diff options
40 files changed, 3230 insertions, 716 deletions
diff --git a/sql/mangos.sql b/sql/mangos.sql index 9e0061f45fe..686c581e9f7 100644 --- a/sql/mangos.sql +++ b/sql/mangos.sql @@ -198,6 +198,7 @@ INSERT INTO `command` VALUES ('debug setvalue',3,'Syntax: .debug setvalue #field #value #isInt\r\n\r\nSet the field #field of the selected creature with value #value. If no creature is selected, set the content of your field.\r\n\r\nUse a #isInt of value 1 if #value is an integer.'),
('debug standstate',2,'Syntax: .debug standstate #emoteid\r\n\r\nChange the emote of your character while standing to #emoteid.'),
('debug update',3,'Syntax: .debug update #field #value\r\n\r\nUpdate the field #field of the selected character or creature with value #value.\r\n\r\nIf no #value is provided, display the content of field #field.'),
+('debug arena',3,'Syntax: .debug arena\r\n\r\n Toggles arena 1v1 or normal mode.'),
('delticket',2,'Syntax: .delticket all\r\n .delticket #num\r\n .delticket $character_name\r\n\rall to dalete all tickets at server, $character_name to delete ticket of this character, #num to delete ticket #num.'),
('demorph',2,'Syntax: .demorph\r\n\r\nDemorph the selected player.'),
('die',3,'Syntax: .die\r\n\r\nKill the selected player. If no player is selected, it will kill you.'),
@@ -208,6 +209,7 @@ INSERT INTO `command` VALUES ('event start',2,'Syntax: .event start #event_id\r\nStart event #event_id. Set start time for event to current moment (change not saved in DB).'),
('event stop',2,'Syntax: .event stop #event_id\r\nStop event #event_id. Set start time for event to time in past that make current moment is event stop time (change not saved in DB).'),
('explorecheat',3,'Syntax: .explorecheat #flag\r\n\r\nReveal or hide all maps for the selected player. If no player is selected, hide or reveal maps to you.\r\n\r\nUse a #flag of value 1 to reveal, use a #flag value of 0 to hide all maps.'),
+('flusharenapoints',3,'Syntax: .flusharenapoints\r\n\r\nUse it to distribute arena points based on arena team ratings, and start a new week.'),
('gm',1,'Syntax: .gm on/off\r\n\r\nEnable or Disable GM MODE'),
('gm fly',3,'Syntax: .gm fly on/off\r\nEnable/disable gm fly mode.'),
('gm list',0,'Syntax: .gm list\r\n\r\nDisplay a list of available Game Masters.'),
@@ -1363,6 +1365,7 @@ CREATE TABLE `instance_template` ( LOCK TABLES `instance_template` WRITE;
/*!40000 ALTER TABLE `instance_template` DISABLE KEYS */;
INSERT INTO `instance_template` VALUES
+(30,0,10,0,50,0,NULL,NULL,NULL,NULL,''),
(33,0,22,30,10,7200,NULL,NULL,NULL,NULL,''),
(34,0,24,32,10,7200,NULL,NULL,NULL,NULL,''),
(36,0,15,20,10,7200,NULL,NULL,NULL,NULL,''),
@@ -1386,9 +1389,15 @@ INSERT INTO `instance_template` VALUES (409,0,60,0,40,604800,NULL,NULL,NULL,NULL,''),
(429,0,55,60,5,7200,NULL,NULL,NULL,NULL,''),
(469,0,60,0,40,604800,NULL,NULL,NULL,NULL,''),
+(489,0,10,0,50,0,NULL,NULL,NULL,NULL,''),
(509,0,60,0,20,259200,NULL,NULL,NULL,NULL,''),
+(529,0,10,0,50,0,NULL,NULL,NULL,NULL,''),
(531,0,60,0,40,604800,NULL,NULL,NULL,NULL,''),
-(533,0,60,0,40,604800,NULL,NULL,NULL,NULL,'');
+(533,0,60,0,40,604800,NULL,NULL,NULL,NULL,''),
+(559,0,10,0,50,0,NULL,NULL,NULL,NULL,''),
+(562,0,10,0,50,0,NULL,NULL,NULL,NULL,''),
+(566,0,10,0,50,0,NULL,NULL,NULL,NULL,''),
+(572,0,10,0,50,0,NULL,NULL,NULL,NULL,'');
/*!40000 ALTER TABLE `instance_template` ENABLE KEYS */;
UNLOCK TABLES;
@@ -2566,8 +2575,24 @@ INSERT INTO `mangos_string` VALUES (708,'%s is Away from Keyboard: %s',NULL,NULL,NULL,NULL,NULL,NULL,NULL,NULL),
(709,'Do not Disturb',NULL,NULL,NULL,NULL,NULL,NULL,NULL,NULL),
(710,'Away from Keyboard',NULL,NULL,NULL,NULL,NULL,NULL,NULL,NULL),
-(711,'Queue status for %s (Lvl: %u to %u)\nQueued alliances: %u (Need at least %u more)\nQueued hordes: %u (Need at least %u more)',NULL,NULL,NULL,NULL,NULL,NULL,NULL,NULL),
-(712,'|cffff0000[BG Queue Announcer]:|r %s -- [%u-%u] A: %u (Need: %u), H: %u (Needs %u)|r',NULL,NULL,NULL,NULL,NULL,NULL,NULL,NULL);
+(711,'Your group is too large for this battleground. Please regroup to join.',NULL,NULL,NULL,NULL,NULL,NULL,NULL,NULL),
+(712,'Your group is too large for this arena. Please regroup to join.',NULL,NULL,NULL,NULL,NULL,NULL,NULL,NULL),
+(713,'Your group has members not in your arena team. Please regroup to join.',NULL,NULL,NULL,NULL,NULL,NULL,NULL,NULL),
+(714,'Your group does not have enough players to join this match.',NULL,NULL,NULL,NULL,NULL,NULL,NULL,NULL),
+(715,'The Gold Team wins!',NULL,NULL,NULL,NULL,NULL,NULL,NULL,NULL),
+(716,'The Green Team wins!',NULL,NULL,NULL,NULL,NULL,NULL,NULL,NULL),
+(717, 'There aren\'t enough players in this battleground. It will end soon unless some more players join to balance the fight.',NULL,NULL,NULL,NULL,NULL,NULL,NULL,NULL),
+(718, 'Your group has an offline member. Please remove him before joining.',NULL,NULL,NULL,NULL,NULL,NULL,NULL,NULL),
+(719, 'Your group has players from the opposing faction. You can\'t join the battleground as a group.',NULL,NULL,NULL,NULL,NULL,NULL,NULL,NULL),
+(720, 'Your group has players from different battleground brakets. You can\'t join as group.',NULL,NULL,NULL,NULL,NULL,NULL,NULL,NULL),
+(721, 'Someone in your party is already in this battleground queue. (S)he must leave it before joining as group.',NULL,NULL,NULL,NULL,NULL,NULL,NULL,NULL),
+(722, 'Someone in your party is Deserter. You can\'t join as group.',NULL,NULL,NULL,NULL,NULL,NULL,NULL,NULL),
+(723, 'Someone in your party is already in three battleground queues. You cannot join as group.',NULL,NULL,NULL,NULL,NULL,NULL,NULL,NULL),
+(724, 'You cannot teleport to a battleground or arena map.',NULL,NULL,NULL,NULL,NULL,NULL,NULL,NULL),
+(725, 'You cannot summon players to a battleground or arena map.',NULL,NULL,NULL,NULL,NULL,NULL,NULL,NULL),
+(726, 'You must be in GM mode to teleport to a player in a battleground.',NULL,NULL,NULL,NULL,NULL,NULL,NULL,NULL),
+(727, 'You cannot teleport to a battleground from another battleground. Please leave the current battleground first.',NULL,NULL,NULL,NULL,NULL,NULL,NULL,NULL),
+(728, 'Arena testing turned %s',NULL,NULL,NULL,NULL,NULL,NULL,NULL,NULL);
/*!40000 ALTER TABLE `mangos_string` ENABLE KEYS */;
UNLOCK TABLES;
diff --git a/sql/updates/10_instantiated_battlegrounds.sql b/sql/updates/10_instantiated_battlegrounds.sql new file mode 100644 index 00000000000..e32bc3f2824 --- /dev/null +++ b/sql/updates/10_instantiated_battlegrounds.sql @@ -0,0 +1,38 @@ +DELETE FROM `instance_template` WHERE `map` IN ('489', '30', '529', '566', '559', '562', '572');
+INSERT INTO `instance_template` (`map`, `parent`, `levelMin`, `levelMax`, `maxPlayers`, `reset_delay`) VALUES
+('489', '0', '10', '0', '50', '0'),
+('30', '0', '10', '0', '50', '0'),
+('529', '0', '10', '0', '50', '0'),
+('566', '0', '10', '0', '50', '0'),
+('559', '0', '10', '0', '50', '0'),
+('562', '0', '10', '0', '50', '0'),
+('572', '0', '10', '0', '50', '0');
+
+DELETE FROM `command` WHERE `name` = "flusharenapoints";
+DELETE FROM `command` WHERE `name` = "debug arena";
+INSERT INTO `command` (`name`, `security`, `help`) VALUES
+('flusharenapoints',3,'Syntax: .flusharenapoints\r\n\r\nUse it to distribute arena points based on arena team ratings, and start a new week.'),
+('debug arena',3,'Syntax: .debug arena\r\n\r\n Toggles arena 1v1 or normal mode.');
+
+
+DELETE FROM mangos_string WHERE entry BETWEEN 711 AND 728;
+INSERT INTO mangos_string (entry, content_default) VALUES
+ (711,'Your group is too large for this battleground. Please regroup to join.'),
+ (712,'Your group is too large for this arena. Please regroup to join.'),
+ (713,'Your group has members not in your arena team. Please regroup to join.'),
+ (714,'Your group does not have enough players to join this match.'),
+ (715,'The Gold Team wins!'),
+ (716,'The Green Team wins!'),
+ (717, 'There aren\'t enough players in this battleground. It will end soon unless some more players join to balance the fight.'),
+ (718, 'Your group has an offline member. Please remove him before joining.'),
+ (719, 'Your group has players from the opposing faction. You can\'t join the battleground as a group.'),
+ (720, 'Your group has players from different battleground brakets. You can\'t join as group.'),
+ (721, 'Someone in your party is already in this battleground queue. (S)he must leave it before joining as group.'),
+ (722, 'Someone in your party is Deserter. You can\'t join as group.'),
+ (723, 'Someone in your party is already in three battleground queues. You cannot join as group.'),
+ (724, 'You cannot teleport to a battleground or arena map.'),
+ (725, 'You cannot summon players to a battleground or arena map.'),
+ (726, 'You must be in GM mode to teleport to a player in a battleground.'),
+ (727, 'You cannot teleport to a battleground from another battleground. Please leave the current battleground first.'),
+ (728, 'Arena testing turned %s');
+
diff --git a/src/game/ArenaTeam.cpp b/src/game/ArenaTeam.cpp index 578340a4a8d..21ed6c66b31 100644 --- a/src/game/ArenaTeam.cpp +++ b/src/game/ArenaTeam.cpp @@ -51,7 +51,7 @@ bool ArenaTeam::create(uint64 captainGuid, uint32 type, std::string ArenaTeamNam if(objmgr.GetArenaTeamByName(ArenaTeamName)) // arena team with this name already exist return false; - sLog.outDebug("GUILD: creating arena team %s to leader: %u", ArenaTeamName.c_str(), GUID_LOPART(CaptainGuid)); + sLog.outDebug("GUILD: creating arena team %s to leader: %u", ArenaTeamName.c_str(), GUID_LOPART(captainGuid)); CaptainGuid = captainGuid; Name = ArenaTeamName; @@ -138,10 +138,8 @@ bool ArenaTeam::AddMember(uint64 PlayerGuid) { pl->SetInArenaTeam(Id, GetSlot()); pl->SetArenaTeamIdInvited(0); - } - else - { - Player::SetUInt32ValueInDB(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (GetSlot() * 6), Id, PlayerGuid); + // personal rating + pl->SetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (GetSlot() * 6) + 5, 1500); } // hide promote/remove buttons @@ -149,18 +147,39 @@ bool ArenaTeam::AddMember(uint64 PlayerGuid) { if(pl) pl->SetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + 1 + (GetSlot() * 6), 1); - else - Player::SetUInt32ValueInDB(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + 1 + (GetSlot() * 6), 1, PlayerGuid); } + + // setuint32valueindb is asynch, can't be used here + Tokens tokens; + if(!Player::LoadValuesArrayFromDB(tokens,PlayerGuid)) + return false; + + // arena team id + uint16 index = PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (GetSlot() * 6); + char buf[11]; + snprintf(buf,11,"%u",Id); + tokens[index] = buf; + // pers rating + index = PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (GetSlot() * 6) + 5; + buf[11]; + snprintf(buf,11,"%u",1500); + tokens[index] = buf; + // hide promote/remove buttons + if(CaptainGuid != PlayerGuid) + { + index = PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + 1 + (GetSlot() * 6); + buf[11]; + snprintf(buf,11,"%u",1); + tokens[index] = buf; + } + + Player::SaveValuesArrayInDB(tokens,PlayerGuid); + return true; } bool ArenaTeam::LoadArenaTeamFromDB(uint32 ArenaTeamId) { - LoadStatsFromDB(ArenaTeamId); - LoadMembersFromDB(ArenaTeamId); - - // 0 1 2 3 4 5 6 7 8 QueryResult *result = CharacterDatabase.PQuery("SELECT arenateamid,name,captainguid,type,BackgroundColor,EmblemStyle,EmblemColor,BorderStyle,BorderColor FROM arena_team WHERE arenateamid = '%u'", ArenaTeamId); if(!result) @@ -180,6 +199,22 @@ bool ArenaTeam::LoadArenaTeamFromDB(uint32 ArenaTeamId) delete result; + // only load here, so additional checks can be made + LoadStatsFromDB(ArenaTeamId); + LoadMembersFromDB(ArenaTeamId); + + if(!GetMembersSize()) + { + // arena team is empty, delete from db + CharacterDatabase.BeginTransaction(); + CharacterDatabase.PExecute("DELETE FROM arena_team WHERE arenateamid = '%u'", ArenaTeamId); + CharacterDatabase.PExecute("DELETE FROM arena_team_member WHERE arenateamid = '%u'", ArenaTeamId); + CharacterDatabase.PExecute("DELETE FROM arena_team_stats WHERE arenateamid = '%u'", ArenaTeamId); + CharacterDatabase.CommitTransaction(); + // return false + return false; + } + return true; } @@ -207,7 +242,7 @@ void ArenaTeam::LoadMembersFromDB(uint32 ArenaTeamId) { Field *fields; - QueryResult *result = CharacterDatabase.PQuery("SELECT guid,played_week,wons_week,played_season,wons_season FROM arena_team_member WHERE arenateamid = '%u'", ArenaTeamId); + QueryResult *result = CharacterDatabase.PQuery("SELECT guid,played_week,wons_week,played_season,wons_season,points_to_add FROM arena_team_member WHERE arenateamid = '%u'", ArenaTeamId); if(!result) return; @@ -216,6 +251,14 @@ void ArenaTeam::LoadMembersFromDB(uint32 ArenaTeamId) fields = result->Fetch(); ArenaTeamMember newmember; newmember.guid = MAKE_NEW_GUID(fields[0].GetUInt32(), 0, HIGHGUID_PLAYER); + // check if this member is in this arenateam + // based on character data field + if(Player::GetUInt32ValueFromDB(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (GetSlot() * 6),newmember.guid) != ArenaTeamId) + { + // the player's registered arena team for this slot isn't this team, so delete member info from here + CharacterDatabase.PExecute("DELETE FROM arena_team_member WHERE guid = '%u' AND arenateamid = '%u'",fields[0].GetUInt32(), ArenaTeamId); + continue; + } LoadPlayerStats(&newmember); newmember.played_week = fields[1].GetUInt32(); newmember.wons_week = fields[2].GetUInt32(); @@ -276,17 +319,36 @@ void ArenaTeam::DelMember(uint64 guid) } Player *player = objmgr.GetPlayer(guid); + // this will be ugly. because of the asynchronous sql handling, we have to set all the fields of the player at once, and save them at once, or else the save will only modify the last field. + // rip off of setuint32valueindb if(player) { player->SetInArenaTeam(0, GetSlot()); player->GetSession()->SendArenaTeamCommandResult(ERR_ARENA_TEAM_QUIT_S, GetName(), "", 0); + // delete all info regarding this team + for(int i = 0; i < 6; ++i) + { + player->SetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (GetSlot() * 6) + i, 0); + } } - else + + // we have to do it this way, setuint32valueindb is asynch, unsafe to use multiple times in a row on the same player + Tokens tokens; + if(!Player::LoadValuesArrayFromDB(tokens,guid)) + return; + + for(int i = 0; i < 6; ++i) { - Player::SetUInt32ValueInDB(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (GetSlot() * 6), 0, guid); + uint16 index = PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (GetSlot() * 6) + i; + char buf[11]; + snprintf(buf,11,"%u",0); + tokens[index] = buf; } - CharacterDatabase.PExecute("DELETE FROM arena_team_member WHERE guid = '%u'", GUID_LOPART(guid)); + Player::SaveValuesArrayInDB(tokens,guid); + + // only delete from this arena team! + CharacterDatabase.PExecute("DELETE FROM arena_team_member WHERE arenateamid = '%u' AND guid = '%u'", GetId(), GUID_LOPART(guid)); } void ArenaTeam::Disband(WorldSession *session) @@ -313,6 +375,7 @@ void ArenaTeam::Disband(WorldSession *session) CharacterDatabase.BeginTransaction(); CharacterDatabase.PExecute("DELETE FROM arena_team WHERE arenateamid = '%u'", Id); + CharacterDatabase.PExecute("DELETE FROM arena_team_member WHERE arenateamid = '%u'", Id); CharacterDatabase.PExecute("DELETE FROM arena_team_stats WHERE arenateamid = '%u'", Id); CharacterDatabase.CommitTransaction(); objmgr.RemoveArenaTeam(this); @@ -342,7 +405,7 @@ void ArenaTeam::Roster(WorldSession *session) data << uint32(itr->wons_week); // wins this week data << uint32(itr->played_season); // played this season data << uint32(itr->wons_season); // wins this season - data << uint32(0); // personal rating? + data << uint32(pl->GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + GetSlot() * 6 + 5)); // personal rating? } else { @@ -356,7 +419,7 @@ void ArenaTeam::Roster(WorldSession *session) data << uint32(itr->wons_week); // wins this week data << uint32(itr->played_season); // played this season data << uint32(itr->wons_season); // wins this season - data << uint32(0); // personal rating? + data << uint32(Player::GetUInt32ValueFromDB(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + GetSlot() * 6 + 5, itr->guid)); // personal rating? } } session->SendPacket(&data); @@ -391,6 +454,18 @@ void ArenaTeam::Stats(WorldSession *session) session->SendPacket(&data); } +void ArenaTeam::NotifyStatsChanged() +{ + // this is called after a rated match ended + // updates arena team stats for every member of the team (not only the ones who participated!) + for(MemberList::iterator itr = members.begin(); itr != members.end(); ++itr) + { + Player * plr=objmgr.GetPlayer(itr->guid); + if(plr) + Stats(plr->GetSession()); + } +} + void ArenaTeam::InspectStats(WorldSession *session, uint64 guid) { WorldPacket data(MSG_INSPECT_ARENA_TEAMS, 8+1+4*6); @@ -398,10 +473,20 @@ void ArenaTeam::InspectStats(WorldSession *session, uint64 guid) data << uint8(GetSlot()); // slot (0...2) data << uint32(GetId()); // arena team id data << uint32(stats.rating); // rating - data << uint32(stats.games); // games - data << uint32(stats.wins); // wins - data << uint32(stats.played); // played (count of all games, that played...) - data << uint32(0); // 2.3.3 personal rating? + data << uint32(stats.played); // season played + data << uint32(stats.wins2); // season wins + uint32 participated = 0; + for(MemberList::iterator itr = members.begin(); itr!= members.end(); ++itr) + { + if(itr->guid == guid) + { + participated = itr->played_season; + break; + } + } + data << uint32(participated); // played (count of all games, that the inspected member participated...) + data << uint32(Player::GetUInt32ValueFromDB(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + GetSlot() * 6 + 5, guid)); // unk, 2.3.3 (personal rating?) + session->SendPacket(&data); } @@ -494,24 +579,211 @@ bool ArenaTeam::HaveMember( uint64 guid ) const return false; } +uint32 ArenaTeam::GetPoints(uint32 MemberRating) +{ + // returns how many points would be awarded with this team type with this rating + float points; + + uint32 rating = MemberRating + 150 < stats.rating ? MemberRating : stats.rating; + + if(rating<=1500) + { + points = (float)rating * 0.22f + 14.0f; + } + else + { + points = 1511.26f / (1.0f + 1639.28f * exp(-0.00412f * (float)rating)); + } + + // type penalties for <5v5 teams + if(Type == ARENA_TEAM_2v2) + points *= 0.76f; + else if(Type == ARENA_TEAM_3v3) + points *= 0.88f; + + return (uint32) points; +} + +float ArenaTeam::GetChanceAgainst(uint32 rating) +{ + // returns the chance to win against a team with the given rating, used in the rating adjustment calculation + // ELO system + return 1.0f/(1.0f+exp(log(10.0f)*(float)((float)rating - (float)stats.rating)/400.0f)); +} + +int32 ArenaTeam::WonAgainstChance(float chance) +{ + // called when the team has won, and had 'chance' calculated chance to beat the opponent + // calculate the rating modification (ELO system with k=32) + int32 mod = (int32)floor(32.0f * (1.0f - chance)); + // modify the team stats accordingly + stats.rating += mod; + stats.games += 1; + stats.wins += 1; + stats.played += 1; + stats.wins2 += 1; +/* this should be done in .flusharenapoints; not a breaker though. + uint32 higher_rank = 0; + QueryResult *result = CharacterDatabase.PQuery("SELECT DISTINCT COUNT(arenateamid) FROM arena_team_stats WHERE rating > '%u' AND arenateamid <> '%u'",stats.rating, Id); + if(result) + { + higher_rank = result->Fetch()->GetUInt32(); + delete result; + } + stats.rank = higher_rank + 1;*/ + // return the rating change, used to display it on the results screen + return mod; +} + +int32 ArenaTeam::LostAgainstChance(float chance) +{ + // called when the team has lost, and had 'chance' calculated chance to beat the opponent + // calculate the rating modification (ELO system with k=32) + int32 mod = (int32)ceil(32.0f * (0.0f - chance)); + // modify the team stats accordingly + stats.rating += mod; + stats.games += 1; + stats.played += 1; +/* uint32 higher_rank = 0; + QueryResult *result = CharacterDatabase.PQuery("SELECT DISTINCT COUNT (arenateamid) FROM arena_team_stats WHERE rating > '%u' AND arenateamid <> '%u'",stats.rating, Id); + if(result) + { + higher_rank = result->Fetch()->GetUInt32(); + delete result; + } + stats.rank = higher_rank + 1;*/ + // return the rating adjustment for display + return mod; +} + +void ArenaTeam::MemberLost(Player * plr, uint32 againstrating) +{ + // called for each participant of a match after losing + for(MemberList::iterator itr = members.begin(); itr != members.end(); ++itr) + { + if(itr->guid == plr->GetGUID()) + { + // update personal rating + int32 personalrating = plr->GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (GetSlot()*6) + 5); + float chance = 1.0f/(1.0f+exp(log(10.0f)*(float)((float)againstrating - (float)personalrating)/400.0f)); + int32 mod = (int32)ceil(32.0f * (0.0f - chance)); + personalrating += mod; + if(personalrating < 0) + personalrating = 0; + plr->SetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (GetSlot()*6) + 5, personalrating); + // update personal played stats + itr->played_week +=1; + itr->played_season +=1; + // update the unit fields + plr->SetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + 6 * GetSlot() + 2, itr->played_week); + plr->SetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + 6 * GetSlot() + 3, itr->played_season); + return; + } + } +} + +void ArenaTeam::MemberWon(Player * plr, uint32 againstrating) +{ + // called for each participant after winning a match + for(MemberList::iterator itr = members.begin(); itr != members.end(); ++itr) + { + if(itr->guid == plr->GetGUID()) + { + // update personal rating + int32 personalrating = plr->GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (GetSlot()*6) + 5); + float chance = 1.0f/(1.0f+exp(log(10.0f)*(float)((float)againstrating - (float)personalrating)/400.0f)); + int32 mod = (int32)floor(32.0f * (1.0f - chance)); + personalrating += mod; + if(personalrating < 0) + personalrating = 0; + plr->SetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (GetSlot()*6) + 5, personalrating); + // update personal stats + itr->played_week +=1; + itr->played_season +=1; + itr->wons_season += 1; + itr->wons_week += 1; + // update unit fields + plr->SetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + 6 * GetSlot() + 2, itr->played_week); + plr->SetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + 6 * GetSlot() + 3, itr->played_season); + return; + } + } +} + +void ArenaTeam::UpdateArenaPointsHelper() +{ + // called after a match has ended and the stats are already modified + // helper function for arena point distribution (this way, when distributing, no actual calculation is required, just a few comparisons) + // 10 played games per week is a minimum + if(stats.games < 10) + return; + // to get points, a player has to participate in at least 30% of the matches + uint32 min_plays = ceil(stats.games * 0.3); + for(MemberList::iterator itr = members.begin(); itr != members.end(); ++itr) + { + // the player participated in enough games, update his points + if(itr->played_week >= min_plays) + { + // do it separately for online and offline players + // online players might have modified personal rating in MemberLost/MemberWon, that's not already saved to DB because of asynch queries + // offline player cant have a personal rating not matching the db + Player * plr = objmgr.GetPlayer(itr->guid); + uint32 points_to_add = 0; + if(plr) + points_to_add = GetPoints(plr->GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (GetSlot()*6) + 5)); + else + points_to_add = GetPoints(Player::GetUInt32ValueFromDB(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (GetSlot()*6) + 5,itr->guid)); + // it's enough to set the points in memory, the saving is done in separate function + CharacterDatabase.PExecute("UPDATE arena_team_member SET points_to_add = '%u' WHERE arenateamid = '%u' AND guid = '%u'", points_to_add, Id, itr->guid); + } + // the player failed to participate in enough games, so no points for him + else + { + CharacterDatabase.PExecute("UPDATE arena_team_member SET points_to_add = '%u' WHERE arenateamid = '%u' AND guid = '%u'", 0, Id, itr->guid); + } + } +} + +void ArenaTeam::SaveToDB() +{ + // save team and member stats to db + // called after a match has ended + CharacterDatabase.PExecute("UPDATE arena_team_stats SET rating = '%u',games = '%u',played = '%u',rank = '%u',wins = '%u',wins2 = '%u' WHERE arenateamid = '%u'", stats.rating, stats.games, stats.played, stats.rank, stats.wins, stats.wins2, GetId()); + for(MemberList::iterator itr = members.begin(); itr != members.end(); ++itr) + { + CharacterDatabase.PExecute("UPDATE arena_team_member SET played_week = '%u', wons_week = '%u', played_season = '%u', wons_season = '%u' WHERE arenateamid = '%u' AND guid = '%u'", itr->played_week, itr->wons_week, itr->played_season, itr->wons_season, Id, itr->guid); + } +} + +void ArenaTeam::FinishWeek() +{ + stats.games = 0; // played this week + stats.wins = 0; // wins this week + for(MemberList::iterator itr = members.begin(); itr != members.end(); ++itr) + { + itr->played_week = 0; + itr->wons_week = 0; + } +} + /* arenateam fields (id from 2.3.3 client): 1414 - arena team id 2v2 1415 - 0=captain, 1=member -1416 - played this season -1417 - played this week +1416 - played this week +1417 - played this season 1418 - unk -1419 - unk +1419 - personal arena rating 1420 - arena team id 3v3 1421 - 0=captain, 1=member -1422 - played this season -1423 - played this week +1422 - played this week +1423 - played this season 1424 - unk -1425 - unk +1425 - personal arena rating 1426 - arena team id 5v5 1427 - 0=captain, 1=member -1428 - played this season -1429 - played this week +1428 - played this week +1429 - played this season 1430 - unk -1431 - unk +1431 - personal arena rating */ diff --git a/src/game/ArenaTeam.h b/src/game/ArenaTeam.h index 9b4ef67ead1..fb9b9be98e7 100644 --- a/src/game/ArenaTeam.h +++ b/src/game/ArenaTeam.h @@ -149,6 +149,8 @@ class ArenaTeam void LoadStatsFromDB(uint32 ArenaTeamId); void LoadPlayerStats(ArenaTeamMember* member); + void SaveToDB(); + void BroadcastPacket(WorldPacket *packet); void Roster(WorldSession *session); @@ -156,6 +158,19 @@ class ArenaTeam void Stats(WorldSession *session); void InspectStats(WorldSession *session, uint64 guid); + uint32 GetPoints(uint32 MemberRating); + float GetChanceAgainst(uint32 rating); + int32 WonAgainstChance(float chance); + void MemberWon(Player * plr, uint32 againstrating); + int32 LostAgainstChance(float chance); + void MemberLost(Player * plr, uint32 againstrating); + + void UpdateArenaPointsHelper(); + + void FinishWeek(); + + void NotifyStatsChanged(); + protected: uint32 Id; diff --git a/src/game/BattleGround.cpp b/src/game/BattleGround.cpp index 589b4175049..72366764af7 100644 --- a/src/game/BattleGround.cpp +++ b/src/game/BattleGround.cpp @@ -24,6 +24,7 @@ #include "Language.h" #include "Chat.h" #include "SpellAuras.h" +#include "ArenaTeam.h" #include "World.h" #include "Util.h" @@ -47,6 +48,8 @@ BattleGround::BattleGround() m_Name = ""; m_LevelMin = 0; m_LevelMax = 0; + m_InBGFreeSlotQueue = false; + m_SetDeleteThis = false; m_MaxPlayersPerTeam = 0; m_MaxPlayers = 0; @@ -67,21 +70,54 @@ BattleGround::BattleGround() m_TeamStartLocO[BG_TEAM_ALLIANCE] = 0; m_TeamStartLocO[BG_TEAM_HORDE] = 0; + m_ArenaTeamIds[BG_TEAM_ALLIANCE] = 0; + m_ArenaTeamIds[BG_TEAM_HORDE] = 0; + + m_ArenaTeamRatingChanges[BG_TEAM_ALLIANCE] = 0; + m_ArenaTeamRatingChanges[BG_TEAM_HORDE] = 0; + m_BgRaids[BG_TEAM_ALLIANCE] = NULL; m_BgRaids[BG_TEAM_HORDE] = NULL; m_PlayersCount[BG_TEAM_ALLIANCE] = 0; m_PlayersCount[BG_TEAM_HORDE] = 0; + + m_PrematureCountDown = false; + m_PrematureCountDown = 0; } BattleGround::~BattleGround() { + // remove objects and creatures + // (this is done automatically in mapmanager update, when the instance is reset after the reset time) + int size = m_BgCreatures.size(); + for(int i = 0; i < size; ++i) + { + DelCreature(i); + } + size = m_BgObjects.size(); + for(int i = 0; i < size; ++i) + { + DelObject(i); + } + // delete creature and go respawn times + WorldDatabase.PExecute("DELETE FROM creature_respawn WHERE instance = '%u'",GetInstanceID()); + WorldDatabase.PExecute("DELETE FROM gameobject_respawn WHERE instance = '%u'",GetInstanceID()); + // delete instance from db + CharacterDatabase.PExecute("DELETE FROM instance WHERE id = '%u'",GetInstanceID()); + // remove from battlegrounds + sBattleGroundMgr.RemoveBattleGround(GetInstanceID()); + // unload map + if(Map * map = MapManager::Instance().FindMap(GetMapId(), GetInstanceID())) + if(map->IsBattleGroundOrArena()) + ((BattleGroundMap*)map)->SetUnload(); + // remove from bg free slot queue + this->RemoveFromBGFreeSlotQueue(); } void BattleGround::Update(time_t diff) { - if(!GetPlayersSize() && !GetRemovedPlayersSize() && !GetReviveQueueSize()) //BG is empty return; @@ -188,6 +224,33 @@ void BattleGround::Update(time_t diff) m_ResurrectQueue.clear(); } + // if less then minimum players are in on one side, then start premature finish timer + if(GetStatus() == STATUS_IN_PROGRESS && !isArena() && sBattleGroundMgr.GetPrematureFinishTime() && (GetPlayersCountByTeam(ALLIANCE) < GetMinPlayersPerTeam() || GetPlayersCountByTeam(HORDE) < GetMinPlayersPerTeam())) + { + if(!m_PrematureCountDown) + { + m_PrematureCountDown = true; + m_PrematureCountDownTimer = sBattleGroundMgr.GetPrematureFinishTime(); + SendMessageToAll(LANG_BATTLEGROUND_PREMATURE_FINISH_WARNING); + } + else if(m_PrematureCountDownTimer < diff) + { + // time's up! + EndBattleGround(0); // noone wins + m_PrematureCountDown = false; + } + else + { + uint32 newtime = m_PrematureCountDownTimer - diff; + // announce every minute + if(m_PrematureCountDownTimer != sBattleGroundMgr.GetPrematureFinishTime() && newtime / 60000 != m_PrematureCountDownTimer / 60000) + SendMessageToAll(LANG_BATTLEGROUND_PREMATURE_FINISH_WARNING); + m_PrematureCountDownTimer = newtime; + } + } + else if (m_PrematureCountDown) + m_PrematureCountDown = false; + if(GetStatus() == STATUS_WAIT_LEAVE) { // remove all players from battleground after 2 minutes @@ -239,7 +302,9 @@ void BattleGround::SendPacketToTeam(uint32 TeamID, WorldPacket *packet, Player * if(!self && sender == plr) continue; - if(plr->GetTeam() == TeamID) + uint32 team = itr->second.Team;//GetPlayerTeam(plr->GetGUID()); + + if(team == TeamID) plr->GetSession()->SendPacket(packet); } } @@ -265,7 +330,9 @@ void BattleGround::PlaySoundToTeam(uint32 SoundID, uint32 TeamID) continue; } - if(plr->GetTeam() == TeamID) + uint32 team = itr->second.Team;//GetPlayerTeam(plr->GetGUID()); + + if(team == TeamID) { sBattleGroundMgr.BuildPlaySoundPacket(&data, SoundID); plr->GetSession()->SendPacket(&data); @@ -285,7 +352,9 @@ void BattleGround::CastSpellOnTeam(uint32 SpellID, uint32 TeamID) continue; } - if(plr->GetTeam() == TeamID) + uint32 team = itr->second.Team;//GetPlayerTeam(plr->GetGUID()); + + if(team == TeamID) plr->CastSpell(plr, SpellID, true); } } @@ -302,7 +371,9 @@ void BattleGround::RewardHonorToTeam(uint32 Honor, uint32 TeamID) continue; } - if(plr->GetTeam() == TeamID) + uint32 team = itr->second.Team;//GetPlayerTeam(plr->GetGUID()); + + if(team == TeamID) UpdatePlayerScore(plr, SCORE_BONUS_HONOR, Honor); } } @@ -324,7 +395,9 @@ void BattleGround::RewardReputationToTeam(uint32 faction_id, uint32 Reputation, continue; } - if(plr->GetTeam() == TeamID) + uint32 team = itr->second.Team;//GetPlayerTeam(plr->GetGUID()); + + if(team == TeamID) plr->ModifyFactionReputation(factionEntry, Reputation); } } @@ -345,30 +418,87 @@ void BattleGround::UpdateWorldStateForPlayer(uint32 Field, uint32 Value, Player void BattleGround::EndBattleGround(uint32 winner) { + // battleground finished, remove from the running bg's list + this->RemoveFromBGFreeSlotQueue(); + + ArenaTeam * winner_arena_team = NULL; + ArenaTeam * loser_arena_team = NULL; + uint32 loser_rating = 0; + uint32 winner_rating = 0; WorldPacket data; Player *Source = NULL; const char *winmsg = ""; if(winner == ALLIANCE) { - winmsg = GetMangosString(LANG_BG_A_WINS); + if(isBattleGround()) + winmsg = GetMangosString(LANG_BG_A_WINS); + else + winmsg = GetMangosString(LANG_ARENA_GOLD_WINS); PlaySoundToAll(SOUND_ALLIANCE_WINS); // alliance wins sound SetWinner(WINNER_ALLIANCE); } - else + else if(winner == HORDE) { - winmsg = GetMangosString(LANG_BG_H_WINS); + if(isBattleGround()) + winmsg = GetMangosString(LANG_BG_H_WINS); + else + winmsg = GetMangosString(LANG_ARENA_GREEN_WINS); PlaySoundToAll(SOUND_HORDE_WINS); // horde wins sound SetWinner(WINNER_HORDE); } + else + { + SetWinner(3); + } SetStatus(STATUS_WAIT_LEAVE); m_EndTime = 0; + // arena rating calculation + if(isArena() && isRated()) + { + if(winner == ALLIANCE) + { + winner_arena_team = objmgr.GetArenaTeamById(GetArenaTeamIdForTeam(ALLIANCE)); + loser_arena_team = objmgr.GetArenaTeamById(GetArenaTeamIdForTeam(HORDE)); + } + else if(winner == HORDE) + { + winner_arena_team = objmgr.GetArenaTeamById(GetArenaTeamIdForTeam(HORDE)); + loser_arena_team = objmgr.GetArenaTeamById(GetArenaTeamIdForTeam(ALLIANCE)); + } + if(winner_arena_team && loser_arena_team) + { + loser_rating = loser_arena_team->GetStats().rating; + winner_rating = winner_arena_team->GetStats().rating; + float winner_chance = winner_arena_team->GetChanceAgainst(loser_rating); + float loser_chance = loser_arena_team->GetChanceAgainst(winner_rating); + int32 winner_change = winner_arena_team->WonAgainstChance(winner_chance); + int32 loser_change = loser_arena_team->LostAgainstChance(loser_chance); + sLog.outDebug("--- %u ; %u ; %d ; %d ; %u ; %u ---",winner_rating,loser_rating,winner_chance,loser_chance,winner_change,loser_change); + if(winner == ALLIANCE) + { + SetArenaTeamRatingChangeForTeam(ALLIANCE, winner_change); + SetArenaTeamRatingChangeForTeam(HORDE, loser_change); + } + else + { + SetArenaTeamRatingChangeForTeam(HORDE, winner_change); + SetArenaTeamRatingChangeForTeam(ALLIANCE, loser_change); + } + } + else + { + SetArenaTeamRatingChangeForTeam(ALLIANCE, 0); + SetArenaTeamRatingChangeForTeam(HORDE, 0); + } + } + for(std::map<uint64, BattleGroundPlayer>::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr) { Player *plr = objmgr.GetPlayer(itr->first); @@ -378,13 +508,29 @@ void BattleGround::EndBattleGround(uint32 winner) continue; } + // should remove spirit of redemption + if(plr->HasAuraType(SPELL_AURA_SPIRIT_OF_REDEMPTION)) + plr->RemoveSpellsCausingAura(SPELL_AURA_MOD_SHAPESHIFT); + if(!plr->isAlive()) { plr->ResurrectPlayer(1.0f); plr->SpawnCorpseBones(); } - if(plr->GetTeam() == winner) + uint32 team = itr->second.Team;//GetPlayerTeam(plr->GetGUID()); + if(!team) team = plr->GetTeam(); + + // per player calculation + if(isArena() && isRated() && winner_arena_team && loser_arena_team) + { + if(team == winner) + winner_arena_team->MemberWon(plr,loser_rating); + else + loser_arena_team->MemberLost(plr,winner_rating); + } + + if(team == winner) { if(!Source) Source = plr; @@ -404,10 +550,28 @@ void BattleGround::EndBattleGround(uint32 winner) sBattleGroundMgr.BuildPvpLogDataPacket(&data, this); plr->GetSession()->SendPacket(&data); - sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, this, plr->GetTeam(), plr->GetBattleGroundQueueIndex(m_TypeID), STATUS_IN_PROGRESS, TIME_TO_AUTOREMOVE, GetStartTime()); + uint32 bgQueueTypeId = sBattleGroundMgr.BGQueueTypeId(GetTypeID(), GetArenaType()); + sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, this, plr->GetTeam(), plr->GetBattleGroundQueueIndex(bgQueueTypeId), STATUS_IN_PROGRESS, TIME_TO_AUTOREMOVE, GetStartTime()); plr->GetSession()->SendPacket(&data); } + if(isArena() && isRated() && winner_arena_team && loser_arena_team) + { + // update arena points only after increasing the player's match count! + winner_arena_team->UpdateArenaPointsHelper(); + loser_arena_team->UpdateArenaPointsHelper(); + // save the stat changes + winner_arena_team->SaveToDB(); + loser_arena_team->SaveToDB(); + // send updated arena team stats to players + // this way all arena team members will get notified, not only the ones who participated in this match + winner_arena_team->NotifyStatsChanged(); + loser_arena_team->NotifyStatsChanged(); + } + + // inform invited players about the removal + sBattleGroundMgr.m_BattleGroundQueues[sBattleGroundMgr.BGQueueTypeId(GetTypeID(), GetArenaType())].BGEndedRemoveInvites(this); + if(Source) { ChatHandler(Source).FillMessageData(&data, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, Source->GetGUID(), winmsg); @@ -558,12 +722,16 @@ void BattleGround::BlockMovement(Player *plr) void BattleGround::RemovePlayerAtLeave(uint64 guid, bool Transport, bool SendPacket) { + uint32 team = GetPlayerTeam(guid); + bool participant = false; // Remove from lists/maps std::map<uint64, BattleGroundPlayer>::iterator itr = m_Players.find(guid); if(itr != m_Players.end()) { - UpdatePlayersCountByTeam(itr->second.Team, true); // -1 player + UpdatePlayersCountByTeam(team, true); // -1 player m_Players.erase(itr); + // check if the player was a participant of the match, or only entered through gm command (goname) + participant = true; } std::map<uint64, BattleGroundScore*>::iterator itr2 = m_PlayerScores.find(guid); @@ -577,6 +745,10 @@ void BattleGround::RemovePlayerAtLeave(uint64 guid, bool Transport, bool SendPac Player *plr = objmgr.GetPlayer(guid); + // should remove spirit of redemption + if(plr && plr->HasAuraType(SPELL_AURA_SPIRIT_OF_REDEMPTION)) + plr->RemoveSpellsCausingAura(SPELL_AURA_MOD_SHAPESHIFT); + if(plr && !plr->isAlive()) // resurrect on exit { plr->ResurrectPlayer(1.0f); @@ -589,66 +761,106 @@ void BattleGround::RemovePlayerAtLeave(uint64 guid, bool Transport, bool SendPac { plr->ClearAfkReports(); - if(isArena()) + if(participant) // if the player was a match participant, remove auras, calc rating, update queue { - if(!sWorld.IsFFAPvPRealm()) - plr->RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_FFA_PVP); - } + if(!team) team = plr->GetTeam(); - WorldPacket data; - if(SendPacket) - { - sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, this, plr->GetTeam(), plr->GetBattleGroundQueueIndex(m_TypeID), STATUS_NONE, 0, 0); - plr->GetSession()->SendPacket(&data); - } + uint32 bgTypeId = GetTypeID(); + uint32 bgQueueTypeId = sBattleGroundMgr.BGQueueTypeId(GetTypeID(), GetArenaType()); + // if arena, remove the specific arena auras + if(isArena()) + { + plr->RemoveArenaAuras(true); // removes debuffs / dots etc., we don't want the player to die after porting out + bgTypeId=BATTLEGROUND_AA; // set the bg type to all arenas (it will be used for queue refreshing) - // this call is important, because player, when joins to battleground, this method is not called, so it must be called when leaving bg - plr->RemoveBattleGroundQueueId(m_TypeID); + // summon old pet if there was one and there isn't a current pet + if(!plr->GetPet() && plr->GetTemporaryUnsummonedPetNumber()) + { + Pet* NewPet = new Pet; + if(!NewPet->LoadPetFromDB(plr, 0, (plr)->GetTemporaryUnsummonedPetNumber(), true)) + delete NewPet; - DecreaseInvitedCount(plr->GetTeam()); - //we should update battleground queue, but only if bg isn't ending - if (GetQueueType() < MAX_BATTLEGROUND_QUEUES) - sBattleGroundMgr.m_BattleGroundQueues[GetTypeID()].Update(GetTypeID(), GetQueueType()); + (plr)->SetTemporaryUnsummonedPetNumber(0); + } - if(!plr->GetBattleGroundId()) - return; + if(isRated() && GetStatus() == STATUS_IN_PROGRESS) + { + //left a rated match while the encounter was in progress, consider as loser + ArenaTeam * winner_arena_team = 0; + ArenaTeam * loser_arena_team = 0; + if(team == HORDE) + { + winner_arena_team = objmgr.GetArenaTeamById(GetArenaTeamIdForTeam(ALLIANCE)); + loser_arena_team = objmgr.GetArenaTeamById(GetArenaTeamIdForTeam(HORDE)); + } + else + { + winner_arena_team = objmgr.GetArenaTeamById(GetArenaTeamIdForTeam(HORDE)); + loser_arena_team = objmgr.GetArenaTeamById(GetArenaTeamIdForTeam(ALLIANCE)); + } + if(winner_arena_team && loser_arena_team) + { + loser_arena_team->MemberLost(plr,winner_arena_team->GetRating()); + } + } + } - Group * group = plr->GetGroup(); + WorldPacket data; + if(SendPacket) + { + sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, this, team, plr->GetBattleGroundQueueIndex(bgQueueTypeId), STATUS_NONE, 0, 0); + plr->GetSession()->SendPacket(&data); + } - // remove from raid group if exist - if(group && group == GetBgRaid(plr->GetTeam())) - { - if(!group->RemoveMember(guid, 0)) // group was disbanded + // this call is important, because player, when joins to battleground, this method is not called, so it must be called when leaving bg + plr->RemoveBattleGroundQueueId(bgQueueTypeId); + + DecreaseInvitedCount(team); + //we should update battleground queue, but only if bg isn't ending + if (GetQueueType() < MAX_BATTLEGROUND_QUEUES) + sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId, GetQueueType()); + + Group * group = plr->GetGroup(); + // remove from raid group if exist + if(group && group == GetBgRaid(team)) { - SetBgRaid(plr->GetTeam(), NULL); - delete group; + if(!group->RemoveMember(guid, 0)) // group was disbanded + { + SetBgRaid(team, NULL); + delete group; + } } + + // Let others know + sBattleGroundMgr.BuildPlayerLeftBattleGroundPacket(&data, plr); + SendPacketToTeam(team, &data, plr, false); } // Do next only if found in battleground plr->SetBattleGroundId(0); // We're not in BG. - - // Let others know - sBattleGroundMgr.BuildPlayerLeftBattleGroundPacket(&data, plr); - SendPacketToTeam(plr->GetTeam(), &data, plr, false); + // reset destination bg team + plr->SetBGTeam(0); if(Transport) { plr->TeleportTo(plr->GetBattleGroundEntryPointMap(), plr->GetBattleGroundEntryPointX(), plr->GetBattleGroundEntryPointY(), plr->GetBattleGroundEntryPointZ(), plr->GetBattleGroundEntryPointO()); - //sLog.outDetail("BATTLEGROUND: Sending %s to %f,%f,%f,%f", pl->GetName(), x,y,z,O); } // Log sLog.outDetail("BATTLEGROUND: Removed player %s from BattleGround.", plr->GetName()); } - /// there will be code which will add battleground to BGFreeSlotQueue , when battleground instance will exist - // we always should check if BG is in that queue before adding.. - - if(!GetPlayersSize()) + if(!GetPlayersSize() && !GetInvitedCount(HORDE) && !GetInvitedCount(ALLIANCE)) { - Reset(); + // if no players left AND no invitees left, set this bg to delete in next update + // direct deletion could cause crashes + m_SetDeleteThis = true; + // return to prevent addition to freeslotqueue + return; } + + // a player exited the battleground, so there are free slots. add to queue + this->AddToBGFreeSlotQueue(); } // this method is called when no players remains in battleground @@ -660,6 +872,8 @@ void BattleGround::Reset() SetStartTime(0); SetEndTime(0); SetLastResurrectTime(0); + SetArenaType(0); + SetRated(false); m_Events = 0; @@ -668,11 +882,12 @@ void BattleGround::Reset() m_InvitedAlliance = 0; m_InvitedHorde = 0; + m_InBGFreeSlotQueue = false; m_Players.clear(); m_PlayerScores.clear(); - // reset BGSubclass + // reset BGSubclass (this cleans up creatures and gos as well) this->ResetBGSubclass(); } @@ -698,16 +913,19 @@ void BattleGround::AddPlayer(Player *plr) // Add to list/maps m_Players[guid] = bp; - UpdatePlayersCountByTeam(team, false); // +1 player + UpdatePlayersCountByTeam(team, false); // +1 player WorldPacket data; sBattleGroundMgr.BuildPlayerJoinedBattleGroundPacket(&data, plr); SendPacketToTeam(team, &data, plr, false); + // add arena specific auras if(isArena()) { + // remove auras first, only then reset spell cooldowns + // this is to prevent bugging amp. curse, combustion, etc. like spells + plr->RemoveArenaAuras(); plr->RemoveArenaSpellCooldowns(); - //plr->RemoveArenaAuras(); plr->RemoveAllEnchantments(TEMP_ENCHANTMENT_SLOT); if(team == ALLIANCE && plr->GetTeam() == ALLIANCE) plr->CastSpell(plr,SPELL_ALLIANCE_GOLD_FLAG,true); @@ -719,6 +937,17 @@ void BattleGround::AddPlayer(Player *plr) plr->CastSpell(plr,SPELL_HORDE_GREEN_FLAG,true); plr->DestroyConjuredItems(true); + Pet* pet = plr->GetPet(); + if(pet) + { + if(pet->getPetType() == SUMMON_PET || pet->getPetType() == HUNTER_PET) + { + (plr)->SetTemporaryUnsummonedPetNumber(pet->GetCharmInfo()->GetPetNumber()); + (plr)->SetOldPetSpell(pet->GetUInt32Value(UNIT_CREATED_BY_SPELL)); + } + (plr)->RemovePet(NULL,PET_SAVE_NOT_IN_SLOT); + } + if(GetStatus() == STATUS_WAIT_JOIN) // not started yet { plr->CastSpell(plr, SPELL_ARENA_PREPARATION, true); @@ -733,9 +962,6 @@ void BattleGround::AddPlayer(Player *plr) plr->CastSpell(plr, SPELL_PREPARATION, true); // reduces all mana cost of spells. } - if(isArena()) - plr->SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_FFA_PVP); - // Log sLog.outDetail("BATTLEGROUND: Player %s joined the battle.", plr->GetName()); } @@ -743,13 +969,20 @@ void BattleGround::AddPlayer(Player *plr) /* This method should be called only once ... it adds pointer to queue */ void BattleGround::AddToBGFreeSlotQueue() { - sBattleGroundMgr.BGFreeSlotQueue[m_TypeID].push_front(this); + // make sure to add only once + if(!m_InBGFreeSlotQueue) + { + sBattleGroundMgr.BGFreeSlotQueue[m_TypeID].push_front(this); + m_InBGFreeSlotQueue = true; + } } /* This method removes this battleground from free queue - it must be called when deleting battleground - not used now*/ void BattleGround::RemoveFromBGFreeSlotQueue() { - /* uncomment this code when battlegrounds will work like instances + // set to be able to re-add if needed + m_InBGFreeSlotQueue = false; + // uncomment this code when battlegrounds will work like instances for (std::deque<BattleGround*>::iterator itr = sBattleGroundMgr.BGFreeSlotQueue[m_TypeID].begin(); itr != sBattleGroundMgr.BGFreeSlotQueue[m_TypeID].end(); ++itr) { if ((*itr)->GetInstanceID() == m_InstanceID) @@ -757,30 +990,66 @@ void BattleGround::RemoveFromBGFreeSlotQueue() sBattleGroundMgr.BGFreeSlotQueue[m_TypeID].erase(itr); return; } - }*/ + } } -/* -this method should decide, if we can invite new player of certain team to BG, it is based on BATTLEGROUND_STATUS -*/ -bool BattleGround::HasFreeSlotsForTeam(uint32 Team) const +// get the number of free slots for team +// works in similar way that HasFreeSlotsForTeam did, but this is needed for join as group +uint32 BattleGround::GetFreeSlotsForTeam(uint32 Team) const { //if BG is starting ... invite anyone: if (GetStatus() == STATUS_WAIT_JOIN) - return GetInvitedCount(Team) < GetMaxPlayersPerTeam(); + return (GetInvitedCount(Team) < GetMaxPlayersPerTeam()) ? GetMaxPlayersPerTeam() - GetInvitedCount(Team) : 0; //if BG is already started .. do not allow to join too much players of one faction uint32 otherTeam; + uint32 otherIn; if (Team == ALLIANCE) + { otherTeam = GetInvitedCount(HORDE); + otherIn = GetPlayersCountByTeam(HORDE); + } else + { otherTeam = GetInvitedCount(ALLIANCE); + otherIn = GetPlayersCountByTeam(ALLIANCE); + } if (GetStatus() == STATUS_IN_PROGRESS) - return (GetInvitedCount(Team) <= otherTeam && GetInvitedCount(Team) < GetMaxPlayersPerTeam()); + { + // difference based on ppl invited (not necessarily entered battle) + // default: allow 0 + uint32 diff = 0; + // allow join one person if the sides are equal (to fill up bg to minplayersperteam) + if (otherTeam == GetInvitedCount(Team)) + diff = 1; + // allow join more ppl if the other side has more players + else if(otherTeam > GetInvitedCount(Team)) + diff = otherTeam - GetInvitedCount(Team); + + // difference based on max players per team (don't allow inviting more) + uint32 diff2 = (GetInvitedCount(Team) < GetMaxPlayersPerTeam()) ? GetMaxPlayersPerTeam() - GetInvitedCount(Team) : 0; + + // difference based on players who already entered + // default: allow 0 + uint32 diff3 = 0; + // allow join one person if the sides are equal (to fill up bg minplayersperteam) + if (otherIn == GetPlayersCountByTeam(Team)) + diff3 = 1; + // allow join more ppl if the other side has more players + else if (otherIn > GetPlayersCountByTeam(Team)) + diff3 = otherIn - GetPlayersCountByTeam(Team); + + // return the minimum of the 3 differences + + // min of diff and diff 2 + diff = diff < diff2 ? diff : diff2; + + // min of diff, diff2 and diff3 + return diff < diff3 ? diff : diff3 ; + } - return false; + return 0; } -/* this method isn't called already, it will be useful when more battlegrounds of one type will be available */ bool BattleGround::HasFreeSlots() const { return GetPlayersSize() < GetMaxPlayers(); @@ -806,9 +1075,13 @@ void BattleGround::UpdatePlayerScore(Player *Source, uint32 type, uint32 value) itr->second->HonorableKills += value; break; case SCORE_BONUS_HONOR: // Honor bonus - // reward honor instantly - if(Source->RewardHonor(NULL, 1, value)) - itr->second->BonusHonor += value; + // do not add honor in arenas + if(isBattleGround()) + { + // reward honor instantly + if(Source->RewardHonor(NULL, 1, value)) + itr->second->BonusHonor += value; + } break; //used only in EY, but in MSG_PVP_LOG_DATA opcode case SCORE_DAMAGE_DONE: // Damage Done @@ -864,15 +1137,26 @@ void BattleGround::RemovePlayerFromResurrectQueue(uint64 player_guid) bool BattleGround::AddObject(uint32 type, uint32 entry, float x, float y, float z, float o, float rotation0, float rotation1, float rotation2, float rotation3, uint32 respawnTime) { - GameObjectInfo const* goinfo = objmgr.GetGameObjectInfo(entry); - if(!goinfo) + Map * map = MapManager::Instance().FindMap(GetMapId(),GetInstanceID()); + if(!map) + return false; + + // must be created this way, adding to godatamap would add it to the base map of the instance + // and when loading it (in go::LoadFromDB()), a new guid would be assigned to the object, and a new object would be created + // so we must create it specific for this instance + GameObject * go = new GameObject; + if(!go->Create(objmgr.GenerateLowGuid(HIGHGUID_GAMEOBJECT),entry, map,x,y,z,o,rotation0,rotation1,rotation2,rotation3,100,1)) { sLog.outErrorDb("Gameobject template %u not found in database! BattleGround not created!", entry); + sLog.outError("Cannot create gameobject template %u! BattleGround not created!", entry); + delete go; return false; } +/* + uint32 guid = go->GetGUIDLow(); - uint32 guid = objmgr.GenerateLowGuid(HIGHGUID_GAMEOBJECT); - + // without this, UseButtonOrDoor caused the crash, since it tried to get go info from godata + // iirc that was changed, so adding to go data map is no longer required if that was the only function using godata from GameObject without checking if it existed GameObjectData& data = objmgr.NewGOData(guid); data.id = entry; @@ -886,13 +1170,13 @@ bool BattleGround::AddObject(uint32 type, uint32 entry, float x, float y, float data.rotation2 = rotation2; data.rotation3 = rotation3; data.spawntimesecs = respawnTime; + data.spawnMask = 1; data.animprogress = 100; data.go_state = 1; - data.spawnMask = 1; - objmgr.AddGameobjectToGrid(guid, &data); - - m_BgObjects[type] = MAKE_NEW_GUID(guid, entry, HIGHGUID_GAMEOBJECT); - +*/ + // add to world, so it can be later looked up from HashMapHolder + go->AddToWorld(); + m_BgObjects[type] = go->GetGUID(); return true; } @@ -934,6 +1218,9 @@ void BattleGround::DoorOpen(uint32 type) void BattleGround::SpawnBGObject(uint32 type, uint32 respawntime) { + Map * map = MapManager::Instance().FindMap(GetMapId(),GetInstanceID()); + if(!map) + return; if( respawntime == 0 ) { GameObject *obj = HashMapHolder<GameObject>::Find(m_BgObjects[type]); @@ -942,30 +1229,27 @@ void BattleGround::SpawnBGObject(uint32 type, uint32 respawntime) //we need to change state from GO_JUST_DEACTIVATED to GO_READY in case battleground is starting again if( obj->getLootState() == GO_JUST_DEACTIVATED ) obj->SetLootState(GO_READY); - obj->Respawn(); + obj->SetRespawnTime(0); + map->Add(obj); } - else - objmgr.SaveGORespawnTime(GUID_LOPART(m_BgObjects[type]), 0, 0); } else { GameObject *obj = HashMapHolder<GameObject>::Find(m_BgObjects[type]); if(obj) { + map->Add(obj); obj->SetRespawnTime(respawntime); obj->SetLootState(GO_JUST_DEACTIVATED); } - else - objmgr.SaveGORespawnTime(GUID_LOPART(m_BgObjects[type]), 0, time(NULL) + respawntime); } } -Creature* BattleGround::AddCreature(uint32 entry, uint32 type, uint32 teamval, float x, float y, float z, float o) +Creature* BattleGround::AddCreature(uint32 entry, uint32 type, uint32 teamval, float x, float y, float z, float o, uint32 respawntime) { - // note: this should normally be FindMap - // but it's a hack to allow the battlegrounds to initialize at server startup - Map * map = MapManager::Instance().GetMap(GetMapId(), 0); - if(!map) return NULL; + Map * map = MapManager::Instance().FindMap(GetMapId(),GetInstanceID()); + if(!map) + return NULL; Creature* pCreature = new Creature; if (!pCreature->Create(objmgr.GenerateLowGuid(HIGHGUID_UNIT), map, entry, teamval)) @@ -989,6 +1273,7 @@ Creature* BattleGround::AddCreature(uint32 entry, uint32 type, uint32 teamval, f map->Add(pCreature); m_BgCreatures[type] = pCreature->GetGUID(); + return pCreature; } @@ -1072,8 +1357,11 @@ void BattleGround::SendMessageToAll(int32 entry) void BattleGround::EndNow() { + RemoveFromBGFreeSlotQueue(); SetStatus(STATUS_WAIT_LEAVE); SetEndTime(TIME_TO_AUTOREMOVE); + // inform invited players about the removal + sBattleGroundMgr.m_BattleGroundQueues[sBattleGroundMgr.BGQueueTypeId(GetTypeID(), GetArenaType())].BGEndedRemoveInvites(this); } // Battleground messages are localized using the dbc lang, they are not client language dependent @@ -1151,3 +1439,28 @@ void BattleGround::HandleKillPlayer( Player *player, Player *killer ) // to be able to remove insignia player->SetFlag( UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE ); } + +// return the player's team based on battlegroundplayer info +// used in same faction arena matches mainly +uint32 BattleGround::GetPlayerTeam(uint64 guid) +{ + std::map<uint64, BattleGroundPlayer>::const_iterator itr = m_Players.find(guid); + if(itr!=m_Players.end()) + return itr->second.Team; + return 0; +} + +uint32 BattleGround::GetAlivePlayersCountByTeam(uint32 Team) const +{ + int count = 0; + for(std::map<uint64, BattleGroundPlayer>::const_iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr) + { + if(itr->second.Team == Team) + { + Player * pl = objmgr.GetPlayer(itr->first); + if(pl && pl->isAlive()) + ++count; + } + } + return count; +} diff --git a/src/game/BattleGround.h b/src/game/BattleGround.h index 154e5b02416..23cfe9721d0 100644 --- a/src/game/BattleGround.h +++ b/src/game/BattleGround.h @@ -143,6 +143,18 @@ enum BattleGroundTypeId BATTLEGROUND_RL = 8 }; +// handle the queue types and bg types separately to enable joining queue for different sized arenas at the same time +enum BattleGroundQueueTypeId +{ + BATTLEGROUND_QUEUE_AV = 1, + BATTLEGROUND_QUEUE_WS = 2, + BATTLEGROUND_QUEUE_AB = 3, + BATTLEGROUND_QUEUE_EY = 4, + BATTLEGROUND_QUEUE_2v2 = 5, + BATTLEGROUND_QUEUE_3v3 = 6, + BATTLEGROUND_QUEUE_5v5 = 7, +}; + enum ScoreType { SCORE_KILLING_BLOWS = 1, @@ -195,6 +207,20 @@ enum BattleGroundTeamId BG_TEAM_HORDE = 1 }; +enum BattleGroundJoinError +{ + BG_JOIN_ERR_OK = 0, + BG_JOIN_ERR_OFFLINE_MEMBER = 1, + BG_JOIN_ERR_GROUP_TOO_MANY = 2, + BG_JOIN_ERR_MIXED_FACTION = 3, + BG_JOIN_ERR_MIXED_LEVELS = 4, + BG_JOIN_ERR_MIXED_ARENATEAM = 5, + BG_JOIN_ERR_GROUP_MEMBER_ALREADY_IN_QUEUE = 6, + BG_JOIN_ERR_GROUP_DESERTER = 7, + BG_JOIN_ERR_ALL_QUEUES_USED = 8, + BG_JOIN_ERR_GROUP_NOT_ENOUGH = 9 +}; + class BattleGroundScore { public: @@ -296,6 +322,7 @@ class BattleGround } bool HasFreeSlotsForTeam(uint32 Team) const; bool HasFreeSlots() const; + uint32 GetFreeSlotsForTeam(uint32 Team) const; bool isArena() const { return m_IsArena; } bool isBattleGround() const { return !m_IsArena; } @@ -366,6 +393,7 @@ class BattleGround uint8 GetTeamIndexByTeamId(uint32 Team) const { return Team == ALLIANCE ? BG_TEAM_ALLIANCE : BG_TEAM_HORDE; } uint32 GetPlayersCountByTeam(uint32 Team) const { return m_PlayersCount[GetTeamIndexByTeamId(Team)]; } + uint32 GetAlivePlayersCountByTeam(uint32 Team) const; // used in arenas to correctly handle death in spirit of redemption / last stand etc. (killer = killed) cases void UpdatePlayersCountByTeam(uint32 Team, bool remove) { if(remove) @@ -374,6 +402,12 @@ class BattleGround ++m_PlayersCount[GetTeamIndexByTeamId(Team)]; } + // used for rated arena battles + void SetArenaTeamIdForTeam(uint32 Team, uint32 ArenaTeamId) { m_ArenaTeamIds[GetTeamIndexByTeamId(Team)] = ArenaTeamId; } + uint32 GetArenaTeamIdForTeam(uint32 Team) const { return m_ArenaTeamIds[GetTeamIndexByTeamId(Team)]; } + void SetArenaTeamRatingChangeForTeam(uint32 Team, int32 RatingChange) { m_ArenaTeamRatingChanges[GetTeamIndexByTeamId(Team)] = RatingChange; } + int32 GetArenaTeamRatingChangeForTeam(uint32 Team) const { return m_ArenaTeamRatingChanges[GetTeamIndexByTeamId(Team)]; } + /* Triggers handle */ // must be implemented in BG subclass virtual void HandleAreaTrigger(Player* /*Source*/, uint32 /*Trigger*/) {} @@ -390,6 +424,7 @@ class BattleGround virtual WorldSafeLocsEntry const* GetClosestGraveYard(float /*x*/, float /*y*/, float /*z*/, uint32 /*team*/) { return NULL; } virtual void AddPlayer(Player *plr); // must be implemented in BG subclass + virtual void RemovePlayerAtLeave(uint64 guid, bool Transport, bool SendPacket); // can be extended in in BG subclass @@ -402,7 +437,8 @@ class BattleGround BGCreatures m_BgCreatures; void SpawnBGObject(uint32 type, uint32 respawntime); bool AddObject(uint32 type, uint32 entry, float x, float y, float z, float o, float rotation0, float rotation1, float rotation2, float rotation3, uint32 respawnTime = 0); - Creature* AddCreature(uint32 entry, uint32 type, uint32 teamval, float x, float y, float z, float o); +// void SpawnBGCreature(uint32 type, uint32 respawntime); + Creature* AddCreature(uint32 entry, uint32 type, uint32 teamval, float x, float y, float z, float o, uint32 respawntime = 0); bool DelCreature(uint32 type); bool DelObject(uint32 type); bool AddSpiritGuide(uint32 type, float x, float y, float z, float o, uint32 team); @@ -411,6 +447,13 @@ class BattleGround void DoorClose(uint32 type); const char *GetMangosString(int32 entry); + virtual bool HandlePlayerUnderMap(Player * plr) {return false;} + + // since arenas can be AvA or Hvh, we have to get the "temporary" team of a player + uint32 GetPlayerTeam(uint64 guid); + + void SetDeleteThis() {m_SetDeleteThis = true;} + protected: //this method is called, when BG cannot spawn its own spirit guide, or something is wrong, It correctly ends BattleGround void EndNow(); @@ -443,6 +486,8 @@ class BattleGround uint32 m_LastResurrectTime; uint32 m_Queue_type; uint8 m_ArenaType; // 2=2v2, 3=3v3, 5=5v5 + bool m_InBGFreeSlotQueue; // used to make sure that BG is only once inserted into the BattleGroundMgr.BGFreeSlotQueue[bgTypeId] deque + bool m_SetDeleteThis; // used for safe deletion of the bg after end / all players leave // this variable is not used .... it can be found in many other ways... but to store it in BG object instance is useless //uint8 m_BattleGroundType; // 3=BG, 4=arena //instead of uint8 (in previous line) is bool used @@ -450,6 +495,8 @@ class BattleGround uint8 m_Winner; // 0=alliance, 1=horde, 2=none int32 m_StartDelayTime; bool m_IsRated; // is this battle rated? + bool m_PrematureCountDown; + uint32 m_PrematureCountDownTimer; char const *m_Name; /* Player lists */ @@ -468,6 +515,11 @@ class BattleGround /* Players count by team */ uint32 m_PlayersCount[2]; + /* Arena team ids by team */ + uint32 m_ArenaTeamIds[2]; + + int32 m_ArenaTeamRatingChanges[2]; + /* Limits */ uint32 m_LevelMin; uint32 m_LevelMax; diff --git a/src/game/BattleGroundAB.cpp b/src/game/BattleGroundAB.cpp index feb305e546a..b58c850d2c3 100644 --- a/src/game/BattleGroundAB.cpp +++ b/src/game/BattleGroundAB.cpp @@ -50,6 +50,13 @@ void BattleGroundAB::Update(time_t diff) { m_Events |= 0x01; + // setup here, only when at least one player has ported to the map + if(!SetupBattleGround()) + { + EndNow(); + return; + } + sLog.outDebug("Arathi Basin: entering state STATUS_WAIT_JOIN ..."); // despawn banners, auras and buffs diff --git a/src/game/BattleGroundBE.cpp b/src/game/BattleGroundBE.cpp index a85286ce6d5..d74a0af72e3 100644 --- a/src/game/BattleGroundBE.cpp +++ b/src/game/BattleGroundBE.cpp @@ -47,6 +47,12 @@ void BattleGroundBE::Update(time_t diff) if (!(m_Events & 0x01)) { m_Events |= 0x01; + // setup here, only when at least one player has ported to the map + if(!SetupBattleGround()) + { + EndNow(); + return; + } for(uint32 i = BG_BE_OBJECT_DOOR_1; i <= BG_BE_OBJECT_DOOR_4; i++) SpawnBGObject(i, RESPAWN_IMMEDIATELY); @@ -86,6 +92,11 @@ void BattleGroundBE::Update(time_t diff) for(BattleGroundPlayerMap::const_iterator itr = GetPlayers().begin(); itr != GetPlayers().end(); ++itr) if(Player *plr = objmgr.GetPlayer(itr->first)) plr->RemoveAurasDueToSpell(SPELL_ARENA_PREPARATION); + + if(!GetPlayersCountByTeam(ALLIANCE) && GetPlayersCountByTeam(HORDE)) + EndBattleGround(HORDE); + else if(GetPlayersCountByTeam(ALLIANCE) && !GetPlayersCountByTeam(HORDE)) + EndBattleGround(ALLIANCE); } } @@ -102,11 +113,23 @@ void BattleGroundBE::AddPlayer(Player *plr) BattleGroundBEScore* sc = new BattleGroundBEScore; m_PlayerScores[plr->GetGUID()] = sc; + + UpdateWorldState(0x9f1, GetAlivePlayersCountByTeam(ALLIANCE)); + UpdateWorldState(0x9f0, GetAlivePlayersCountByTeam(HORDE)); } void BattleGroundBE::RemovePlayer(Player *plr, uint64 guid) { + if(GetStatus() == STATUS_WAIT_LEAVE) + return; + + UpdateWorldState(0x9f1, GetAlivePlayersCountByTeam(ALLIANCE)); + UpdateWorldState(0x9f0, GetAlivePlayersCountByTeam(HORDE)); + if(!GetAlivePlayersCountByTeam(ALLIANCE) && GetPlayersCountByTeam(HORDE)) + EndBattleGround(HORDE); + else if(GetPlayersCountByTeam(ALLIANCE) && !GetAlivePlayersCountByTeam(HORDE)) + EndBattleGround(ALLIANCE); } void BattleGroundBE::HandleKillPlayer(Player *player, Player *killer) @@ -120,19 +143,29 @@ void BattleGroundBE::HandleKillPlayer(Player *player, Player *killer) return; } - BattleGround::HandleKillPlayer(player, killer); + BattleGround::HandleKillPlayer(player,killer); - uint32 killer_team_index = GetTeamIndexByTeamId(killer->GetTeam()); + UpdateWorldState(0x9f1, GetAlivePlayersCountByTeam(ALLIANCE)); + UpdateWorldState(0x9f0, GetAlivePlayersCountByTeam(HORDE)); - ++m_TeamKills[killer_team_index]; // add kills to killer's team - - if(m_TeamKills[killer_team_index] >= GetPlayersCountByTeam(player->GetTeam())) + if(!GetAlivePlayersCountByTeam(ALLIANCE)) + { + // all opponents killed + EndBattleGround(HORDE); + } + else if(!GetAlivePlayersCountByTeam(HORDE)) { // all opponents killed - EndBattleGround(killer->GetTeam()); + EndBattleGround(ALLIANCE); } } +bool BattleGroundBE::HandlePlayerUnderMap(Player *player) +{ + player->TeleportTo(GetMapId(),6238.930176,262.963470,0.889519,player->GetOrientation(),false); + return true; +} + void BattleGroundBE::HandleAreaTrigger(Player *Source, uint32 Trigger) { // this is wrong way to implement these things. On official it done by gameobject spell cast. @@ -159,10 +192,16 @@ void BattleGroundBE::HandleAreaTrigger(Player *Source, uint32 Trigger) // HandleTriggerBuff(buff_guid,Source); } +void BattleGroundBE::FillInitialWorldStates(WorldPacket &data) +{ + data << uint32(0x9f1) << uint32(GetAlivePlayersCountByTeam(ALLIANCE)); // 7 + data << uint32(0x9f0) << uint32(GetAlivePlayersCountByTeam(HORDE)); // 8 + data << uint32(0x9f3) << uint32(1); // 9 +} + void BattleGroundBE::ResetBGSubclass() { - m_TeamKills[BG_TEAM_ALLIANCE] = 0; - m_TeamKills[BG_TEAM_HORDE] = 0; + } bool BattleGroundBE::SetupBattleGround() diff --git a/src/game/BattleGroundBE.h b/src/game/BattleGroundBE.h index 1b92faab9fc..0d5141a9dc0 100644 --- a/src/game/BattleGroundBE.h +++ b/src/game/BattleGroundBE.h @@ -64,12 +64,11 @@ class BattleGroundBE : public BattleGround void HandleAreaTrigger(Player *Source, uint32 Trigger); bool SetupBattleGround(); void ResetBGSubclass(); + virtual void FillInitialWorldStates(WorldPacket &d); void HandleKillPlayer(Player* player, Player *killer); + bool HandlePlayerUnderMap(Player * plr); /* Scorekeeping */ void UpdatePlayerScore(Player *Source, uint32 type, uint32 value); - - private: - uint32 m_TeamKills[2]; // count of kills for each team }; #endif diff --git a/src/game/BattleGroundEY.cpp b/src/game/BattleGroundEY.cpp index dbde3295f4d..18b2645d25e 100644 --- a/src/game/BattleGroundEY.cpp +++ b/src/game/BattleGroundEY.cpp @@ -54,6 +54,13 @@ void BattleGroundEY::Update(time_t diff) { m_Events |= 0x01; + // setup here, only when at least one player has ported to the map + if(!SetupBattleGround()) + { + EndNow(); + return; + } + SpawnBGObject(BG_EY_OBJECT_DOOR_A, RESPAWN_IMMEDIATELY); SpawnBGObject(BG_EY_OBJECT_DOOR_H, RESPAWN_IMMEDIATELY); @@ -572,7 +579,17 @@ void BattleGroundEY::HandleKillPlayer(Player *player, Player *killer) void BattleGroundEY::EventPlayerDroppedFlag(Player *Source) { - // Drop allowed in any BG state + if(GetStatus() != STATUS_IN_PROGRESS) + { + // if not running, do not cast things at the dropper player, neither send unnecessary messages + // just take off the aura + if(IsFlagPickedup() && GetFlagPickerGUID() == Source->GetGUID()) + { + SetFlagPicker(0); + Source->RemoveAurasDueToSpell(BG_EY_NETHERSTORM_FLAG_SPELL); + } + return; + } if(!IsFlagPickedup()) return; diff --git a/src/game/BattleGroundHandler.cpp b/src/game/BattleGroundHandler.cpp index 85de6855563..486f828fbda 100644 --- a/src/game/BattleGroundHandler.cpp +++ b/src/game/BattleGroundHandler.cpp @@ -26,9 +26,12 @@ #include "MapManager.h" #include "ObjectAccessor.h" #include "Object.h" +#include "Chat.h" +#include "Language.h" #include "BattleGroundMgr.h" #include "BattleGroundWS.h" #include "BattleGround.h" +#include "ArenaTeam.h" void WorldSession::HandleBattleGroundHelloOpcode( WorldPacket & recv_data ) { @@ -75,16 +78,23 @@ void WorldSession::HandleBattleGroundJoinOpcode( WorldPacket & recv_data ) uint32 bgTypeId; uint32 instanceId; uint8 joinAsGroup; + Group * grp; recv_data >> guid; // battlemaster guid recv_data >> bgTypeId; // battleground type id (DBC id) recv_data >> instanceId; // instance id, 0 if First Available selected recv_data >> joinAsGroup; // join as group - sLog.outDebug( "WORLD: Recvd CMSG_BATTLEMASTER_JOIN Message from: " I64FMT " for BG (Type: %u)", guid, bgTypeId); - - if(bgTypeId >= MAX_BATTLEGROUND_TYPES) // cheating? + if(bgTypeId >= MAX_BATTLEGROUND_TYPES) + { + sLog.outError("Battleground: invalid bgtype received. possible cheater? player guid %u",_player->GetGUIDLow()); return; + } + + sLog.outDebug( "WORLD: Recvd CMSG_BATTLEMASTER_JOIN Message from: " I64FMT, guid); + + // can do this, since it's battleground, not arena + uint32 bgQueueTypeId = sBattleGroundMgr.BGQueueTypeId(bgTypeId, 0); // ignore if we already in BG or BG queue if(_player->InBattleGround()) @@ -97,74 +107,150 @@ void WorldSession::HandleBattleGroundJoinOpcode( WorldPacket & recv_data ) if(!unit->isBattleMaster()) // it's not battlemaster return; - // check Deserter debuff - if( !_player->CanJoinToBattleground() ) + // get bg instance or bg template if instance not found + BattleGround * bg = 0; + if(instanceId) + BattleGround *bg = sBattleGroundMgr.GetBattleGround(instanceId); + + if(!bg && !(bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId))) { - WorldPacket data(SMSG_GROUP_JOINED_BATTLEGROUND, 4); - data << (uint32) 0xFFFFFFFE; - _player->GetSession()->SendPacket(&data); + sLog.outError("Battleground: no available bg / template found"); return; } - // check existence - BattleGround *bg = sBattleGroundMgr.GetBattleGround(bgTypeId); - if(!bg) - return; - - if(joinAsGroup && _player->GetGroup()) + // check queueing conditions + if(!joinAsGroup) { - Group *grp = _player->GetGroup(); - for(GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next()) + // check Deserter debuff + if( !_player->CanJoinToBattleground() ) { - Player *member = itr->getSource(); - if(!member) continue; - - if( !member->CanJoinToBattleground() ) + WorldPacket data(SMSG_GROUP_JOINED_BATTLEGROUND, 4); + data << (uint32) 0xFFFFFFFE; + _player->GetSession()->SendPacket(&data); + return; + } + // check if already in queue + if (_player->GetBattleGroundQueueIndex(bgQueueTypeId) < PLAYER_MAX_BATTLEGROUND_QUEUES) + //player is already in this queue + return; + // check if has free queue slots + if(!_player->HasFreeBattleGroundQueueId()) + return; + } + else + { + grp = _player->GetGroup(); + // no group found, error + if(!grp) + return; + uint32 err = grp->CanJoinBattleGroundQueue(bgTypeId, bgQueueTypeId, 0, bg->GetMaxPlayersPerTeam(), false, 0); + switch(err) + { + // TODO: add error-based feedback to players in all cases + case BG_JOIN_ERR_GROUP_TOO_MANY: { - WorldPacket data(SMSG_GROUP_JOINED_BATTLEGROUND, 4); - data << (uint32) 0xFFFFFFFE; - _player->GetSession()->SendPacket(&data); - continue; + WorldPacket data; + ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetMangosString(LANG_BG_GROUP_TOO_LARGE), NULL); + SendPacket(&data); } - if (member->InBattleGroundQueueForBattleGroundType(bgTypeId)) - //player is already in this queue - continue; - + return; + break; + case BG_JOIN_ERR_OFFLINE_MEMBER: + { WorldPacket data; - // add to queue - uint32 queueSlot = member->AddBattleGroundQueueId(bgTypeId); - if (queueSlot == PLAYER_MAX_BATTLEGROUND_QUEUES) + ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetMangosString(LANG_BG_GROUP_OFFLINE_MEMBER), NULL); + SendPacket(&data); + } + return; + break; + case BG_JOIN_ERR_MIXED_FACTION: { - // fill data packet - //member->GetSession()->SendPacket(data); - continue; + WorldPacket data; + ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetMangosString(LANG_BG_GROUP_MIXED_FACTION), NULL); + SendPacket(&data); + } + return; + break; + case BG_JOIN_ERR_MIXED_LEVELS: + { + WorldPacket data; + ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetMangosString(LANG_BG_GROUP_MIXED_LEVELS), NULL); + SendPacket(&data); } + return; + break; + case BG_JOIN_ERR_GROUP_MEMBER_ALREADY_IN_QUEUE: + { + WorldPacket data; + ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetMangosString(LANG_BG_GROUP_MEMBER_ALREADY_IN_QUEUE), NULL); + SendPacket(&data); + } + return; + break; + case BG_JOIN_ERR_GROUP_DESERTER: + { + WorldPacket data; + ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetMangosString(LANG_BG_GROUP_MEMBER_DESERTER), NULL); + SendPacket(&data); + } + return; + break; + case BG_JOIN_ERR_ALL_QUEUES_USED: + { + WorldPacket data; + ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetMangosString(LANG_BG_GROUP_MEMBER_NO_FREE_QUEUE_SLOTS), NULL); + SendPacket(&data); + } + return; + break; + // all ok, can join + case BG_JOIN_ERR_OK: + break; + // these aren't possible outcomes in bgs + case BG_JOIN_ERR_GROUP_NOT_ENOUGH: + case BG_JOIN_ERR_MIXED_ARENATEAM: + return; + break; + // not the above? shouldn't happen, don't let join + default: + return; + break; + }; + } + + // if we're here, then the conditions to join a bg are met. We can proceed in joining. + + // _player->GetGroup() was already checked, grp is already initialized + if(joinAsGroup /* && _player->GetGroup()*/) + { + sLog.outDebug("Battleground: the following players are joining as group:"); + GroupQueueInfo * ginfo = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddGroup(_player, bgTypeId, 0, false, 0); + for(GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next()) + { + Player *member = itr->getSource(); + if(!member) continue; // this should never happen + + uint32 queueSlot = member->AddBattleGroundQueueId(bgQueueTypeId); // add to queue // store entry point coords (same as leader entry point) member->SetBattleGroundEntryPoint(_player->GetMapId(),_player->GetPositionX(),_player->GetPositionY(),_player->GetPositionZ(),_player->GetOrientation()); + WorldPacket data; // send status packet (in queue) sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, member->GetTeam(), queueSlot, STATUS_WAIT_QUEUE, 0, 0); member->GetSession()->SendPacket(&data); sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data, bgTypeId); member->GetSession()->SendPacket(&data); - sBattleGroundMgr.m_BattleGroundQueues[bgTypeId].AddPlayer(member, bgTypeId); + sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddPlayer(member, ginfo); + sLog.outDebug("Battleground: player joined queue for bg queue type %u bg type %u: GUID %u, NAME %s",bgQueueTypeId,bgTypeId,member->GetGUIDLow(), member->GetName()); } + sLog.outDebug("Battleground: group end"); + sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId, _player->GetBattleGroundQueueIdFromLevel()); } else { - if (_player->InBattleGroundQueueForBattleGroundType(bgTypeId)) - //player is already in this queue - return; - uint32 queueSlot = _player->AddBattleGroundQueueId(bgTypeId); - if (queueSlot == PLAYER_MAX_BATTLEGROUND_QUEUES) - { - WorldPacket data; - // fill data packet - //SendPacket(data); - return; - } - + // already checked if queueSlot is valid, now just get it + uint32 queueSlot = _player->AddBattleGroundQueueId(bgQueueTypeId); // store entry point coords _player->SetBattleGroundEntryPoint(_player->GetMapId(),_player->GetPositionX(),_player->GetPositionY(),_player->GetPositionZ(),_player->GetOrientation()); @@ -172,7 +258,11 @@ void WorldSession::HandleBattleGroundJoinOpcode( WorldPacket & recv_data ) // send status packet (in queue) sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), queueSlot, STATUS_WAIT_QUEUE, 0, 0); SendPacket(&data); - sBattleGroundMgr.m_BattleGroundQueues[bgTypeId].AddPlayer(_player, bgTypeId); + + GroupQueueInfo * ginfo = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddGroup(_player, bgTypeId, 0, false, 0); + sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddPlayer(_player, ginfo); + sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId, _player->GetBattleGroundQueueIdFromLevel()); + sLog.outDebug("Battleground: player joined queue for bg queue type %u bg type %u: GUID %u, NAME %s",bgQueueTypeId,bgTypeId,_player->GetGUIDLow(), _player->GetName()); } } @@ -246,12 +336,11 @@ void WorldSession::HandleBattleGroundListOpcode( WorldPacket &recv_data ) uint32 bgTypeId; recv_data >> bgTypeId; // id from DBC - if(bgTypeId >= MAX_BATTLEGROUND_TYPES) // cheating? - return; - - // can't be received if player not in BG queue - if(!_player->InBattleGroundQueueForBattleGroundType(bgTypeId)) + if(bgTypeId >= MAX_BATTLEGROUND_TYPES) + { + sLog.outError("Battleground: invalid bgtype received."); return; + } BattlemasterListEntry const* bl = sBattlemasterListStore.LookupEntry(bgTypeId); @@ -269,80 +358,186 @@ void WorldSession::HandleBattleGroundPlayerPortOpcode( WorldPacket &recv_data ) sLog.outDebug( "WORLD: Recvd CMSG_BATTLEFIELD_PORT Message"); - uint8 unk1; + uint8 type; // arenatype if arena uint8 unk2; // unk, can be 0x0 (may be if was invited?) and 0x1 + uint32 instanceId; uint32 bgTypeId; // type id from dbc uint16 unk; // 0x1F90 constant? uint8 action; // enter battle 0x1, leave queue 0x0 - recv_data >> unk1 >> unk2 >> bgTypeId >> unk >> action; + recv_data >> type >> unk2 >> bgTypeId >> unk >> action; - if(bgTypeId >= MAX_BATTLEGROUND_TYPES) // cheating? - return; + if(bgTypeId >= MAX_BATTLEGROUND_TYPES) + { + sLog.outError("Battleground: invalid bgtype received."); + // update battleground slots for the player to fix his UI and sent data. + // this is a HACK, I don't know why the client starts sending invalid packets in the first place. + // it usually happens with extremely high latency (if debugging / stepping in the code for example) + if(_player->InBattleGroundQueue()) + { + // update all queues, send invitation info if player is invited, queue info if queued + for (uint32 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++) + { + uint32 queue_id = _player->GetBattleGroundQueueId(i); + if(!queue_id) + continue; + BattleGroundQueue::QueuedPlayersMap::iterator itrPlayerStatus = sBattleGroundMgr.m_BattleGroundQueues[queue_id].m_QueuedPlayers[_player->GetBattleGroundQueueIdFromLevel()].find(_player->GetGUID()); + // if the player is not in queue, contine + if(itrPlayerStatus == sBattleGroundMgr.m_BattleGroundQueues[queue_id].m_QueuedPlayers[_player->GetBattleGroundQueueIdFromLevel()].end()) + continue; - if(!_player->InBattleGroundQueueForBattleGroundType(bgTypeId)) - return; + // no group information, this should never happen + if(!itrPlayerStatus->second.GroupInfo) + continue; - BattleGround *bg = sBattleGroundMgr.GetBattleGround(bgTypeId); - if(!bg) - return; + BattleGround * bg = NULL; - uint32 queueSlot = 0; - WorldPacket data; - switch(action) - { - case 1: // port to battleground - // cheating? - if(!_player->IsInvitedForBattleGroundType(bgTypeId)) - return; + // get possibly needed data from groupinfo + bgTypeId = itrPlayerStatus->second.GroupInfo->BgTypeId; + uint8 arenatype = itrPlayerStatus->second.GroupInfo->ArenaType; + uint8 israted = itrPlayerStatus->second.GroupInfo->IsRated; + uint8 status = 0; - // check if player is not deserter - if( !_player->CanJoinToBattleground() ) - { - WorldPacket data2; - data2.Initialize(SMSG_GROUP_JOINED_BATTLEGROUND, 4); - data2 << (uint32) 0xFFFFFFFE; - SendPacket(&data2); - return; - } + + if(!itrPlayerStatus->second.GroupInfo->IsInvitedToBGInstanceGUID) + { + // not invited to bg, get template + bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId); + status = STATUS_WAIT_QUEUE; + } + else + { + // get the bg we're invited to + BattleGround * bg = sBattleGroundMgr.GetBattleGround(itrPlayerStatus->second.GroupInfo->IsInvitedToBGInstanceGUID); + status = STATUS_WAIT_JOIN; + } - // if the player is dead, resurrect him before teleport - if(!_player->isAlive()) - { - _player->ResurrectPlayer(1.0f,false); - _player->SpawnCorpseBones(); + // if bg not found, then continue + if(!bg) + continue; + + // don't invite if already in the instance + if(_player->InBattleGround() && _player->GetBattleGround() && _player->GetBattleGround()->GetInstanceID() == bg->GetInstanceID()) + continue; + + // re - invite player with proper data + WorldPacket data; + sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, itrPlayerStatus->second.GroupInfo->Team?itrPlayerStatus->second.GroupInfo->Team:_player->GetTeam(), i, status, INVITE_ACCEPT_WAIT_TIME, 0, arenatype, israted); + SendPacket(&data); } + } + return; + } - // leave current group - _player->RemoveFromGroup(); + uint32 bgQueueTypeId = 0; + // get the bg what we were invited to + BattleGroundQueue::QueuedPlayersMap::iterator itrPlayerStatus; + bgQueueTypeId = sBattleGroundMgr.BGQueueTypeId(bgTypeId,type); + itrPlayerStatus = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers[_player->GetBattleGroundQueueIdFromLevel()].find(_player->GetGUID()); - // packet to player about BG status - queueSlot = _player->GetBattleGroundQueueIndex(bgTypeId); - sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), queueSlot, STATUS_IN_PROGRESS, 0, bg->GetStartTime()); - _player->GetSession()->SendPacket(&data); + if(itrPlayerStatus == sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers[_player->GetBattleGroundQueueIdFromLevel()].end()) + { + sLog.outError("Battleground: itrplayerstatus not found."); + return; + } + instanceId = itrPlayerStatus->second.GroupInfo->IsInvitedToBGInstanceGUID; - // remove battleground queue status from BGmgr - sBattleGroundMgr.m_BattleGroundQueues[bgTypeId].RemovePlayer(_player->GetGUID(), false); + // if action == 1, then instanceId is _required_ + if(!instanceId && action == 1) + { + sLog.outError("Battleground: instance not found."); + return; + } - // this is still needed here if battleground "jumping" shouldn't add deserter debuff - // also this required to prevent stuck at old battleground after SetBattleGroundId set to new - if (BattleGround *currentBg = _player->GetBattleGround()) - currentBg->RemovePlayerAtLeave(_player->GetGUID(), false, true); + BattleGround *bg = sBattleGroundMgr.GetBattleGround(instanceId); - _player->SetBattleGroundId(bg->GetTypeID()); - sBattleGroundMgr.SendToBattleGround(_player, bgTypeId); - bg->AddPlayer(_player); - break; - case 0: // leave queue - queueSlot = _player->GetBattleGroundQueueIndex(bgTypeId); - _player->RemoveBattleGroundQueueId(bgTypeId); // must be called this way, because if you move this call to queue->removeplayer, it causes bugs - sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), queueSlot, STATUS_NONE, 0, 0); - sBattleGroundMgr.m_BattleGroundQueues[bgTypeId].RemovePlayer(_player->GetGUID(), true); - SendPacket(&data); - break; - default: - sLog.outError("Battleground port: unknown action %u", action); - break; + // bg template might and must be used in case of leaving queue, when instance is not created yet + if(!bg && action == 0) + bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId); + + if(!bg) + { + sLog.outError("Battleground: bg not found."); + return; + } + + bgTypeId = bg->GetTypeID(); + + if(_player->InBattleGroundQueue()) + { + uint32 queueSlot = 0; + uint32 team = 0; + uint32 arenatype = 0; + uint32 israted = 0; + uint32 rating = 0; + // get the team info from the queue + BattleGroundQueue::QueuedPlayersMap::iterator pitr = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers[_player->GetBattleGroundQueueIdFromLevel()].find(_player->GetGUID()); + if(pitr !=sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers[_player->GetBattleGroundQueueIdFromLevel()].end() + && pitr->second.GroupInfo ) + { + team = pitr->second.GroupInfo->Team; + arenatype = pitr->second.GroupInfo->ArenaType; + israted = pitr->second.GroupInfo->IsRated; + rating = pitr->second.GroupInfo->ArenaTeamRating; + } + else + { + sLog.outError("Battleground: Invalid player queue info!"); + return; + } + WorldPacket data; + switch(action) + { + case 1: // port to battleground + if(!_player->IsInvitedForBattleGroundQueueType(bgQueueTypeId)) + return; // cheating? + // resurrect the player + if(!_player->isAlive()) + { + _player->ResurrectPlayer(1.0f,false); + _player->SpawnCorpseBones(); + } + // stop taxi flight at port + if(_player->isInFlight()) + { + _player->GetMotionMaster()->MovementExpired(); + _player->m_taxi.ClearTaxiDestinations(); + } + _player->RemoveFromGroup(); + queueSlot = _player->GetBattleGroundQueueIndex(bgQueueTypeId); + sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), queueSlot, STATUS_IN_PROGRESS, 0, bg->GetStartTime()); + _player->GetSession()->SendPacket(&data); + // remove battleground queue status from BGmgr + sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].RemovePlayer(_player->GetGUID(), false); + // this is still needed here if battleground "jumping" shouldn't add deserter debuff + // also this required to prevent stuck at old battleground after SetBattleGroundId set to new + if( BattleGround *currentBg = _player->GetBattleGround() ) + currentBg->RemovePlayerAtLeave(_player->GetGUID(), false, true); + + // set the destination instance id + _player->SetBattleGroundId(bg->GetInstanceID()); + // set the destination team + _player->SetBGTeam(team); + // bg->HandleBeforeTeleportToBattleGround(_player); + sBattleGroundMgr.SendToBattleGround(_player, instanceId); + // add only in HandleMoveWorldPortAck() + // bg->AddPlayer(_player,team); + sLog.outDebug("Battleground: player %s (%u) joined battle for bg %u, bgtype %u, queue type %u.",_player->GetName(),_player->GetGUIDLow(),bg->GetInstanceID(),bg->GetTypeID(),bgQueueTypeId); + break; + case 0: // leave queue + queueSlot = _player->GetBattleGroundQueueIndex(bgQueueTypeId); + _player->RemoveBattleGroundQueueId(bgQueueTypeId); // must be called this way, because if you move this call to queue->removeplayer, it causes bugs + sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), queueSlot, STATUS_NONE, 0, 0); + sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].RemovePlayer(_player->GetGUID(), true); + // player left queue, we should update it, maybe now his group fits in + sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId,_player->GetBattleGroundQueueIdFromLevel(),arenatype,israted,rating); + SendPacket(&data); + sLog.outDebug("Battleground: player %s (%u) left queue for bgtype %u, queue type %u.",_player->GetName(),_player->GetGUIDLow(),bg->GetTypeID(),bgQueueTypeId); + break; + default: + sLog.outError("Battleground port: unknown action %u", action); + break; + } } } @@ -383,7 +578,8 @@ void WorldSession::HandleBattlefieldStatusOpcode( WorldPacket & /*recv_data*/ ) BattleGround *bg = _player->GetBattleGround(); if(bg) { - uint32 queueSlot = _player->GetBattleGroundQueueIndex(bg->GetTypeID()); + uint32 bgQueueTypeId = sBattleGroundMgr.BGQueueTypeId(bg->GetTypeID(), bg->GetArenaType()); + uint32 queueSlot = _player->GetBattleGroundQueueIndex(bgQueueTypeId); if((bg->GetStatus() <= STATUS_IN_PROGRESS)) { sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), queueSlot, STATUS_IN_PROGRESS, 0, bg->GetStartTime()); @@ -391,15 +587,25 @@ void WorldSession::HandleBattlefieldStatusOpcode( WorldPacket & /*recv_data*/ ) } for (uint32 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++) { - uint32 queue_id = _player->GetBattleGroundQueueId(i); - if (i == queueSlot || !queue_id) + uint32 queue_id = _player->GetBattleGroundQueueId(i); // battlegroundqueueid stores the type id, not the instance id, so this is definitely wrong + uint8 arenatype = sBattleGroundMgr.BGArenaType(queue_id); + uint8 isRated = 0; + if (i == queueSlot || !queue_id) // we need to get the instance ids + continue; + BattleGroundQueue::QueuedPlayersMap::iterator itrPlayerStatus = sBattleGroundMgr.m_BattleGroundQueues[queue_id].m_QueuedPlayers[_player->GetBattleGroundQueueIdFromLevel()].find(_player->GetGUID()); + if(itrPlayerStatus == sBattleGroundMgr.m_BattleGroundQueues[queue_id].m_QueuedPlayers[_player->GetBattleGroundQueueIdFromLevel()].end()) continue; - BattleGround *bg2 = sBattleGroundMgr.GetBattleGround(queue_id); + if(itrPlayerStatus->second.GroupInfo) + { + arenatype = itrPlayerStatus->second.GroupInfo->ArenaType; + isRated = itrPlayerStatus->second.GroupInfo->IsRated; + } + BattleGround *bg2 = sBattleGroundMgr.GetBattleGroundTemplate(sBattleGroundMgr.BGTemplateId(queue_id)); // try this if(bg2) { //in this call is small bug, this call should be filled by player's waiting time in queue //this call nulls all timers for client : - sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg2, _player->GetTeam(), i, STATUS_WAIT_QUEUE, 0, 0); + sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg2, _player->GetTeam(), i, STATUS_WAIT_QUEUE, 0, 0,arenatype,isRated); SendPacket(&data); } } @@ -410,16 +616,36 @@ void WorldSession::HandleBattlefieldStatusOpcode( WorldPacket & /*recv_data*/ ) // we should update all queues? .. i'm not sure if this code is correct for (uint32 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++) { - if(uint32 queue_id = _player->GetBattleGroundQueueId(i)) + uint32 queue_id = _player->GetBattleGroundQueueId(i); + if(!queue_id) + continue; + uint32 bgTypeId = sBattleGroundMgr.BGTemplateId(queue_id); + uint8 arenatype = sBattleGroundMgr.BGArenaType(queue_id); + uint8 isRated = 0; + BattleGround *bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId); + BattleGroundQueue::QueuedPlayersMap::iterator itrPlayerStatus = sBattleGroundMgr.m_BattleGroundQueues[queue_id].m_QueuedPlayers[_player->GetBattleGroundQueueIdFromLevel()].find(_player->GetGUID()); + if(itrPlayerStatus == sBattleGroundMgr.m_BattleGroundQueues[queue_id].m_QueuedPlayers[_player->GetBattleGroundQueueIdFromLevel()].end()) + continue; + if(itrPlayerStatus->second.GroupInfo) { - if(BattleGround *bg = sBattleGroundMgr.GetBattleGround(queue_id)) - { - sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), i, STATUS_WAIT_QUEUE, 0, 0); - SendPacket(&data); - } + arenatype = itrPlayerStatus->second.GroupInfo->ArenaType; + isRated = itrPlayerStatus->second.GroupInfo->IsRated; + } + if(bg && queue_id) + { + sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), i, STATUS_WAIT_QUEUE, 0, 0, arenatype, isRated); + SendPacket(&data); } } } +/* else // not sure if it needed... + { + for (uint32 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++) + { + sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, NULL, _player->GetTeam(),i , STATUS_NONE, 0, 0); + SendPacket(&data); + } + }*/ } void WorldSession::HandleAreaSpiritHealerQueryOpcode( WorldPacket & recv_data ) @@ -479,16 +705,12 @@ void WorldSession::HandleBattleGroundArenaJoin( WorldPacket & recv_data ) if(_player->InBattleGround()) return; - for(int qId = 0; qId < PLAYER_MAX_BATTLEGROUND_QUEUES; ++qId) - { - if(_player->GetBattleGroundQueueId(qId) != 0) - return; - } - uint64 guid; // arena Battlemaster guid uint8 type; // 2v2, 3v3 or 5v5 uint8 asGroup; // asGroup uint8 isRated; // isRated + Group * grp; + recv_data >> guid >> type >> asGroup >> isRated; Creature *unit = ObjectAccessor::GetCreature(*_player, guid); @@ -499,6 +721,7 @@ void WorldSession::HandleBattleGroundArenaJoin( WorldPacket & recv_data ) return; uint8 arenatype = 0; + uint32 arenaRating = 0; switch(type) { @@ -516,88 +739,196 @@ void WorldSession::HandleBattleGroundArenaJoin( WorldPacket & recv_data ) return; } - if(isRated && !_player->GetArenaTeamId(type)) // player not in arena team of that size + //check existance + BattleGround* bg = NULL; + if( !(bg = sBattleGroundMgr.GetBattleGroundTemplate(BATTLEGROUND_AA)) ) { - _player->GetSession()->SendNotInArenaTeamPacket(arenatype); + sLog.outError("Battleground: template bg (all arenas) not found"); return; } - if(asGroup && !_player->GetGroup()) // player not in group - return; + uint8 bgTypeId = bg->GetTypeID(); + uint32 bgQueueTypeId = sBattleGroundMgr.BGQueueTypeId(bgTypeId, arenatype); - // check existence - BattleGround *bg = sBattleGroundMgr.GetBattleGround(BATTLEGROUND_AA); - if(!bg) - return; + // check queueing conditions + if(!asGroup) + { + // check if already in queue + if (_player->GetBattleGroundQueueIndex(bgQueueTypeId) < PLAYER_MAX_BATTLEGROUND_QUEUES) + //player is already in this queue + return; + // check if has free queue slots + if(!_player->HasFreeBattleGroundQueueId()) + return; + } + else + { + grp = _player->GetGroup(); + // no group found, error + if(!grp) + return; + uint32 err = grp->CanJoinBattleGroundQueue(bgTypeId, bgQueueTypeId, arenatype, arenatype, (bool)isRated, type); + switch(err) + { + // TODO: add error-based feedback to players in all cases + case BG_JOIN_ERR_GROUP_TOO_MANY: + { + WorldPacket data; + ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetMangosString(LANG_ARENA_GROUP_TOO_LARGE), NULL); + SendPacket(&data); + } + return; + break; + case BG_JOIN_ERR_GROUP_NOT_ENOUGH: + { + WorldPacket data; + ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetMangosString(LANG_ARENA_NOT_ENOUGH_PLAYERS), NULL); + SendPacket(&data); + } + return; + break; + case BG_JOIN_ERR_MIXED_ARENATEAM: + { + WorldPacket data; + ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetMangosString(LANG_ARENA_YOUR_TEAM_ONLY), NULL); + SendPacket(&data); + } + return; + break; + case BG_JOIN_ERR_OFFLINE_MEMBER: + { + WorldPacket data; + ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetMangosString(LANG_BG_GROUP_OFFLINE_MEMBER), NULL); + SendPacket(&data); + } + return; + break; + case BG_JOIN_ERR_MIXED_FACTION: + { + WorldPacket data; + ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetMangosString(LANG_BG_GROUP_MIXED_FACTION), NULL); + SendPacket(&data); + } + return; + break; + case BG_JOIN_ERR_MIXED_LEVELS: + { + WorldPacket data; + ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetMangosString(LANG_BG_GROUP_MIXED_LEVELS), NULL); + SendPacket(&data); + } + return; + break; + case BG_JOIN_ERR_GROUP_MEMBER_ALREADY_IN_QUEUE: + { + WorldPacket data; + ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetMangosString(LANG_BG_GROUP_MEMBER_ALREADY_IN_QUEUE), NULL); + SendPacket(&data); + } + return; + break; + case BG_JOIN_ERR_GROUP_DESERTER: + { + WorldPacket data; + ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetMangosString(LANG_BG_GROUP_MEMBER_DESERTER), NULL); + SendPacket(&data); + } + return; + break; + case BG_JOIN_ERR_ALL_QUEUES_USED: + { + WorldPacket data; + ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetMangosString(LANG_BG_GROUP_MEMBER_NO_FREE_QUEUE_SLOTS), NULL); + SendPacket(&data); + } + return; + break; + // all ok, can join + case BG_JOIN_ERR_OK: + break; + // not the above? shouldn't happen, don't let join + default: + return; + break; + }; + } - bg->SetArenaType(arenatype); - bg->SetRated(isRated); + uint32 ateamId = 0; - if(asGroup && _player->GetGroup()) + if(isRated) { - Group *grp = _player->GetGroup(); + ateamId = _player->GetArenaTeamId(type); + // check real arenateam existence only here (if it was moved to group->CanJoin .. () then we would ahve to get it twice) + ArenaTeam * at = objmgr.GetArenaTeamById(ateamId); + if(!at) + { + _player->GetSession()->SendNotInArenaTeamPacket(arenatype); + return; + } + // get the team rating for queueing + arenaRating = at->GetRating(); + // the arenateam id must match for everyone in the group + // get the personal ratings for queueing + uint32 avg_pers_rating = 0; for(GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next()) { Player *member = itr->getSource(); - if(!member) continue; - /*if (!member->CanJoinToBattleground()) - //player has deserter aura .. do nothing - */ + // calc avg personal rating + avg_pers_rating += member->GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (type*6) + 5); + } - if (member->InBattleGroundQueueForBattleGroundType(BATTLEGROUND_AA)) - //player is already in this queue - continue; + if( arenatype ) + avg_pers_rating /= arenatype; - // add to queue - uint32 queueSlot = member->AddBattleGroundQueueId(BATTLEGROUND_AA); - if (queueSlot == PLAYER_MAX_BATTLEGROUND_QUEUES) - { - WorldPacket data; - //fill data - //member->GetSession()->SendPacket(data); - continue; - } + // if avg personal rating is more than 150 points below the team’s rating, the team will be queued against an opponent matching or similar to the average personal rating + if(avg_pers_rating + 150 < arenaRating) + arenaRating = avg_pers_rating; + } + + if(asGroup) + { + GroupQueueInfo * ginfo = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddGroup(_player, bgTypeId, arenatype, isRated, arenaRating, ateamId); + sLog.outDebug("Battleground: arena join as group start"); + if(isRated) + sLog.outDebug("Battleground: arena team id %u, leader %s queued with rating %u for type %u",_player->GetArenaTeamId(type),_player->GetName(),arenaRating,arenatype); + for(GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next()) + { + Player *member = itr->getSource(); + if(!member) continue; + + uint32 queueSlot = member->AddBattleGroundQueueId(bgQueueTypeId);// add to queue // store entry point coords (same as leader entry point) member->SetBattleGroundEntryPoint(_player->GetMapId(),_player->GetPositionX(),_player->GetPositionY(),_player->GetPositionZ(),_player->GetOrientation()); WorldPacket data; // send status packet (in queue) - sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, member->GetTeam(), queueSlot, STATUS_WAIT_QUEUE, 0, 0); + sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, member->GetTeam(), queueSlot, STATUS_WAIT_QUEUE, 0, 0, arenatype, isRated); member->GetSession()->SendPacket(&data); - sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data, BATTLEGROUND_AA); + sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data, bgTypeId); member->GetSession()->SendPacket(&data); - sBattleGroundMgr.m_BattleGroundQueues[BATTLEGROUND_AA].AddPlayer(member, BATTLEGROUND_AA); + sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddPlayer(member, ginfo); + sLog.outDebug("Battleground: player joined queue for arena as group bg queue type %u bg type %u: GUID %u, NAME %s",bgQueueTypeId,bgTypeId,member->GetGUIDLow(), member->GetName()); } + sLog.outDebug("Battleground: arena join as group end"); + sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId, _player->GetBattleGroundQueueIdFromLevel(), arenatype, isRated, arenaRating); } else { - /*if (!member->CanJoinToBattleground()) - //player has deserter aura .. do nothing - */ - - if (_player->InBattleGroundQueueForBattleGroundType(BATTLEGROUND_AA)) - //player is already in this queue - return; - - uint32 queueSlot = _player->AddBattleGroundQueueId(BATTLEGROUND_AA); - if (queueSlot == PLAYER_MAX_BATTLEGROUND_QUEUES) - { - WorldPacket data; - //fill data (player is in 3 queues already) - //SendPacket(data); - return; - } + uint32 queueSlot = _player->AddBattleGroundQueueId(bgQueueTypeId); // store entry point coords _player->SetBattleGroundEntryPoint(_player->GetMapId(),_player->GetPositionX(),_player->GetPositionY(),_player->GetPositionZ(),_player->GetOrientation()); WorldPacket data; // send status packet (in queue) - sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), queueSlot, STATUS_WAIT_QUEUE, 0, 0); + sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), queueSlot, STATUS_WAIT_QUEUE, 0, 0, arenatype, isRated); SendPacket(&data); - sBattleGroundMgr.m_BattleGroundQueues[BATTLEGROUND_AA].AddPlayer(_player, BATTLEGROUND_AA); + GroupQueueInfo * ginfo = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddGroup(_player, bgTypeId, arenatype, isRated, arenaRating); + sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddPlayer(_player, ginfo); + sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId, _player->GetBattleGroundQueueIdFromLevel(), arenatype, isRated, arenaRating); + sLog.outDebug("Battleground: player joined queue for arena, skirmish, bg queue type %u bg type %u: GUID %u, NAME %s",bgQueueTypeId,bgTypeId,_player->GetGUIDLow(), _player->GetName()); } } diff --git a/src/game/BattleGroundMgr.cpp b/src/game/BattleGroundMgr.cpp index 52dad08345b..c21a79535a3 100644 --- a/src/game/BattleGroundMgr.cpp +++ b/src/game/BattleGroundMgr.cpp @@ -30,9 +30,12 @@ #include "SharedDefines.h" #include "Policies/SingletonImp.h" #include "MapManager.h" +#include "Map.h" +#include "MapInstanced.h" #include "ObjectMgr.h" #include "ProgressBar.h" #include "World.h" +#include "ArenaTeam.h" #include "Chat.h" INSTANTIATE_SINGLETON_1( BattleGroundMgr ); @@ -44,12 +47,12 @@ INSTANTIATE_SINGLETON_1( BattleGroundMgr ); BattleGroundQueue::BattleGroundQueue() { //queues are empty, we don't have to call clear() - for (int i = 0; i < MAX_BATTLEGROUND_QUEUES; i++) +/* for (int i = 0; i < MAX_BATTLEGROUND_QUEUES; i++) { - m_QueuedPlayers[i].Horde = 0; - m_QueuedPlayers[i].Alliance = 0; + //m_QueuedPlayers[i].Horde = 0; + //m_QueuedPlayers[i].Alliance = 0; //m_QueuedPlayers[i].AverageTime = 0; - } + }*/ } BattleGroundQueue::~BattleGroundQueue() @@ -57,61 +60,190 @@ BattleGroundQueue::~BattleGroundQueue() for (int i = 0; i < MAX_BATTLEGROUND_QUEUES; i++) { m_QueuedPlayers[i].clear(); + for(QueuedGroupsList::iterator itr = m_QueuedGroups[i].begin(); itr!= m_QueuedGroups[i].end(); ++itr) + { + delete (*itr); + } + m_QueuedGroups[i].clear(); } } -void BattleGroundQueue::AddPlayer(Player *plr, uint32 bgTypeId) +// initialize eligible groups from the given source matching the given specifications +void BattleGroundQueue::EligibleGroups::Init(BattleGroundQueue::QueuedGroupsList *source, uint32 BgTypeId, uint32 side, uint32 MaxPlayers, uint8 ArenaType, bool IsRated, uint32 MinRating, uint32 MaxRating, uint32 DisregardTime, uint32 excludeTeam) { - uint32 queue_id = plr->GetBattleGroundQueueIdFromLevel(); + // clear from prev initialization + clear(); + BattleGroundQueue::QueuedGroupsList::iterator itr, next; + // iterate through the source + for(itr = source->begin(); itr!= source->end(); itr = next) + { + next = itr; + ++next; + if( (*itr)->BgTypeId == BgTypeId && // bg type must match + (*itr)->ArenaType == ArenaType && // arena type must match + (*itr)->IsRated == IsRated && // israted must match + (*itr)->IsInvitedToBGInstanceGUID == 0 && // leave out already invited groups + (*itr)->Team == side && // match side + (*itr)->Players.size() <= MaxPlayers && // the group must fit in the bg + ( !excludeTeam || (*itr)->ArenaTeamId != excludeTeam ) && // if excludeTeam is specified, leave out those arena team ids + ( !IsRated || (*itr)->Players.size() == MaxPlayers ) && // if rated, then pass only if the player count is exact NEEDS TESTING! (but now this should never happen) + ( (*itr)->JoinTime <= DisregardTime // pass if disregard time is greater than join time + || (*itr)->ArenaTeamRating == 0 // pass if no rating info + || ( (*itr)->ArenaTeamRating >= MinRating // pass if matches the rating range + && (*itr)->ArenaTeamRating <= MaxRating ) ) ) + { + // the group matches the conditions + // insert it in order of groupsize, and join time + uint32 size = (*itr)->Players.size(); + uint32 jointime = (*itr)->JoinTime; + bool inserted = false; - //if player isn't in queue, he is added, if already is, then values are overwritten, no memory leak - PlayerQueueInfo& info = m_QueuedPlayers[queue_id][plr->GetGUID()]; - info.InviteTime = 0; - info.IsInvitedToBGInstanceGUID = 0; - info.LastInviteTime = 0; - info.LastOnlineTime = getMSTime(); - info.Team = plr->GetTeam(); + for(std::list<GroupQueueInfo *>::iterator elig_itr = begin(); elig_itr != end(); ++elig_itr) + { + // if the next one's size is smaller, then insert + // also insert if the next one's size is equal, but it joined the queue later + if( ((*elig_itr)->Players.size()<size) || + ((*elig_itr)->Players.size() == size && (*elig_itr)->JoinTime > jointime) ) + { + insert(elig_itr,(*itr)); + inserted = true; + break; + } + } + // if not inserted -> this is the smallest group -> push_back + if(!inserted) + { + push_back((*itr)); + } + } + } +} - //add player to waiting order queue - m_PlayersSortedByWaitTime[queue_id].push_back(plr->GetGUID()); +// remove group from eligible groups +// used when building selection pools +void BattleGroundQueue::EligibleGroups::RemoveGroup(GroupQueueInfo * ginfo) +{ + for(std::list<GroupQueueInfo *>::iterator itr = begin(); itr != end(); ++itr) + { + if((*itr)==ginfo) + { + erase(itr); + return; + } + } +} - if(plr->GetTeam() == ALLIANCE) - ++m_QueuedPlayers[queue_id].Alliance; - else - ++m_QueuedPlayers[queue_id].Horde; +// selection pool initialization, used to clean up from prev selection +void BattleGroundQueue::SelectionPool::Init() +{ + SelectedGroups.clear(); + MaxGroup = 0; + PlayerCount = 0; +} - this->Update(bgTypeId, queue_id); +// get the maximal group from the selection pool +// used when building the pool, and have to remove the largest +GroupQueueInfo * BattleGroundQueue::SelectionPool::GetMaximalGroup() +{ + if(SelectedGroups.empty()) + { + sLog.outError("Getting max group when selection pool is empty, this should never happen."); + MaxGroup = NULL; + return 0; + } + // actually select the max group if it's not set + if(MaxGroup==0 && !SelectedGroups.empty()) + { + uint32 max_size = 0; + for(std::list<GroupQueueInfo *>::iterator itr = SelectedGroups.begin(); itr != SelectedGroups.end(); ++itr) + { + if(max_size<(*itr)->Players.size()) + { + MaxGroup =(*itr); + max_size = MaxGroup->Players.size(); + } + } + } + return MaxGroup; +} - if( sWorld.getConfig(CONFIG_BATTLEGROUND_QUEUE_ANNOUNCER_ENABLE) ) +// remove group info from selection pool +// used when building selection pools and have to remove maximal group +void BattleGroundQueue::SelectionPool::RemoveGroup(GroupQueueInfo *ginfo) +{ + // uninitiate max group info if needed + if(MaxGroup == ginfo) + MaxGroup = 0; + // find what to remove + for(std::list<GroupQueueInfo *>::iterator itr = SelectedGroups.begin(); itr != SelectedGroups.end(); ++itr) { - BattleGround* bg = sBattleGroundMgr.GetBattleGround(bgTypeId); - char const* bgName = bg->GetName(); + if((*itr)==ginfo) + { + SelectedGroups.erase(itr); + // decrease selected players count + PlayerCount -= ginfo->Players.size(); + return; + } + } +} - uint32 q_min_level = Player::GetMinLevelForBattleGroundQueueId(queue_id); - uint32 q_max_level = Player::GetMaxLevelForBattleGroundQueueId(queue_id); +// add group to selection +// used when building selection pools +void BattleGroundQueue::SelectionPool::AddGroup(GroupQueueInfo * ginfo) +{ + SelectedGroups.push_back(ginfo); + // increase selected players count + PlayerCount+=ginfo->Players.size(); + if(!MaxGroup || ginfo->Players.size() > MaxGroup->Players.size()) + { + // update max group info if needed + MaxGroup = ginfo; + } +} - // replace hardcoded max level by player max level for nice output - if(q_max_level > sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL)) - q_max_level = sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL); +// add group to bg queue with the given leader and bg specifications +GroupQueueInfo * BattleGroundQueue::AddGroup(Player *leader, uint32 BgTypeId, uint8 ArenaType, bool isRated, uint32 arenaRating, uint32 arenateamid) +{ + uint32 queue_id = leader->GetBattleGroundQueueIdFromLevel(); + + // create new ginfo + // cannot use the method like in addplayer, because that could modify an in-queue group's stats + // (e.g. leader leaving queue then joining as individual again) + GroupQueueInfo* ginfo = new GroupQueueInfo; + ginfo->BgTypeId = BgTypeId; + ginfo->ArenaType = ArenaType; + ginfo->ArenaTeamId = arenateamid; + ginfo->IsRated = isRated; + ginfo->IsInvitedToBGInstanceGUID = 0; // maybe this should be modifiable by function arguments to enable selection of running instances? + ginfo->JoinTime = getMSTime(); + ginfo->Team = leader->GetTeam(); + + if(sBattleGroundMgr.GetMaxRatingDifference()) // if max difference is set, then store rating info for queue + ginfo->ArenaTeamRating = arenaRating; + else + ginfo->ArenaTeamRating = 0; // don't if it doesn't matter - int8 MinPlayers = bg->GetMinPlayersPerTeam(); + ginfo->Players.clear(); - uint8 qHorde = m_QueuedPlayers[queue_id].Horde; - uint8 qAlliance = m_QueuedPlayers[queue_id].Alliance; + m_QueuedGroups[queue_id].push_back(ginfo); - // Show queue status to player only (when joining queue) - if(sWorld.getConfig(CONFIG_BATTLEGROUND_QUEUE_ANNOUNCER_PLAYERONLY)) - { - ChatHandler(plr).PSendSysMessage(LANG_BG_QUEUE_ANNOUNCE_SELF, - bgName, q_min_level, q_max_level, qAlliance, MinPlayers - qAlliance, qHorde, MinPlayers - qHorde); - } - // System message - else - { - sWorld.SendWorldText(LANG_BG_QUEUE_ANNOUNCE_WORLD, - bgName, q_min_level, q_max_level, qAlliance, MinPlayers - qAlliance, qHorde, MinPlayers - qHorde); - } - } + // return ginfo, because it is needed to add players to this group info + return ginfo; +} + +void BattleGroundQueue::AddPlayer(Player *plr, GroupQueueInfo *ginfo) +{ + uint32 queue_id = plr->GetBattleGroundQueueIdFromLevel(); + + //if player isn't in queue, he is added, if already is, then values are overwritten, no memory leak + PlayerQueueInfo& info = m_QueuedPlayers[queue_id][plr->GetGUID()]; + info.InviteTime = 0; + info.LastInviteTime = 0; + info.LastOnlineTime = getMSTime(); + info.GroupInfo = ginfo; + + // add the pinfo to ginfo's list + ginfo->Players[plr->GetGUID()] = &info; } void BattleGroundQueue::RemovePlayer(uint64 guid, bool decreaseInvitedCount) @@ -120,11 +252,22 @@ void BattleGroundQueue::RemovePlayer(uint64 guid, bool decreaseInvitedCount) uint32 queue_id = 0; QueuedPlayersMap::iterator itr; + GroupQueueInfo * group; + QueuedGroupsList::iterator group_itr; bool IsSet = false; - if(!plr) - { //player is offline, we need to find him somewhere in queues - /// there is something wrong if this code is run, because we have in queue only online players! - sLog.outError("Battleground: removing offline player from BG queue - this might not happen, but it should not cause crash"); + if(plr) + { + queue_id = plr->GetBattleGroundQueueIdFromLevel(); + + itr = m_QueuedPlayers[queue_id].find(guid); + if(itr != m_QueuedPlayers[queue_id].end()) + IsSet = true; + } + + if(!IsSet) + { + // either player is offline, or he levelled up to another queue category + // sLog.outError("Battleground: removing offline player from BG queue - this might not happen, but it should not cause crash"); for (uint32 i = 0; i < MAX_BATTLEGROUND_QUEUES; i++) { itr = m_QueuedPlayers[i].find(guid); @@ -136,44 +279,248 @@ void BattleGroundQueue::RemovePlayer(uint64 guid, bool decreaseInvitedCount) } } } - else - { //player is online, we have his level, so we can find exact queue from his level - queue_id = plr->GetBattleGroundQueueIdFromLevel(); - itr = m_QueuedPlayers[queue_id].find(guid); - IsSet = true; + + // couldn't find the player in bg queue, return + if(!IsSet) + { + sLog.outError("Battleground: couldn't find player to remove."); + return; } - //all variables are set, so remove player - //remove player from time queue - m_PlayersSortedByWaitTime[queue_id].remove(guid); + group = itr->second.GroupInfo; - if (IsSet && itr != m_QueuedPlayers[queue_id].end()) + for(group_itr=m_QueuedGroups[queue_id].begin(); group_itr != m_QueuedGroups[queue_id].end(); ++group_itr) { - if (!itr->second.IsInvitedToBGInstanceGUID) - { - if(itr->second.Team == ALLIANCE) - --m_QueuedPlayers[queue_id].Alliance; - else - --m_QueuedPlayers[queue_id].Horde; - } - else + if(group == (GroupQueueInfo*)(*group_itr)) + break; + } + + // variables are set (what about leveling up when in queue????) + // remove player from group + // if only player there, remove group + + // remove player queue info from group queue info + std::map<uint64, PlayerQueueInfo*>::iterator pitr = group->Players.find(guid); + + if(pitr != group->Players.end()) + group->Players.erase(pitr); + + // check for iterator correctness + if (group_itr != m_QueuedGroups[queue_id].end() && itr != m_QueuedPlayers[queue_id].end()) + { + // used when player left the queue, NOT used when porting to bg + if (decreaseInvitedCount) { - if (decreaseInvitedCount) + // if invited to bg, and should decrease invited count, then do it + if(group->IsInvitedToBGInstanceGUID) { - BattleGround* bg = sBattleGroundMgr.GetBattleGround(itr->second.IsInvitedToBGInstanceGUID); + BattleGround* bg = sBattleGroundMgr.GetBattleGround(group->IsInvitedToBGInstanceGUID); if (bg) - bg->DecreaseInvitedCount(itr->second.Team); + bg->DecreaseInvitedCount(group->Team); + if (bg && !bg->GetPlayersSize() && !bg->GetInvitedCount(ALLIANCE) && !bg->GetInvitedCount(HORDE)) + { + // no more players on battleground, set delete it + bg->SetDeleteThis(); + } } + // update the join queue, maybe now the player's group fits in a queue! + // not yet implemented (should store bgTypeId in group queue info?) } + // remove player queue info m_QueuedPlayers[queue_id].erase(itr); + // remove group queue info if needed + if(group->Players.empty()) + { + m_QueuedGroups[queue_id].erase(group_itr); + delete group; + } + // NEEDS TESTING! + // group wasn't empty, so it wasn't deleted, and player have left a rated queue -> everyone from the group should leave too + // don't remove recursively if already invited to bg! + else if(!group->IsInvitedToBGInstanceGUID && decreaseInvitedCount && group->IsRated) + { + // remove next player, this is recursive + // first send removal information + if(Player *plr2 = objmgr.GetPlayer(group->Players.begin()->first)) + { + BattleGround * bg = sBattleGroundMgr.GetBattleGroundTemplate(group->BgTypeId); + uint32 bgQueueTypeId = sBattleGroundMgr.BGQueueTypeId(group->BgTypeId,group->ArenaType); + uint32 queueSlot = plr2->GetBattleGroundQueueIndex(bgQueueTypeId); + plr2->RemoveBattleGroundQueueId(bgQueueTypeId); // must be called this way, because if you move this call to queue->removeplayer, it causes bugs + WorldPacket data; + sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, plr2->GetTeam(), queueSlot, STATUS_NONE, 0, 0); + plr2->GetSession()->SendPacket(&data); + } + // then actually delete, this may delete the group as well! + RemovePlayer(group->Players.begin()->first,decreaseInvitedCount); + } + } +} + +bool BattleGroundQueue::InviteGroupToBG(GroupQueueInfo * ginfo, BattleGround * bg, uint32 side) +{ + // set side if needed + if(side) + ginfo->Team = side; + + if(!ginfo->IsInvitedToBGInstanceGUID) + { + // not yet invited + // set invitation + ginfo->IsInvitedToBGInstanceGUID = bg->GetInstanceID(); + uint32 bgQueueTypeId = sBattleGroundMgr.BGQueueTypeId(bg->GetTypeID(), bg->GetArenaType()); + // loop through the players + for(std::map<uint64,PlayerQueueInfo*>::iterator itr = ginfo->Players.begin(); itr != ginfo->Players.end(); ++itr) + { + // set status + itr->second->InviteTime = getMSTime(); + itr->second->LastInviteTime = getMSTime(); + + // get the player + Player* plr = objmgr.GetPlayer(itr->first); + // if offline, skip him + if(!plr) + continue; + + // invite the player + sBattleGroundMgr.InvitePlayer(plr, bg->GetInstanceID(),ginfo->Team); + + WorldPacket data; + + uint32 queueSlot = plr->GetBattleGroundQueueIndex(bgQueueTypeId); + + sLog.outDebug("Battleground: invited plr %s (%u) to BG instance %u queueindex %u bgtype %u, I can't help it if they don't press the enter battle button.",plr->GetName(),plr->GetGUIDLow(),bg->GetInstanceID(),queueSlot,bg->GetTypeID()); + + // send status packet + sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, side?side:plr->GetTeam(), queueSlot, STATUS_WAIT_JOIN, INVITE_ACCEPT_WAIT_TIME, 0); + plr->GetSession()->SendPacket(&data); + } + return true; + } + + return false; +} + +// this function is responsible for the selection of queued groups when trying to create new battlegrounds +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) +{ + uint32 side; + switch(mode) + { + case NORMAL_ALLIANCE: + case ONESIDE_ALLIANCE_TEAM1: + case ONESIDE_ALLIANCE_TEAM2: + side = ALLIANCE; + break; + case NORMAL_HORDE: + case ONESIDE_HORDE_TEAM1: + case ONESIDE_HORDE_TEAM2: + side = HORDE; + break; + default: + //unknown mode, return false + sLog.outDebug("Battleground: unknown selection pool build mode, returning..."); + return false; + break; + } + + // inititate the groups eligible to create the bg + m_EligibleGroups.Init(&(m_QueuedGroups[queue_id]), bgTypeId, side, MaxPlayers, ArenaType, isRated, MinRating, MaxRating, DisregardTime, excludeTeam); + // init the selected groups (clear) + m_SelectionPools[mode].Init(); + while(!(m_EligibleGroups.empty())) + { + sLog.outDebug("m_EligibleGroups is not empty, continue building selection pool"); + // in decreasing group size, add groups to join if they fit in the MaxPlayersPerTeam players + for(EligibleGroups::iterator itr= m_EligibleGroups.begin(); itr!=m_EligibleGroups.end(); ++itr) + { + // get the maximal not yet checked group + GroupQueueInfo * MaxGroup = (*itr); + // if it fits in the maxplayer size, add it + if( (m_SelectionPools[mode].GetPlayerCount() + MaxGroup->Players.size()) <= MaxPlayers ) + { + m_SelectionPools[mode].AddGroup(MaxGroup); + } + } + if(m_SelectionPools[mode].GetPlayerCount()>=MinPlayers) + { + // the selection pool is set, return + sLog.outDebug("pool build succeeded, return true"); + return true; + } + // if the selection pool's not set, then remove the group with the highest player count, and try again with the rest. + GroupQueueInfo * MaxGroup = m_SelectionPools[mode].GetMaximalGroup(); + m_EligibleGroups.RemoveGroup(MaxGroup); + m_SelectionPools[mode].RemoveGroup(MaxGroup); + } + // failed to build a selection pool matching the given values + return false; +} + +// used to remove the Enter Battle window if the battle has already, but someone still has it +// (this can happen in arenas mainly, since the preparation is shorter than the timer for the bgqueueremove event +void BattleGroundQueue::BGEndedRemoveInvites(BattleGround *bg) +{ + uint32 queue_id = bg->GetQueueType(); + uint32 bgInstanceId = bg->GetInstanceID(); + uint32 bgQueueTypeId = sBattleGroundMgr.BGQueueTypeId(bg->GetTypeID(), bg->GetArenaType()); + QueuedGroupsList::iterator itr, next; + for(itr = m_QueuedGroups[queue_id].begin(); itr != m_QueuedGroups[queue_id].end(); itr = next) + { + // must do this way, because the groupinfo will be deleted when all playerinfos are removed + GroupQueueInfo * ginfo = (*itr); + next = itr; + ++next; + // if group was invited to this bg instance, then remove all references + if(ginfo->IsInvitedToBGInstanceGUID == bgInstanceId) + { + // after removing this much playerinfos, the ginfo will be deleted, so we'll use a for loop + uint32 to_remove = ginfo->Players.size(); + uint32 team = ginfo->Team; + for(int i = 0; i < to_remove; ++i) + { + // always remove the first one in the group + std::map<uint64, PlayerQueueInfo * >::iterator itr2 = ginfo->Players.begin(); + if(itr2 == ginfo->Players.end()) + { + sLog.outError("Empty Players in ginfo, this should never happen!"); + return; + } + + // get the player + Player * plr = objmgr.GetPlayer(itr2->first); + if(!plr) + { + sLog.outError("Player offline when trying to remove from GroupQueueInfo, this should never happen."); + continue; + } + + // get the queueslot + uint32 queueSlot = plr->GetBattleGroundQueueIndex(bgQueueTypeId); + if (queueSlot < PLAYER_MAX_BATTLEGROUND_QUEUES) // player is in queue + { + plr->RemoveBattleGroundQueueId(bgQueueTypeId); + // remove player from queue, this might delete the ginfo as well! don't use that pointer after this! + RemovePlayer(itr2->first, true); + // this is probably unneeded, since this player was already invited -> does not fit when initing eligible groups + // but updateing the queue can't hurt + Update(bgQueueTypeId, bg->GetQueueType()); + // send info to client + WorldPacket data; + sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, team, queueSlot, STATUS_NONE, 0, 0); + plr->GetSession()->SendPacket(&data); + } + } + } } } /* -this method is called when player is inserted, or removed from BG Queue - there is only one player's status changed, so we don't use while(true) cycles to invite whole queue -add method calls this by itself, the remove method could works in other way, so you have to call this method from other code after calling remove method +this method is called when group is inserted, or player / group is removed from BG Queue - there is only one player's status changed, so we don't use while(true) cycles to invite whole queue +it must be called after fully adding the members of a group to ensure group joining +should be called after removeplayer functions in some cases */ -void BattleGroundQueue::Update(uint32 bgTypeId, uint32 queue_id) +void BattleGroundQueue::Update(uint32 bgTypeId, uint32 queue_id, uint8 arenatype, bool isRated, uint32 arenaRating) { if (queue_id >= MAX_BATTLEGROUND_QUEUES) { @@ -183,157 +530,333 @@ void BattleGroundQueue::Update(uint32 bgTypeId, uint32 queue_id) } //if no players in queue ... do nothing - if (this->m_QueuedPlayers[queue_id].Alliance == 0 && this->m_QueuedPlayers[queue_id].Horde == 0) + if (this->m_QueuedGroups[queue_id].size() == 0) return; + uint32 bgQueueTypeId = sBattleGroundMgr.BGQueueTypeId(bgTypeId, arenatype); + //battleground with free slot for player should be always the last in this queue - for (BGFreeSlotQueueType::iterator itr = sBattleGroundMgr.BGFreeSlotQueue[bgTypeId].begin(); itr != sBattleGroundMgr.BGFreeSlotQueue[bgTypeId].end(); ++itr) + BGFreeSlotQueueType::iterator itr, next; + for (itr = sBattleGroundMgr.BGFreeSlotQueue[bgTypeId].begin(); itr != sBattleGroundMgr.BGFreeSlotQueue[bgTypeId].end(); itr = next) { + next = itr; + ++next; // battleground is running, so if: // DO NOT allow queue manager to invite new player to running arena - if ((*itr)->isBattleGround() && (*itr)->GetQueueType() == queue_id && (*itr)->GetStatus() > STATUS_WAIT_QUEUE && (*itr)->GetStatus() < STATUS_WAIT_LEAVE) + if ((*itr)->isBattleGround() && (*itr)->GetTypeID() == bgTypeId && (*itr)->GetQueueType() == queue_id && (*itr)->GetStatus() > STATUS_WAIT_QUEUE && (*itr)->GetStatus() < STATUS_WAIT_LEAVE) { //we must check both teams BattleGround* bg = *itr; //we have to store battleground pointer here, because when battleground is full, it is removed from free queue (not yet implemented!!) // and iterator is invalid - //check if there are some players in queue - if (m_QueuedPlayers[queue_id].Alliance > 0 || m_QueuedPlayers[queue_id].Horde > 0) + for(QueuedGroupsList::iterator itr = m_QueuedGroups[queue_id].begin(); itr != m_QueuedGroups[queue_id].end(); ++itr) { - for (PlayerGuidsSortedByTimeQueue::iterator itr2 = m_PlayersSortedByWaitTime[queue_id].begin(); itr2 != m_PlayersSortedByWaitTime[queue_id].end();) + // did the group join for this bg type? + if((*itr)->BgTypeId != bgTypeId) + continue; + // if so, check if fits in + if(bg->GetFreeSlotsForTeam((*itr)->Team) >= (*itr)->Players.size()) { - Player* plr = objmgr.GetPlayer(*itr2); - if (!plr) - { - //something is wrong!, kick player from queue - sLog.outError("BATTLEGROUND: problem with inviting offline player to Battleground queue .... pls report bug"); - uint64 oldval = *itr2; - itr2 = m_PlayersSortedByWaitTime[queue_id].erase(itr2); - RemovePlayer(oldval, true); - continue; - } - - // player will be invited, if in bg there is a free slot for him - if (bg->HasFreeSlotsForTeam(plr->GetTeam())) - { - // iterator to player's queue status - QueuedPlayersMap::iterator itrPlayerStatus = m_QueuedPlayers[queue_id].find(*itr2); - - // remove him from time queue - itr2 = m_PlayersSortedByWaitTime[queue_id].erase(itr2); - - // only check to be sure ... but this condition shouldn't be true (if it is true, then there is a bug somewhere and pls report it) - if (itrPlayerStatus == m_QueuedPlayers[queue_id].end()) - continue; - - // check if player is not already invited - if (!itrPlayerStatus->second.IsInvitedToBGInstanceGUID) - { - itrPlayerStatus->second.IsInvitedToBGInstanceGUID = bg->GetInstanceID(); - itrPlayerStatus->second.InviteTime = getMSTime(); - itrPlayerStatus->second.LastInviteTime = getMSTime(); - if(itrPlayerStatus->second.Team == ALLIANCE) - --m_QueuedPlayers[queue_id].Alliance; - else - --m_QueuedPlayers[queue_id].Horde; - sBattleGroundMgr.InvitePlayer(plr, bg->GetInstanceID()); - - WorldPacket data; - uint32 queueSlot = plr->GetBattleGroundQueueIndex(bgTypeId); - sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, plr->GetTeam(), queueSlot, STATUS_WAIT_JOIN, INVITE_ACCEPT_WAIT_TIME, 0); - plr->GetSession()->SendPacket(&data); - } - } - else - ++itr2; - - //if battleground is FULL, then it is removed from free slot queue - not yet implemented! - if (!bg->HasFreeSlots()) - { - //if bg is full, there is no need to invite other players, so break - break; - //remove BG from BGFreeSlotQueue - not used now, in this system we don't remove BGs from free queue - //bg->RemoveFromBGFreeSlotQueue() --- do not uncomment this - not yet implemented - } + // if group fits in, invite it + InviteGroupToBG((*itr),bg,(*itr)->Team); } } + + if (!bg->HasFreeSlots()) + { + //remove BG from BGFreeSlotQueue + bg->RemoveFromBGFreeSlotQueue(); + } } } - /* THIS IS A CASE THAT IN QUEUE THERE IS ENOUGHT PLAYERS TO START NEW BG */ - //itr->end is the last BG - template, which is not already started! - - /* here will be a most of change, when we create battlegrounds instantiated */ - /* if (there is enough players to start new BG) - Battleground* newbg = sBattleGroundMgr.CreateNewBattleGround(bgTypeId) - - that function will use the COPY constructor on BattleGround class ( in bg manager we should have one battleground as a template - (battleground template will be used only to create new BGs, it will be an instance of BG class, but it won't ever start) */ + // finished iterating through the bgs with free slots, maybe we need to create a new bg - /* following code is working with current Battleground system and it should be removed, when BGs will work like instances */ - BattleGround* bg2 = sBattleGroundMgr.GetBattleGround(bgTypeId); - if (bg2->GetQueueType() != MAX_BATTLEGROUND_QUEUES || bg2->GetStatus() != STATUS_WAIT_QUEUE) + BattleGround * bg_template = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId); + if(!bg_template) + { + sLog.outError("Battleground: Update: bg template not found for %u", bgTypeId); return; - if (m_QueuedPlayers[queue_id].Alliance >= bg2->GetMinPlayersPerTeam() && m_QueuedPlayers[queue_id].Horde >= bg2->GetMinPlayersPerTeam()) + } + + // get the min. players per team, properly for larger arenas as well. (must have full teams for arena matches!) + uint32 MinPlayersPerTeam = bg_template->GetMinPlayersPerTeam(); + uint32 MaxPlayersPerTeam = bg_template->GetMaxPlayersPerTeam(); + if(bg_template->isArena()) { - bg2->SetStatus(STATUS_WAIT_JOIN); - bg2->SetQueueType(queue_id); + if(sBattleGroundMgr.isArenaTesting()) + { + MaxPlayersPerTeam = 1; + MinPlayersPerTeam = 1; + } + else + { + switch(arenatype) + { + case ARENA_TYPE_2v2: + MaxPlayersPerTeam = 2; + MinPlayersPerTeam = 2; + break; + case ARENA_TYPE_3v3: + MaxPlayersPerTeam = 3; + MinPlayersPerTeam = 3; + break; + case ARENA_TYPE_5v5: + MaxPlayersPerTeam = 5; + MinPlayersPerTeam = 5; + break; + } + } + } + + // found out the minimum and maximum ratings the newly added team should battle against + // arenaRating is the rating of the latest joined team + uint32 arenaMinRating = (arenaRating <= sBattleGroundMgr.GetMaxRatingDifference()) ? 0 : arenaRating - sBattleGroundMgr.GetMaxRatingDifference(); + // if no rating is specified, set maxrating to 0 + uint32 arenaMaxRating = (arenaRating == 0)? 0 : arenaRating + sBattleGroundMgr.GetMaxRatingDifference(); + uint32 discardTime = 0; + // if max rating difference is set and the time past since server startup is greater than the rating discard time + // (after what time the ratings aren't taken into account when making teams) then + // the discard time is current_time - time_to_discard, teams that joined after that, will have their ratings taken into account + // else leave the discard time on 0, this way all ratings will be discarded + if(sBattleGroundMgr.GetMaxRatingDifference() && getMSTime() >= sBattleGroundMgr.GetRatingDiscardTimer()) + discardTime = getMSTime() - sBattleGroundMgr.GetRatingDiscardTimer(); + + // try to build the selection pools + bool bAllyOK = BuildSelectionPool(bgTypeId, queue_id, MinPlayersPerTeam, MaxPlayersPerTeam, NORMAL_ALLIANCE, arenatype, isRated, arenaMinRating, arenaMaxRating, discardTime); + if(bAllyOK) + sLog.outDebug("Battleground: ally pool succesfully build"); + else + sLog.outDebug("Battleground: ally pool wasn't created"); + bool bHordeOK = BuildSelectionPool(bgTypeId, queue_id, MinPlayersPerTeam, MaxPlayersPerTeam, NORMAL_HORDE, arenatype, isRated, arenaMinRating, arenaMaxRating, discardTime); + if(bHordeOK) + sLog.outDebug("Battleground: horde pool succesfully built"); + else + sLog.outDebug("Battleground: horde pool wasn't created"); - for (PlayerGuidsSortedByTimeQueue::iterator itr2 = m_PlayersSortedByWaitTime[queue_id].begin(); itr2 != m_PlayersSortedByWaitTime[queue_id].end();) + // if selection pools are ready, create the new bg + if (bAllyOK && bHordeOK) + { + BattleGround * bg2 = 0; + // special handling for arenas + if(bg_template->isArena()) { - Player* plr = objmgr.GetPlayer(*itr2); - if (!plr) + // Find a random arena, that can be created + uint8 arenas[] = {BATTLEGROUND_NA, BATTLEGROUND_BE, BATTLEGROUND_RL}; + uint32 arena_num = urand(0,2); + if( !(bg2 = sBattleGroundMgr.CreateNewBattleGround(arenas[arena_num%3])) && + !(bg2 = sBattleGroundMgr.CreateNewBattleGround(arenas[(arena_num+1)%3])) && + !(bg2 = sBattleGroundMgr.CreateNewBattleGround(arenas[(arena_num+2)%3])) ) { - //something is wrong!, kick player from queue - sLog.outError("BATTLEGROUND: problem with inviting offline player to Battleground queue .... pls report bug"); - uint64 oldval = *itr2; - itr2 = m_PlayersSortedByWaitTime[queue_id].erase(itr2); - RemovePlayer(oldval, true); - continue; + sLog.outError("Battleground: couldn't create arena"); + return; } - /* TODO: (i'm not sure this code will be useful: - here should be some condition like if (bg2->isArena() && bg2->isRated()) + // set the MaxPlayersPerTeam values based on arenatype + // setting the min player values isn't needed, since we won't be using that value later on. + if(sBattleGroundMgr.isArenaTesting()) { - invite players from 1 certain group on each faction to play arena match - } else if ....and existing code - */ - // player will be invited, if in bg there is a free slot for him - if (bg2->HasFreeSlotsForTeam(plr->GetTeam())) + bg2->SetMaxPlayersPerTeam(1); + bg2->SetMaxPlayers(2); + } + else { - // iterator to player's queue status - QueuedPlayersMap::iterator itrPlayerStatus = m_QueuedPlayers[queue_id].find(*itr2); + switch(arenatype) + { + case ARENA_TYPE_2v2: + bg2->SetMaxPlayersPerTeam(2); + bg2->SetMaxPlayers(4); + break; + case ARENA_TYPE_3v3: + bg2->SetMaxPlayersPerTeam(3); + bg2->SetMaxPlayers(6); + break; + case ARENA_TYPE_5v5: + bg2->SetMaxPlayersPerTeam(5); + bg2->SetMaxPlayers(10); + break; + default: + break; + } + } + } + else + { + // create new battleground + bg2 = sBattleGroundMgr.CreateNewBattleGround(bgTypeId); + } - // remove him from time queue - itr2 = m_PlayersSortedByWaitTime[queue_id].erase(itr2); + if(!bg2) + { + sLog.outError("Battleground: couldn't create bg %u",bgTypeId); + return; + } - // only check to be sure ... but this condition shouldn't be true (if it is true, then there is a bug somewhere and report it) - if (itrPlayerStatus == m_QueuedPlayers[queue_id].end()) - continue; + // start the joining of the bg + bg2->SetStatus(STATUS_WAIT_JOIN); + bg2->SetQueueType(queue_id); + // initialize arena / rating info + bg2->SetArenaType(arenatype); + // set rating + bg2->SetRated(isRated); - //check if player is not already invited - if (!itrPlayerStatus->second.IsInvitedToBGInstanceGUID) - { - itrPlayerStatus->second.IsInvitedToBGInstanceGUID = bg2->GetInstanceID(); - itrPlayerStatus->second.InviteTime = getMSTime(); - itrPlayerStatus->second.LastInviteTime = getMSTime(); + std::list<GroupQueueInfo* >::iterator itr; - if(itrPlayerStatus->second.Team == ALLIANCE) - --m_QueuedPlayers[queue_id].Alliance; - else - --m_QueuedPlayers[queue_id].Horde; + // invite groups from horde selection pool + for(itr = m_SelectionPools[NORMAL_HORDE].SelectedGroups.begin(); itr != m_SelectionPools[NORMAL_HORDE].SelectedGroups.end(); ++itr) + { + InviteGroupToBG((*itr),bg2,HORDE); + } - sBattleGroundMgr.InvitePlayer(plr, bg2->GetInstanceID()); + // invite groups from ally selection pools + for(itr = m_SelectionPools[NORMAL_ALLIANCE].SelectedGroups.begin(); itr != m_SelectionPools[NORMAL_ALLIANCE].SelectedGroups.end(); ++itr) + { + InviteGroupToBG((*itr),bg2,ALLIANCE); + } - WorldPacket data; - uint32 queueSlot = plr->GetBattleGroundQueueIndex(bgTypeId); - sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg2, plr->GetTeam(), queueSlot, STATUS_WAIT_JOIN, INVITE_ACCEPT_WAIT_TIME, 0); - plr->GetSession()->SendPacket(&data); + // start the battleground + bg2->StartBattleGround(); + } + + // there weren't enough players for a "normal" match + // if arena, enable horde versus horde or alliance versus alliance teams here + + else if(bg_template->isArena()) + { + bool bOneSideHordeTeam1 = false, bOneSideHordeTeam2 = false; + bool bOneSideAllyTeam1 = false, bOneSideAllyTeam2 = false; + bOneSideHordeTeam1 = BuildSelectionPool(bgTypeId, queue_id,MaxPlayersPerTeam,MaxPlayersPerTeam,ONESIDE_HORDE_TEAM1,arenatype, isRated, arenaMinRating, arenaMaxRating, discardTime); + if(bOneSideHordeTeam1) + { + // one team has been selected, find out if other can be selected too + std::list<GroupQueueInfo* >::iterator itr; + // temporarily change the team side to enable building the next pool excluding the already selected groups + for(itr = m_SelectionPools[ONESIDE_HORDE_TEAM1].SelectedGroups.begin(); itr != m_SelectionPools[ONESIDE_HORDE_TEAM1].SelectedGroups.end(); ++itr) + (*itr)->Team=ALLIANCE; + + bOneSideHordeTeam2 = BuildSelectionPool(bgTypeId, queue_id,MaxPlayersPerTeam,MaxPlayersPerTeam,ONESIDE_HORDE_TEAM2,arenatype, isRated, arenaMinRating, arenaMaxRating, discardTime, (*(m_SelectionPools[ONESIDE_HORDE_TEAM1].SelectedGroups.begin()))->ArenaTeamId); + + // change back the team to horde + for(itr = m_SelectionPools[ONESIDE_HORDE_TEAM1].SelectedGroups.begin(); itr != m_SelectionPools[ONESIDE_HORDE_TEAM1].SelectedGroups.end(); ++itr) + (*itr)->Team=HORDE; + + if(!bOneSideHordeTeam2) + bOneSideHordeTeam1 = false; + } + if(!bOneSideHordeTeam1) + { + // check for one sided ally + bOneSideAllyTeam1 = BuildSelectionPool(bgTypeId, queue_id,MaxPlayersPerTeam,MaxPlayersPerTeam,ONESIDE_ALLIANCE_TEAM1,arenatype, isRated, arenaMinRating, arenaMaxRating, discardTime); + if(bOneSideAllyTeam1) + { + // one team has been selected, find out if other can be selected too + std::list<GroupQueueInfo* >::iterator itr; + // temporarily change the team side to enable building the next pool excluding the already selected groups + for(itr = m_SelectionPools[ONESIDE_ALLIANCE_TEAM1].SelectedGroups.begin(); itr != m_SelectionPools[ONESIDE_ALLIANCE_TEAM1].SelectedGroups.end(); ++itr) + (*itr)->Team=HORDE; + + bOneSideAllyTeam2 = BuildSelectionPool(bgTypeId, queue_id,MaxPlayersPerTeam,MaxPlayersPerTeam,ONESIDE_ALLIANCE_TEAM2,arenatype, isRated, arenaMinRating, arenaMaxRating, discardTime,(*(m_SelectionPools[ONESIDE_ALLIANCE_TEAM1].SelectedGroups.begin()))->ArenaTeamId); + + // change back the team to ally + for(itr = m_SelectionPools[ONESIDE_ALLIANCE_TEAM1].SelectedGroups.begin(); itr != m_SelectionPools[ONESIDE_ALLIANCE_TEAM1].SelectedGroups.end(); ++itr) + (*itr)->Team=ALLIANCE; + } + + if(!bOneSideAllyTeam2) + bOneSideAllyTeam1 = false; + } + // 1-sided BuildSelectionPool() will work, because the MinPlayersPerTeam == MaxPlayersPerTeam in every arena!!!! + if( (bOneSideHordeTeam1 && bOneSideHordeTeam2) || + (bOneSideAllyTeam1 && bOneSideAllyTeam2) ) + { + // which side has enough players? + uint32 side = 0; + SelectionPoolBuildMode mode1, mode2; + // find out what pools are we using + if(bOneSideAllyTeam1 && bOneSideAllyTeam2) + { + side = ALLIANCE; + mode1 = ONESIDE_ALLIANCE_TEAM1; + mode2 = ONESIDE_ALLIANCE_TEAM2; + } + else + { + side = HORDE; + mode1 = ONESIDE_HORDE_TEAM1; + mode2 = ONESIDE_HORDE_TEAM2; + } + + // create random arena + uint8 arenas[] = {BATTLEGROUND_NA, BATTLEGROUND_BE, BATTLEGROUND_RL}; + uint32 arena_num = urand(0,2); + BattleGround* bg2 = NULL; + if( !(bg2 = sBattleGroundMgr.CreateNewBattleGround(arenas[arena_num%3])) && + !(bg2 = sBattleGroundMgr.CreateNewBattleGround(arenas[(arena_num+1)%3])) && + !(bg2 = sBattleGroundMgr.CreateNewBattleGround(arenas[(arena_num+2)%3])) ) + { + sLog.outError("Could not create arena."); + return; + } + + sLog.outDebug("Battleground: One-faction arena created."); + // init stats + if(sBattleGroundMgr.isArenaTesting()) + { + bg2->SetMaxPlayersPerTeam(1); + bg2->SetMaxPlayers(2); + } + else + { + switch(arenatype) + { + case ARENA_TYPE_2v2: + bg2->SetMaxPlayersPerTeam(2); + bg2->SetMaxPlayers(4); + break; + case ARENA_TYPE_3v3: + bg2->SetMaxPlayersPerTeam(3); + bg2->SetMaxPlayers(6); + break; + case ARENA_TYPE_5v5: + bg2->SetMaxPlayersPerTeam(5); + bg2->SetMaxPlayers(10); + break; + default: + break; } } + + bg2->SetRated(isRated); + + // assigned team of the other group + uint32 other_side; + if(side == ALLIANCE) + other_side = HORDE; else - ++itr2; + other_side = ALLIANCE; + + // start the joining of the bg + bg2->SetStatus(STATUS_WAIT_JOIN); + bg2->SetQueueType(queue_id); + // initialize arena / rating info + bg2->SetArenaType(arenatype); + + std::list<GroupQueueInfo* >::iterator itr; + + // invite players from the first group as horde players (actually green team) + for(itr = m_SelectionPools[mode1].SelectedGroups.begin(); itr != m_SelectionPools[mode1].SelectedGroups.end(); ++itr) + { + InviteGroupToBG((*itr),bg2,HORDE); + } + + // invite players from the second group as ally players (actually gold team) + for(itr = m_SelectionPools[mode2].SelectedGroups.begin(); itr != m_SelectionPools[mode2].SelectedGroups.end(); ++itr) + { + InviteGroupToBG((*itr),bg2,ALLIANCE); + } + + bg2->StartBattleGround(); } - bg2->StartBattleGround(); } } @@ -361,14 +884,19 @@ bool BGQueueInviteEvent::Execute(uint64 /*e_time*/, uint32 p_time) uint32 queueSlot = plr->GetBattleGroundQueueIndex(bg->GetTypeID()); if (queueSlot < PLAYER_MAX_BATTLEGROUND_QUEUES) // player is in queue { - // check if player is invited to this bg ... this check must be here, because when player leaves queue and joins another, it would cause a problems - BattleGroundQueue::QueuedPlayersMap const& qpMap = sBattleGroundMgr.m_BattleGroundQueues[bg->GetTypeID()].m_QueuedPlayers[plr->GetBattleGroundQueueIdFromLevel()]; - BattleGroundQueue::QueuedPlayersMap::const_iterator qItr = qpMap.find(m_PlayerGuid); - if (qItr != qpMap.end() && qItr->second.IsInvitedToBGInstanceGUID == m_BgInstanceGUID) + uint32 bgQueueTypeId = sBattleGroundMgr.BGQueueTypeId(bg->GetTypeID(), bg->GetArenaType()); + uint32 queueSlot = plr->GetBattleGroundQueueIndex(bgQueueTypeId); + if (queueSlot < PLAYER_MAX_BATTLEGROUND_QUEUES) // player is in queue { - WorldPacket data; - sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, plr->GetTeam(), queueSlot, STATUS_WAIT_JOIN, INVITE_ACCEPT_WAIT_TIME/2, 0); - plr->GetSession()->SendPacket(&data); + // check if player is invited to this bg ... this check must be here, because when player leaves queue and joins another, it would cause a problems + BattleGroundQueue::QueuedPlayersMap const& qpMap = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers[plr->GetBattleGroundQueueIdFromLevel()]; + BattleGroundQueue::QueuedPlayersMap::const_iterator qItr = qpMap.find(m_PlayerGuid); + if (qItr != qpMap.end() && qItr->second.GroupInfo->IsInvitedToBGInstanceGUID == m_BgInstanceGUID) + { + WorldPacket data; + sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, qItr->second.GroupInfo->Team, queueSlot, STATUS_WAIT_JOIN, INVITE_ACCEPT_WAIT_TIME/2, 0); + plr->GetSession()->SendPacket(&data); + } } } return true; //event will be deleted @@ -396,23 +924,26 @@ bool BGQueueRemoveEvent::Execute(uint64 /*e_time*/, uint32 /*p_time*/) if (!bg) return true; - uint32 queueSlot = plr->GetBattleGroundQueueIndex(bg->GetTypeID()); - if (queueSlot < PLAYER_MAX_BATTLEGROUND_QUEUES) // player is in queue (base at player data + sLog.outDebug("Battleground: removing player %u from bg queue for instance %u because of not pressing enter battle in time.",plr->GetGUIDLow(),m_BgInstanceGUID); + + uint32 bgQueueTypeId = sBattleGroundMgr.BGQueueTypeId(bg->GetTypeID(), bg->GetArenaType()); + uint32 queueSlot = plr->GetBattleGroundQueueIndex(bgQueueTypeId); + if (queueSlot < PLAYER_MAX_BATTLEGROUND_QUEUES) // player is in queue { // check if player is invited to this bg ... this check must be here, because when player leaves queue and joins another, it would cause a problems - BattleGroundQueue::QueuedPlayersMap const& qpMap = sBattleGroundMgr.m_BattleGroundQueues[bg->GetTypeID()].m_QueuedPlayers[plr->GetBattleGroundQueueIdFromLevel()]; - BattleGroundQueue::QueuedPlayersMap::const_iterator qItr = qpMap.find(m_PlayerGuid); - if (qItr!=qpMap.end() && qItr->second.IsInvitedToBGInstanceGUID == m_BgInstanceGUID) + BattleGroundQueue::QueuedPlayersMap::iterator qMapItr = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers[plr->GetBattleGroundQueueIdFromLevel()].find(m_PlayerGuid); + if (qMapItr != sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers[plr->GetBattleGroundQueueIdFromLevel()].end() && qMapItr->second.GroupInfo && qMapItr->second.GroupInfo->IsInvitedToBGInstanceGUID == m_BgInstanceGUID) { - plr->RemoveBattleGroundQueueId(bg->GetTypeID()); - sBattleGroundMgr.m_BattleGroundQueues[bg->GetTypeID()].RemovePlayer(m_PlayerGuid, true); - sBattleGroundMgr.m_BattleGroundQueues[bg->GetTypeID()].Update(bg->GetTypeID(), bg->GetQueueType()); - + plr->RemoveBattleGroundQueueId(bgQueueTypeId); + sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].RemovePlayer(m_PlayerGuid, true); + sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgQueueTypeId, bg->GetQueueType()); WorldPacket data; - sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, plr->GetTeam(), queueSlot, STATUS_NONE, 0, 0); + sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, m_PlayersTeam, queueSlot, STATUS_NONE, 0, 0); plr->GetSession()->SendPacket(&data); } } + else + sLog.outDebug("Battleground: Player was already removed from queue"); //event will be deleted return true; @@ -431,22 +962,80 @@ void BGQueueRemoveEvent::Abort(uint64 /*e_time*/) BattleGroundMgr::BattleGroundMgr() { m_BattleGrounds.clear(); + m_AutoDistributePoints = (bool)sWorld.getConfig(CONFIG_ARENA_AUTO_DISTRIBUTE_POINTS); + m_MaxRatingDifference = sWorld.getConfig(CONFIG_ARENA_MAX_RATING_DIFFERENCE); + m_RatingDiscardTimer = sWorld.getConfig(CONFIG_ARENA_RATING_DISCARD_TIMER); + m_PrematureFinishTimer = sWorld.getConfig(CONFIG_BATTLEGROUND_PREMATURE_FINISH_TIMER); + m_NextRatingDiscardUpdate = m_RatingDiscardTimer; + m_AutoDistributionTimeChecker = 0; + m_ArenaTesting = false; } BattleGroundMgr::~BattleGroundMgr() { - for(std::map<uint32, BattleGround*>::iterator itr = m_BattleGrounds.begin(); itr != m_BattleGrounds.end(); ++itr) - delete itr->second; + BattleGroundSet::iterator itr, next; + for(itr = m_BattleGrounds.begin(); itr != m_BattleGrounds.end(); itr = next) + { + next = itr; + ++next; + BattleGround * bg = itr->second; + m_BattleGrounds.erase(itr); + delete bg; + } m_BattleGrounds.clear(); } +// used to update running battlegrounds, and delete finished ones void BattleGroundMgr::Update(time_t diff) { - for(BattleGroundSet::iterator itr = m_BattleGrounds.begin(); itr != m_BattleGrounds.end(); ++itr) + BattleGroundSet::iterator itr, next; + for(itr = m_BattleGrounds.begin(); itr != m_BattleGrounds.end(); itr = next) + { + next = itr; + ++next; itr->second->Update(diff); + // use the SetDeleteThis variable + // direct deletion caused crashes + if(itr->second->m_SetDeleteThis) + { + BattleGround * bg = itr->second; + m_BattleGrounds.erase(itr); + delete bg; + } + } + // if rating difference counts, maybe force-update queues + if(m_MaxRatingDifference) + { + // it's time to force update + if(m_NextRatingDiscardUpdate < diff) + { + // forced update for level 70 rated arenas + m_BattleGroundQueues[BATTLEGROUND_QUEUE_2v2].Update(BATTLEGROUND_AA,6,ARENA_TYPE_2v2,true,0); + m_BattleGroundQueues[BATTLEGROUND_QUEUE_3v3].Update(BATTLEGROUND_AA,6,ARENA_TYPE_3v3,true,0); + m_BattleGroundQueues[BATTLEGROUND_QUEUE_5v5].Update(BATTLEGROUND_AA,6,ARENA_TYPE_5v5,true,0); + m_NextRatingDiscardUpdate = m_RatingDiscardTimer; + } + else + m_NextRatingDiscardUpdate -= diff; + } + if(m_AutoDistributePoints) + { + if(m_AutoDistributionTimeChecker < diff) + { + if(time(NULL) > m_NextAutoDistributionTime) + { + DistributeArenaPoints(); + m_NextAutoDistributionTime = time(NULL) + BATTLEGROUND_ARENA_POINT_DISTRIBUTION_DAY * sWorld.getConfig(CONFIG_ARENA_AUTO_DISTRIBUTE_INTERVAL_DAYS); + CharacterDatabase.PExecute("UPDATE saved_variables SET NextArenaPointDistributionTime = FROM_UNIXTIME('"I64FMTD"')",(uint64)m_NextAutoDistributionTime); + } + m_AutoDistributionTimeChecker = 600000; // check 10 minutes + } + else + m_AutoDistributionTimeChecker -= diff; + } } -void BattleGroundMgr::BuildBattleGroundStatusPacket(WorldPacket *data, BattleGround *bg, uint32 team, uint8 QueueSlot, uint8 StatusID, uint32 Time1, uint32 Time2) +void BattleGroundMgr::BuildBattleGroundStatusPacket(WorldPacket *data, BattleGround *bg, uint32 team, uint8 QueueSlot, uint8 StatusID, uint32 Time1, uint32 Time2, uint32 arenatype, uint8 israted) { // we can be in 3 queues in same time... if(StatusID == 0) @@ -460,10 +1049,55 @@ void BattleGroundMgr::BuildBattleGroundStatusPacket(WorldPacket *data, BattleGro data->Initialize(SMSG_BATTLEFIELD_STATUS, (4+1+1+4+2+4+1+4+4+4)); *data << uint32(QueueSlot); // queue id (0...2) - player can be in 3 queues in time // uint64 in client - *data << uint64( uint64(bg->GetArenaType()) | (uint64(0x0D) << 8) | (uint64(bg->GetTypeID()) << 16) | (uint64(0x1F90) << 48) ); + *data << uint64( uint64(arenatype ? arenatype : bg->GetArenaType()) | (uint64(0x0D) << 8) | (uint64(bg->GetTypeID()) << 16) | (uint64(0x1F90) << 48) ); *data << uint32(0); // unknown // alliance/horde for BG and skirmish/rated for Arenas - *data << uint8(bg->isArena() ? (bg->isRated() ? 1 : 0) : bg->GetTeamIndexByTeamId(team)); + *data << uint8(bg->isArena() ? ( israted ? israted : bg->isRated() ) : bg->GetTeamIndexByTeamId(team)); +/* *data << uint8(arenatype ? arenatype : bg->GetArenaType()); // team type (0=BG, 2=2x2, 3=3x3, 5=5x5), for arenas // NOT PROPER VALUE IF ARENA ISN'T RUNNING YET!!!! + switch(bg->GetTypeID()) // value depends on bg id + { + case BATTLEGROUND_AV: + *data << uint8(1); + break; + case BATTLEGROUND_WS: + *data << uint8(2); + break; + case BATTLEGROUND_AB: + *data << uint8(3); + break; + case BATTLEGROUND_NA: + *data << uint8(4); + break; + case BATTLEGROUND_BE: + *data << uint8(5); + break; + case BATTLEGROUND_AA: + *data << uint8(6); + break; + case BATTLEGROUND_EY: + *data << uint8(7); + break; + case BATTLEGROUND_RL: + *data << uint8(8); + break; + default: // unknown + *data << uint8(0); + break; + } + + if(bg->isArena() && (StatusID == STATUS_WAIT_QUEUE)) + *data << uint32(BATTLEGROUND_AA); // all arenas I don't think so. + else + *data << uint32(bg->GetTypeID()); // BG id from DBC + + *data << uint16(0x1F90); // unk value 8080 + *data << uint32(bg->GetInstanceID()); // instance id + + if(bg->isBattleGround()) + *data << uint8(bg->GetTeamIndexByTeamId(team)); // team + else + *data << uint8(israted?israted:bg->isRated()); // is rated battle +*/ *data << uint32(StatusID); // status switch(StatusID) { @@ -493,13 +1127,24 @@ void BattleGroundMgr::BuildPvpLogDataPacket(WorldPacket *data, BattleGround *bg) // last check on 2.4.1 data->Initialize(MSG_PVP_LOG_DATA, (1+1+4+40*bg->GetPlayerScoresSize())); *data << uint8(type); // seems to be type (battleground=0/arena=1) + if(type) // arena { - for(uint8 i = 0; i < 2; i++) + // it seems this must be according to BG_WINNER_A/H and _NOT_ BG_TEAM_A/H + for(int i = 1; i >= 0; --i) + { + *data << uint32(3000-bg->m_ArenaTeamRatingChanges[i]); // rating change: showed value - 3000 + *data << uint32(3999); // huge thanks for TOM_RUS for this! + sLog.outDebug("rating change: %d", bg->m_ArenaTeamRatingChanges[i]); + } + for(int i = 1; i >= 0; --i) { - *data << uint32(3000+1+i); // rating change: showed value - 3000 - *data << uint32(0); // 2.4.0, has some to do with rating change... - *data << uint8(0); // some unknown string + uint32 at_id = bg->m_ArenaTeamIds[i]; + ArenaTeam * at = objmgr.GetArenaTeamById(at_id); + if(at) + *data << at->GetName(); + else//*/ + *data << (uint8)0; } } @@ -519,32 +1164,35 @@ void BattleGroundMgr::BuildPvpLogDataPacket(WorldPacket *data, BattleGround *bg) { *data << (uint64)itr->first; *data << (int32)itr->second->KillingBlows; - if(type) + Player *plr = objmgr.GetPlayer(itr->first); + uint32 team = bg->GetPlayerTeam(itr->first); + if(!team && plr) team = plr->GetTeam(); + if(type == 0) + { + *data << (int32)itr->second->HonorableKills; + *data << (int32)itr->second->Deaths; + *data << (int32)(itr->second->BonusHonor); + } + else { - // this value is team (green/gold)? // that part probably wrong - Player *plr = objmgr.GetPlayer(itr->first); if(plr) { - if(plr->GetTeam() == HORDE) + if(team == HORDE) *data << uint8(0); - else if(plr->GetTeam() == ALLIANCE) + else if(team == ALLIANCE) + { *data << uint8(1); + } else *data << uint8(0); } else *data << uint8(0); } - else - { - *data << (int32)itr->second->HonorableKills; - *data << (int32)itr->second->Deaths; - *data << (int32)itr->second->BonusHonor; // bonus honor - } - *data << (int32)itr->second->DamageDone; // damage done - *data << (int32)itr->second->HealingDone; // healing done - switch(bg->GetTypeID()) // battleground specific things + *data << (int32)itr->second->DamageDone; // damage done + *data << (int32)itr->second->HealingDone; // healing done + switch(bg->GetTypeID()) // battleground specific things { case BATTLEGROUND_AV: *data << (uint32)0x00000005; // count of next fields @@ -622,23 +1270,120 @@ void BattleGroundMgr::BuildPlayerJoinedBattleGroundPacket(WorldPacket *data, Pla *data << uint64(plr->GetGUID()); } -void BattleGroundMgr::InvitePlayer(Player* plr, uint32 bgInstanceGUID) +void BattleGroundMgr::InvitePlayer(Player* plr, uint32 bgInstanceGUID, uint32 team) { // set invited player counters: BattleGround* bg = this->GetBattleGround(bgInstanceGUID); if(!bg) return; + bg->IncreaseInvitedCount(team); + + plr->SetInviteForBattleGroundQueueType(BGQueueTypeId(bg->GetTypeID(),bg->GetArenaType()), bgInstanceGUID); + + // set the arena teams for rated matches + if(bg->isArena() && bg->isRated()) + { + switch(bg->GetArenaType()) + { + case ARENA_TYPE_2v2: + bg->SetArenaTeamIdForTeam(team, plr->GetArenaTeamId(0)); + break; + case ARENA_TYPE_3v3: + bg->SetArenaTeamIdForTeam(team, plr->GetArenaTeamId(1)); + break; + case ARENA_TYPE_5v5: + bg->SetArenaTeamIdForTeam(team, plr->GetArenaTeamId(2)); + break; + default: + break; + } + } - bg->IncreaseInvitedCount(plr->GetTeam()); - plr->SetInviteForBattleGroundType(bg->GetTypeID()); // create invite events: //add events to player's counters ---- this is not good way - there should be something like global event processor, where we should add those events BGQueueInviteEvent* inviteEvent = new BGQueueInviteEvent(plr->GetGUID(), bgInstanceGUID); plr->m_Events.AddEvent(inviteEvent, plr->m_Events.CalculateTime(INVITE_ACCEPT_WAIT_TIME/2)); - BGQueueRemoveEvent* removeEvent = new BGQueueRemoveEvent(plr->GetGUID(), bgInstanceGUID, plr->GetTeam()); + BGQueueRemoveEvent* removeEvent = new BGQueueRemoveEvent(plr->GetGUID(), bgInstanceGUID, team); plr->m_Events.AddEvent(removeEvent, plr->m_Events.CalculateTime(INVITE_ACCEPT_WAIT_TIME)); } +BattleGround * BattleGroundMgr::GetBattleGroundTemplate(uint32 bgTypeId) +{ + return BGFreeSlotQueue[bgTypeId].empty() ? NULL : BGFreeSlotQueue[bgTypeId].back(); +} + +// create a new battleground that will really be used to play +BattleGround * BattleGroundMgr::CreateNewBattleGround(uint32 bgTypeId) +{ + BattleGround *bg = NULL; + + // get the template BG + BattleGround *bg_template = GetBattleGroundTemplate(bgTypeId); + + if(!bg_template) + { + sLog.outError("BattleGround: CreateNewBattleGround - bg template not found for %u", bgTypeId); + return 0; + } + + // 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; + default: + //bg = new BattleGround; + return 0; + break; // placeholder for non implemented BG + } + + // generate a new instance id + bg->SetInstanceID(MapManager::Instance().GenerateInstanceId()); // set instance id + + // reset the new bg (set status to status_wait_queue from status_none) + bg->Reset(); + + /* will be setup in BG::Update() when the first player is ported in + if(!(bg->SetupBattleGround())) + { + sLog.outError("BattleGround: CreateNewBattleGround: SetupBattleGround failed for bg %u", bgTypeId); + delete bg; + return 0; + } + */ + + // add BG to free slot queue + bg->AddToBGFreeSlotQueue(); + + // add bg to update list + AddBattleGround(bg->GetInstanceID(), bg); + + return bg; +} + +// used to create the BG templates uint32 BattleGroundMgr::CreateBattleGround(uint32 bgTypeId, uint32 MinPlayersPerTeam, uint32 MaxPlayersPerTeam, uint32 LevelMin, uint32 LevelMax, char* BattleGroundName, uint32 MapID, float Team1StartLocX, float Team1StartLocY, float Team1StartLocZ, float Team1StartLocO, float Team2StartLocX, float Team2StartLocY, float Team2StartLocZ, float Team2StartLocO) { // Create the BG @@ -658,12 +1403,8 @@ uint32 BattleGroundMgr::CreateBattleGround(uint32 bgTypeId, uint32 MinPlayersPer } bg->SetMapId(MapID); + bg->Reset(); - if(!bg->SetupBattleGround()) - { - delete bg; - return 0; - } BattlemasterListEntry const *bl = sBattlemasterListStore.LookupEntry(bgTypeId); //in previous method is checked if exists entry in sBattlemasterListStore, so no check needed @@ -673,7 +1414,7 @@ uint32 BattleGroundMgr::CreateBattleGround(uint32 bgTypeId, uint32 MinPlayersPer } bg->SetTypeID(bgTypeId); - bg->SetInstanceID(bgTypeId); // temporary + bg->SetInstanceID(0); // template bg, instance id is 0 bg->SetMinPlayersPerTeam(MinPlayersPerTeam); bg->SetMaxPlayersPerTeam(MaxPlayersPerTeam); bg->SetMinPlayers(MinPlayersPerTeam*2); @@ -682,12 +1423,14 @@ uint32 BattleGroundMgr::CreateBattleGround(uint32 bgTypeId, uint32 MinPlayersPer bg->SetTeamStartLoc(ALLIANCE, Team1StartLocX, Team1StartLocY, Team1StartLocZ, Team1StartLocO); bg->SetTeamStartLoc(HORDE, Team2StartLocX, Team2StartLocY, Team2StartLocZ, Team2StartLocO); bg->SetLevelRange(LevelMin, LevelMax); - //add BaggleGround instance to FreeSlotQueue + + //add BattleGround instance to FreeSlotQueue (.back() will return the template!) bg->AddToBGFreeSlotQueue(); - AddBattleGround(bg->GetInstanceID(), bg); - //sLog.outDetail("BattleGroundMgr: Created new battleground: %u %s (Map %u, %u players per team, Levels %u-%u)", bg_TypeID, bg->m_Name, bg->m_MapId, bg->m_MaxPlayersPerTeam, bg->m_LevelMin, bg->m_LevelMax); - return bg->GetInstanceID(); + // do NOT add to update list, since this is a template battleground! + + // return some not-null value, bgTypeId is good enough for me + return bgTypeId; } void BattleGroundMgr::CreateInitialBattleGrounds() @@ -807,6 +1550,79 @@ void BattleGroundMgr::CreateInitialBattleGrounds() sLog.outString( ">> Loaded %u battlegrounds", count ); } +void BattleGroundMgr::InitAutomaticArenaPointDistribution() +{ + if(m_AutoDistributePoints) + { + sLog.outDebug("Initializing Automatic Arena Point Distribution"); + QueryResult * result = CharacterDatabase.Query("SELECT UNIX_TIMESTAMP(NextArenaPointDistributionTime) FROM saved_variables"); + if(!result) + { + sLog.outDebug("Battleground: Next arena point distribution time not found in SavedVariables, reseting it now."); + m_NextAutoDistributionTime = time(NULL) + BATTLEGROUND_ARENA_POINT_DISTRIBUTION_DAY * sWorld.getConfig(CONFIG_ARENA_AUTO_DISTRIBUTE_INTERVAL_DAYS); + CharacterDatabase.PExecute("INSERT INTO saved_variables (NextArenaPointDistributionTime) VALUES ( FROM_UNIXTIME('"I64FMTD"') )",(uint64)m_NextAutoDistributionTime); + } + else + { + m_NextAutoDistributionTime = (*result)[0].GetUInt64(); + delete result; + } + sLog.outDebug("Automatic Arena Point Distribution initialized."); + } +} + +void BattleGroundMgr::DistributeArenaPoints() +{ + // used to distribute arena points based on last week's stats + + CharacterDatabase.BeginTransaction(); + // direct execute, because of the later GetUInt32ValueFromDB() calls + // 1 2 3 4 5 6 7 8 9 10 1 2 3 4 5 6 7 8 9 10 + CharacterDatabase.DirectPExecute("UPDATE characters b, arena_team_member a SET b.data = CONCAT( SUBSTRING_INDEX(b.data, ' ', '%u'),' ', CAST( IF ( ((CAST( SUBSTRING( b.data FROM (CHAR_LENGTH(SUBSTRING_INDEX(b.data,' ','%u')) + 2) FOR (CHAR_LENGTH(SUBSTRING_INDEX(b.data,' ','%u')) - CHAR_LENGTH(SUBSTRING_INDEX(b.data,' ','%u')) - 1) ) AS UNSIGNED) + (SELECT MAX(c.points_to_add) FROM arena_team_member c WHERE c.guid = b.guid GROUP BY c.guid) ) < '%u'), CAST(SUBSTRING(b.data FROM (CHAR_LENGTH(SUBSTRING_INDEX(b.data,' ','%u')) + 2) FOR (CHAR_LENGTH(SUBSTRING_INDEX(b.data,' ','%u')) - CHAR_LENGTH(SUBSTRING_INDEX(b.data,' ','%u')) - 1) ) AS UNSIGNED) + (SELECT MAX(d.points_to_add) FROM arena_team_member d WHERE d.guid = b.guid GROUP BY d.guid), '%u') AS CHAR),' ',SUBSTRING(b.data FROM (CHAR_LENGTH(SUBSTRING_INDEX(b.data,' ','%u')) + 2))) WHERE b.guid = a.guid",PLAYER_FIELD_ARENA_CURRENCY, PLAYER_FIELD_ARENA_CURRENCY, PLAYER_FIELD_ARENA_CURRENCY+1, PLAYER_FIELD_ARENA_CURRENCY, sWorld.getConfig(CONFIG_MAX_ARENA_POINTS),PLAYER_FIELD_ARENA_CURRENCY, PLAYER_FIELD_ARENA_CURRENCY+1, PLAYER_FIELD_ARENA_CURRENCY, sWorld.getConfig(CONFIG_MAX_ARENA_POINTS), PLAYER_FIELD_ARENA_CURRENCY+1); + for(int i=0; i<3; ++i) + { + // reset weekly played matches + uint32 position = PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + 6 * i + 2; + CharacterDatabase.DirectPExecute("UPDATE characters SET data = CONCAT( SUBSTRING_INDEX(data,' ','%u'),' ','0',' ',SUBSTRING(data FROM (CHAR_LENGTH(SUBSTRING_INDEX(data,' ','%u')) + 2)))",position, position + 1); + } + CharacterDatabase.DirectExecute("UPDATE arena_team_member SET points_to_add = '0', played_week = '0', wons_week = '0'"); + CharacterDatabase.DirectExecute("UPDATE arena_team_stats SET games = '0', wins = '0'"); + CharacterDatabase.CommitTransaction(); + + QueryResult *result = CharacterDatabase.PQuery("SELECT guid, data FROM characters WHERE online = '1'"); + if( result ) + { + do + { + Field *fields = result->Fetch(); + + uint32 guid = fields[0].GetUInt32(); + if(Player * pl = objmgr.GetPlayer(MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER))) + { + Tokens data = StrSplit(fields[1].GetCppString(), " "); + // update arena currency + pl->SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, Player::GetUInt32ValueFromArray(data, PLAYER_FIELD_ARENA_CURRENCY)); + // reset played this week count for all teams + for(int i= 0; i < 3; ++i) + pl->SetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + 6 * i + 2, 0); + } + + } while (result->NextRow()); + + delete result; + } + + for(ObjectMgr::ArenaTeamSet::iterator titr = objmgr.GetArenaTeamSetBegin(); titr != objmgr.GetArenaTeamSetEnd(); ++titr) + { + if(ArenaTeam * at = (*titr)) + { + at->FinishWeek(); // set played this week etc values to 0 in memory, too + // at->SaveToDB(); // no need, the modified values are already saved above + at->NotifyStatsChanged(); // notify the players of the changes + } + } +} + void BattleGroundMgr::BuildBattleGroundListPacket(WorldPacket *data, uint64 guid, Player* plr, uint32 bgTypeId) { uint32 PlayerLevel = 10; @@ -842,18 +1658,25 @@ void BattleGroundMgr::BuildBattleGroundListPacket(WorldPacket *data, uint64 guid } } -void BattleGroundMgr::SendToBattleGround(Player *pl, uint32 bgTypeId) +void BattleGroundMgr::SendToBattleGround(Player *pl, uint32 instanceId) { - BattleGround *bg = GetBattleGround(bgTypeId); + BattleGround *bg = GetBattleGround(instanceId); if(bg) { uint32 mapid = bg->GetMapId(); float x, y, z, O; - bg->GetTeamStartLoc(pl->GetTeam(), x, y, z, O); + uint32 team = pl->GetBGTeam(); + if(team==0) + team = pl->GetTeam(); + bg->GetTeamStartLoc(team, x, y, z, O); sLog.outDetail("BATTLEGROUND: Sending %s to map %u, X %f, Y %f, Z %f, O %f", pl->GetName(), mapid, x, y, z, O); pl->TeleportTo(mapid, x, y, z, O); } + else + { + sLog.outError("player %u trying to port to non-existent bg instance %u",pl->GetGUIDLow(), instanceId); + } } void BattleGroundMgr::SendAreaSpiritHealerQueryOpcode(Player *pl, BattleGround *bg, uint64 guid) @@ -865,3 +1688,97 @@ void BattleGroundMgr::SendAreaSpiritHealerQueryOpcode(Player *pl, BattleGround * data << guid << time_; pl->GetSession()->SendPacket(&data); } + +void BattleGroundMgr::RemoveBattleGround(uint32 instanceID) +{ + BattleGroundSet::iterator itr = m_BattleGrounds.find(instanceID); + if(itr!=m_BattleGrounds.end()) + m_BattleGrounds.erase(itr); +} + +bool BattleGroundMgr::IsArenaType(uint32 bgTypeId) const +{ + return ( bgTypeId == BATTLEGROUND_AA || + bgTypeId == BATTLEGROUND_BE || + bgTypeId == BATTLEGROUND_NA || + bgTypeId == BATTLEGROUND_RL ); +} + +bool BattleGroundMgr::IsBattleGroundType(uint32 bgTypeId) const +{ + return !IsArenaType(bgTypeId); +} + +uint32 BattleGroundMgr::BGQueueTypeId(uint32 bgTypeId, uint8 arenaType) const +{ + 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_AA: + case BATTLEGROUND_NA: + case BATTLEGROUND_RL: + case BATTLEGROUND_BE: + 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 0; + } + default: + return 0; + } +} + +uint32 BattleGroundMgr::BGTemplateId(uint32 bgQueueTypeId) const +{ + 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_2v2: + case BATTLEGROUND_QUEUE_3v3: + case BATTLEGROUND_QUEUE_5v5: + return BATTLEGROUND_AA; + default: + return 0; + } +} + +uint8 BattleGroundMgr::BGArenaType(uint32 bgQueueTypeId) const +{ + 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::ToggleArenaTesting() +{ + m_ArenaTesting = !m_ArenaTesting; + sWorld.SendWorldText(LANG_ARENA_TESTING, m_ArenaTesting ? "on" : "off"); +} diff --git a/src/game/BattleGroundMgr.h b/src/game/BattleGroundMgr.h index 90eb4d2f775..166d53c074e 100644 --- a/src/game/BattleGroundMgr.h +++ b/src/game/BattleGroundMgr.h @@ -34,51 +34,98 @@ typedef std::deque<BattleGround*> BGFreeSlotQueueType; #define MAX_BATTLEGROUND_TYPES 9 // each BG type will be in array -struct PlayerQueueInfo +#define MAX_BATTLEGROUND_QUEUE_TYPES 8 + +#define BATTLEGROUND_ARENA_POINT_DISTRIBUTION_DAY 86400 // seconds in a day + +struct GroupQueueInfo; // type predefinition +struct PlayerQueueInfo // stores information for players in queue { uint32 InviteTime; // first invite time uint32 LastInviteTime; // last invite time - uint32 IsInvitedToBGInstanceGUID; // was invited to certain BG uint32 LastOnlineTime; // for tracking and removing offline players from queue after 5 minutes - uint32 Team; // Player team (ALLIANCE/HORDE) - bool IsRated; - bool AsGroup; // uint32 GroupId; - uint8 ArenaType; + GroupQueueInfo * GroupInfo; // pointer to the associated groupqueueinfo }; -struct PlayersCount +struct GroupQueueInfo // stores information about the group in queue (also used when joined as solo!) { - uint32 Alliance; - uint32 Horde; -}; - -template<class _Kty, class _Ty> class bgqueue: public std::map<_Kty, _Ty> -{ - public: - uint32 Alliance; - uint32 Horde; - //bool Ready; // not used now - //uint32 AverageTime; //not already implemented (it should be average time in queue for last 10 players) + std::map<uint64, PlayerQueueInfo*> Players; // player queue info map + uint32 Team; // Player team (ALLIANCE/HORDE) + bool IsRated; // rated + uint32 BgTypeId; // battleground type id + uint8 ArenaType; // 2v2, 3v3, 5v5 or 0 when BG + uint32 ArenaTeamId; // team id if rated match + uint32 JoinTime; // time when group was added + uint32 IsInvitedToBGInstanceGUID; // was invited to certain BG + uint32 ArenaTeamRating; // if rated match, inited to the rating of the team }; +class BattleGround; class BattleGroundQueue { public: BattleGroundQueue(); ~BattleGroundQueue(); -/* - uint32 GetType(); - void SetType(uint32 type);*/ - void Update(uint32 bgTypeId, uint32 queue_id); + void Update(uint32 bgTypeId, uint32 queue_id, uint8 arenatype = 0, bool isRated = false, uint32 minRating = 0); - void AddPlayer(Player *plr, uint32 bgTypeId); + GroupQueueInfo * AddGroup(Player * leader, uint32 BgTypeId, uint8 ArenaType, bool isRated, uint32 ArenaRating, uint32 ArenaTeamId = 0); + void AddPlayer(Player *plr, GroupQueueInfo * ginfo); void RemovePlayer(uint64 guid, bool decreaseInvitedCount); + void DecreaseGroupLength(uint32 queueId, uint32 AsGroup); + void BGEndedRemoveInvites(BattleGround * bg); - typedef bgqueue<uint64, PlayerQueueInfo> QueuedPlayersMap; + typedef std::map<uint64, PlayerQueueInfo> QueuedPlayersMap; QueuedPlayersMap m_QueuedPlayers[MAX_BATTLEGROUND_QUEUES]; - typedef std::list<uint64> PlayerGuidsSortedByTimeQueue; - PlayerGuidsSortedByTimeQueue m_PlayersSortedByWaitTime[MAX_BATTLEGROUND_QUEUES]; + + typedef std::list<GroupQueueInfo*> QueuedGroupsList; + QueuedGroupsList m_QueuedGroups[MAX_BATTLEGROUND_QUEUES]; + + // class to hold pointers to the groups eligible for a specific selection pool building mode + class EligibleGroups : public std::list<GroupQueueInfo *> + { + public: + 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); + void RemoveGroup(GroupQueueInfo * ginfo); + }; + + EligibleGroups m_EligibleGroups; + + // class to select and invite groups to bg + class SelectionPool + { + public: + void Init(); + void AddGroup(GroupQueueInfo * group); + GroupQueueInfo * GetMaximalGroup(); + void RemoveGroup(GroupQueueInfo * group); + uint32 GetPlayerCount() const {return PlayerCount;} + public: + std::list<GroupQueueInfo *> SelectedGroups; + private: + uint32 PlayerCount; + GroupQueueInfo * MaxGroup; + }; + + enum SelectionPoolBuildMode + { + NORMAL_ALLIANCE, + NORMAL_HORDE, + ONESIDE_ALLIANCE_TEAM1, + ONESIDE_ALLIANCE_TEAM2, + ONESIDE_HORDE_TEAM1, + ONESIDE_HORDE_TEAM2, + + NUM_SELECTION_POOL_TYPES + }; + + SelectionPool m_SelectionPools[NUM_SELECTION_POOL_TYPES]; + + bool BuildSelectionPool(uint32 bgTypeId, uint32 queue_id, uint32 MinPlayers, uint32 MaxPlayers, SelectionPoolBuildMode mode, uint8 ArenaType = 0, bool isRated = false, uint32 MinRating = 0, uint32 MaxRating = 0, uint32 DisregardTime = 0, uint32 excludeTeam = 0); + + private: + + bool InviteGroupToBG(GroupQueueInfo * ginfo, BattleGround * bg, uint32 side); }; /* @@ -96,7 +143,6 @@ class BGQueueInviteEvent : public BasicEvent private: uint64 m_PlayerGuid; uint32 m_BgInstanceGUID; - }; /* @@ -116,7 +162,6 @@ class BGQueueRemoveEvent : public BasicEvent uint32 m_PlayersTeam; }; - class BattleGroundMgr { public: @@ -132,18 +177,18 @@ class BattleGroundMgr void BuildGroupJoinedBattlegroundPacket(WorldPacket *data, uint32 bgTypeId); void BuildUpdateWorldStatePacket(WorldPacket *data, uint32 field, uint32 value); void BuildPvpLogDataPacket(WorldPacket *data, BattleGround *bg); - void BuildBattleGroundStatusPacket(WorldPacket *data, BattleGround *bg, uint32 team, uint8 QueueSlot, uint8 StatusID, uint32 Time1, uint32 Time2); + void BuildBattleGroundStatusPacket(WorldPacket *data, BattleGround *bg, uint32 team, uint8 QueueSlot, uint8 StatusID, uint32 Time1, uint32 Time2, uint32 arenatype = 0, uint8 israted = 0); void BuildPlaySoundPacket(WorldPacket *data, uint32 soundid); /* Player invitation */ // called from Queue update, or from Addplayer to queue - void InvitePlayer(Player* plr, uint32 bgInstanceGUID); + void InvitePlayer(Player* plr, uint32 bgInstanceGUID, uint32 team); /* Battlegrounds */ BattleGroundSet::iterator GetBattleGroundsBegin() { return m_BattleGrounds.begin(); }; BattleGroundSet::iterator GetBattleGroundsEnd() { return m_BattleGrounds.end(); }; - BattleGround* GetBattleGround(uint8 ID) + BattleGround* GetBattleGround(uint32 ID) { BattleGroundSet::iterator i = m_BattleGrounds.find(ID); if(i != m_BattleGrounds.end()) @@ -152,9 +197,13 @@ class BattleGroundMgr return NULL; }; + BattleGround * GetBattleGroundTemplate(uint32 bgTypeId); + BattleGround * CreateNewBattleGround(uint32 bgTypeId); + uint32 CreateBattleGround(uint32 bgTypeId, uint32 MinPlayersPerTeam, uint32 MaxPlayersPerTeam, uint32 LevelMin, uint32 LevelMax, char* BattleGroundName, uint32 MapID, float Team1StartLocX, float Team1StartLocY, float Team1StartLocZ, float Team1StartLocO, float Team2StartLocX, float Team2StartLocY, float Team2StartLocZ, float Team2StartLocO); inline void AddBattleGround(uint32 ID, BattleGround* BG) { m_BattleGrounds[ID] = BG; }; + void RemoveBattleGround(uint32 instanceID); void CreateInitialBattleGrounds(); @@ -162,16 +211,39 @@ class BattleGroundMgr /* Battleground queues */ //these queues are instantiated when creating BattlegroundMrg - BattleGroundQueue m_BattleGroundQueues[MAX_BATTLEGROUND_TYPES]; // public, because we need to access them in BG handler code + BattleGroundQueue m_BattleGroundQueues[MAX_BATTLEGROUND_QUEUE_TYPES]; // public, because we need to access them in BG handler code BGFreeSlotQueueType BGFreeSlotQueue[MAX_BATTLEGROUND_TYPES]; void SendAreaSpiritHealerQueryOpcode(Player *pl, BattleGround *bg, uint64 guid); + bool IsArenaType(uint32 bgTypeId) const; + bool IsBattleGroundType(uint32 bgTypeId) const; + uint32 BGQueueTypeId(uint32 bgTypeId, uint8 arenaType) const; + uint32 BGTemplateId(uint32 bgQueueTypeId) const; + uint8 BGArenaType(uint32 bgQueueTypeId) const; + + uint32 GetMaxRatingDifference() const {return m_MaxRatingDifference;} + uint32 GetRatingDiscardTimer() const {return m_RatingDiscardTimer;} + + void InitAutomaticArenaPointDistribution(); + void DistributeArenaPoints(); + uint32 GetPrematureFinishTime() const {return m_PrematureFinishTimer;} + void ToggleArenaTesting(); + const bool isArenaTesting() const { return m_ArenaTesting; } + private: /* Battlegrounds */ BattleGroundSet m_BattleGrounds; + uint32 m_MaxRatingDifference; + uint32 m_RatingDiscardTimer; + uint32 m_NextRatingDiscardUpdate; + bool m_AutoDistributePoints; + uint64 m_NextAutoDistributionTime; + uint32 m_AutoDistributionTimeChecker; + uint32 m_PrematureFinishTimer; + bool m_ArenaTesting; }; #define sBattleGroundMgr MaNGOS::Singleton<BattleGroundMgr>::Instance() diff --git a/src/game/BattleGroundNA.cpp b/src/game/BattleGroundNA.cpp index 636efe7e586..3f275bfaa74 100644 --- a/src/game/BattleGroundNA.cpp +++ b/src/game/BattleGroundNA.cpp @@ -47,6 +47,12 @@ void BattleGroundNA::Update(time_t diff) if (!(m_Events & 0x01)) { m_Events |= 0x01; + // setup here, only when at least one player has ported to the map + if(!SetupBattleGround()) + { + EndNow(); + return; + } for(uint32 i = BG_NA_OBJECT_DOOR_1; i <= BG_NA_OBJECT_DOOR_4; i++) SpawnBGObject(i, RESPAWN_IMMEDIATELY); @@ -73,6 +79,9 @@ void BattleGroundNA::Update(time_t diff) for(uint32 i = BG_NA_OBJECT_DOOR_1; i <= BG_NA_OBJECT_DOOR_2; i++) DoorOpen(i); + for(uint32 i = BG_NA_OBJECT_BUFF_1; i <= BG_NA_OBJECT_BUFF_2; i++) + SpawnBGObject(i, 60); + SendMessageToAll(LANG_ARENA_BEGUN); SetStatus(STATUS_IN_PROGRESS); SetStartDelayTime(0); @@ -80,6 +89,11 @@ void BattleGroundNA::Update(time_t diff) for(BattleGroundPlayerMap::const_iterator itr = GetPlayers().begin(); itr != GetPlayers().end(); ++itr) if(Player *plr = objmgr.GetPlayer(itr->first)) plr->RemoveAurasDueToSpell(SPELL_ARENA_PREPARATION); + + if(!GetPlayersCountByTeam(ALLIANCE) && GetPlayersCountByTeam(HORDE)) + EndBattleGround(HORDE); + else if(GetPlayersCountByTeam(ALLIANCE) && !GetPlayersCountByTeam(HORDE)) + EndBattleGround(ALLIANCE); } } @@ -96,11 +110,23 @@ void BattleGroundNA::AddPlayer(Player *plr) BattleGroundNAScore* sc = new BattleGroundNAScore; m_PlayerScores[plr->GetGUID()] = sc; + + UpdateWorldState(0xa0f, GetAlivePlayersCountByTeam(ALLIANCE)); + UpdateWorldState(0xa10, GetAlivePlayersCountByTeam(HORDE)); } void BattleGroundNA::RemovePlayer(Player* /*plr*/, uint64 /*guid*/) { + if(GetStatus() == STATUS_WAIT_LEAVE) + return; + + UpdateWorldState(0xa0f, GetAlivePlayersCountByTeam(ALLIANCE)); + UpdateWorldState(0xa10, GetAlivePlayersCountByTeam(HORDE)); + if(!GetAlivePlayersCountByTeam(ALLIANCE) && GetPlayersCountByTeam(HORDE)) + EndBattleGround(HORDE); + else if(GetPlayersCountByTeam(ALLIANCE) && !GetAlivePlayersCountByTeam(HORDE)) + EndBattleGround(ALLIANCE); } void BattleGroundNA::HandleKillPlayer(Player *player, Player *killer) @@ -114,19 +140,29 @@ void BattleGroundNA::HandleKillPlayer(Player *player, Player *killer) return; } - BattleGround::HandleKillPlayer(player, killer); + BattleGround::HandleKillPlayer(player,killer); - uint32 killer_team_index = GetTeamIndexByTeamId(killer->GetTeam()); + UpdateWorldState(0xa0f, GetAlivePlayersCountByTeam(ALLIANCE)); + UpdateWorldState(0xa10, GetAlivePlayersCountByTeam(HORDE)); - ++m_TeamKills[killer_team_index]; // add kills to killer's team - - if(m_TeamKills[killer_team_index] >= GetPlayersCountByTeam(player->GetTeam())) + if(!GetAlivePlayersCountByTeam(ALLIANCE)) + { + // all opponents killed + EndBattleGround(HORDE); + } + else if(!GetAlivePlayersCountByTeam(HORDE)) { // all opponents killed - EndBattleGround(killer->GetTeam()); + EndBattleGround(ALLIANCE); } } +bool BattleGroundNA::HandlePlayerUnderMap(Player *player) +{ + player->TeleportTo(GetMapId(),4055.504395,2919.660645,13.611241,player->GetOrientation(),false); + return true; +} + void BattleGroundNA::HandleAreaTrigger(Player *Source, uint32 Trigger) { if(GetStatus() != STATUS_IN_PROGRESS) @@ -149,19 +185,28 @@ void BattleGroundNA::HandleAreaTrigger(Player *Source, uint32 Trigger) // HandleTriggerBuff(buff_guid,Source); } +void BattleGroundNA::FillInitialWorldStates(WorldPacket &data) +{ + data << uint32(0xa0f) << uint32(GetAlivePlayersCountByTeam(ALLIANCE)); // 7 + data << uint32(0xa10) << uint32(GetAlivePlayersCountByTeam(HORDE)); // 8 + data << uint32(0xa11) << uint32(1); // 9 +} + void BattleGroundNA::ResetBGSubclass() { - m_TeamKills[BG_TEAM_ALLIANCE] = 0; - m_TeamKills[BG_TEAM_HORDE] = 0; + } bool BattleGroundNA::SetupBattleGround() { // gates - if( !AddObject(BG_NA_OBJECT_DOOR_1, BG_NA_OBJECT_TYPE_DOOR_1, 4031.854f, 2966.833f, 12.6462f, -2.648788f, 0, 0, 0.9697962f, -0.2439165f, RESPAWN_IMMEDIATELY) - || !AddObject(BG_NA_OBJECT_DOOR_2, BG_NA_OBJECT_TYPE_DOOR_2, 4081.179f, 2874.97f, 12.39171f, 0.4928045f, 0, 0, 0.2439165f, 0.9697962f, RESPAWN_IMMEDIATELY) - || !AddObject(BG_NA_OBJECT_DOOR_3, BG_NA_OBJECT_TYPE_DOOR_3, 4023.709f, 2981.777f, 10.70117f, -2.648788f, 0, 0, 0.9697962f, -0.2439165f, RESPAWN_IMMEDIATELY) - || !AddObject(BG_NA_OBJECT_DOOR_4, BG_NA_OBJECT_TYPE_DOOR_4, 4090.064f, 2858.438f, 10.23631f, 0.4928045f, 0, 0, 0.2439165f, 0.9697962f, RESPAWN_IMMEDIATELY)) + if( !AddObject(BG_NA_OBJECT_DOOR_1, BG_NA_OBJECT_TYPE_DOOR_1, 4031.854, 2966.833, 12.6462, -2.648788, 0, 0, 0.9697962, -0.2439165, RESPAWN_IMMEDIATELY) + || !AddObject(BG_NA_OBJECT_DOOR_2, BG_NA_OBJECT_TYPE_DOOR_2, 4081.179, 2874.97, 12.39171, 0.4928045, 0, 0, 0.2439165, 0.9697962, RESPAWN_IMMEDIATELY) + || !AddObject(BG_NA_OBJECT_DOOR_3, BG_NA_OBJECT_TYPE_DOOR_3, 4023.709, 2981.777, 10.70117, -2.648788, 0, 0, 0.9697962, -0.2439165, RESPAWN_IMMEDIATELY) + || !AddObject(BG_NA_OBJECT_DOOR_4, BG_NA_OBJECT_TYPE_DOOR_4, 4090.064, 2858.438, 10.23631, 0.4928045, 0, 0, 0.2439165, 0.9697962, RESPAWN_IMMEDIATELY) + // buffs + || !AddObject(BG_NA_OBJECT_BUFF_1, BG_NA_OBJECT_TYPE_BUFF_1, 4009.189941, 2895.250000, 13.052700, -1.448624, 0, 0, 0.6626201, -0.7489557, 120) + || !AddObject(BG_NA_OBJECT_BUFF_2, BG_NA_OBJECT_TYPE_BUFF_2, 4103.330078, 2946.350098, 13.051300, -0.06981307, 0, 0, 0.03489945, -0.9993908, 120)) { sLog.outErrorDb("BatteGroundNA: Failed to spawn some object!"); return false; diff --git a/src/game/BattleGroundNA.h b/src/game/BattleGroundNA.h index 1ca04e8ba2f..663453b6305 100644 --- a/src/game/BattleGroundNA.h +++ b/src/game/BattleGroundNA.h @@ -26,7 +26,9 @@ enum BattleGroundNAObjectTypes BG_NA_OBJECT_DOOR_2 = 1, BG_NA_OBJECT_DOOR_3 = 2, BG_NA_OBJECT_DOOR_4 = 3, - BG_NA_OBJECT_MAX = 4 + BG_NA_OBJECT_BUFF_1 = 4, + BG_NA_OBJECT_BUFF_2 = 5, + BG_NA_OBJECT_MAX = 6 }; enum BattleGroundNAObjects @@ -34,7 +36,9 @@ enum BattleGroundNAObjects BG_NA_OBJECT_TYPE_DOOR_1 = 183978, BG_NA_OBJECT_TYPE_DOOR_2 = 183980, BG_NA_OBJECT_TYPE_DOOR_3 = 183977, - BG_NA_OBJECT_TYPE_DOOR_4 = 183979 + BG_NA_OBJECT_TYPE_DOOR_4 = 183979, + BG_NA_OBJECT_TYPE_BUFF_1 = 184663, + BG_NA_OBJECT_TYPE_BUFF_2 = 184664 }; class BattleGroundNAScore : public BattleGroundScore @@ -61,9 +65,8 @@ class BattleGroundNA : public BattleGround void HandleAreaTrigger(Player *Source, uint32 Trigger); bool SetupBattleGround(); virtual void ResetBGSubclass(); + virtual void FillInitialWorldStates(WorldPacket &d); void HandleKillPlayer(Player* player, Player *killer); - - private: - uint32 m_TeamKills[2]; // count of kills for each team + bool HandlePlayerUnderMap(Player * plr); }; #endif diff --git a/src/game/BattleGroundRL.cpp b/src/game/BattleGroundRL.cpp index 68ba34e06ed..4805296d348 100644 --- a/src/game/BattleGroundRL.cpp +++ b/src/game/BattleGroundRL.cpp @@ -47,6 +47,13 @@ void BattleGroundRL::Update(time_t diff) { m_Events |= 0x01; + // setup here, only when at least one player has ported to the map + if(!SetupBattleGround()) + { + EndNow(); + return; + } + for(uint32 i = BG_RL_OBJECT_DOOR_1; i <= BG_RL_OBJECT_DOOR_2; i++) SpawnBGObject(i, RESPAWN_IMMEDIATELY); @@ -73,6 +80,9 @@ void BattleGroundRL::Update(time_t diff) for(uint32 i = BG_RL_OBJECT_DOOR_1; i <= BG_RL_OBJECT_DOOR_2; i++) DoorOpen(i); + for(uint32 i = BG_RL_OBJECT_BUFF_1; i <= BG_RL_OBJECT_BUFF_2; i++) + SpawnBGObject(i, 60); + SendMessageToAll(LANG_ARENA_BEGUN); SetStatus(STATUS_IN_PROGRESS); SetStartDelayTime(0); @@ -80,6 +90,11 @@ void BattleGroundRL::Update(time_t diff) for(BattleGroundPlayerMap::const_iterator itr = GetPlayers().begin(); itr != GetPlayers().end(); ++itr) if(Player *plr = objmgr.GetPlayer(itr->first)) plr->RemoveAurasDueToSpell(SPELL_ARENA_PREPARATION); + + if(!GetPlayersCountByTeam(ALLIANCE) && GetPlayersCountByTeam(HORDE)) + EndBattleGround(HORDE); + else if(GetPlayersCountByTeam(ALLIANCE) && !GetPlayersCountByTeam(HORDE)) + EndBattleGround(ALLIANCE); } } @@ -96,11 +111,23 @@ void BattleGroundRL::AddPlayer(Player *plr) BattleGroundRLScore* sc = new BattleGroundRLScore; m_PlayerScores[plr->GetGUID()] = sc; + + UpdateWorldState(0xbb8, GetAlivePlayersCountByTeam(ALLIANCE)); + UpdateWorldState(0xbb9, GetAlivePlayersCountByTeam(HORDE)); } void BattleGroundRL::RemovePlayer(Player *plr, uint64 guid) { + if(GetStatus() == STATUS_WAIT_LEAVE) + return; + UpdateWorldState(0xbb8, GetAlivePlayersCountByTeam(ALLIANCE)); + UpdateWorldState(0xbb9, GetAlivePlayersCountByTeam(HORDE)); + + if(!GetAlivePlayersCountByTeam(ALLIANCE) && GetPlayersCountByTeam(HORDE)) + EndBattleGround(HORDE); + else if(GetPlayersCountByTeam(ALLIANCE) && !GetAlivePlayersCountByTeam(HORDE)) + EndBattleGround(ALLIANCE); } void BattleGroundRL::HandleKillPlayer(Player *player, Player *killer) @@ -114,19 +141,29 @@ void BattleGroundRL::HandleKillPlayer(Player *player, Player *killer) return; } - BattleGround::HandleKillPlayer(player, killer); - - uint32 killer_team_index = GetTeamIndexByTeamId(killer->GetTeam()); + BattleGround::HandleKillPlayer(player,killer); - ++m_TeamKills[killer_team_index]; // add kills to killer's team + UpdateWorldState(0xbb8, GetAlivePlayersCountByTeam(ALLIANCE)); + UpdateWorldState(0xbb9, GetAlivePlayersCountByTeam(HORDE)); - if(m_TeamKills[killer_team_index] >= GetPlayersCountByTeam(player->GetTeam())) + if(!GetAlivePlayersCountByTeam(ALLIANCE)) + { + // all opponents killed + EndBattleGround(HORDE); + } + else if(!GetAlivePlayersCountByTeam(HORDE)) { // all opponents killed - EndBattleGround(killer->GetTeam()); + EndBattleGround(ALLIANCE); } } +bool BattleGroundRL::HandlePlayerUnderMap(Player *player) +{ + player->TeleportTo(GetMapId(),1285.810547,1667.896851,39.957642,player->GetOrientation(),false); + return true; +} + void BattleGroundRL::HandleAreaTrigger(Player *Source, uint32 Trigger) { // this is wrong way to implement these things. On official it done by gameobject spell cast. @@ -150,17 +187,26 @@ void BattleGroundRL::HandleAreaTrigger(Player *Source, uint32 Trigger) // HandleTriggerBuff(buff_guid,Source); } +void BattleGroundRL::FillInitialWorldStates(WorldPacket &data) +{ + data << uint32(0xbb8) << uint32(GetAlivePlayersCountByTeam(ALLIANCE)); // 7 + data << uint32(0xbb9) << uint32(GetAlivePlayersCountByTeam(HORDE)); // 8 + data << uint32(0xbba) << uint32(1); // 9 +} + void BattleGroundRL::ResetBGSubclass() { - m_TeamKills[BG_TEAM_ALLIANCE] = 0; - m_TeamKills[BG_TEAM_HORDE] = 0; + } bool BattleGroundRL::SetupBattleGround() { // gates - if( !AddObject(BG_RL_OBJECT_DOOR_1, BG_RL_OBJECT_TYPE_DOOR_1, 1293.561f, 1601.938f, 31.60557f, -1.457349f, 0, 0, -0.6658813f, 0.7460576f, RESPAWN_IMMEDIATELY) - || !AddObject(BG_RL_OBJECT_DOOR_2, BG_RL_OBJECT_TYPE_DOOR_2, 1278.648f, 1730.557f, 31.60557f, 1.684245f, 0, 0, 0.7460582f, 0.6658807f, RESPAWN_IMMEDIATELY)) + if( !AddObject(BG_RL_OBJECT_DOOR_1, BG_RL_OBJECT_TYPE_DOOR_1, 1293.561, 1601.938, 31.60557, -1.457349, 0, 0, -0.6658813, 0.7460576, RESPAWN_IMMEDIATELY) + || !AddObject(BG_RL_OBJECT_DOOR_2, BG_RL_OBJECT_TYPE_DOOR_2, 1278.648, 1730.557, 31.60557, 1.684245, 0, 0, 0.7460582, 0.6658807, RESPAWN_IMMEDIATELY) + // buffs + || !AddObject(BG_RL_OBJECT_BUFF_1, BG_RL_OBJECT_TYPE_BUFF_1, 1328.719971, 1632.719971, 36.730400, -1.448624, 0, 0, 0.6626201, -0.7489557, 120) + || !AddObject(BG_RL_OBJECT_BUFF_2, BG_RL_OBJECT_TYPE_BUFF_2, 1243.300049, 1699.170044, 34.872601, -0.06981307, 0, 0, 0.03489945, -0.9993908, 120)) { sLog.outErrorDb("BatteGroundRL: Failed to spawn some object!"); return false; diff --git a/src/game/BattleGroundRL.h b/src/game/BattleGroundRL.h index 2fdbfc4c83c..75b568d7b61 100644 --- a/src/game/BattleGroundRL.h +++ b/src/game/BattleGroundRL.h @@ -24,13 +24,17 @@ enum BattleGroundRLObjectTypes { BG_RL_OBJECT_DOOR_1 = 0, BG_RL_OBJECT_DOOR_2 = 1, - BG_RL_OBJECT_MAX = 2 + BG_RL_OBJECT_BUFF_1 = 2, + BG_RL_OBJECT_BUFF_2 = 3, + BG_RL_OBJECT_MAX = 4 }; enum BattleGroundRLObjects { BG_RL_OBJECT_TYPE_DOOR_1 = 185918, - BG_RL_OBJECT_TYPE_DOOR_2 = 185917 + BG_RL_OBJECT_TYPE_DOOR_2 = 185917, + BG_RL_OBJECT_TYPE_BUFF_1 = 184663, + BG_RL_OBJECT_TYPE_BUFF_2 = 184664 }; class BattleGroundRLScore : public BattleGroundScore @@ -57,9 +61,8 @@ class BattleGroundRL : public BattleGround void HandleAreaTrigger(Player *Source, uint32 Trigger); bool SetupBattleGround(); virtual void ResetBGSubclass(); + virtual void FillInitialWorldStates(WorldPacket &d); void HandleKillPlayer(Player* player, Player *killer); - - private: - uint32 m_TeamKills[2]; // count of kills for each team + bool HandlePlayerUnderMap(Player * plr); }; #endif diff --git a/src/game/BattleGroundWS.cpp b/src/game/BattleGroundWS.cpp index d907b6e3bcb..76ce4236cc0 100644 --- a/src/game/BattleGroundWS.cpp +++ b/src/game/BattleGroundWS.cpp @@ -49,6 +49,13 @@ void BattleGroundWS::Update(time_t diff) { m_Events |= 0x01; + // setup here, only when at least one player has ported to the map + if(!SetupBattleGround()) + { + EndNow(); + return; + } + for(uint32 i = BG_WS_OBJECT_DOOR_A_1; i <= BG_WS_OBJECT_DOOR_H_4; i++) { SpawnBGObject(i, RESPAWN_IMMEDIATELY); @@ -285,7 +292,32 @@ void BattleGroundWS::EventPlayerCapturedFlag(Player *Source) void BattleGroundWS::EventPlayerDroppedFlag(Player *Source) { - // Drop allowed in any BG state + if(GetStatus() != STATUS_IN_PROGRESS) + { + // if not running, do not cast things at the dropper player (prevent spawning the "dropped" flag), neither send unnecessary messages + // just take off the aura + if(Source->GetTeam() == ALLIANCE) + { + if(!this->IsHordeFlagPickedup()) + return; + if(GetHordeFlagPickerGUID() == Source->GetGUID()) + { + SetHordeFlagPicker(0); + Source->RemoveAurasDueToSpell(BG_WS_SPELL_WARSONG_FLAG); + } + } + else + { + if(!this->IsAllianceFlagPickedup()) + return; + if(GetAllianceFlagPickerGUID() == Source->GetGUID()) + { + SetAllianceFlagPicker(0); + Source->RemoveAurasDueToSpell(BG_WS_SPELL_SILVERWING_FLAG); + } + } + return; + } const char *message = ""; uint8 type = 0; diff --git a/src/game/Chat.cpp b/src/game/Chat.cpp index 7415bfb405c..d9ec554ee0d 100644 --- a/src/game/Chat.cpp +++ b/src/game/Chat.cpp @@ -163,6 +163,7 @@ ChatCommand * ChatHandler::getCommandTable() { "Mod32Value", SEC_ADMINISTRATOR, &ChatHandler::HandleMod32Value, "", NULL },
{ "anim", SEC_GAMEMASTER, &ChatHandler::HandleAnimCommand, "", NULL },
{ "lootrecipient", SEC_GAMEMASTER, &ChatHandler::HandleGetLootRecipient, "", NULL },
+ { "arena", SEC_ADMINISTRATOR, &ChatHandler::HandleDebugArenaCommand, "", NULL },
{ NULL, 0, NULL, "", NULL }
};
@@ -511,6 +512,7 @@ ChatCommand * ChatHandler::getCommandTable() { "cometome", SEC_ADMINISTRATOR, &ChatHandler::HandleComeToMeCommand, "", NULL },
{ "damage", SEC_ADMINISTRATOR, &ChatHandler::HandleDamageCommand, "", NULL },
{ "combatstop", SEC_GAMEMASTER, &ChatHandler::HandleCombatStopCommand, "", NULL },
+ { "flusharenapoints", SEC_ADMINISTRATOR, &ChatHandler::HandleFlushArenaPointsCommand, "", NULL },
{ NULL, 0, NULL, "", NULL }
};
diff --git a/src/game/Chat.h b/src/game/Chat.h index 388cd83b951..96b813bfe8a 100644 --- a/src/game/Chat.h +++ b/src/game/Chat.h @@ -380,6 +380,7 @@ class ChatHandler bool HandleCastTargetCommand(const char *args);
bool HandleComeToMeCommand(const char *args);
bool HandleCombatStopCommand(const char *args);
+ bool HandleFlushArenaPointsCommand(const char *args);
//! Development Commands
bool HandleSetValue(const char* args);
@@ -392,6 +393,7 @@ class ChatHandler bool HandleSaveAllCommand(const char* args);
bool HandleGetItemState(const char * args);
bool HandleGetLootRecipient(const char * args);
+ bool HandleDebugArenaCommand(const char * args);
Player* getSelectedPlayer();
Creature* getSelectedCreature();
diff --git a/src/game/Group.cpp b/src/game/Group.cpp index e74a3778e87..1d4850ca82d 100644 --- a/src/game/Group.cpp +++ b/src/game/Group.cpp @@ -1244,6 +1244,54 @@ void Group::UpdateLooterGuid( Creature* creature, bool ifneed ) SendUpdate(); } +uint32 Group::CanJoinBattleGroundQueue(uint32 bgTypeId, uint32 bgQueueType, uint32 MinPlayerCount, uint32 MaxPlayerCount, bool isRated, uint32 arenaSlot) +{ + // check for min / max count + uint32 memberscount = GetMembersCount(); + if(memberscount < MinPlayerCount) + return BG_JOIN_ERR_GROUP_NOT_ENOUGH; + if(memberscount > MaxPlayerCount) + return BG_JOIN_ERR_GROUP_TOO_MANY; + + // get a player as reference, to compare other players' stats to (arena team id, queue id based on level, etc.) + Player * reference = GetFirstMember()->getSource(); + // no reference found, can't join this way + if(!reference) + return BG_JOIN_ERR_OFFLINE_MEMBER; + + uint32 bgQueueId = reference->GetBattleGroundQueueIdFromLevel(); + uint32 arenaTeamId = reference->GetArenaTeamId(arenaSlot); + uint32 team = reference->GetTeam(); + + // check every member of the group to be able to join + for(GroupReference *itr = GetFirstMember(); itr != NULL; itr = itr->next()) + { + Player *member = itr->getSource(); + // offline member? don't let join + if(!member) + return BG_JOIN_ERR_OFFLINE_MEMBER; + // don't allow cross-faction join as group + if(member->GetTeam() != team) + return BG_JOIN_ERR_MIXED_FACTION; + // not in the same battleground level braket, don't let join + if(member->GetBattleGroundQueueIdFromLevel() != bgQueueId) + return BG_JOIN_ERR_MIXED_LEVELS; + // don't let join rated matches if the arena team id doesn't match + if(isRated && member->GetArenaTeamId(arenaSlot) != arenaTeamId) + return BG_JOIN_ERR_MIXED_ARENATEAM; + // don't let join if someone from the group is already in that bg queue + if(member->InBattleGroundQueueForBattleGroundQueueType(bgQueueType)) + return BG_JOIN_ERR_GROUP_MEMBER_ALREADY_IN_QUEUE; + // check for deserter debuff in case not arena queue + if(bgTypeId != BATTLEGROUND_AA && !member->CanJoinToBattleground()) + return BG_JOIN_ERR_GROUP_DESERTER; + // check if member can join any more battleground queues + if(!member->HasFreeBattleGroundQueueId()) + return BG_JOIN_ERR_ALL_QUEUES_USED; + } + return BG_JOIN_ERR_OK; +} + //=================================================== //============== Roll =============================== //=================================================== diff --git a/src/game/Group.h b/src/game/Group.h index 14ea3ad7cba..202f5ab4b20 100644 --- a/src/game/Group.h +++ b/src/game/Group.h @@ -232,6 +232,7 @@ class MANGOS_DLL_SPEC Group SendUpdate(); } void SetBattlegroundGroup(BattleGround *bg) { m_bgGroup = bg; } + uint32 CanJoinBattleGroundQueue(uint32 bgTypeId, uint32 bgQueueType, uint32 MinPlayerCount, uint32 MaxPlayerCount, bool isRated, uint32 arenaSlot); void ChangeMembersGroup(const uint64 &guid, const uint8 &group); void ChangeMembersGroup(Player *player, const uint8 &group); diff --git a/src/game/Language.h b/src/game/Language.h index 5fe11e44c57..ef27a9a0cd6 100644 --- a/src/game/Language.h +++ b/src/game/Language.h @@ -607,8 +607,27 @@ enum MangosStrings LANG_PLAYER_DND_DEFAULT = 709,
LANG_PLAYER_AFK_DEFAULT = 710,
- LANG_BG_QUEUE_ANNOUNCE_SELF = 711,
- LANG_BG_QUEUE_ANNOUNCE_WORLD = 712,
+ LANG_BG_GROUP_TOO_LARGE = 711,
+ LANG_ARENA_GROUP_TOO_LARGE = 712,
+ LANG_ARENA_YOUR_TEAM_ONLY = 713,
+ LANG_ARENA_NOT_ENOUGH_PLAYERS = 714,
+ LANG_ARENA_GOLD_WINS = 715,
+ LANG_ARENA_GREEN_WINS = 716,
+ LANG_BATTLEGROUND_PREMATURE_FINISH_WARNING = 717,
+ LANG_BG_GROUP_OFFLINE_MEMBER = 718,
+ LANG_BG_GROUP_MIXED_FACTION = 719,
+ LANG_BG_GROUP_MIXED_LEVELS = 720,
+ LANG_BG_GROUP_MEMBER_ALREADY_IN_QUEUE = 721,
+ LANG_BG_GROUP_MEMBER_DESERTER = 722,
+ LANG_BG_GROUP_MEMBER_NO_FREE_QUEUE_SLOTS = 723,
+
+ LANG_CANNOT_TELE_TO_BG = 724,
+ LANG_CANNOT_SUMMON_TO_BG = 725,
+ LANG_CANNOT_GO_TO_BG_GM = 726,
+ LANG_CANNOT_GO_TO_BG_FROM_BG = 727,
+
+ LANG_ARENA_TESTING = 728
+
};
#endif
diff --git a/src/game/Level1.cpp b/src/game/Level1.cpp index 93e44cd9802..c1bca8b8b40 100644 --- a/src/game/Level1.cpp +++ b/src/game/Level1.cpp @@ -315,7 +315,14 @@ bool ChatHandler::HandleNamegoCommand(const char* args) Map* pMap = MapManager::Instance().GetMap(m_session->GetPlayer()->GetMapId(),m_session->GetPlayer());
- if(pMap->Instanceable())
+ if(pMap->IsBattleGroundOrArena())
+ {
+ // cannot summon to bg
+ SendSysMessage(LANG_CANNOT_SUMMON_TO_BG);
+ SetSentErrorMessage(true);
+ return false;
+ }
+ else if(pMap->IsDungeon())
{
Map* cMap = MapManager::Instance().GetMap(chr->GetMapId(),chr);
if( cMap->Instanceable() && cMap->GetInstanceId() != pMap->GetInstanceId() )
@@ -401,7 +408,27 @@ bool ChatHandler::HandleGonameCommand(const char* args) if (chr)
{
Map* cMap = MapManager::Instance().GetMap(chr->GetMapId(),chr);
- if(cMap->Instanceable())
+ if(cMap->IsBattleGroundOrArena())
+ {
+ // only allow if gm mode is on
+ if (!_player->isGameMaster())
+ {
+ SendSysMessage(LANG_CANNOT_GO_TO_BG_GM);
+ SetSentErrorMessage(true);
+ return false;
+ }
+ // if already in a bg, don't let port to other
+ else if (_player->GetBattleGroundId())
+ {
+ SendSysMessage(LANG_CANNOT_GO_TO_BG_FROM_BG);
+ SetSentErrorMessage(true);
+ return false;
+ }
+ // all's well, set bg id
+ // when porting out from the bg, it will be reset to 0
+ _player->SetBattleGroundId(chr->GetBattleGroundId());
+ }
+ else if(cMap->IsDungeon())
{
Map* pMap = MapManager::Instance().GetMap(_player->GetMapId(),_player);
@@ -1585,7 +1612,6 @@ bool ChatHandler::HandleTeleCommand(const char * args) // id, or string, or [name] Shift-click form |color|Htele:id|h[name]|h|r
GameTele const* tele = extractGameTeleFromLink((char*)args);
-
if (!tele)
{
SendSysMessage(LANG_COMMAND_TELE_NOTFOUND);
@@ -1593,6 +1619,14 @@ bool ChatHandler::HandleTeleCommand(const char * args) return false;
}
+ MapEntry const * me = sMapStore.LookupEntry(tele->mapId);
+ if(!me || me->IsBattleGroundOrArena())
+ {
+ SendSysMessage(LANG_CANNOT_TELE_TO_BG);
+ SetSentErrorMessage(true);
+ return false;
+ }
+
// stop flight if need
if(_player->isInFlight())
{
@@ -1865,6 +1899,14 @@ bool ChatHandler::HandleNameTeleCommand(const char * args) return false;
}
+ MapEntry const * me = sMapStore.LookupEntry(tele->mapId);
+ if(!me || me->IsBattleGroundOrArena())
+ {
+ SendSysMessage(LANG_CANNOT_TELE_TO_BG);
+ SetSentErrorMessage(true);
+ return false;
+ }
+
Player *chr = objmgr.GetPlayer(name.c_str());
if (chr)
{
@@ -1927,6 +1969,13 @@ bool ChatHandler::HandleGroupTeleCommand(const char * args) return false;
}
+ MapEntry const * me = sMapStore.LookupEntry(tele->mapId);
+ if(!me || me->IsBattleGroundOrArena())
+ {
+ SendSysMessage(LANG_CANNOT_TELE_TO_BG);
+ SetSentErrorMessage(true);
+ return false;
+ }
Group *grp = player->GetGroup();
if(!grp)
{
diff --git a/src/game/Level3.cpp b/src/game/Level3.cpp index 5984dbbfe21..ff849f7c9d1 100644 --- a/src/game/Level3.cpp +++ b/src/game/Level3.cpp @@ -46,6 +46,7 @@ #include "Config/ConfigEnv.h"
#include "Util.h"
#include "ItemEnchantmentMgr.h"
+#include "BattleGroundMgr.h"
#include "InstanceSaveMgr.h"
#include "InstanceData.h"
@@ -5457,3 +5458,9 @@ bool ChatHandler::HandleInstanceSaveDataCommand(const char * /*args*/) ((InstanceMap*)map)->GetInstanceData()->SaveToDB();
return true;
}
+
+bool ChatHandler::HandleFlushArenaPointsCommand(const char * /*args*/)
+{
+ sBattleGroundMgr.DistributeArenaPoints();
+ return true;
+}
diff --git a/src/game/MapInstanced.cpp b/src/game/MapInstanced.cpp index 2ff105c2f9d..a1f2ddc39be 100644 --- a/src/game/MapInstanced.cpp +++ b/src/game/MapInstanced.cpp @@ -141,7 +141,17 @@ Map* MapInstanced::GetInstance(const WorldObject* obj) uint32 NewInstanceId = 0; // instanceId of the resulting map Player* player = (Player*)obj; - // TODO: battlegrounds and arenas + if(IsBattleGroundOrArena()) + { + // instantiate or find existing bg map for player + // the instance id is set in battlegroundid + NewInstanceId = player->GetBattleGroundId(); + assert(NewInstanceId); + map = _FindMap(NewInstanceId); + if(!map) + map = CreateBattleGround(NewInstanceId); + return map; + } InstancePlayerBind *pBind = player->GetBoundInstance(GetId(), player->GetDifficulty()); InstanceSave *pSave = pBind ? pBind->save : NULL; diff --git a/src/game/MapManager.cpp b/src/game/MapManager.cpp index 84c13333ddf..501661c650d 100644 --- a/src/game/MapManager.cpp +++ b/src/game/MapManager.cpp @@ -107,7 +107,7 @@ MapManager::_GetBaseMap(uint32 id) Guard guard(*this); const MapEntry* entry = sMapStore.LookupEntry(id); - if (entry && entry->IsDungeon()) + if (entry && entry->Instanceable()) { m = new MapInstanced(id, i_gridCleanUpDelay, 0); } diff --git a/src/game/MiscHandler.cpp b/src/game/MiscHandler.cpp index 092795c6fbe..20d556fb9aa 100644 --- a/src/game/MiscHandler.cpp +++ b/src/game/MiscHandler.cpp @@ -846,6 +846,10 @@ void WorldSession::HandleCorpseReclaimOpcode(WorldPacket &recv_data) if (GetPlayer()->isAlive()) return; + if (BattleGround * bg = _player->GetBattleGround()) + if(bg->isArena()) + return; + // body not released yet if(!GetPlayer()->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST)) return; diff --git a/src/game/MovementHandler.cpp b/src/game/MovementHandler.cpp index 1efd4e3c3e7..9853e339350 100644 --- a/src/game/MovementHandler.cpp +++ b/src/game/MovementHandler.cpp @@ -130,22 +130,28 @@ void WorldSession::HandleMoveWorldportAckOpcode() _player->RemoveSpellsCausingAura(SPELL_AURA_MOUNTED); // battleground state preper - if(_player->InBattleGround()) + // only add to bg group and object, if the player was invited (else he entered through command) + if(_player->InBattleGround() && _player->IsInvitedForBattleGroundInstance(_player->GetBattleGroundId())) { BattleGround *bg = _player->GetBattleGround(); if(bg) { + bg->AddPlayer(_player); if(bg->GetMapId() == _player->GetMapId()) // we teleported to bg { - if(!bg->GetBgRaid(_player->GetTeam())) // first player joined + // get the team this way, because arenas might 'override' the teams. + uint32 team = bg->GetPlayerTeam(_player->GetGUID()); + if(!team) + team = _player->GetTeam(); + if(!bg->GetBgRaid(team)) // first player joined { Group *group = new Group; - bg->SetBgRaid(_player->GetTeam(), group); + bg->SetBgRaid(team, group); group->Create(_player->GetGUIDLow(), _player->GetName()); } else // raid already exist { - bg->GetBgRaid(_player->GetTeam())->AddMember(_player->GetGUID(), _player->GetName()); + bg->GetBgRaid(team)->AddMember(_player->GetGUID(), _player->GetName()); } } } @@ -365,20 +371,29 @@ void WorldSession::HandleMovementOpcodes( WorldPacket & recv_data ) if(movementInfo.z < -500.0f) { - // NOTE: this is actually called many times while falling - // even after the player has been teleported away - // TODO: discard movement packets after the player is rooted - if(GetPlayer()->isAlive()) + if(GetPlayer()->InBattleGround() + && GetPlayer()->GetBattleGround() + && GetPlayer()->GetBattleGround()->HandlePlayerUnderMap(_player)) { - GetPlayer()->EnvironmentalDamage(GetPlayer()->GetGUID(),DAMAGE_FALL_TO_VOID, GetPlayer()->GetMaxHealth()); - // change the death state to CORPSE to prevent the death timer from - // starting in the next player update - GetPlayer()->KillPlayer(); - GetPlayer()->BuildPlayerRepop(); + // do nothing, the handle already did if returned true } + else + { + // NOTE: this is actually called many times while falling + // even after the player has been teleported away + // TODO: discard movement packets after the player is rooted + if(GetPlayer()->isAlive()) + { + GetPlayer()->EnvironmentalDamage(GetPlayer()->GetGUID(),DAMAGE_FALL_TO_VOID, GetPlayer()->GetMaxHealth()); + // change the death state to CORPSE to prevent the death timer from + // starting in the next player update + GetPlayer()->KillPlayer(); + GetPlayer()->BuildPlayerRepop(); + } - // cancel the death timer here if started - GetPlayer()->RepopAtGraveyard(); + // cancel the death timer here if started + GetPlayer()->RepopAtGraveyard(); + } } } diff --git a/src/game/ObjectMgr.h b/src/game/ObjectMgr.h index 42d5d85e415..c9baf762ac3 100644 --- a/src/game/ObjectMgr.h +++ b/src/game/ObjectMgr.h @@ -310,6 +310,8 @@ class ObjectMgr ArenaTeam* GetArenaTeamByCapitan(uint64 const& guid) const;
void AddArenaTeam(ArenaTeam* arenateam) { mArenaTeamSet.insert( arenateam ); }
void RemoveArenaTeam(ArenaTeam* arenateam) { mArenaTeamSet.erase( arenateam ); }
+ ArenaTeamSet::iterator GetArenaTeamSetBegin() { return mArenaTeamSet.begin(); }
+ ArenaTeamSet::iterator GetArenaTeamSetEnd() { return mArenaTeamSet.end(); }
static CreatureInfo const *GetCreatureTemplate( uint32 id );
CreatureModelInfo const *GetCreatureModelInfo( uint32 modelid );
diff --git a/src/game/Player.cpp b/src/game/Player.cpp index 9ba6404cb5f..ff0e032b0e7 100644 --- a/src/game/Player.cpp +++ b/src/game/Player.cpp @@ -346,8 +346,8 @@ Player::Player (WorldSession *session): Unit() m_bgBattleGroundID = 0;
for (int j=0; j < PLAYER_MAX_BATTLEGROUND_QUEUES; j++)
{
- m_bgBattleGroundQueueID[j].bgType = 0;
- m_bgBattleGroundQueueID[j].invited = false;
+ m_bgBattleGroundQueueID[j].bgQueueType = 0;
+ m_bgBattleGroundQueueID[j].invitedToInstance = 0;
}
m_bgTeam = 0;
@@ -1439,7 +1439,8 @@ bool Player::TeleportTo(uint32 mapid, float x, float y, float z, float orientati MapEntry const* mEntry = sMapStore.LookupEntry(mapid);
// don't let enter battlegrounds without assigned battleground id (for example through areatrigger)...
- if(!InBattleGround() && mEntry->IsBattleGround() && !GetSession()->GetSecurity())
+ // don't let gm level > 1 either
+ if(!InBattleGround() && mEntry->IsBattleGroundOrArena())
return false;
bool tbc = GetSession()->IsTBC() && sWorld.getConfig(CONFIG_EXPANSION) > 0;
@@ -3454,6 +3455,29 @@ void Player::DeleteFromDB(uint64 playerguid, uint32 accountId, bool updateRealmC guild->DelMember(guid);
}
+ // remove from arena teams
+ uint32 at_id = GetArenaTeamIdFromDB(playerguid,ARENA_TEAM_2v2);
+ if(at_id != 0)
+ {
+ ArenaTeam * at = objmgr.GetArenaTeamById(at_id);
+ if(at)
+ at->DelMember(playerguid);
+ }
+ at_id = GetArenaTeamIdFromDB(playerguid,ARENA_TEAM_3v3);
+ if(at_id != 0)
+ {
+ ArenaTeam * at = objmgr.GetArenaTeamById(at_id);
+ if(at)
+ at->DelMember(playerguid);
+ }
+ at_id = GetArenaTeamIdFromDB(playerguid,ARENA_TEAM_5v5);
+ if(at_id != 0)
+ {
+ ArenaTeam * at = objmgr.GetArenaTeamById(at_id);
+ if(at)
+ at->DelMember(playerguid);
+ }
+
// the player was uninvited already on logout so just remove from group
QueryResult *resultGroup = CharacterDatabase.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", guid);
if(resultGroup)
@@ -5883,6 +5907,10 @@ bool Player::RewardHonor(Unit *uVictim, uint32 groupsize, float honor) // need call before fields update to have chance move yesterday data to appropriate fields before today data change.
UpdateHonorFields();
+ // do not reward honor in arenas, but return true to enable onkill spellproc
+ if(InBattleGround() && GetBattleGround() && GetBattleGround()->isArena())
+ return true;
+
if(honor <= 0)
{
if(!uVictim || uVictim == this || uVictim->HasAuraType(SPELL_AURA_NO_PVP_CREDIT))
@@ -6046,12 +6074,12 @@ uint32 Player::GetRankFromDB(uint64 guid) uint32 Player::GetArenaTeamIdFromDB(uint64 guid, uint8 type)
{
- // need fix it!
QueryResult *result = CharacterDatabase.PQuery("SELECT arenateamid FROM arena_team_member WHERE guid='%u'", GUID_LOPART(guid));
if(result)
{
- // init id to 0, check the arena type before assigning a value to id
- uint32 id = 0;
+ bool found = false;
+ // init id to find the type of the arenateam
+ uint32 id = (*result)[0].GetUInt32();
do
{
QueryResult *result2 = CharacterDatabase.PQuery("SELECT type FROM arena_team WHERE arenateamid='%u'", id);
@@ -6062,13 +6090,13 @@ uint32 Player::GetArenaTeamIdFromDB(uint64 guid, uint8 type) if(dbtype == type)
{
// if the type matches, we've found the id
- id = (*result)[0].GetUInt32();
+ found = true;
break;
}
}
} while(result->NextRow());
delete result;
- return id;
+ if(found) return id;
}
// no arenateam for the specified guid, return 0
return 0;
@@ -7709,19 +7737,34 @@ void Player::SendInitWorldStates() data << uint32(0xa5f) << uint32(0x0); // 35
break;
case 3698: // Nagrand Arena
- data << uint32(0xa0f) << uint32(0x0); // 7
- data << uint32(0xa10) << uint32(0x0); // 8
- data << uint32(0xa11) << uint32(0x0); // 9
+ if (bg && bg->GetTypeID() == BATTLEGROUND_NA)
+ bg->FillInitialWorldStates(data);
+ else
+ {
+ data << uint32(0xa0f) << uint32(0x0); // 7
+ data << uint32(0xa10) << uint32(0x0); // 8
+ data << uint32(0xa11) << uint32(0x0); // 9 show
+ }
break;
case 3702: // Blade's Edge Arena
- data << uint32(0x9f0) << uint32(0x0); // 7
- data << uint32(0x9f1) << uint32(0x0); // 8
- data << uint32(0x9f3) << uint32(0x0); // 9
+ if (bg && bg->GetTypeID() == BATTLEGROUND_BE)
+ bg->FillInitialWorldStates(data);
+ else
+ {
+ data << uint32(0x9f0) << uint32(0x0); // 7 gold
+ data << uint32(0x9f1) << uint32(0x0); // 8 green
+ data << uint32(0x9f3) << uint32(0x0); // 9 show
+ }
break;
case 3968: // Ruins of Lordaeron
- data << uint32(0xbb8) << uint32(0x0); // 7
- data << uint32(0xbb9) << uint32(0x0); // 8
- data << uint32(0xbba) << uint32(0x0); // 9
+ if (bg && bg->GetTypeID() == BATTLEGROUND_RL)
+ bg->FillInitialWorldStates(data);
+ else
+ {
+ data << uint32(0xbb8) << uint32(0x0); // 7 gold
+ data << uint32(0xbb9) << uint32(0x0); // 8 green
+ data << uint32(0xbba) << uint32(0x0); // 9 show
+ }
break;
case 3703: // Shattrath City
break;
@@ -14710,8 +14753,10 @@ void Player::SaveToDB() // first save/honor gain after midnight will also update the player's honor fields
UpdateHonorFields();
- // Must saved before enter into BattleGround
- if(InBattleGround())
+ // players aren't saved on battleground maps
+ uint32 mapid = IsBeingTeleported() ? GetTeleportDest().mapid : GetMapId();
+ const MapEntry * me = sMapStore.LookupEntry(mapid);
+ if(!me || me->IsBattleGroundOrArena())
return;
int is_save_resting = HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING) ? 1 : 0;
@@ -17460,7 +17505,8 @@ bool Player::InArena() const bool Player::GetBGAccessByLevel(uint32 bgTypeId) const
{
- BattleGround *bg = sBattleGroundMgr.GetBattleGround(bgTypeId);
+ // get a template bg instead of running one
+ BattleGround *bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId);
if(!bg)
return false;
diff --git a/src/game/Player.h b/src/game/Player.h index 199d816863a..c809c63453c 100644 --- a/src/game/Player.h +++ b/src/game/Player.h @@ -1802,24 +1802,32 @@ class MANGOS_DLL_SPEC Player : public Unit static uint32 GetMaxLevelForBattleGroundQueueId(uint32 queue_id);
uint32 GetBattleGroundQueueIdFromLevel() const;
- uint32 GetBattleGroundQueueId(uint32 index) const { return m_bgBattleGroundQueueID[index].bgType; }
- uint32 GetBattleGroundQueueIndex(uint32 bgType) const
+ bool InBattleGroundQueue() const
+ {
+ for (int i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++)
+ if (m_bgBattleGroundQueueID[i].bgQueueType != 0)
+ return true;
+ return false;
+ }
+
+ uint32 GetBattleGroundQueueId(uint32 index) const { return m_bgBattleGroundQueueID[index].bgQueueType; }
+ uint32 GetBattleGroundQueueIndex(uint32 bgQueueType) const
{
for (int i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++)
- if (m_bgBattleGroundQueueID[i].bgType == bgType)
+ if (m_bgBattleGroundQueueID[i].bgQueueType == bgQueueType)
return i;
return PLAYER_MAX_BATTLEGROUND_QUEUES;
}
- bool IsInvitedForBattleGroundType(uint32 bgType) const
+ bool IsInvitedForBattleGroundQueueType(uint32 bgQueueType) const
{
for (int i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++)
- if (m_bgBattleGroundQueueID[i].bgType == bgType)
- return m_bgBattleGroundQueueID[i].invited;
+ if (m_bgBattleGroundQueueID[i].bgQueueType == bgQueueType)
+ return m_bgBattleGroundQueueID[i].invitedToInstance != 0;
return PLAYER_MAX_BATTLEGROUND_QUEUES;
}
- bool InBattleGroundQueueForBattleGroundType(uint32 bgType) const
+ bool InBattleGroundQueueForBattleGroundQueueType(uint32 bgQueueType) const
{
- return GetBattleGroundQueueIndex(bgType) < PLAYER_MAX_BATTLEGROUND_QUEUES;
+ return GetBattleGroundQueueIndex(bgQueueType) < PLAYER_MAX_BATTLEGROUND_QUEUES;
}
void SetBattleGroundId(uint32 val) { m_bgBattleGroundID = val; }
@@ -1827,34 +1835,47 @@ class MANGOS_DLL_SPEC Player : public Unit {
for (int i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++)
{
- if (m_bgBattleGroundQueueID[i].bgType == 0 || m_bgBattleGroundQueueID[i].bgType == val)
+ if (m_bgBattleGroundQueueID[i].bgQueueType == 0 || m_bgBattleGroundQueueID[i].bgQueueType == val)
{
- m_bgBattleGroundQueueID[i].bgType = val;
- m_bgBattleGroundQueueID[i].invited = false;
+ m_bgBattleGroundQueueID[i].bgQueueType = val;
+ m_bgBattleGroundQueueID[i].invitedToInstance = 0;
return i;
}
}
return PLAYER_MAX_BATTLEGROUND_QUEUES;
}
+ bool HasFreeBattleGroundQueueId()
+ {
+ for (int i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++)
+ if (m_bgBattleGroundQueueID[i].bgQueueType == 0)
+ return true;
+ return false;
+ }
void RemoveBattleGroundQueueId(uint32 val)
{
for (int i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++)
{
- if (m_bgBattleGroundQueueID[i].bgType == val)
+ if (m_bgBattleGroundQueueID[i].bgQueueType == val)
{
- m_bgBattleGroundQueueID[i].bgType = 0;
- m_bgBattleGroundQueueID[i].invited = false;
+ m_bgBattleGroundQueueID[i].bgQueueType = 0;
+ m_bgBattleGroundQueueID[i].invitedToInstance = 0;
return;
}
}
}
- void SetInviteForBattleGroundType(uint32 bgType)
+ void SetInviteForBattleGroundQueueType(uint32 bgQueueType, uint32 instanceId)
{
for (int i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++)
- if (m_bgBattleGroundQueueID[i].bgType == bgType)
- m_bgBattleGroundQueueID[i].invited = true;
+ if (m_bgBattleGroundQueueID[i].bgQueueType == bgQueueType)
+ m_bgBattleGroundQueueID[i].invitedToInstance = instanceId;
+ }
+ bool IsInvitedForBattleGroundInstance(uint32 instanceId) const
+ {
+ for (int i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++)
+ if (m_bgBattleGroundQueueID[i].invitedToInstance == instanceId)
+ return true;
+ return false;
}
-
uint32 GetBattleGroundEntryPointMap() const { return m_bgEntryPointMap; }
float GetBattleGroundEntryPointX() const { return m_bgEntryPointX; }
float GetBattleGroundEntryPointY() const { return m_bgEntryPointY; }
@@ -2034,8 +2055,8 @@ class MANGOS_DLL_SPEC Player : public Unit */
struct BgBattleGroundQueueID_Rec
{
- uint32 bgType;
- bool invited;
+ uint32 bgQueueType;
+ uint32 invitedToInstance;
};
BgBattleGroundQueueID_Rec m_bgBattleGroundQueueID[PLAYER_MAX_BATTLEGROUND_QUEUES];
uint32 m_bgEntryPointMap;
@@ -2049,7 +2070,7 @@ class MANGOS_DLL_SPEC Player : public Unit time_t m_bgAfkReportedTimer;
uint32 m_contestedPvPTimer;
- uint32 m_bgTeam; // what side the player will be added to
+ uint32 m_bgTeam; // what side the player will be added to
/*********************************************************/
/*** QUEST SYSTEM ***/
diff --git a/src/game/SpellEffects.cpp b/src/game/SpellEffects.cpp index 32be3d65065..fd6410e55ac 100644 --- a/src/game/SpellEffects.cpp +++ b/src/game/SpellEffects.cpp @@ -2518,7 +2518,7 @@ void Spell::DoCreateItem(uint32 i, uint32 itemtype) return;
}
- if(BattleGround* bg = sBattleGroundMgr.GetBattleGround(bgType))
+ if(BattleGround* bg = sBattleGroundMgr.GetBattleGroundTemplate(bgType))
bg->SendRewardMarkByMail(player,newitemid,no_space);
}
}
diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp index 18de56321de..6acd2e077c7 100644 --- a/src/game/Unit.cpp +++ b/src/game/Unit.cpp @@ -593,25 +593,6 @@ uint32 Unit::DealDamage(Unit *pVictim, uint32 damage, CleanDamage const* cleanDa ((Creature*)pVictim)->SetLootRecipient(this);
if (health <= damage)
{
- // battleground things
- if(pVictim->GetTypeId() == TYPEID_PLAYER && (((Player*)pVictim)->InBattleGround()))
- {
- Player *killed = ((Player*)pVictim);
- Player *killer = NULL;
- if(GetTypeId() == TYPEID_PLAYER)
- killer = ((Player*)this);
- else if(GetTypeId() == TYPEID_UNIT && ((Creature*)this)->isPet())
- {
- Unit *owner = GetOwner();
- if(owner && owner->GetTypeId() == TYPEID_PLAYER)
- killer = ((Player*)owner);
- }
-
- if(killer)
- if(BattleGround *bg = killed->GetBattleGround())
- bg->HandleKillPlayer(killed, killer); // drop flags and etc
- }
-
DEBUG_LOG("DealDamage: victim just died");
// find player: owner of controlled `this` or `this` itself maybe
@@ -750,6 +731,25 @@ uint32 Unit::DealDamage(Unit *pVictim, uint32 damage, CleanDamage const* cleanDa he->DuelComplete(DUEL_INTERUPTED);
}
+
+ // battleground things (do this at the end, so the death state flag will be properly set to handle in the bg->handlekill)
+ if(pVictim->GetTypeId() == TYPEID_PLAYER && (((Player*)pVictim)->InBattleGround()))
+ {
+ Player *killed = ((Player*)pVictim);
+ Player *killer = NULL;
+ if(GetTypeId() == TYPEID_PLAYER)
+ killer = ((Player*)this);
+ else if(GetTypeId() == TYPEID_UNIT && ((Creature*)this)->isPet())
+ {
+ Unit *owner = GetOwner();
+ if(owner && owner->GetTypeId() == TYPEID_PLAYER)
+ killer = ((Player*)owner);
+ }
+
+ if(killer)
+ if(BattleGround *bg = killed->GetBattleGround())
+ bg->HandleKillPlayer(killed, killer); // drop flags and etc
+ }
}
else // if (health <= damage)
{
@@ -4143,6 +4143,22 @@ void Unit::RemoveAllAuras() }
}
+void Unit::RemoveArenaAuras(bool onleave)
+{
+ // in join, remove positive buffs, on end, remove negative
+ // used to remove positive visible auras in arenas
+ for(AuraMap::iterator iter = m_Auras.begin(); iter != m_Auras.end();)
+ {
+ if ( !(iter->second->GetSpellProto()->AttributesEx4 & (1<<21)) // don't remove stances, shadowform, pally/hunter auras
+ && !iter->second->IsPassive() // don't remove passive auras
+ && (!(iter->second->GetSpellProto()->Attributes & SPELL_ATTR_UNAFFECTED_BY_INVULNERABILITY) || !(iter->second->GetSpellProto()->Attributes & SPELL_ATTR_UNK8)) // not unaffected by invulnerability auras or not having that unknown flag (that seemed the most probable)
+ && (iter->second->IsPositive() ^ onleave)) // remove positive buffs on enter, negative buffs on leave
+ RemoveAura(iter);
+ else
+ ++iter;
+ }
+}
+
void Unit::RemoveAllAurasOnDeath()
{
// used just after dieing to remove all visible auras
diff --git a/src/game/Unit.h b/src/game/Unit.h index be35c13a9d3..a46a6de8106 100644 --- a/src/game/Unit.h +++ b/src/game/Unit.h @@ -1003,6 +1003,7 @@ class MANGOS_DLL_SPEC Unit : public WorldObject void RemoveAurasWithDispelType( DispelType type );
void RemoveAllAuras();
+ void RemoveArenaAuras(bool onleave = false);
void RemoveAllAurasOnDeath();
void DelayAura(uint32 spellId, uint32 effindex, int32 delaytime);
diff --git a/src/game/World.cpp b/src/game/World.cpp index b3929fa73a9..caf64405310 100644 --- a/src/game/World.cpp +++ b/src/game/World.cpp @@ -629,8 +629,6 @@ void World::LoadConfigSettings(bool reload) m_configs[CONFIG_INSTANCE_IGNORE_RAID] = sConfig.GetBoolDefault("Instance.IgnoreRaid", false);
m_configs[CONFIG_BATTLEGROUND_CAST_DESERTER] = sConfig.GetBoolDefault("Battleground.CastDeserter", true);
- m_configs[CONFIG_BATTLEGROUND_QUEUE_ANNOUNCER_ENABLE] = sConfig.GetBoolDefault("Battleground.QueueAnnouncer.Enable", true);
- m_configs[CONFIG_BATTLEGROUND_QUEUE_ANNOUNCER_PLAYERONLY] = sConfig.GetBoolDefault("Battleground.QueueAnnouncer.PlayerOnly", false);
m_configs[CONFIG_CAST_UNSTUCK] = sConfig.GetBoolDefault("CastUnstuck", true);
m_configs[CONFIG_INSTANCE_RESET_TIME_HOUR] = sConfig.GetIntDefault("Instance.ResetTimeHour", 4);
@@ -770,6 +768,13 @@ void World::LoadConfigSettings(bool reload) m_configs[CONFIG_LISTEN_RANGE_YELL] = sConfig.GetIntDefault("ListenRange.Yell", 300);
+ m_configs[CONFIG_ARENA_MAX_RATING_DIFFERENCE] = sConfig.GetIntDefault("Arena.MaxRatingDifference", 0);
+ m_configs[CONFIG_ARENA_RATING_DISCARD_TIMER] = sConfig.GetIntDefault("Arena.RatingDiscardTimer",300000);
+ m_configs[CONFIG_ARENA_AUTO_DISTRIBUTE_POINTS] = sConfig.GetBoolDefault("Arena.AutoDistributePoints", false);
+ m_configs[CONFIG_ARENA_AUTO_DISTRIBUTE_INTERVAL_DAYS] = sConfig.GetIntDefault("Arena.AutoDistributeInterval", 7);
+
+ m_configs[CONFIG_BATTLEGROUND_PREMATURE_FINISH_TIMER] = sConfig.GetIntDefault("BattleGround.PrematureFinishTimer", 0);
+
m_VisibleUnitGreyDistance = sConfig.GetFloatDefault("Visibility.Distance.Grey.Unit", 1);
if(m_VisibleUnitGreyDistance > MAX_VISIBILITY_DISTANCE)
{
@@ -1156,6 +1161,7 @@ void World::SetInitialWorldSettings() ///- Initialize Battlegrounds
sLog.outString( "Starting BattleGround System" );
sBattleGroundMgr.CreateInitialBattleGrounds();
+ sBattleGroundMgr.InitAutomaticArenaPointDistribution();
//Not sure if this can be moved up in the sequence (with static data loading) as it uses MapManager
sLog.outString( "Loading Transports..." );
diff --git a/src/game/World.h b/src/game/World.h index cf5b9e5ba42..c42779be4bb 100644 --- a/src/game/World.h +++ b/src/game/World.h @@ -101,8 +101,6 @@ enum WorldConfigs CONFIG_INSTANCE_IGNORE_LEVEL, CONFIG_INSTANCE_IGNORE_RAID, CONFIG_BATTLEGROUND_CAST_DESERTER, - CONFIG_BATTLEGROUND_QUEUE_ANNOUNCER_ENABLE, - CONFIG_BATTLEGROUND_QUEUE_ANNOUNCER_PLAYERONLY, CONFIG_INSTANCE_RESET_TIME_HOUR, CONFIG_INSTANCE_UNLOAD_DELAY, CONFIG_CAST_UNSTUCK, @@ -159,6 +157,11 @@ enum WorldConfigs CONFIG_LISTEN_RANGE_SAY, CONFIG_LISTEN_RANGE_TEXTEMOTE, CONFIG_LISTEN_RANGE_YELL, + CONFIG_ARENA_MAX_RATING_DIFFERENCE, + CONFIG_ARENA_RATING_DISCARD_TIMER, + CONFIG_ARENA_AUTO_DISTRIBUTE_POINTS, + CONFIG_ARENA_AUTO_DISTRIBUTE_INTERVAL_DAYS, + CONFIG_BATTLEGROUND_PREMATURE_FINISH_TIMER, CONFIG_VALUE_COUNT }; diff --git a/src/game/debugcmds.cpp b/src/game/debugcmds.cpp index 98d0984f545..deb044be7b3 100644 --- a/src/game/debugcmds.cpp +++ b/src/game/debugcmds.cpp @@ -30,6 +30,7 @@ #include "GossipDef.h" #include "Language.h" #include "MapManager.h" +#include "BattleGroundMgr.h" bool ChatHandler::HandleDebugInArcCommand(const char* /*args*/) { @@ -512,3 +513,9 @@ bool ChatHandler::HandleGetItemState(const char* args) return true; } + +bool ChatHandler::HandleDebugArenaCommand(const char * /*args*/) +{ + sBattleGroundMgr.ToggleArenaTesting(); + return true; +} diff --git a/src/shared/Database/DBCStructure.h b/src/shared/Database/DBCStructure.h index b01268d2ed4..307dcb0655b 100644 --- a/src/shared/Database/DBCStructure.h +++ b/src/shared/Database/DBCStructure.h @@ -471,9 +471,10 @@ struct MapEntry // Helpers
bool IsExpansionMap() const { return addon != 0; }
- bool Instanceable() const { return map_type == MAP_INSTANCE || map_type == MAP_RAID; }
- // NOTE: this duplicate of Instanceable(), but Instanceable() can be changed when BG also will be instanceable
+
+
bool IsDungeon() const { return map_type == MAP_INSTANCE || map_type == MAP_RAID; }
+ bool Instanceable() const { return map_type == MAP_INSTANCE || map_type == MAP_RAID || map_type == MAP_BATTLEGROUND || map_type == MAP_ARENA; }
bool IsRaid() const { return map_type == MAP_RAID; }
bool IsBattleGround() const { return map_type == MAP_BATTLEGROUND; }
bool IsBattleArena() const { return map_type == MAP_ARENA; }
diff --git a/src/trinitycore/trinitycore.conf.dist b/src/trinitycore/trinitycore.conf.dist index 17678bee08d..45002de76aa 100644 --- a/src/trinitycore/trinitycore.conf.dist +++ b/src/trinitycore/trinitycore.conf.dist @@ -437,16 +437,6 @@ LogColors = "" # Default: 1 (true) # 0 (false) # -# Battleground.QueueAnnouncer.Enable -# Enable queue announcer posting to chat -# Default: 1 (true) -# 0 (false) -# -# Battleground.QueueAnnouncer.PlayerOnly -# Enable queue announcer posting to chat -# Default: 0 (false) -# 1 (true) -# # CastUnstuck # Allow cast or not Unstuck spell at .start or client Help option use # Default: 1 (true) @@ -537,8 +527,6 @@ MaxArenaPoints = 5000 StartPlayerLevel = 1 ActivateWeather = 1 Battleground.CastDeserter = 1 -Battleground.QueueAnnouncer.Enable = 1 -Battleground.QueueAnnouncer.PlayerOnly = 0 CastUnstuck = 1 Instance.IgnoreLevel = 0 Instance.IgnoreRaid = 0 @@ -1025,3 +1013,43 @@ Ra.IP = 0.0.0.0 Ra.Port = 3443 Ra.MinLevel = 3 Ra.Secure = 1 + +################################################################################################################### +# +# Rated arena matches config +# +# MaxRatingDifference: the maximum rating difference between two groups in rated matches +# Default: 0 (disable, rating difference is discarded) +# +# RatingDiscardTimer: after the specified milliseconds has passed, +# rating information will be discarded when selecting teams for matches +# also initiates an update by this timer +# Default: 60000 +# +# AutoDistributePoints: set if arena points should be distributed automatically, or by GM command +# Default: 0 (disable) (recommended): use gm command or sql query to distribute the points +# 1 (enable): arena points are distributed automatically +# +# AutoDistributeInterval: how often should the distribution take place +# if automatic distribution is enabled +# in days +# Default: 7 (weekly) +# +################################################################################################################### + +Arena.MaxRatingDifference = 0 +Arena.RatingDiscardTimer = 60000 +Arena.AutoDistributePoints = 0 +Arena.AutoDistributeInterval = 7 + +################################################################################################################### +# +# Battleground config +# +# PrematureFinishTimer: the time to end the bg if there are less than minplayersperteam on one side +# in milliseconds, 0 - disabled +# Default: 0 +# +################################################################################################################### + +BattleGround.PrematureFinishTimer = 0 |