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https://github.com/TrinityCore/TrinityCore.git
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Core/Battlegrounds: Replace manual criteria timer starts in battlegrounds with new GameEvents api
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@@ -25,6 +25,7 @@
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#include "DatabaseEnv.h"
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#include "DB2Stores.h"
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#include "Formulas.h"
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#include "GameEventSender.h"
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#include "GameTime.h"
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#include "GridNotifiersImpl.h"
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#include "Group.h"
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@@ -1933,11 +1934,12 @@ WorldSafeLocsEntry const* Battleground::GetClosestGraveyard(Player* player)
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return sObjectMgr->GetClosestGraveyard(*player, GetPlayerTeam(player->GetGUID()), player);
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}
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void Battleground::StartCriteriaTimer(CriteriaStartEvent startEvent, uint32 entry)
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void Battleground::TriggerGameEvent(uint32 gameEventId)
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{
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GameEvents::TriggerForMap(gameEventId, GetBgMap());
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for (BattlegroundPlayerMap::const_iterator itr = GetPlayers().begin(); itr != GetPlayers().end(); ++itr)
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if (Player* player = ObjectAccessor::FindPlayer(itr->first))
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player->StartCriteriaTimer(startEvent, entry);
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GameEvents::TriggerForPlayer(gameEventId, player);
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}
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void Battleground::SetBracket(PVPDifficultyEntry const* bracketEntry)
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@@ -288,7 +288,7 @@ class TC_GAME_API Battleground
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/* achievement req. */
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virtual bool IsAllNodesControlledByTeam(uint32 /*team*/) const { return false; }
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void StartCriteriaTimer(CriteriaStartEvent startEvent, uint32 entry);
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void TriggerGameEvent(uint32 gameEventId);
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virtual bool CheckAchievementCriteriaMeet(uint32 /*criteriaId*/, Player const* /*player*/, Unit const* /*target*/ = nullptr, uint32 /*miscvalue1*/ = 0);
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/* Battleground */
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@@ -217,7 +217,7 @@ void BattlegroundAB::StartingEventOpenDoors()
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DoorOpen(BG_AB_OBJECT_GATE_H);
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// Achievement: Let's Get This Done
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StartCriteriaTimer(CriteriaStartEvent::SendEvent, AB_EVENT_START_BATTLE);
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TriggerGameEvent(AB_EVENT_START_BATTLE);
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}
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void BattlegroundAB::AddPlayer(Player* player)
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@@ -432,7 +432,7 @@ void BattlegroundAV::StartingEventOpenDoors()
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DoorOpen(BG_AV_OBJECT_DOOR_A);
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// Achievement: The Alterac Blitz
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StartCriteriaTimer(CriteriaStartEvent::SendEvent, BG_AV_EVENT_START_BATTLE);
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TriggerGameEvent(BG_AV_EVENT_START_BATTLE);
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}
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void BattlegroundAV::AddPlayer(Player* player)
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@@ -142,7 +142,7 @@ void BattlegroundEY::StartingEventOpenDoors()
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}
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// Achievement: Flurry
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StartCriteriaTimer(CriteriaStartEvent::SendEvent, BG_EY_EVENT_START_BATTLE);
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TriggerGameEvent(BG_EY_EVENT_START_BATTLE);
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}
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void BattlegroundEY::AddPoints(uint32 Team, uint32 Points)
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@@ -345,7 +345,7 @@ void BattlegroundSA::PostUpdateImpl(uint32 diff)
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ToggleTimer();
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DemolisherStartState(false);
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Status = BG_SA_ROUND_ONE;
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StartCriteriaTimer(CriteriaStartEvent::SendEvent, (Attackers == TEAM_ALLIANCE) ? 23748 : 21702);
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TriggerGameEvent((Attackers == TEAM_ALLIANCE) ? 23748 : 21702);
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}
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if (TotalTime >= BG_SA_BOAT_START)
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StartShips();
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@@ -367,7 +367,7 @@ void BattlegroundSA::PostUpdateImpl(uint32 diff)
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ToggleTimer();
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DemolisherStartState(false);
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Status = BG_SA_ROUND_TWO;
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StartCriteriaTimer(CriteriaStartEvent::SendEvent, (Attackers == TEAM_ALLIANCE) ? 23748 : 21702);
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TriggerGameEvent((Attackers == TEAM_ALLIANCE) ? 23748 : 21702);
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// status was set to STATUS_WAIT_JOIN manually for Preparation, set it back now
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SetStatus(STATUS_IN_PROGRESS);
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for (BattlegroundPlayerMap::const_iterator itr = GetPlayers().begin(); itr != GetPlayers().end(); ++itr)
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@@ -544,7 +544,7 @@ void BattlegroundSA::TeleportToEntrancePosition(Player* player)
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void BattlegroundSA::ProcessEvent(WorldObject* obj, uint32 eventId, WorldObject* invoker /*= nullptr*/)
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{
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if (GameObject* go = obj->ToGameObject())
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if (GameObject* go = Object::ToGameObject(obj))
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{
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switch (go->GetGoType())
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{
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@@ -223,7 +223,7 @@ void BattlegroundWS::StartingEventOpenDoors()
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SpawnBGObject(BG_WS_OBJECT_DOOR_H_4, RESPAWN_ONE_DAY);
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// players joining later are not eligibles
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StartCriteriaTimer(CriteriaStartEvent::SendEvent, WS_EVENT_START_BATTLE);
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TriggerGameEvent(WS_EVENT_START_BATTLE);
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}
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void BattlegroundWS::AddPlayer(Player* player)
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@@ -22,6 +22,7 @@
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#include "InstanceScript.h"
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#include "Map.h"
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#include "ObjectMgr.h"
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#include "Player.h"
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#include "Util.h"
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void GameEvents::Trigger(uint32 gameEventId, WorldObject* source, WorldObject* target)
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@@ -38,15 +39,27 @@ void GameEvents::Trigger(uint32 gameEventId, WorldObject* source, WorldObject* t
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zoneScript->ProcessEvent(target, gameEventId, source);
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Map* map = refForMapAndZoneScript->GetMap();
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if (target)
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{
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if (GameObject* goTarget = target->ToGameObject())
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if (GameObjectAI* goAI = goTarget->AI())
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goAI->EventInform(gameEventId);
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if (GameObject* goTarget = Object::ToGameObject(target))
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if (GameObjectAI* goAI = goTarget->AI())
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goAI->EventInform(gameEventId);
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if (BattlegroundMap* bgMap = map->ToBattlegroundMap())
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bgMap->GetBG()->ProcessEvent(target, gameEventId, source);
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}
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if (Player* sourcePlayer = Object::ToPlayer(source))
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TriggerForPlayer(gameEventId, sourcePlayer);
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TriggerForMap(gameEventId, map, source, target);
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}
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void GameEvents::TriggerForPlayer(uint32 gameEventId, Player* source)
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{
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Map* map = source->GetMap();
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if (map->Instanceable())
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source->StartCriteriaTimer(CriteriaStartEvent::SendEvent, gameEventId);
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}
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void GameEvents::TriggerForMap(uint32 gameEventId, Map* map, WorldObject* source, WorldObject* target)
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{
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if (BattlegroundMap* bgMap = map->ToBattlegroundMap())
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bgMap->GetBG()->ProcessEvent(target, gameEventId, source);
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map->ScriptsStart(sEventScripts, gameEventId, source, target);
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}
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@@ -20,11 +20,15 @@
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#include "Define.h"
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class Map;
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class Player;
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class WorldObject;
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namespace GameEvents
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{
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TC_GAME_API void Trigger(uint32 gameEventId, WorldObject* source, WorldObject* target);
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TC_GAME_API void TriggerForPlayer(uint32 gameEventId, Player* source);
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TC_GAME_API void TriggerForMap(uint32 gameEventId, Map* map, WorldObject* source = nullptr, WorldObject* target = nullptr);
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}
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#endif // GameEventSender_h__
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