLoc[1] = start->y;
|
|
HStartLoc[2] = start->z;
|
|
HStartLoc[3] = fields[8].GetFloat();
|
|
}
|
|
else if(bgTypeID == BATTLEGROUND_AA)
|
|
{
|
|
HStartLoc[0] = 0;
|
|
HStartLoc[1] = 0;
|
|
HStartLoc[2] = 0;
|
|
HStartLoc[3] = fields[8].GetFloat();
|
|
}
|
|
else
|
|
{
|
|
sLog.outErrorDb("Table `battleground_template` for id %u have non-existed WorldSafeLocs.dbc id %u in field `HordeStartLoc`. BG not created.", bgTypeID, start2);
|
|
continue;
|
|
}
|
|
|
|
//sLog.outDetail("Creating battleground %s, %u-%u", bl->name[sWorld.GetDBClang()], MinLvl, MaxLvl);
|
|
if(!CreateBattleGround(bgTypeID, IsArena, MinPlayersPerTeam, MaxPlayersPerTeam, MinLvl, MaxLvl, bl->name[sWorld.GetDefaultDbcLocale()], bl->mapid[0], AStartLoc[0], AStartLoc[1], AStartLoc[2], AStartLoc[3], HStartLoc[0], HStartLoc[1], HStartLoc[2], HStartLoc[3]))
|
|
continue;
|
|
|
|
++count;
|
|
} while (result->NextRow());
|
|
|
|
delete result;
|
|
|
|
sLog.outString();
|
|
sLog.outString( ">> Loaded %u battlegrounds", count );
|
|
}
|
|
|
|
void BattleGroundMgr::InitAutomaticArenaPointDistribution()
|
|
{
|
|
if(sWorld.getConfig(CONFIG_ARENA_AUTO_DISTRIBUTE_POINTS))
|
|
{
|
|
sLog.outDebug("Initializing Automatic Arena Point Distribution");
|
|
QueryResult * result = CharacterDatabase.Query("SELECT NextArenaPointDistributionTime FROM saved_variables");
|
|
if(!result)
|
|
{
|
|
sLog.outDebug("Battleground: Next arena point distribution time not found in SavedVariables, reseting it now.");
|
|
m_NextAutoDistributionTime = sWorld.GetGameTime() + BATTLEGROUND_ARENA_POINT_DISTRIBUTION_DAY * sWorld.getConfig(CONFIG_ARENA_AUTO_DISTRIBUTE_INTERVAL_DAYS);
|
|
CharacterDatabase.PExecute("INSERT INTO saved_variables (NextArenaPointDistributionTime) VALUES ('"I64FMTD"')", m_NextAutoDistributionTime);
|
|
}
|
|
else
|
|
{
|
|
m_NextAutoDistributionTime = (*result)[0].GetUInt64();
|
|
delete result;
|
|
}
|
|
sLog.outDebug("Automatic Arena Point Distribution initialized.");
|
|
}
|
|
}
|
|
|
|
void BattleGroundMgr::DistributeArenaPoints()
|
|
{
|
|
// used to distribute arena points based on last week's stats
|
|
sWorld.SendWorldText(LANG_DIST_ARENA_POINTS_START);
|
|
|
|
sWorld.SendWorldText(LANG_DIST_ARENA_POINTS_ONLINE_START);
|
|
|
|
//temporary structure for storing maximum points to add values for all players
|
|
std::map<uint32, uint32> PlayerPoints;
|
|
|
|
//at first update all points for all team members
|
|
for(ObjectMgr::ArenaTeamMap::iterator team_itr = objmgr.GetArenaTeamMapBegin(); team_itr != objmgr.GetArenaTeamMapEnd(); ++team_itr)
|
|
{
|
|
if(ArenaTeam * at = team_itr->second)
|
|
{
|
|
at->UpdateArenaPointsHelper(PlayerPoints);
|
|
}
|
|
}
|
|
|
|
//cycle that gives points to all players
|
|
for (std::map<uint32, uint32>::iterator plr_itr = PlayerPoints.begin(); plr_itr != PlayerPoints.end(); ++plr_itr)
|
|
{
|
|
//update to database
|
|
CharacterDatabase.PExecute("UPDATE characters SET arena_pending_points = '%u' WHERE guid = '%u'", plr_itr->second, plr_itr->first);
|
|
//add points if player is online
|
|
Player* pl = objmgr.GetPlayer(plr_itr->first);
|
|
if (pl)
|
|
pl->ModifyArenaPoints(plr_itr->second);
|
|
}
|
|
|
|
PlayerPoints.clear();
|
|
|
|
sWorld.SendWorldText(LANG_DIST_ARENA_POINTS_ONLINE_END);
|
|
|
|
sWorld.SendWorldText(LANG_DIST_ARENA_POINTS_TEAM_START);
|
|
for(ObjectMgr::ArenaTeamMap::iterator titr = objmgr.GetArenaTeamMapBegin(); titr != objmgr.GetArenaTeamMapEnd(); ++titr)
|
|
{
|
|
if(ArenaTeam * at = titr->second)
|
|
{
|
|
at->FinishWeek(); // set played this week etc values to 0 in memory, too
|
|
at->SaveToDB(); // save changes
|
|
at->NotifyStatsChanged(); // notify the players of the changes
|
|
}
|
|
}
|
|
|
|
sWorld.SendWorldText(LANG_DIST_ARENA_POINTS_TEAM_END);
|
|
|
|
sWorld.SendWorldText(LANG_DIST_ARENA_POINTS_END);
|
|
}
|
|
|
|
void BattleGroundMgr::BuildBattleGroundListPacket(WorldPacket *data, const uint64& guid, Player* plr, BattleGroundTypeId bgTypeId)
|
|
{
|
|
uint32 PlayerLevel = 10;
|
|
|
|
if(plr)
|
|
PlayerLevel = plr->getLevel();
|
|
|
|
data->Initialize(SMSG_BATTLEFIELD_LIST);
|
|
*data << uint64(guid); // battlemaster guid
|
|
*data << uint32(bgTypeId); // battleground id
|
|
if(bgTypeId == BATTLEGROUND_AA) // arena
|
|
{
|
|
*data << uint8(5); // unk
|
|
*data << uint32(0); // unk
|
|
}
|
|
else // battleground
|
|
{
|
|
*data << uint8(0x00); // unk
|
|
|
|
size_t count_pos = data->wpos();
|
|
uint32 count = 0;
|
|
*data << uint32(0x00); // number of bg instances
|
|
|
|
for(BattleGroundSet::iterator itr = m_BattleGrounds[bgTypeId].begin(); itr != m_BattleGrounds[bgTypeId].end(); ++itr)
|
|
{
|
|
// skip sending battleground template
|
|
if( itr == m_BattleGrounds[bgTypeId].begin() )
|
|
continue;
|
|
if( PlayerLevel >= itr->second->GetMinLevel() && PlayerLevel <= itr->second->GetMaxLevel() )
|
|
{
|
|
*data << uint32(itr->second->GetInstanceID());
|
|
++count;
|
|
}
|
|
}
|
|
data->put<uint32>( count_pos , count);
|
|
}
|
|
}
|
|
|
|
void BattleGroundMgr::SendToBattleGround(Player *pl, uint32 instanceId, BattleGroundTypeId bgTypeId)
|
|
{
|
|
BattleGround *bg = GetBattleGround(instanceId, bgTypeId);
|
|
if(bg)
|
|
{
|
|
uint32 mapid = bg->GetMapId();
|
|
float x, y, z, O;
|
|
uint32 team = pl->GetBGTeam();
|
|
if(team==0)
|
|
team = pl->GetTeam();
|
|
bg->GetTeamStartLoc(team, x, y, z, O);
|
|
|
|
sLog.outDetail("BATTLEGROUND: Sending %s to map %u, X %f, Y %f, Z %f, O %f", pl->GetName(), mapid, x, y, z, O);
|
|
pl->TeleportTo(mapid, x, y, z, O);
|
|
}
|
|
else
|
|
{
|
|
sLog.outError("player %u trying to port to non-existent bg instance %u",pl->GetGUIDLow(), instanceId);
|
|
}
|
|
}
|
|
|
|
void BattleGroundMgr::SendAreaSpiritHealerQueryOpcode(Player *pl, BattleGround *bg, const uint64& guid)
|
|
{
|
|
WorldPacket data(SMSG_AREA_SPIRIT_HEALER_TIME, 12);
|
|
uint32 time_ = 30000 - bg->GetLastResurrectTime(); // resurrect every 30 seconds
|
|
if(time_ == uint32(-1))
|
|
time_ = 0;
|
|
data << guid << time_;
|
|
pl->GetSession()->SendPacket(&data);
|
|
}
|
|
|
|
bool BattleGroundMgr::IsArenaType(BattleGroundTypeId bgTypeId)
|
|
{
|
|
return ( bgTypeId == BATTLEGROUND_AA ||
|
|
bgTypeId == BATTLEGROUND_BE ||
|
|
bgTypeId == BATTLEGROUND_NA ||
|
|
bgTypeId == BATTLEGROUND_RL );
|
|
}
|
|
|
|
BattleGroundQueueTypeId BattleGroundMgr::BGQueueTypeId(BattleGroundTypeId bgTypeId, uint8 arenaType)
|
|
{
|
|
switch(bgTypeId)
|
|
{
|
|
case BATTLEGROUND_WS:
|
|
return BATTLEGROUND_QUEUE_WS;
|
|
case BATTLEGROUND_AB:
|
|
return BATTLEGROUND_QUEUE_AB;
|
|
case BATTLEGROUND_AV:
|
|
return BATTLEGROUND_QUEUE_AV;
|
|
case BATTLEGROUND_EY:
|
|
return BATTLEGROUND_QUEUE_EY;
|
|
case BATTLEGROUND_SA:
|
|
return BATTLEGROUND_QUEUE_SA;
|
|
case BATTLEGROUND_AA:
|
|
case BATTLEGROUND_NA:
|
|
case BATTLEGROUND_RL:
|
|
case BATTLEGROUND_BE:
|
|
case BATTLEGROUND_DS:
|
|
case BATTLEGROUND_RV:
|
|
switch(arenaType)
|
|
{
|
|
case ARENA_TYPE_2v2:
|
|
return BATTLEGROUND_QUEUE_2v2;
|
|
case ARENA_TYPE_3v3:
|
|
return BATTLEGROUND_QUEUE_3v3;
|
|
case ARENA_TYPE_5v5:
|
|
return BATTLEGROUND_QUEUE_5v5;
|
|
default:
|
|
return BATTLEGROUND_QUEUE_NONE;
|
|
}
|
|
default:
|
|
return BATTLEGROUND_QUEUE_NONE;
|
|
}
|
|
}
|
|
|
|
BattleGroundTypeId BattleGroundMgr::BGTemplateId(BattleGroundQueueTypeId bgQueueTypeId)
|
|
{
|
|
switch(bgQueueTypeId)
|
|
{
|
|
case BATTLEGROUND_QUEUE_WS:
|
|
return BATTLEGROUND_WS;
|
|
case BATTLEGROUND_QUEUE_AB:
|
|
return BATTLEGROUND_AB;
|
|
case BATTLEGROUND_QUEUE_AV:
|
|
return BATTLEGROUND_AV;
|
|
case BATTLEGROUND_QUEUE_EY:
|
|
return BATTLEGROUND_EY;
|
|
case BATTLEGROUND_QUEUE_SA:
|
|
return BATTLEGROUND_SA;
|
|
case BATTLEGROUND_QUEUE_2v2:
|
|
case BATTLEGROUND_QUEUE_3v3:
|
|
case BATTLEGROUND_QUEUE_5v5:
|
|
return BATTLEGROUND_AA;
|
|
default:
|
|
return BattleGroundTypeId(0); // used for unknown template (it existed and do nothing)
|
|
}
|
|
}
|
|
|
|
uint8 BattleGroundMgr::BGArenaType(BattleGroundQueueTypeId bgQueueTypeId)
|
|
{
|
|
switch(bgQueueTypeId)
|
|
{
|
|
case BATTLEGROUND_QUEUE_2v2:
|
|
return ARENA_TYPE_2v2;
|
|
case BATTLEGROUND_QUEUE_3v3:
|
|
return ARENA_TYPE_3v3;
|
|
case BATTLEGROUND_QUEUE_5v5:
|
|
return ARENA_TYPE_5v5;
|
|
default:
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
void BattleGroundMgr::ToggleTesting()
|
|
{
|
|
m_Testing = !m_Testing;
|
|
if(m_Testing)
|
|
sWorld.SendWorldText(LANG_DEBUG_BG_ON);
|
|
else
|
|
sWorld.SendWorldText(LANG_DEBUG_BG_OFF);
|
|
}
|
|
|
|
void BattleGroundMgr::ToggleArenaTesting()
|
|
{
|
|
m_ArenaTesting = !m_ArenaTesting;
|
|
if(m_ArenaTesting)
|
|
sWorld.SendWorldText(LANG_DEBUG_ARENA_ON);
|
|
else
|
|
sWorld.SendWorldText(LANG_DEBUG_ARENA_OFF);
|
|
}
|
|
|
|
uint32 BattleGroundMgr::GetMaxRatingDifference() const
|
|
{
|
|
// this is for stupid people who can't use brain and set max rating difference to 0
|
|
uint32 diff = sWorld.getConfig(CONFIG_ARENA_MAX_RATING_DIFFERENCE);
|
|
if (diff == 0)
|
|
diff = 5000;
|
|
return diff;
|
|
}
|
|
|
|
uint32 BattleGroundMgr::GetRatingDiscardTimer() const
|
|
{
|
|
return sWorld.getConfig(CONFIG_ARENA_RATING_DISCARD_TIMER);
|
|
}
|
|
|
|
uint32 BattleGroundMgr::GetPrematureFinishTime() const
|
|
{
|
|
return sWorld.getConfig(CONFIG_BATTLEGROUND_PREMATURE_FINISH_TIMER);
|
|
}
|
|
|
|
void BattleGroundMgr::LoadBattleMastersEntry()
|
|
{
|
|
mBattleMastersMap.clear(); // need for reload case
|
|
|
|
QueryResult *result = WorldDatabase.Query( "SELECT entry,bg_template FROM battlemaster_entry" );
|
|
|
|
uint32 count = 0;
|
|
|
|
if( !result )
|
|
{
|
|
barGoLink bar( 1 );
|
|
bar.step();
|
|
|
|
sLog.outString();
|
|
sLog.outString( ">> Loaded 0 battlemaster entries - table is empty!" );
|
|
return;
|
|
}
|
|
|
|
barGoLink bar( result->GetRowCount() );
|
|
|
|
do
|
|
{
|
|
++count;
|
|
bar.step();
|
|
|
|
Field *fields = result->Fetch();
|
|
|
|
uint32 entry = fields[0].GetUInt32();
|
|
uint32 bgTypeId = fields[1].GetUInt32();
|
|
if (!sBattlemasterListStore.LookupEntry(bgTypeId))
|
|
{
|
|
sLog.outErrorDb("Table `battlemaster_entry` contain entry %u for not existed battleground type %u, ignored.",entry,bgTypeId);
|
|
continue;
|
|
}
|
|
|
|
mBattleMastersMap[entry] = BattleGroundTypeId(bgTypeId);
|
|
|
|
} while( result->NextRow() );
|
|
|
|
delete result;
|
|
|
|
sLog.outString();
|
|
sLog.outString( ">> Loaded %u battlemaster entries", count );
|
|
}
|
|
|