mirror of
https://github.com/TrinityCore/TrinityCore.git
synced 2026-01-23 10:26:28 +01:00
Fixed battlegrounds starting with less than minplayersperteam on one side.
--HG-- branch : trunk
This commit is contained in:
@@ -95,87 +95,24 @@ void BattleGroundQueue::EligibleGroups::Init(BattleGroundQueue::QueuedGroupsList
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&& (*itr)->ArenaTeamRating <= MaxRating ) ) )
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{
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// the group matches the conditions
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// insert it in order of groupsize, and join time
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uint32 size = (*itr)->Players.size();
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uint32 jointime = (*itr)->JoinTime;
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bool inserted = false;
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for(std::list<GroupQueueInfo *>::iterator elig_itr = begin(); elig_itr != end(); ++elig_itr)
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{
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// if the next one's size is smaller, then insert
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// also insert if the next one's size is equal, but it joined the queue later
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if( ((*elig_itr)->Players.size()<size) ||
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((*elig_itr)->Players.size() == size && (*elig_itr)->JoinTime > jointime) )
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{
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insert(elig_itr,(*itr));
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inserted = true;
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break;
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}
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}
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// if not inserted -> this is the smallest group -> push_back
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if(!inserted)
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{
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push_back((*itr));
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}
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}
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}
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}
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// remove group from eligible groups
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// used when building selection pools
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void BattleGroundQueue::EligibleGroups::RemoveGroup(GroupQueueInfo * ginfo)
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{
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for(std::list<GroupQueueInfo *>::iterator itr = begin(); itr != end(); ++itr)
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{
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if((*itr)==ginfo)
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{
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erase(itr);
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return;
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// the source is ordered by join time in decreasing order
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// so here we push_front for increasing order
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push_front((*itr));
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}
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}
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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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void BattleGroundQueue::SelectionPool::Init(EligibleGroups * curr)
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{
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m_CurrEligGroups = curr;
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SelectedGroups.clear();
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MaxGroup = 0;
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PlayerCount = 0;
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}
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// get the maximal group from the selection pool
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// used when building the pool, and have to remove the largest
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GroupQueueInfo * BattleGroundQueue::SelectionPool::GetMaximalGroup()
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{
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if(SelectedGroups.empty())
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{
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sLog.outError("Getting max group when selection pool is empty, this should never happen.");
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MaxGroup = NULL;
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return 0;
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}
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// actually select the max group if it's not set
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if(MaxGroup==0 && !SelectedGroups.empty())
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{
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uint32 max_size = 0;
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for(std::list<GroupQueueInfo *>::iterator itr = SelectedGroups.begin(); itr != SelectedGroups.end(); ++itr)
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{
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if(max_size<(*itr)->Players.size())
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{
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MaxGroup =(*itr);
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max_size = MaxGroup->Players.size();
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}
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}
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}
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return MaxGroup;
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}
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// remove group info from selection pool
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// used when building selection pools and have to remove maximal group
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void BattleGroundQueue::SelectionPool::RemoveGroup(GroupQueueInfo *ginfo)
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{
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// uninitiate max group info if needed
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if(MaxGroup == ginfo)
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MaxGroup = 0;
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// find what to remove
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for(std::list<GroupQueueInfo *>::iterator itr = SelectedGroups.begin(); itr != SelectedGroups.end(); ++itr)
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{
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@@ -196,11 +133,6 @@ void BattleGroundQueue::SelectionPool::AddGroup(GroupQueueInfo * ginfo)
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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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if(!MaxGroup || ginfo->Players.size() > MaxGroup->Players.size())
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{
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// update max group info if needed
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MaxGroup = ginfo;
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}
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}
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// add group to bg queue with the given leader and bg specifications
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@@ -243,38 +175,6 @@ void BattleGroundQueue::AddPlayer(Player *plr, GroupQueueInfo *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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if( sWorld.getConfig(CONFIG_BATTLEGROUND_QUEUE_ANNOUNCER_ENABLE) )
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{
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BattleGround* bg = sBattleGroundMgr.GetBattleGround(bgTypeId);
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char const* bgName = bg->GetName();
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uint32 q_min_level = Player::GetMinLevelForBattleGroundQueueId(queue_id);
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uint32 q_max_level = Player::GetMaxLevelForBattleGroundQueueId(queue_id);
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// replace hardcoded max level by player max level for nice output
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if(q_max_level > sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL))
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q_max_level = sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL);
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int8 MinPlayers = bg->GetMinPlayersPerTeam();
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uint8 qHorde = m_QueuedPlayers[queue_id].Horde;
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uint8 qAlliance = m_QueuedPlayers[queue_id].Alliance;
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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_max_level, qAlliance, (MinPlayers > qAlliance) ? (MinPlayers - qAlliance) : 0, qHorde, (MinPlayers > qHorde) ? (MinPlayers - qHorde) : 0);
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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_max_level, qAlliance, (MinPlayers > qAlliance) ? (MinPlayers - qAlliance) : 0, qHorde, (MinPlayers > qHorde) ? (MinPlayers - qHorde) : 0);
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}
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}*/
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}
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void BattleGroundQueue::RemovePlayer(uint64 guid, bool decreaseInvitedCount)
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@@ -432,6 +332,35 @@ bool BattleGroundQueue::InviteGroupToBG(GroupQueueInfo * ginfo, BattleGround * b
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return false;
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}
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// used to recursively select groups from eligible groups
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bool BattleGroundQueue::SelectionPool::Build(uint32 MinPlayers, uint32 MaxPlayers, EligibleGroups::iterator startitr)
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{
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// start from the specified start iterator
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for(EligibleGroups::iterator itr1 = startitr; itr1 != m_CurrEligGroups->end(); ++itr1)
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{
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// if it fits in, select it
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if(GetPlayerCount() + (*itr1)->Players.size() <= MaxPlayers)
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{
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EligibleGroups::iterator next = itr1;
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++next;
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AddGroup((*itr1));
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if(GetPlayerCount() >= MinPlayers)
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{
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// enough players are selected
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return true;
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}
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// try building from the rest of the elig. groups
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// if that succeeds, return true
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if(Build(MinPlayers,MaxPlayers,next))
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return true;
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// the rest didn't succeed, so this group cannot be included
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RemoveGroup((*itr1));
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}
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}
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// build didn't succeed
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return false;
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}
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// this function is responsible for the selection of queued groups when trying to create new battlegrounds
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bool BattleGroundQueue::BuildSelectionPool(uint32 bgTypeId, uint32 queue_id, uint32 MinPlayers, uint32 MaxPlayers, SelectionPoolBuildMode mode, uint8 ArenaType, bool isRated, uint32 MinRating, uint32 MaxRating, uint32 DisregardTime, uint32 excludeTeam)
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{
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@@ -455,34 +384,25 @@ bool BattleGroundQueue::BuildSelectionPool(uint32 bgTypeId, uint32 queue_id, uin
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break;
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}
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// inititate the groups eligible to create the bg
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// initiate the groups eligible to create the bg
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m_EligibleGroups.Init(&(m_QueuedGroups[queue_id]), bgTypeId, side, MaxPlayers, ArenaType, isRated, MinRating, MaxRating, DisregardTime, excludeTeam);
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// init the selected groups (clear)
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m_SelectionPools[mode].Init();
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while(!(m_EligibleGroups.empty()))
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// and set m_CurrEligGroups pointer
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// we set it this way to only have one EligibleGroups object to save some memory
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m_SelectionPools[mode].Init(&m_EligibleGroups);
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// build succeeded
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if(m_SelectionPools[mode].Build(MinPlayers,MaxPlayers,m_EligibleGroups.begin()))
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{
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sLog.outDebug("m_EligibleGroups is not empty, continue building selection pool");
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// in decreasing group size, add groups to join if they fit in the MaxPlayersPerTeam players
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for(EligibleGroups::iterator itr= m_EligibleGroups.begin(); itr!=m_EligibleGroups.end(); ++itr)
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// the selection pool is set, return
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sLog.outDebug("Battleground-debug: pool build succeeded, return true");
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sLog.outDebug("Battleground-debug: Player size for mode %u is %u", mode, m_SelectionPools[mode].GetPlayerCount());
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for(std::list<GroupQueueInfo* >::iterator itr = m_SelectionPools[mode].SelectedGroups.begin(); itr != m_SelectionPools[mode].SelectedGroups.end(); ++itr)
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{
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// get the maximal not yet checked group
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GroupQueueInfo * MaxGroup = (*itr);
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// if it fits in the maxplayer size, add it
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if( (m_SelectionPools[mode].GetPlayerCount() + MaxGroup->Players.size()) <= MaxPlayers )
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{
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m_SelectionPools[mode].AddGroup(MaxGroup);
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}
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sLog.outDebug("Battleground-debug: queued group in selection with %u players",(*itr)->Players.size());
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for(std::map<uint64, PlayerQueueInfo * >::iterator itr2 = (*itr)->Players.begin(); itr2 != (*itr)->Players.end(); ++itr2)
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sLog.outDebug("Battleground-debug: player in above group GUID %u", (uint32)(itr2->first));
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}
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if(m_SelectionPools[mode].GetPlayerCount()>=MinPlayers)
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{
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// the selection pool is set, return
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sLog.outDebug("pool build succeeded, return true");
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return true;
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}
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// if the selection pool's not set, then remove the group with the highest player count, and try again with the rest.
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GroupQueueInfo * MaxGroup = m_SelectionPools[mode].GetMaximalGroup();
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m_EligibleGroups.RemoveGroup(MaxGroup);
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m_SelectionPools[mode].RemoveGroup(MaxGroup);
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return true;
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}
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// failed to build a selection pool matching the given values
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return false;
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@@ -534,7 +454,7 @@ void BattleGroundQueue::BGEndedRemoveInvites(BattleGround *bg)
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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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// this is probably unneeded, since this player was already invited -> does not fit when initing eligible groups
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// but updateing the queue can't hurt
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// but updating the queue can't hurt
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Update(bgQueueTypeId, bg->GetQueueType());
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// send info to client
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WorldPacket data;
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@@ -656,12 +576,12 @@ void BattleGroundQueue::Update(uint32 bgTypeId, uint32 queue_id, uint8 arenatype
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// try to build the selection pools
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bool bAllyOK = BuildSelectionPool(bgTypeId, queue_id, MinPlayersPerTeam, MaxPlayersPerTeam, NORMAL_ALLIANCE, arenatype, isRated, arenaMinRating, arenaMaxRating, discardTime);
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if(bAllyOK)
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sLog.outDebug("Battleground: ally pool succesfully build");
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sLog.outDebug("Battleground: ally pool successfully built");
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else
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sLog.outDebug("Battleground: ally pool wasn't created");
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bool bHordeOK = BuildSelectionPool(bgTypeId, queue_id, MinPlayersPerTeam, MaxPlayersPerTeam, NORMAL_HORDE, arenatype, isRated, arenaMinRating, arenaMaxRating, discardTime);
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if(bHordeOK)
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sLog.outDebug("Battleground: horde pool succesfully built");
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sLog.outDebug("Battleground: horde pool successfully built");
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else
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sLog.outDebug("Battleground: horde pool wasn't created");
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@@ -750,9 +670,9 @@ void BattleGroundQueue::Update(uint32 bgTypeId, uint32 queue_id, uint8 arenatype
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std::list<GroupQueueInfo* >::iterator itr_alliance = m_SelectionPools[NORMAL_ALLIANCE].SelectedGroups.begin();
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std::list<GroupQueueInfo* >::iterator itr_horde = m_SelectionPools[NORMAL_HORDE].SelectedGroups.begin();
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(*itr_alliance)->OpponentsTeamRating = (*itr_horde)->ArenaTeamRating;
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sLog.outDebug("setting oposite teamrating for team %u to %u", (*itr_alliance)->ArenaTeamId, (*itr_alliance)->OpponentsTeamRating);
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sLog.outDebug("setting opposite team rating for team %u to %u", (*itr_alliance)->ArenaTeamId, (*itr_alliance)->OpponentsTeamRating);
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(*itr_horde)->OpponentsTeamRating = (*itr_alliance)->ArenaTeamRating;
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sLog.outDebug("setting oposite teamrating for team %u to %u", (*itr_horde)->ArenaTeamId, (*itr_horde)->OpponentsTeamRating);
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sLog.outDebug("setting opposite team rating for team %u to %u", (*itr_horde)->ArenaTeamId, (*itr_horde)->OpponentsTeamRating);
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}
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// start the battleground
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@@ -1076,10 +996,10 @@ void BattleGroundMgr::Update(time_t diff)
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{
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if(m_AutoDistributionTimeChecker < diff)
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{
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if(time(NULL)/*sWorld.GetGameTime()*/ > m_NextAutoDistributionTime)
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if(time(NULL) > m_NextAutoDistributionTime)
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{
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DistributeArenaPoints();
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m_NextAutoDistributionTime = time(NULL)/*sWorld.GetGameTime()*/ + BATTLEGROUND_ARENA_POINT_DISTRIBUTION_DAY * sWorld.getConfig(CONFIG_ARENA_AUTO_DISTRIBUTE_INTERVAL_DAYS);
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m_NextAutoDistributionTime = time(NULL) + BATTLEGROUND_ARENA_POINT_DISTRIBUTION_DAY * sWorld.getConfig(CONFIG_ARENA_AUTO_DISTRIBUTE_INTERVAL_DAYS);
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CharacterDatabase.PExecute("UPDATE saved_variables SET NextArenaPointDistributionTime = '"I64FMTD"'", m_NextAutoDistributionTime);
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}
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m_AutoDistributionTimeChecker = 600000; // check 10 minutes
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@@ -89,7 +89,6 @@ class BattleGroundQueue
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{
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public:
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void Init(QueuedGroupsList * source, uint32 BgTypeId, uint32 side, uint32 MaxPlayers, uint8 ArenaType = 0, bool IsRated = false, uint32 MinRating = 0, uint32 MaxRating = 0, uint32 DisregardTime = 0, uint32 excludeTeam = 0);
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void RemoveGroup(GroupQueueInfo * ginfo);
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};
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EligibleGroups m_EligibleGroups;
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@@ -98,16 +97,16 @@ class BattleGroundQueue
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class SelectionPool
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{
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public:
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void Init();
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void Init(EligibleGroups * curr);
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void AddGroup(GroupQueueInfo * group);
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GroupQueueInfo * GetMaximalGroup();
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void RemoveGroup(GroupQueueInfo * group);
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uint32 GetPlayerCount() const {return PlayerCount;}
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bool Build(uint32 MinPlayers, uint32 MaxPlayers, EligibleGroups::iterator startitr);
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public:
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std::list<GroupQueueInfo *> SelectedGroups;
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private:
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uint32 PlayerCount;
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GroupQueueInfo * MaxGroup;
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EligibleGroups * m_CurrEligGroups;
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};
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enum SelectionPoolBuildMode
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