diff options
author | ccrs <ccrs@users.noreply.github.com> | 2018-10-24 16:45:26 +0200 |
---|---|---|
committer | Shauren <shauren.trinity@gmail.com> | 2021-11-15 18:52:02 +0100 |
commit | df2f6ad219a18576617e4fc3f4cd60b530ac9d9a (patch) | |
tree | a2c05b13e32fafd3c801722b5a2b73b16f5fd426 /src/server/game/Battlegrounds/BattlegroundQueue.cpp | |
parent | fea450d9dec7a24e68f823795361cb18c0f4e35c (diff) |
Core/Shared: add BattlefieldBattleId definitions
Also rename BG_TEAMS_COUNT and BattlegroundTeamId
(cherry picked from commit 7417cbc655bf9c519b11c4821d8f0619851ea9f7)
Diffstat (limited to 'src/server/game/Battlegrounds/BattlegroundQueue.cpp')
-rw-r--r-- | src/server/game/Battlegrounds/BattlegroundQueue.cpp | 22 |
1 files changed, 11 insertions, 11 deletions
diff --git a/src/server/game/Battlegrounds/BattlegroundQueue.cpp b/src/server/game/Battlegrounds/BattlegroundQueue.cpp index 90764ae7d43..f25f78e2a36 100644 --- a/src/server/game/Battlegrounds/BattlegroundQueue.cpp +++ b/src/server/game/Battlegrounds/BattlegroundQueue.cpp @@ -36,7 +36,7 @@ BattlegroundQueue::BattlegroundQueue(BattlegroundQueueTypeId queueId) : m_queueId(queueId) { - for (uint32 i = 0; i < BG_TEAMS_COUNT; ++i) + for (uint32 i = 0; i < PVP_TEAMS_COUNT; ++i) { for (uint32 j = 0; j < MAX_BATTLEGROUND_BRACKETS; ++j) { @@ -151,7 +151,7 @@ GroupQueueInfo* BattlegroundQueue::AddGroup(Player* leader, Group* grp, PVPDiffi //compute index (if group is premade or joined a rated match) to queues uint32 index = 0; if (!m_queueId.Rated && !isPremade) - index += BG_TEAMS_COUNT; + index += PVP_TEAMS_COUNT; if (ginfo->Team == HORDE) index++; TC_LOG_DEBUG("bg.battleground", "Adding Group to BattlegroundQueue bgTypeId : %u, bracket_id : %u, index : %u", m_queueId.BattlemasterListId, bracketId, index); @@ -309,7 +309,7 @@ void BattlegroundQueue::RemovePlayer(ObjectGuid guid, bool decreaseInvitedCount) { //we must check premade and normal team's queue - because when players from premade are joining bg, //they leave groupinfo so we can't use its players size to find out index - for (uint32 j = index; j < BG_QUEUE_GROUP_TYPES_COUNT; j += BG_TEAMS_COUNT) + for (uint32 j = index; j < BG_QUEUE_GROUP_TYPES_COUNT; j += PVP_TEAMS_COUNT) { GroupsQueueType::iterator k = m_QueuedGroups[bracket_id_tmp][j].begin(); for (; k != m_QueuedGroups[bracket_id_tmp][j].end(); ++k) @@ -618,7 +618,7 @@ bool BattlegroundQueue::CheckPremadeMatch(BattlegroundBracketId bracket_id, uint //add groups/players from normal queue to size of bigger group uint32 maxPlayers = std::min(m_SelectionPools[TEAM_ALLIANCE].GetPlayerCount(), m_SelectionPools[TEAM_HORDE].GetPlayerCount()); GroupsQueueType::const_iterator itr; - for (uint32 i = 0; i < BG_TEAMS_COUNT; i++) + for (uint32 i = 0; i < PVP_TEAMS_COUNT; i++) { for (itr = m_QueuedGroups[bracket_id][BG_QUEUE_NORMAL_ALLIANCE + i].begin(); itr != m_QueuedGroups[bracket_id][BG_QUEUE_NORMAL_ALLIANCE + i].end(); ++itr) { @@ -636,7 +636,7 @@ bool BattlegroundQueue::CheckPremadeMatch(BattlegroundBracketId bracket_id, uint // if first is invited to BG and seconds timer expired, but we can ignore it, because players have only 80 seconds to click to enter bg // and when they click or after 80 seconds the queue info is removed from queue uint32 time_before = GameTime::GetGameTimeMS() - sWorld->getIntConfig(CONFIG_BATTLEGROUND_PREMADE_GROUP_WAIT_FOR_MATCH); - for (uint32 i = 0; i < BG_TEAMS_COUNT; i++) + for (uint32 i = 0; i < PVP_TEAMS_COUNT; i++) { if (!m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_ALLIANCE + i].empty()) { @@ -656,8 +656,8 @@ bool BattlegroundQueue::CheckPremadeMatch(BattlegroundBracketId bracket_id, uint // this method tries to create battleground or arena with MinPlayersPerTeam against MinPlayersPerTeam bool BattlegroundQueue::CheckNormalMatch(Battleground* /*bg_template*/, BattlegroundBracketId bracket_id, uint32 minPlayers, uint32 maxPlayers) { - GroupsQueueType::const_iterator itr_team[BG_TEAMS_COUNT]; - for (uint32 i = 0; i < BG_TEAMS_COUNT; i++) + GroupsQueueType::const_iterator itr_team[PVP_TEAMS_COUNT]; + for (uint32 i = 0; i < PVP_TEAMS_COUNT; i++) { itr_team[i] = m_QueuedGroups[bracket_id][BG_QUEUE_NORMAL_ALLIANCE + i].begin(); for (; itr_team[i] != m_QueuedGroups[bracket_id][BG_QUEUE_NORMAL_ALLIANCE + i].end(); ++(itr_team[i])) @@ -682,7 +682,7 @@ bool BattlegroundQueue::CheckNormalMatch(Battleground* /*bg_template*/, Battlegr for (; itr_team[j] != m_QueuedGroups[bracket_id][BG_QUEUE_NORMAL_ALLIANCE + j].end(); ++(itr_team[j])) { if (!(*(itr_team[j]))->IsInvitedToBGInstanceGUID) - if (!m_SelectionPools[j].AddGroup(*(itr_team[j]), m_SelectionPools[(j + 1) % BG_TEAMS_COUNT].GetPlayerCount())) + if (!m_SelectionPools[j].AddGroup(*(itr_team[j]), m_SelectionPools[(j + 1) % PVP_TEAMS_COUNT].GetPlayerCount())) break; } // do not allow to start bg with more than 2 players more on 1 faction @@ -846,7 +846,7 @@ void BattlegroundQueue::BattlegroundQueueUpdate(uint32 /*diff*/, BattlegroundBra return; } // invite those selection pools - for (uint32 i = 0; i < BG_TEAMS_COUNT; i++) + for (uint32 i = 0; i < PVP_TEAMS_COUNT; i++) for (GroupsQueueType::const_iterator citr = m_SelectionPools[TEAM_ALLIANCE + i].SelectedGroups.begin(); citr != m_SelectionPools[TEAM_ALLIANCE + i].SelectedGroups.end(); ++citr) InviteGroupToBG((*citr), bg2, (*citr)->Team); @@ -873,7 +873,7 @@ void BattlegroundQueue::BattlegroundQueueUpdate(uint32 /*diff*/, BattlegroundBra } // invite those selection pools - for (uint32 i = 0; i < BG_TEAMS_COUNT; i++) + for (uint32 i = 0; i < PVP_TEAMS_COUNT; i++) for (GroupsQueueType::const_iterator citr = m_SelectionPools[TEAM_ALLIANCE + i].SelectedGroups.begin(); citr != m_SelectionPools[TEAM_ALLIANCE + i].SelectedGroups.end(); ++citr) InviteGroupToBG((*citr), bg2, (*citr)->Team); // start bg @@ -919,7 +919,7 @@ void BattlegroundQueue::BattlegroundQueueUpdate(uint32 /*diff*/, BattlegroundBra int32 discardTime = GameTime::GetGameTimeMS() - sBattlegroundMgr->GetRatingDiscardTimer(); // we need to find 2 teams which will play next game - GroupsQueueType::iterator itr_teams[BG_TEAMS_COUNT]; + GroupsQueueType::iterator itr_teams[PVP_TEAMS_COUNT]; uint8 found = 0; uint8 team = 0; |