mirror of
https://github.com/TrinityCore/TrinityCore.git
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1178 lines
48 KiB
C++
Executable File
1178 lines
48 KiB
C++
Executable File
/*
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* Copyright (C) 2008-2012 TrinityCore <http://www.trinitycore.org/>
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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 it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "Common.h"
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#include "ObjectMgr.h"
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#include "ArenaTeamMgr.h"
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#include "World.h"
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#include "WorldPacket.h"
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#include "ArenaTeam.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 "BattlegroundIC.h"
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#include "BattlegroundRB.h"
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#include "BattlegroundTP.h"
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#include "BattlegroundBFG.h"
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#include "Chat.h"
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#include "Map.h"
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#include "MapInstanced.h"
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#include "MapManager.h"
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#include "Player.h"
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#include "GameEventMgr.h"
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#include "SharedDefines.h"
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#include "Formulas.h"
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#include "DisableMgr.h"
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/*********************************************************/
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/*** BATTLEGROUND MANAGER ***/
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/*********************************************************/
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BattlegroundMgr::BattlegroundMgr() : m_AutoDistributionTimeChecker(0), m_ArenaTesting(false)
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{
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for (uint32 i = BATTLEGROUND_TYPE_NONE; i < MAX_BATTLEGROUND_TYPE_ID; i++)
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m_Battlegrounds[i].clear();
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m_NextRatedArenaUpdate = sWorld->getIntConfig(CONFIG_ARENA_RATED_UPDATE_TIMER);
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m_Testing=false;
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}
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BattlegroundMgr::~BattlegroundMgr()
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{
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DeleteAllBattlegrounds();
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}
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void BattlegroundMgr::DeleteAllBattlegrounds()
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{
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for (uint32 i = BATTLEGROUND_TYPE_NONE; i < MAX_BATTLEGROUND_TYPE_ID; ++i)
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{
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for (BattlegroundSet::iterator itr = m_Battlegrounds[i].begin(); itr != m_Battlegrounds[i].end();)
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{
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Battleground* bg = itr->second;
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m_Battlegrounds[i].erase(itr++);
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if (!m_ClientBattlegroundIds[i][bg->GetBracketId()].empty())
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m_ClientBattlegroundIds[i][bg->GetBracketId()].erase(bg->GetClientInstanceID());
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delete bg;
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}
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}
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// destroy template battlegrounds that listed only in queues (other already terminated)
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for (uint32 bgTypeId = 0; bgTypeId < MAX_BATTLEGROUND_TYPE_ID; ++bgTypeId)
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{
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// ~Battleground call unregistring BG from queue
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while (!BGFreeSlotQueue[bgTypeId].empty())
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delete BGFreeSlotQueue[bgTypeId].front();
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}
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}
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// used to update running battlegrounds, and delete finished ones
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void BattlegroundMgr::Update(uint32 diff)
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{
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BattlegroundSet::iterator itr, next;
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for (uint32 i = BATTLEGROUND_TYPE_NONE; i < MAX_BATTLEGROUND_TYPE_ID; ++i)
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{
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itr = m_Battlegrounds[i].begin();
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// skip updating battleground template
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if (itr != m_Battlegrounds[i].end())
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++itr;
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for (; itr != m_Battlegrounds[i].end(); itr = next)
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{
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next = itr;
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++next;
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itr->second->Update(diff);
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// use the SetDeleteThis variable
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// direct deletion caused crashes
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if (itr->second->ToBeDeleted())
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{
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Battleground* bg = itr->second;
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m_Battlegrounds[i].erase(itr);
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if (!m_ClientBattlegroundIds[i][bg->GetBracketId()].empty())
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m_ClientBattlegroundIds[i][bg->GetBracketId()].erase(bg->GetClientInstanceID());
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delete bg;
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}
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}
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}
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// update events timer
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for (int qtype = BATTLEGROUND_QUEUE_NONE; qtype < MAX_BATTLEGROUND_QUEUE_TYPES; ++qtype)
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m_BattlegroundQueues[qtype].UpdateEvents(diff);
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// update scheduled queues
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if (!m_QueueUpdateScheduler.empty())
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{
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std::vector<uint64> scheduled;
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{
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//copy vector and clear the other
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scheduled = std::vector<uint64>(m_QueueUpdateScheduler);
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m_QueueUpdateScheduler.clear();
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//release lock
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}
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for (uint8 i = 0; i < scheduled.size(); i++)
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{
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uint32 arenaMMRating = scheduled[i] >> 32;
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uint8 arenaType = scheduled[i] >> 24 & 255;
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BattlegroundQueueTypeId bgQueueTypeId = BattlegroundQueueTypeId(scheduled[i] >> 16 & 255);
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BattlegroundTypeId bgTypeId = BattlegroundTypeId((scheduled[i] >> 8) & 255);
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BattlegroundBracketId bracket_id = BattlegroundBracketId(scheduled[i] & 255);
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m_BattlegroundQueues[bgQueueTypeId].BattlegroundQueueUpdate(diff, bgTypeId, bracket_id, arenaType, arenaMMRating > 0, arenaMMRating);
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}
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}
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// if rating difference counts, maybe force-update queues
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if (sWorld->getIntConfig(CONFIG_ARENA_MAX_RATING_DIFFERENCE) && sWorld->getIntConfig(CONFIG_ARENA_RATED_UPDATE_TIMER))
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{
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// it's time to force update
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if (m_NextRatedArenaUpdate < diff)
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{
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// forced update for rated arenas (scan all, but skipped non rated)
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sLog->outDebug(LOG_FILTER_BATTLEGROUND, "BattlegroundMgr: UPDATING ARENA QUEUES");
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for (int qtype = BATTLEGROUND_QUEUE_2v2; qtype <= BATTLEGROUND_QUEUE_5v5; ++qtype)
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for (int bracket = BG_BRACKET_ID_FIRST; bracket < MAX_BATTLEGROUND_BRACKETS; ++bracket)
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m_BattlegroundQueues[qtype].BattlegroundQueueUpdate(diff,
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BATTLEGROUND_AA, BattlegroundBracketId(bracket),
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BattlegroundMgr::BGArenaType(BattlegroundQueueTypeId(qtype)), true, 0);
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m_NextRatedArenaUpdate = sWorld->getIntConfig(CONFIG_ARENA_RATED_UPDATE_TIMER);
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}
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else
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m_NextRatedArenaUpdate -= diff;
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}
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if (sWorld->getBoolConfig(CONFIG_ARENA_AUTO_DISTRIBUTE_POINTS))
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{
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if (m_AutoDistributionTimeChecker < diff)
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{
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if (time(NULL) > m_NextAutoDistributionTime)
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{
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sArenaTeamMgr->DistributeArenaPoints();
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m_NextAutoDistributionTime = m_NextAutoDistributionTime + BATTLEGROUND_ARENA_POINT_DISTRIBUTION_DAY * sWorld->getIntConfig(CONFIG_ARENA_AUTO_DISTRIBUTE_INTERVAL_DAYS);
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sWorld->setWorldState(WS_ARENA_DISTRIBUTION_TIME, uint64(m_NextAutoDistributionTime));
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}
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m_AutoDistributionTimeChecker = 600000; // check 10 minutes
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}
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else
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m_AutoDistributionTimeChecker -= diff;
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}
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}
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void BattlegroundMgr::BuildBattlegroundStatusPacket(WorldPacket* data, Battleground* bg, uint8 QueueSlot, uint8 StatusID, uint32 Time1, uint32 Time2, uint8 arenatype, uint8 uiFrame)
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{
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// we can be in 2 queues in same time...
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if (StatusID == 0 || !bg)
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{
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data->Initialize(SMSG_BATTLEFIELD_STATUS, 4+8);
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*data << uint32(QueueSlot); // queue id (0...1)
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*data << uint64(0);
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return;
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}
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data->Initialize(SMSG_BATTLEFIELD_STATUS, (4+8+1+1+4+1+4+4+4));
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*data << uint32(QueueSlot); // queue id (0...1) - player can be in 2 queues in time
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// The following segment is read as uint64 in client but can be appended as their original type.
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*data << uint8(arenatype);
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sLog->outDebug(LOG_FILTER_NETWORKIO, "BattlegroundMgr::BuildBattlegroundStatusPacket: arenatype = %u for bg instanceID %u, TypeID %u.", arenatype, bg->GetClientInstanceID(), bg->GetTypeID());
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*data << uint8(bg->isArena() ? 0xC : 0x2);
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*data << uint32(bg->GetTypeID());
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*data << uint16(0x1F90);
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// End of uint64 segment, decomposed this way for simplicity
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*data << uint8(0); // 3.3.0, some level, only saw 80...
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*data << uint8(0); // 3.3.0, some level, only saw 80...
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*data << uint32(bg->GetClientInstanceID());
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// alliance/horde for BG and skirmish/rated for Arenas
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// following displays the minimap-icon 0 = faction icon 1 = arenaicon
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*data << uint8(bg->isRated()); // 1 for rated match, 0 for bg or non rated match
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*data << uint32(StatusID); // status
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switch (StatusID)
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{
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case STATUS_WAIT_QUEUE: // status_in_queue
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*data << uint32(Time1); // average wait time, milliseconds
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*data << uint32(Time2); // time in queue, updated every minute!, milliseconds
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break;
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case STATUS_WAIT_JOIN: // status_invite
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*data << uint32(bg->GetMapId()); // map id
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*data << uint64(0); // 3.3.5, unknown
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*data << uint32(Time1); // time to remove from queue, milliseconds
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break;
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case STATUS_IN_PROGRESS: // status_in_progress
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*data << uint32(bg->GetMapId()); // map id
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*data << uint64(0); // 3.3.5, unknown
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*data << uint32(Time1); // time to bg auto leave, 0 at bg start, 120000 after bg end, milliseconds
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*data << uint32(Time2); // time from bg start, milliseconds
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*data << uint8(uiFrame);
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break;
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default:
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sLog->outError(LOG_FILTER_BATTLEGROUND, "Unknown BG status!");
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break;
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}
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}
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void BattlegroundMgr::BuildPvpLogDataPacket(WorldPacket* data, Battleground* bg)
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{
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uint8 type = (bg->isArena() ? 1 : 0);
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// last check on 3.0.3
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data->Initialize(MSG_PVP_LOG_DATA, (1+1+4+40*bg->GetPlayerScoresSize()));
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*data << uint8(type); // type (battleground=0/arena=1)
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if (type) // arena
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{
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// it seems this must be according to BG_WINNER_A/H and _NOT_ BG_TEAM_A/H
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for (int8 i = 1; i >= 0; --i)
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{
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int32 rating_change = bg->GetArenaTeamRatingChangeByIndex(i);
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uint32 pointsLost = rating_change < 0 ? -rating_change : 0;
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uint32 pointsGained = rating_change > 0 ? rating_change : 0;
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uint32 MatchmakerRating = bg->GetArenaMatchmakerRatingByIndex(i);
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*data << uint32(pointsLost); // Rating Lost
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*data << uint32(pointsGained); // Rating gained
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*data << uint32(MatchmakerRating); // Matchmaking Value
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sLog->outDebug(LOG_FILTER_BATTLEGROUND, "rating change: %d", rating_change);
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}
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for (int8 i = 1; i >= 0; --i)
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{
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if (ArenaTeam* at = sArenaTeamMgr->GetArenaTeamById(bg->GetArenaTeamIdByIndex(i)))
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*data << at->GetName();
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else
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*data << uint8(0);
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}
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}
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if (bg->GetStatus() != STATUS_WAIT_LEAVE)
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*data << uint8(0); // bg not ended
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else
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{
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*data << uint8(1); // bg ended
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*data << uint8(bg->GetWinner()); // who win
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}
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size_t wpos = data->wpos();
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uint32 scoreCount = 0;
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*data << uint32(scoreCount); // placeholder
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Battleground::BattlegroundScoreMap::const_iterator itr2 = bg->GetPlayerScoresBegin();
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for (Battleground::BattlegroundScoreMap::const_iterator itr = itr2; itr != bg->GetPlayerScoresEnd();)
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{
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itr2 = itr++;
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if (!bg->IsPlayerInBattleground(itr2->first))
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{
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sLog->outError(LOG_FILTER_BATTLEGROUND, "Player " UI64FMTD " has scoreboard entry for battleground %u but is not in battleground!", itr->first, bg->GetTypeID(true));
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continue;
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}
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*data << uint64(itr2->first);
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*data << uint32(itr2->second->KillingBlows);
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if (type == 0)
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{
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*data << uint32(itr2->second->HonorableKills);
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*data << uint32(itr2->second->Deaths);
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*data << uint32(itr2->second->BonusHonor);
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}
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else
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{
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Player* player = ObjectAccessor::FindPlayer(itr2->first);
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uint32 team = bg->GetPlayerTeam(itr2->first);
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if (!team && player)
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team = player->GetBGTeam();
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*data << uint8(team == ALLIANCE ? 1 : 0); // green or yellow
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}
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*data << uint32(itr2->second->DamageDone); // damage done
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*data << uint32(itr2->second->HealingDone); // healing done
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switch (bg->GetTypeID(true)) // battleground specific things
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{
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case BATTLEGROUND_RB:
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switch (bg->GetMapId())
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{
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case 489:
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*data << uint32(0x00000002); // count of next fields
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*data << uint32(((BattlegroundWGScore*)itr2->second)->FlagCaptures); // flag captures
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*data << uint32(((BattlegroundWGScore*)itr2->second)->FlagReturns); // flag returns
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break;
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case 566:
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*data << uint32(0x00000001); // count of next fields
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*data << uint32(((BattlegroundEYScore*)itr2->second)->FlagCaptures); // flag captures
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break;
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case 529:
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*data << uint32(0x00000002); // count of next fields
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*data << uint32(((BattlegroundABScore*)itr2->second)->BasesAssaulted); // bases asssulted
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*data << uint32(((BattlegroundABScore*)itr2->second)->BasesDefended); // bases defended
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break;
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case 30:
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*data << uint32(0x00000005); // count of next fields
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*data << uint32(((BattlegroundAVScore*)itr2->second)->GraveyardsAssaulted); // GraveyardsAssaulted
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*data << uint32(((BattlegroundAVScore*)itr2->second)->GraveyardsDefended); // GraveyardsDefended
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*data << uint32(((BattlegroundAVScore*)itr2->second)->TowersAssaulted); // TowersAssaulted
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*data << uint32(((BattlegroundAVScore*)itr2->second)->TowersDefended); // TowersDefended
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*data << uint32(((BattlegroundAVScore*)itr2->second)->MinesCaptured); // MinesCaptured
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break;
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case 607:
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*data << uint32(0x00000002); // count of next fields
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*data << uint32(((BattlegroundSAScore*)itr2->second)->demolishers_destroyed);
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*data << uint32(((BattlegroundSAScore*)itr2->second)->gates_destroyed);
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break;
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case 628: // IC
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*data << uint32(0x00000002); // count of next fields
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*data << uint32(((BattlegroundICScore*)itr2->second)->BasesAssaulted); // bases asssulted
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*data << uint32(((BattlegroundICScore*)itr2->second)->BasesDefended); // bases defended
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case 726:
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*data << uint32(0x00000002); // count of next fields
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*data << uint32(((BattlegroundTPScore*)itr2->second)->FlagCaptures); // flag captures
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*data << uint32(((BattlegroundTPScore*)itr2->second)->FlagReturns); // flag returns
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break;
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case 761:
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*data << uint32(0x00000002); // count of next fields
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*data << uint32(((BattlegroundBFGScore*)itr2->second)->BasesAssaulted); // bases asssulted
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*data << uint32(((BattlegroundBFGScore*)itr2->second)->BasesDefended); // bases defended
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break;
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default:
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*data << uint32(0);
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break;
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}
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case BATTLEGROUND_AV:
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*data << uint32(0x00000005); // count of next fields
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*data << uint32(((BattlegroundAVScore*)itr2->second)->GraveyardsAssaulted); // GraveyardsAssaulted
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*data << uint32(((BattlegroundAVScore*)itr2->second)->GraveyardsDefended); // GraveyardsDefended
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*data << uint32(((BattlegroundAVScore*)itr2->second)->TowersAssaulted); // TowersAssaulted
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*data << uint32(((BattlegroundAVScore*)itr2->second)->TowersDefended); // TowersDefended
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*data << uint32(((BattlegroundAVScore*)itr2->second)->MinesCaptured); // MinesCaptured
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break;
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case BATTLEGROUND_WS:
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*data << uint32(0x00000002); // count of next fields
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*data << uint32(((BattlegroundWGScore*)itr2->second)->FlagCaptures); // flag captures
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*data << uint32(((BattlegroundWGScore*)itr2->second)->FlagReturns); // flag returns
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break;
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case BATTLEGROUND_AB:
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*data << uint32(0x00000002); // count of next fields
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*data << uint32(((BattlegroundABScore*)itr2->second)->BasesAssaulted); // bases asssulted
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*data << uint32(((BattlegroundABScore*)itr2->second)->BasesDefended); // bases defended
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break;
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case BATTLEGROUND_EY:
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*data << uint32(0x00000001); // count of next fields
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*data << uint32(((BattlegroundEYScore*)itr2->second)->FlagCaptures); // flag captures
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break;
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case BATTLEGROUND_SA:
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*data << uint32(0x00000002); // count of next fields
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*data << uint32(((BattlegroundSAScore*)itr2->second)->demolishers_destroyed);
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*data << uint32(((BattlegroundSAScore*)itr2->second)->gates_destroyed);
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break;
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case BATTLEGROUND_IC: // wotlk
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*data << uint32(0x00000002); // count of next fields
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*data << uint32(((BattlegroundICScore*)itr2->second)->BasesAssaulted); // bases asssulted
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*data << uint32(((BattlegroundICScore*)itr2->second)->BasesDefended); // bases defended
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break;
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case BATTLEGROUND_TP:
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*data << uint32(0x00000002); // count of next fields
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*data << uint32(((BattlegroundTPScore*)itr2->second)->FlagCaptures); // flag captures
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*data << uint32(((BattlegroundTPScore*)itr2->second)->FlagReturns); // flag returns
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case BATTLEGROUND_BFG:
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*data << uint32(0x00000002); // count of next fields
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*data << uint32(((BattlegroundBFGScore*)itr2->second)->BasesAssaulted); // bases asssulted
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*data << uint32(((BattlegroundBFGScore*)itr2->second)->BasesDefended); // bases defended
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case BATTLEGROUND_NA:
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case BATTLEGROUND_BE:
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case BATTLEGROUND_AA:
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case BATTLEGROUND_RL:
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case BATTLEGROUND_DS: // wotlk
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case BATTLEGROUND_RV: // wotlk
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*data << uint32(0);
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break;
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default:
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sLog->outDebug(LOG_FILTER_NETWORKIO, "Unhandled MSG_PVP_LOG_DATA for BG id %u", bg->GetTypeID());
|
|
*data << uint32(0);
|
|
break;
|
|
}
|
|
// should never happen
|
|
if (++scoreCount >= bg->GetMaxPlayers() && itr != bg->GetPlayerScoresEnd())
|
|
{
|
|
sLog->outError(LOG_FILTER_BATTLEGROUND, "Battleground %u scoreboard has more entries (%u) than allowed players in this bg (%u)", bg->GetTypeID(true), bg->GetPlayerScoresSize(), bg->GetMaxPlayers());
|
|
break;
|
|
}
|
|
}
|
|
|
|
data->put(wpos, scoreCount);
|
|
}
|
|
|
|
void BattlegroundMgr::BuildGroupJoinedBattlegroundPacket(WorldPacket* data, GroupJoinBattlegroundResult result)
|
|
{
|
|
data->Initialize(SMSG_GROUP_JOINED_BATTLEGROUND, 4);
|
|
*data << int32(result);
|
|
if (result == ERR_BATTLEGROUND_JOIN_TIMED_OUT || result == ERR_BATTLEGROUND_JOIN_FAILED)
|
|
*data << uint64(0); // player guid
|
|
}
|
|
|
|
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, uint64 guid)
|
|
{
|
|
data->Initialize(SMSG_BATTLEGROUND_PLAYER_LEFT, 8);
|
|
*data << uint64(guid);
|
|
}
|
|
|
|
void BattlegroundMgr::BuildPlayerJoinedBattlegroundPacket(WorldPacket* data, Player* player)
|
|
{
|
|
data->Initialize(SMSG_BATTLEGROUND_PLAYER_JOINED, 8);
|
|
*data << uint64(player->GetGUID());
|
|
}
|
|
|
|
Battleground* BattlegroundMgr::GetBattlegroundThroughClientInstance(uint32 instanceId, BattlegroundTypeId bgTypeId)
|
|
{
|
|
//cause at HandleBattlegroundJoinOpcode the clients sends the instanceid he gets from
|
|
//SMSG_BATTLEFIELD_LIST we need to find the battleground with this clientinstance-id
|
|
Battleground* bg = GetBattlegroundTemplate(bgTypeId);
|
|
if (!bg)
|
|
return NULL;
|
|
|
|
if (bg->isArena())
|
|
return GetBattleground(instanceId, bgTypeId);
|
|
|
|
for (BattlegroundSet::iterator itr = m_Battlegrounds[bgTypeId].begin(); itr != m_Battlegrounds[bgTypeId].end(); ++itr)
|
|
{
|
|
if (itr->second->GetClientInstanceID() == instanceId)
|
|
return itr->second;
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
Battleground* BattlegroundMgr::GetBattleground(uint32 InstanceID, BattlegroundTypeId bgTypeId)
|
|
{
|
|
if (!InstanceID)
|
|
return NULL;
|
|
//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;
|
|
}
|
|
|
|
uint32 BattlegroundMgr::CreateClientVisibleInstanceId(BattlegroundTypeId bgTypeId, BattlegroundBracketId bracket_id)
|
|
{
|
|
if (IsArenaType(bgTypeId))
|
|
return 0; //arenas don't have client-instanceids
|
|
|
|
// we create here an instanceid, which is just for
|
|
// displaying this to the client and without any other use..
|
|
// the client-instanceIds are unique for each battleground-type
|
|
// the instance-id just needs to be as low as possible, beginning with 1
|
|
// the following works, because std::set is default ordered with "<"
|
|
// the optimalization would be to use as bitmask std::vector<uint32> - but that would only make code unreadable
|
|
uint32 lastId = 0;
|
|
for (std::set<uint32>::iterator itr = m_ClientBattlegroundIds[bgTypeId][bracket_id].begin(); itr != m_ClientBattlegroundIds[bgTypeId][bracket_id].end();)
|
|
{
|
|
if ((++lastId) != *itr) //if there is a gap between the ids, we will break..
|
|
break;
|
|
lastId = *itr;
|
|
}
|
|
m_ClientBattlegroundIds[bgTypeId][bracket_id].insert(lastId + 1);
|
|
return lastId + 1;
|
|
}
|
|
|
|
// create a new battleground that will really be used to play
|
|
Battleground* BattlegroundMgr::CreateNewBattleground(BattlegroundTypeId bgTypeId, PvPDifficultyEntry const* bracketEntry, uint8 arenaType, bool isRated)
|
|
{
|
|
// get the template BG
|
|
Battleground* bg_template = GetBattlegroundTemplate(bgTypeId);
|
|
BattlegroundSelectionWeightMap* selectionWeights = NULL;
|
|
|
|
if (!bg_template)
|
|
{
|
|
sLog->outError(LOG_FILTER_BATTLEGROUND, "Battleground: CreateNewBattleground - bg template not found for %u", bgTypeId);
|
|
return NULL;
|
|
}
|
|
bool isRandom = false;
|
|
|
|
if (bg_template->isArena())
|
|
selectionWeights = &m_ArenaSelectionWeights;
|
|
else if (bgTypeId == BATTLEGROUND_RB)
|
|
{
|
|
selectionWeights = &m_BGSelectionWeights;
|
|
isRandom = true;
|
|
}
|
|
|
|
if (selectionWeights)
|
|
{
|
|
if (selectionWeights->empty())
|
|
return NULL;
|
|
uint32 Weight = 0;
|
|
uint32 selectedWeight = 0;
|
|
bgTypeId = BATTLEGROUND_TYPE_NONE;
|
|
// Get sum of all weights
|
|
for (BattlegroundSelectionWeightMap::const_iterator it = selectionWeights->begin(); it != selectionWeights->end(); ++it)
|
|
Weight += it->second;
|
|
if (!Weight)
|
|
return NULL;
|
|
// Select a random value
|
|
selectedWeight = urand(0, Weight-1);
|
|
|
|
// Select the correct bg (if we have in DB A(10), B(20), C(10), D(15) --> [0---A---9|10---B---29|30---C---39|40---D---54])
|
|
Weight = 0;
|
|
for (BattlegroundSelectionWeightMap::const_iterator it = selectionWeights->begin(); it != selectionWeights->end(); ++it)
|
|
{
|
|
Weight += it->second;
|
|
if (selectedWeight < Weight)
|
|
{
|
|
bgTypeId = it->first;
|
|
break;
|
|
}
|
|
}
|
|
bg_template = GetBattlegroundTemplate(bgTypeId);
|
|
if (!bg_template)
|
|
{
|
|
sLog->outError(LOG_FILTER_BATTLEGROUND, "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;
|
|
case BATTLEGROUND_IC:
|
|
bg = new BattlegroundIC(*(BattlegroundIC*)bg_template);
|
|
break;
|
|
case BATTLEGROUND_TP:
|
|
bg = new BattlegroundTP(*(BattlegroundTP*)bg_template);
|
|
break;
|
|
case BATTLEGROUND_BFG:
|
|
bg = new BattlegroundBFG(*(BattlegroundBFG*)bg_template);
|
|
break;
|
|
case BATTLEGROUND_RB:
|
|
bg = new BattlegroundRB(*(BattlegroundRB*)bg_template);
|
|
break;
|
|
default:
|
|
//error, but it is handled few lines above
|
|
return 0;
|
|
}
|
|
|
|
// set battelground difficulty before initialization
|
|
bg->SetBracket(bracketEntry);
|
|
|
|
// generate a new instance id
|
|
bg->SetInstanceID(sMapMgr->GenerateInstanceId()); // set instance id
|
|
bg->SetClientInstanceID(CreateClientVisibleInstanceId(isRandom ? BATTLEGROUND_RB : bgTypeId, bracketEntry->GetBracketId()));
|
|
|
|
// 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->SetArenaType(arenaType);
|
|
bg->SetRated(isRated);
|
|
bg->SetRandom(isRandom);
|
|
bg->SetTypeID(isRandom ? BATTLEGROUND_RB : bgTypeId);
|
|
bg->SetRandomTypeID(bgTypeId);
|
|
|
|
return bg;
|
|
}
|
|
|
|
// used to create the BG templates
|
|
uint32 BattlegroundMgr::CreateBattleground(CreateBattlegroundData& data)
|
|
{
|
|
// Create the BG
|
|
Battleground* bg = NULL;
|
|
switch (data.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;
|
|
case BATTLEGROUND_IC: bg = new BattlegroundIC; break;
|
|
case BATTLEGROUND_TP: bg = new BattlegroundTP; break;
|
|
case BATTLEGROUND_BFG: bg = new BattlegroundBFG; break;
|
|
case BATTLEGROUND_RB: bg = new BattlegroundRB; break;
|
|
default:
|
|
bg = new Battleground;
|
|
break;
|
|
}
|
|
|
|
bg->SetMapId(data.MapID);
|
|
bg->SetTypeID(data.bgTypeId);
|
|
bg->SetInstanceID(0);
|
|
bg->SetArenaorBGType(data.IsArena);
|
|
bg->SetMinPlayersPerTeam(data.MinPlayersPerTeam);
|
|
bg->SetMaxPlayersPerTeam(data.MaxPlayersPerTeam);
|
|
bg->SetMinPlayers(data.MinPlayersPerTeam* 2);
|
|
bg->SetMaxPlayers(data.MaxPlayersPerTeam* 2);
|
|
bg->SetName(data.BattlegroundName);
|
|
bg->SetTeamStartLoc(ALLIANCE, data.Team1StartLocX, data.Team1StartLocY, data.Team1StartLocZ, data.Team1StartLocO);
|
|
bg->SetTeamStartLoc(HORDE, data.Team2StartLocX, data.Team2StartLocY, data.Team2StartLocZ, data.Team2StartLocO);
|
|
bg->SetStartMaxDist(data.StartMaxDist);
|
|
bg->SetLevelRange(data.LevelMin, data.LevelMax);
|
|
bg->SetScriptId(data.scriptId);
|
|
|
|
// add bg to update list
|
|
AddBattleground(bg->GetInstanceID(), bg->GetTypeID(), bg);
|
|
|
|
// return some not-null value, bgTypeId is good enough for me
|
|
return data.bgTypeId;
|
|
}
|
|
|
|
void BattlegroundMgr::CreateInitialBattlegrounds()
|
|
{
|
|
uint32 oldMSTime = getMSTime();
|
|
|
|
uint8 selectionWeight;
|
|
BattlemasterListEntry const* bl;
|
|
|
|
// 0 1 2 3 4 5 6 7 8 9 10 11
|
|
QueryResult result = WorldDatabase.Query("SELECT id, MinPlayersPerTeam, MaxPlayersPerTeam, MinLvl, MaxLvl, AllianceStartLoc, AllianceStartO, HordeStartLoc, HordeStartO, StartMaxDist, Weight, ScriptName FROM battleground_template");
|
|
|
|
if (!result)
|
|
{
|
|
sLog->outError(LOG_FILTER_SERVER_LOADING, ">> Loaded 0 battlegrounds. DB table `battleground_template` is empty.");
|
|
return;
|
|
}
|
|
|
|
uint32 count = 0, startId;
|
|
|
|
do
|
|
{
|
|
Field* fields = result->Fetch();
|
|
|
|
uint32 bgTypeID_ = fields[0].GetUInt32();
|
|
if (DisableMgr::IsDisabledFor(DISABLE_TYPE_BATTLEGROUND, bgTypeID_, NULL))
|
|
continue;
|
|
|
|
// can be overwrite by values from DB
|
|
bl = sBattlemasterListStore.LookupEntry(bgTypeID_);
|
|
if (!bl)
|
|
{
|
|
sLog->outError(LOG_FILTER_BATTLEGROUND, "Battleground ID %u not found in BattlemasterList.dbc. Battleground not created.", bgTypeID_);
|
|
continue;
|
|
}
|
|
|
|
CreateBattlegroundData data;
|
|
data.bgTypeId = BattlegroundTypeId(bgTypeID_);
|
|
data.IsArena = (bl->type == TYPE_ARENA);
|
|
data.MinPlayersPerTeam = fields[1].GetUInt16();
|
|
data.MaxPlayersPerTeam = fields[2].GetUInt16();
|
|
data.LevelMin = fields[3].GetUInt8();
|
|
data.LevelMax = fields[4].GetUInt8();
|
|
|
|
// check values from DB
|
|
if (data.MaxPlayersPerTeam == 0 || data.MinPlayersPerTeam > data.MaxPlayersPerTeam)
|
|
{
|
|
sLog->outError(LOG_FILTER_SQL, "Table `battleground_template` for id %u has bad values for MinPlayersPerTeam (%u) and MaxPlayersPerTeam(%u)",
|
|
data.bgTypeId, data.MinPlayersPerTeam, data.MaxPlayersPerTeam);
|
|
continue;
|
|
}
|
|
|
|
if (data.LevelMin == 0 || data.LevelMax == 0 || data.LevelMin > data.LevelMax)
|
|
{
|
|
sLog->outError(LOG_FILTER_SQL, "Table `battleground_template` for id %u has bad values for LevelMin (%u) and LevelMax(%u)",
|
|
data.bgTypeId, data.LevelMin, data.LevelMax);
|
|
continue;
|
|
}
|
|
|
|
startId = fields[5].GetUInt32();
|
|
if (WorldSafeLocsEntry const* start = sWorldSafeLocsStore.LookupEntry(startId))
|
|
{
|
|
data.Team1StartLocX = start->x;
|
|
data.Team1StartLocY = start->y;
|
|
data.Team1StartLocZ = start->z;
|
|
data.Team1StartLocO = fields[6].GetFloat();
|
|
}
|
|
else if (data.bgTypeId == BATTLEGROUND_AA || data.bgTypeId == BATTLEGROUND_RB)
|
|
{
|
|
data.Team1StartLocX = 0;
|
|
data.Team1StartLocY = 0;
|
|
data.Team1StartLocZ = 0;
|
|
data.Team1StartLocO = fields[6].GetFloat();
|
|
}
|
|
else
|
|
{
|
|
sLog->outError(LOG_FILTER_SQL, "Table `battleground_template` for id %u have non-existed WorldSafeLocs.dbc id %u in field `AllianceStartLoc`. BG not created.", data.bgTypeId, startId);
|
|
continue;
|
|
}
|
|
|
|
startId = fields[7].GetUInt32();
|
|
if (WorldSafeLocsEntry const* start = sWorldSafeLocsStore.LookupEntry(startId))
|
|
{
|
|
data.Team2StartLocX = start->x;
|
|
data.Team2StartLocY = start->y;
|
|
data.Team2StartLocZ = start->z;
|
|
data.Team2StartLocO = fields[8].GetFloat();
|
|
}
|
|
else if (data.bgTypeId == BATTLEGROUND_AA || data.bgTypeId == BATTLEGROUND_RB)
|
|
{
|
|
data.Team2StartLocX = 0;
|
|
data.Team2StartLocY = 0;
|
|
data.Team2StartLocZ = 0;
|
|
data.Team2StartLocO = fields[8].GetFloat();
|
|
}
|
|
else
|
|
{
|
|
sLog->outError(LOG_FILTER_SQL, "Table `battleground_template` for id %u have non-existed WorldSafeLocs.dbc id %u in field `HordeStartLoc`. BG not created.", data.bgTypeId, startId);
|
|
continue;
|
|
}
|
|
|
|
data.StartMaxDist = fields[9].GetFloat();
|
|
|
|
selectionWeight = fields[10].GetUInt8();
|
|
data.scriptId = sObjectMgr->GetScriptId(fields[11].GetCString());
|
|
|
|
//data.BattlegroundName = bl->name[sWorld->GetDefaultDbcLocale()];
|
|
data.MapID = bl->mapid[0];
|
|
|
|
if (!CreateBattleground(data))
|
|
continue;
|
|
|
|
if (data.IsArena)
|
|
{
|
|
if (data.bgTypeId != BATTLEGROUND_AA)
|
|
m_ArenaSelectionWeights[data.bgTypeId] = selectionWeight;
|
|
}
|
|
else if (data.bgTypeId != BATTLEGROUND_RB)
|
|
m_BGSelectionWeights[data.bgTypeId] = selectionWeight;
|
|
++count;
|
|
}
|
|
while (result->NextRow());
|
|
|
|
sLog->outInfo(LOG_FILTER_SERVER_LOADING, ">> Loaded %u battlegrounds in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
|
|
}
|
|
|
|
void BattlegroundMgr::InitAutomaticArenaPointDistribution()
|
|
{
|
|
if (!sWorld->getBoolConfig(CONFIG_ARENA_AUTO_DISTRIBUTE_POINTS))
|
|
return;
|
|
|
|
time_t wstime = time_t(sWorld->getWorldState(WS_ARENA_DISTRIBUTION_TIME));
|
|
time_t curtime = time(NULL);
|
|
sLog->outDebug(LOG_FILTER_BATTLEGROUND, "Initializing Automatic Arena Point Distribution");
|
|
if (wstime < curtime)
|
|
{
|
|
m_NextAutoDistributionTime = curtime; // reset will be called in the next update
|
|
sLog->outDebug(LOG_FILTER_BATTLEGROUND, "Battleground: Next arena point distribution time in the past, reseting it now.");
|
|
}
|
|
else
|
|
m_NextAutoDistributionTime = wstime;
|
|
sLog->outDebug(LOG_FILTER_BATTLEGROUND, "Automatic Arena Point Distribution initialized.");
|
|
}
|
|
|
|
void BattlegroundMgr::BuildBattlegroundListPacket(WorldPacket* data, uint64 guid, Player* player, BattlegroundTypeId bgTypeId)
|
|
{
|
|
if (!player)
|
|
return;
|
|
|
|
uint32 winner_kills = player->GetRandomWinner() ? BG_REWARD_WINNER_HONOR_LAST : BG_REWARD_WINNER_HONOR_FIRST;
|
|
uint32 winner_arena = player->GetRandomWinner() ? BG_REWARD_WINNER_ARENA_LAST : BG_REWARD_WINNER_ARENA_FIRST;
|
|
uint32 loser_kills = player->GetRandomWinner() ? BG_REWARD_LOSER_HONOR_LAST : BG_REWARD_LOSER_HONOR_FIRST;
|
|
|
|
winner_kills = Trinity::Honor::hk_honor_at_level(player->getLevel(), float(winner_kills));
|
|
loser_kills = Trinity::Honor::hk_honor_at_level(player->getLevel(), float(loser_kills));
|
|
|
|
data->Initialize(SMSG_BATTLEFIELD_LIST);
|
|
// TODO: Fix guid
|
|
*data << uint64(guid); // battlemaster guid
|
|
*data << uint32(bgTypeId); // battleground id
|
|
*data << uint8(0); // unk
|
|
*data << uint8(0); // unk
|
|
|
|
// Rewards
|
|
*data << uint8(player->GetRandomWinner()); // 3.3.3 hasWin
|
|
*data << uint32(winner_kills); // 3.3.3 winHonor
|
|
*data << uint32(winner_arena); // 3.3.3 winArena
|
|
*data << uint32(loser_kills); // 3.3.3 lossHonor
|
|
|
|
uint8 isRandom = bgTypeId == BATTLEGROUND_RB;
|
|
|
|
*data << uint8(isRandom); // 3.3.3 isRandom
|
|
if (isRandom)
|
|
{
|
|
// Rewards (random)
|
|
*data << uint8(player->GetRandomWinner()); // 3.3.3 hasWin_Random
|
|
*data << uint32(winner_kills); // 3.3.3 winHonor_Random
|
|
*data << uint32(winner_arena); // 3.3.3 winArena_Random
|
|
*data << uint32(loser_kills); // 3.3.3 lossHonor_Random
|
|
}
|
|
|
|
if (bgTypeId == BATTLEGROUND_AA) // arena
|
|
{
|
|
*data << uint32(0); // unk (count?)
|
|
}
|
|
else // battleground
|
|
{
|
|
size_t count_pos = data->wpos();
|
|
*data << uint32(0); // number of bg instances
|
|
|
|
if (Battleground* bgTemplate = sBattlegroundMgr->GetBattlegroundTemplate(bgTypeId))
|
|
{
|
|
// expected bracket entry
|
|
if (PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(bgTemplate->GetMapId(), player->getLevel()))
|
|
{
|
|
uint32 count = 0;
|
|
BattlegroundBracketId bracketId = bracketEntry->GetBracketId();
|
|
for (std::set<uint32>::iterator itr = m_ClientBattlegroundIds[bgTypeId][bracketId].begin(); itr != m_ClientBattlegroundIds[bgTypeId][bracketId].end();++itr)
|
|
{
|
|
*data << uint32(*itr);
|
|
++count;
|
|
}
|
|
data->put<uint32>(count_pos, count);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void BattlegroundMgr::SendToBattleground(Player* player, uint32 instanceId, BattlegroundTypeId bgTypeId)
|
|
{
|
|
Battleground* bg = GetBattleground(instanceId, bgTypeId);
|
|
if (bg)
|
|
{
|
|
uint32 mapid = bg->GetMapId();
|
|
float x, y, z, O;
|
|
uint32 team = player->GetBGTeam();
|
|
if (team == 0)
|
|
team = player->GetTeam();
|
|
bg->GetTeamStartLoc(team, x, y, z, O);
|
|
|
|
sLog->outInfo(LOG_FILTER_BATTLEGROUND, "BATTLEGROUND: Sending %s to map %u, X %f, Y %f, Z %f, O %f", player->GetName(), mapid, x, y, z, O);
|
|
player->TeleportTo(mapid, x, y, z, O);
|
|
}
|
|
else
|
|
{
|
|
sLog->outError(LOG_FILTER_BATTLEGROUND, "player %u is trying to port to non-existent bg instance %u", player->GetGUIDLow(), instanceId);
|
|
}
|
|
}
|
|
|
|
void BattlegroundMgr::SendAreaSpiritHealerQueryOpcode(Player* player, Battleground* bg, 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_;
|
|
player->GetSession()->SendPacket(&data);
|
|
}
|
|
|
|
bool BattlegroundMgr::IsArenaType(BattlegroundTypeId bgTypeId)
|
|
{
|
|
return (bgTypeId == BATTLEGROUND_AA ||
|
|
bgTypeId == BATTLEGROUND_BE ||
|
|
bgTypeId == BATTLEGROUND_NA ||
|
|
bgTypeId == BATTLEGROUND_DS ||
|
|
bgTypeId == BATTLEGROUND_RV ||
|
|
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_IC:
|
|
return BATTLEGROUND_QUEUE_IC;
|
|
case BATTLEGROUND_TP:
|
|
return BATTLEGROUND_QUEUE_TP;
|
|
case BATTLEGROUND_BFG:
|
|
return BATTLEGROUND_QUEUE_BFG;
|
|
case BATTLEGROUND_RB:
|
|
return BATTLEGROUND_QUEUE_RB;
|
|
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_IC:
|
|
return BATTLEGROUND_IC;
|
|
case BATTLEGROUND_QUEUE_TP:
|
|
return BATTLEGROUND_TP;
|
|
case BATTLEGROUND_QUEUE_BFG:
|
|
return BATTLEGROUND_BFG;
|
|
case BATTLEGROUND_QUEUE_RB:
|
|
return BATTLEGROUND_RB;
|
|
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);
|
|
}
|
|
|
|
void BattlegroundMgr::SetHolidayWeekends(uint32 mask)
|
|
{
|
|
for (uint32 bgtype = 1; bgtype < MAX_BATTLEGROUND_TYPE_ID; ++bgtype)
|
|
{
|
|
if (Battleground* bg = GetBattlegroundTemplate(BattlegroundTypeId(bgtype)))
|
|
{
|
|
bg->SetHoliday(mask & (1 << bgtype));
|
|
}
|
|
}
|
|
}
|
|
|
|
void BattlegroundMgr::ScheduleQueueUpdate(uint32 arenaMatchmakerRating, uint8 arenaType, BattlegroundQueueTypeId bgQueueTypeId, BattlegroundTypeId bgTypeId, BattlegroundBracketId bracket_id)
|
|
{
|
|
//This method must be atomic, TODO add mutex
|
|
//we will use only 1 number created of bgTypeId and bracket_id
|
|
uint64 schedule_id = ((uint64)arenaMatchmakerRating << 32) | (arenaType << 24) | (bgQueueTypeId << 16) | (bgTypeId << 8) | bracket_id;
|
|
bool found = false;
|
|
for (uint8 i = 0; i < m_QueueUpdateScheduler.size(); i++)
|
|
{
|
|
if (m_QueueUpdateScheduler[i] == schedule_id)
|
|
{
|
|
found = true;
|
|
break;
|
|
}
|
|
}
|
|
if (!found)
|
|
m_QueueUpdateScheduler.push_back(schedule_id);
|
|
}
|
|
|
|
uint32 BattlegroundMgr::GetMaxRatingDifference() const
|
|
{
|
|
// this is for stupid people who can't use brain and set max rating difference to 0
|
|
uint32 diff = sWorld->getIntConfig(CONFIG_ARENA_MAX_RATING_DIFFERENCE);
|
|
if (diff == 0)
|
|
diff = 5000;
|
|
return diff;
|
|
}
|
|
|
|
uint32 BattlegroundMgr::GetRatingDiscardTimer() const
|
|
{
|
|
return sWorld->getIntConfig(CONFIG_ARENA_RATING_DISCARD_TIMER);
|
|
}
|
|
|
|
uint32 BattlegroundMgr::GetPrematureFinishTime() const
|
|
{
|
|
return sWorld->getIntConfig(CONFIG_BATTLEGROUND_PREMATURE_FINISH_TIMER);
|
|
}
|
|
|
|
void BattlegroundMgr::LoadBattleMastersEntry()
|
|
{
|
|
uint32 oldMSTime = getMSTime();
|
|
|
|
mBattleMastersMap.clear(); // need for reload case
|
|
|
|
QueryResult result = WorldDatabase.Query("SELECT entry, bg_template FROM battlemaster_entry");
|
|
|
|
if (!result)
|
|
{
|
|
sLog->outInfo(LOG_FILTER_SERVER_LOADING, ">> Loaded 0 battlemaster entries. DB table `battlemaster_entry` is empty!");
|
|
return;
|
|
}
|
|
|
|
uint32 count = 0;
|
|
|
|
do
|
|
{
|
|
++count;
|
|
|
|
Field* fields = result->Fetch();
|
|
|
|
uint32 entry = fields[0].GetUInt32();
|
|
uint32 bgTypeId = fields[1].GetUInt32();
|
|
if (!sBattlemasterListStore.LookupEntry(bgTypeId))
|
|
{
|
|
sLog->outError(LOG_FILTER_SQL, "Table `battlemaster_entry` contain entry %u for not existed battleground type %u, ignored.", entry, bgTypeId);
|
|
continue;
|
|
}
|
|
|
|
mBattleMastersMap[entry] = BattlegroundTypeId(bgTypeId);
|
|
}
|
|
while (result->NextRow());
|
|
|
|
sLog->outInfo(LOG_FILTER_SERVER_LOADING, ">> Loaded %u battlemaster entries in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
|
|
}
|
|
|
|
HolidayIds BattlegroundMgr::BGTypeToWeekendHolidayId(BattlegroundTypeId bgTypeId)
|
|
{
|
|
switch (bgTypeId)
|
|
{
|
|
case BATTLEGROUND_AV: return HOLIDAY_CALL_TO_ARMS_AV;
|
|
case BATTLEGROUND_EY: return HOLIDAY_CALL_TO_ARMS_EY;
|
|
case BATTLEGROUND_WS: return HOLIDAY_CALL_TO_ARMS_WS;
|
|
case BATTLEGROUND_SA: return HOLIDAY_CALL_TO_ARMS_SA;
|
|
case BATTLEGROUND_AB: return HOLIDAY_CALL_TO_ARMS_AB;
|
|
case BATTLEGROUND_IC: return HOLIDAY_CALL_TO_ARMS_IC;
|
|
case BATTLEGROUND_TP: return HOLIDAY_CALL_TO_ARMS_TP;
|
|
case BATTLEGROUND_BFG: return HOLIDAY_CALL_TO_ARMS_BFG;
|
|
default: return HOLIDAY_NONE;
|
|
}
|
|
}
|
|
|
|
BattlegroundTypeId BattlegroundMgr::WeekendHolidayIdToBGType(HolidayIds holiday)
|
|
{
|
|
switch (holiday)
|
|
{
|
|
case HOLIDAY_CALL_TO_ARMS_AV: return BATTLEGROUND_AV;
|
|
case HOLIDAY_CALL_TO_ARMS_EY: return BATTLEGROUND_EY;
|
|
case HOLIDAY_CALL_TO_ARMS_WS: return BATTLEGROUND_WS;
|
|
case HOLIDAY_CALL_TO_ARMS_SA: return BATTLEGROUND_SA;
|
|
case HOLIDAY_CALL_TO_ARMS_AB: return BATTLEGROUND_AB;
|
|
case HOLIDAY_CALL_TO_ARMS_IC: return BATTLEGROUND_IC;
|
|
case HOLIDAY_CALL_TO_ARMS_TP: return BATTLEGROUND_TP;
|
|
case HOLIDAY_CALL_TO_ARMS_BFG: return BATTLEGROUND_BFG;
|
|
default: return BATTLEGROUND_TYPE_NONE;
|
|
}
|
|
}
|
|
|
|
bool BattlegroundMgr::IsBGWeekend(BattlegroundTypeId bgTypeId)
|
|
{
|
|
return IsHolidayActive(BGTypeToWeekendHolidayId(bgTypeId));
|
|
}
|