/*
* Copyright (C) 2005-2009 MaNGOS
*
* Copyright (C) 2008-2009 Trinity
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "Common.h"
#include "ObjectMgr.h"
#include "World.h"
#include "WorldPacket.h"
#include "Policies/SingletonImp.h"
#include "ArenaTeam.h"
#include "BattleGroundMgr.h"
#include "BattleGroundAV.h"
#include "BattleGroundAB.h"
#include "BattleGroundEY.h"
#include "BattleGroundWS.h"
#include "BattleGroundNA.h"
#include "BattleGroundBE.h"
#include "BattleGroundAA.h"
#include "BattleGroundRL.h"
#include "BattleGroundSA.h"
#include "BattleGroundDS.h"
#include "BattleGroundRV.h"
#include "Chat.h"
#include "Map.h"
#include "MapInstanced.h"
#include "MapManager.h"
#include "Player.h"
#include "ProgressBar.h"
#include "SharedDefines.h"
INSTANTIATE_SINGLETON_1( BattleGroundMgr );
/*********************************************************/
/*** BATTLEGROUND QUEUE SYSTEM ***/
/*********************************************************/
BattleGroundQueue::BattleGroundQueue()
{
for(uint32 i = 0; i < BG_TEAMS_COUNT; i++)
{
for(uint32 j = 0; j < MAX_BATTLEGROUND_QUEUES; j++)
{
m_SumOfWaitTimes[i][j] = 0;
m_WaitTimeLastPlayer[i][j] = 0;
for(uint32 k = 0; k < COUNT_OF_PLAYERS_TO_AVERAGE_WAIT_TIME; k++)
m_WaitTimes[i][j][k] = 0;
}
}
}
BattleGroundQueue::~BattleGroundQueue()
{
m_QueuedPlayers.clear();
for (int i = 0; i < MAX_BATTLEGROUND_QUEUES; i++)
{
for(uint32 j = 0; j < BG_QUEUE_GROUP_TYPES_COUNT; j++)
{
for(GroupsQueueType::iterator itr = m_QueuedGroups[i][j].begin(); itr!= m_QueuedGroups[i][j].end(); ++itr)
delete (*itr);
m_QueuedGroups[i][j].clear();
}
}
}
/*********************************************************/
/*** BATTLEGROUND QUEUE SELECTION POOLS ***/
/*********************************************************/
// selection pool initialization, used to clean up from prev selection
void BattleGroundQueue::SelectionPool::Init()
{
SelectedGroups.clear();
PlayerCount = 0;
}
// remove group info from selection pool
// returns true when we need to try to add new group to selection pool
// returns false when selection pool is ok or when we kicked smaller group than we need to kick
// sometimes it can be called on empty selection pool
bool BattleGroundQueue::SelectionPool::KickGroup(uint32 size)
{
//find maxgroup or LAST group with size == size and kick it
bool found = false;
GroupsQueueType::iterator groupToKick = SelectedGroups.begin();
for (GroupsQueueType::iterator itr = groupToKick; itr != SelectedGroups.end(); ++itr)
{
if (abs((int32)((*itr)->Players.size() - size)) <= 1)
{
groupToKick = itr;
found = true;
}
else if (!found && (*itr)->Players.size() >= (*groupToKick)->Players.size())
groupToKick = itr;
}
//if pool is empty, do nothing
if (GetPlayerCount())
{
//update player count
GroupQueueInfo* ginfo = (*groupToKick);
SelectedGroups.erase(groupToKick);
PlayerCount -= ginfo->Players.size();
//return false if we kicked smaller group or there are enough players in selection pool
if (ginfo->Players.size() <= size + 1)
return false;
}
return true;
}
// add group to selection pool
// used when building selection pools
// returns true if we can invite more players, or when we added group to selection pool
// returns false when selection pool is full
bool BattleGroundQueue::SelectionPool::AddGroup(GroupQueueInfo *ginfo, uint32 desiredCount)
{
//if group is larger than desired count - don't allow to add it to pool
if (!ginfo->IsInvitedToBGInstanceGUID && desiredCount >= PlayerCount + ginfo->Players.size())
{
SelectedGroups.push_back(ginfo);
// increase selected players count
PlayerCount += ginfo->Players.size();
return true;
}
if (PlayerCount < desiredCount)
return true;
return false;
}
/*********************************************************/
/*** BATTLEGROUND QUEUES ***/
/*********************************************************/
// add group to bg queue with the given leader and bg specifications
GroupQueueInfo * BattleGroundQueue::AddGroup(Player *leader, BattleGroundTypeId BgTypeId, uint8 ArenaType, bool isRated, bool isPremade, uint32 arenaRating, uint32 arenateamid)
{
BGQueueIdBasedOnLevel queue_id = leader->GetBattleGroundQueueIdFromLevel(BgTypeId);
// 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;
ginfo->JoinTime = getMSTime();
ginfo->RemoveInviteTime = 0;
ginfo->Team = leader->GetTeam();
ginfo->ArenaTeamRating = arenaRating;
ginfo->OpponentsTeamRating = 0;
ginfo->Players.clear();
//compute index (if group is premade or joined a rated match) to queues
uint32 index = 0;
if (!isRated && !isPremade)
index += BG_TEAMS_COUNT;
if (ginfo->Team == HORDE)
index++;
sLog.outDebug("Adding Group to BattleGroundQueue bgTypeId : %u, queue_id : %u, index : %u", BgTypeId, queue_id, index);
m_QueuedGroups[queue_id][index].push_back(ginfo);
// return ginfo, because it is needed to add players to this group info
return ginfo;
}
//add player to playermap
void BattleGroundQueue::AddPlayer(Player *plr, GroupQueueInfo *ginfo)
{
//if player isn't in queue, he is added, if already is, then values are overwritten, no memory leak
PlayerQueueInfo& info = m_QueuedPlayers[plr->GetGUID()];
info.LastOnlineTime = getMSTime();
info.GroupInfo = ginfo;
// add the pinfo to ginfo's list
ginfo->Players[plr->GetGUID()] = &info;
}
void BattleGroundQueue::PlayerInvitedToBGUpdateAverageWaitTime(GroupQueueInfo* ginfo, BGQueueIdBasedOnLevel queue_id)
{
uint32 timeInQueue = getMSTimeDiff(ginfo->JoinTime, getMSTime());
uint8 team_index = BG_TEAM_ALLIANCE; //default set to BG_TEAM_ALLIANCE - or non rated arenas!
if (!ginfo->ArenaType)
{
if (ginfo->Team == HORDE)
team_index = BG_TEAM_HORDE;
}
else
{
if (ginfo->IsRated)
team_index = BG_TEAM_HORDE; //for rated arenas use BG_TEAM_HORDE
}
//store pointer to arrayindex of player that was added first
uint32* lastPlayerAddedPointer = &(m_WaitTimeLastPlayer[team_index][queue_id]);
//remove his time from sum
m_SumOfWaitTimes[team_index][queue_id] -= m_WaitTimes[team_index][queue_id][(*lastPlayerAddedPointer)];
//set average time to new
m_WaitTimes[team_index][queue_id][(*lastPlayerAddedPointer)] = timeInQueue;
//add new time to sum
m_SumOfWaitTimes[team_index][queue_id] += timeInQueue;
//set index of last player added to next one
(*lastPlayerAddedPointer)++;
(*lastPlayerAddedPointer) %= COUNT_OF_PLAYERS_TO_AVERAGE_WAIT_TIME;
}
uint32 BattleGroundQueue::GetAverageQueueWaitTime(GroupQueueInfo* ginfo, BGQueueIdBasedOnLevel queue_id)
{
uint8 team_index = BG_TEAM_ALLIANCE; //default set to BG_TEAM_ALLIANCE - or non rated arenas!
if (!ginfo->ArenaType)
{
if (ginfo->Team == HORDE)
team_index = BG_TEAM_HORDE;
}
else
{
if (ginfo->IsRated)
team_index = BG_TEAM_HORDE; //for rated arenas use BG_TEAM_HORDE
}
//check if there is enought values(we always add values > 0)
if (m_WaitTimes[team_index][queue_id][COUNT_OF_PLAYERS_TO_AVERAGE_WAIT_TIME - 1] )
return (m_SumOfWaitTimes[team_index][queue_id] / COUNT_OF_PLAYERS_TO_AVERAGE_WAIT_TIME);
else
//if there aren't enough values return 0 - not available
return 0;
}
//remove player from queue and from group info, if group info is empty then remove it too
void BattleGroundQueue::RemovePlayer(const uint64& guid, bool decreaseInvitedCount)
{
//Player *plr = objmgr.GetPlayer(guid);
int32 queue_id = -1; // signed for proper for-loop finish
QueuedPlayersMap::iterator itr;
//remove player from map, if he's there
itr = m_QueuedPlayers.find(guid);
if (itr == m_QueuedPlayers.end())
{
sLog.outError("BattleGroundQueue: couldn't find player to remove GUID: %u", GUID_LOPART(guid));
return;
}
GroupQueueInfo* group = itr->second.GroupInfo;
GroupsQueueType::iterator group_itr, group_itr_tmp;
// mostly people with the highest levels are in battlegrounds, thats why
// we count from MAX_BATTLEGROUND_QUEUES - 1 to 0
// variable index removes useless searching in other team's queue
uint32 index = (group->Team == HORDE) ? BG_TEAM_HORDE : BG_TEAM_ALLIANCE;
for (int32 queue_id_tmp = MAX_BATTLEGROUND_QUEUES - 1; queue_id_tmp >= 0 && queue_id == -1; --queue_id_tmp)
{
//we must check premade and normal team's queue - because when players from premade are joining bg,
//they leave groupinfo so we can't use its players size to find out index
for (uint32 j = index; j < BG_QUEUE_GROUP_TYPES_COUNT; j += BG_QUEUE_NORMAL_ALLIANCE)
{
for(group_itr_tmp = m_QueuedGroups[queue_id_tmp][j].begin(); group_itr_tmp != m_QueuedGroups[queue_id_tmp][j].end(); ++group_itr_tmp)
{
if ((*group_itr_tmp) == group)
{
queue_id = queue_id_tmp;
group_itr = group_itr_tmp;
//we must store index to be able to erase iterator
index = j;
break;
}
}
}
}
//player can't be in queue without group, but just in case
if (queue_id == -1)
{
sLog.outError("BattleGroundQueue: ERROR Cannot find groupinfo for player GUID: %u", GUID_LOPART(guid));
return;
}
sLog.outDebug("BattleGroundQueue: Removing player GUID %u, from queue_id %u", GUID_LOPART(guid), (uint32)queue_id);
// ALL variables are correctly set
// We can ignore leveling up in queue - it should not cause crash
// remove player from group
// if only one player there, remove group
// remove player queue info from group queue info
std::map::iterator pitr = group->Players.find(guid);
if (pitr != group->Players.end())
group->Players.erase(pitr);
// if invited to bg, and should decrease invited count, then do it
if (decreaseInvitedCount && group->IsInvitedToBGInstanceGUID)
{
BattleGround* bg = sBattleGroundMgr.GetBattleGround(group->IsInvitedToBGInstanceGUID, group->BgTypeId);
if (bg)
bg->DecreaseInvitedCount(group->Team);
}
// remove player queue info
m_QueuedPlayers.erase(itr);
//if we left BG queue(not porting) OR if arena team left queue for rated match
if ((decreaseInvitedCount && !group->ArenaType) || (group->ArenaType && group->IsRated && group->Players.empty()))
AnnounceWorld(group, guid, false);
//if player leaves queue and he is invited to rated arena match, then he have to loose
if (group->IsInvitedToBGInstanceGUID && group->IsRated && decreaseInvitedCount)
{
ArenaTeam * at = objmgr.GetArenaTeamById(group->ArenaTeamId);
if (at)
{
sLog.outDebug("UPDATING memberLost's personal arena rating for %u by opponents rating: %u", GUID_LOPART(guid), group->OpponentsTeamRating);
Player *plr = objmgr.GetPlayer(guid);
if (plr)
at->MemberLost(plr, group->OpponentsTeamRating);
else
at->OfflineMemberLost(guid, group->OpponentsTeamRating);
at->SaveToDB();
}
}
// remove group queue info if needed
if (group->Players.empty())
{
m_QueuedGroups[queue_id][index].erase(group_itr);
delete group;
}
// if 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 && 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);
BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::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, queueSlot, STATUS_NONE, 0, 0, 0);
plr2->GetSession()->SendPacket(&data);
}
// then actually delete, this may delete the group as well!
RemovePlayer(group->Players.begin()->first, decreaseInvitedCount);
}
}
//Announce world message
void BattleGroundQueue::AnnounceWorld(GroupQueueInfo *ginfo, const uint64& playerGUID, bool isAddedToQueue)
{
if(ginfo->ArenaType) //if Arena
{
if (sWorld.getConfig(CONFIG_ARENA_QUEUE_ANNOUNCER_ENABLE) && ginfo->IsRated)
{
BattleGround* bg = sBattleGroundMgr.GetBattleGroundTemplate(ginfo->BgTypeId);
if (!bg)
return;
char const* bgName = bg->GetName();
if (isAddedToQueue)
{
if (sWorld.getConfig(CONFIG_ARENA_QUEUE_ANNOUNCER_PLAYERONLY))
{
if(Player *plr = objmgr.GetPlayer(playerGUID))
ChatHandler(plr).PSendSysMessage(LANG_ARENA_QUEUE_ANNOUNCE_WORLD_JOIN, bgName, ginfo->ArenaType, ginfo->ArenaType, ginfo->ArenaTeamRating);
}
else
sWorld.SendWorldText(LANG_ARENA_QUEUE_ANNOUNCE_WORLD_JOIN, bgName, ginfo->ArenaType, ginfo->ArenaType, ginfo->ArenaTeamRating);
}
else
{
if (sWorld.getConfig(CONFIG_ARENA_QUEUE_ANNOUNCER_PLAYERONLY))
{
if(Player *plr = objmgr.GetPlayer(playerGUID))
ChatHandler(plr).PSendSysMessage(LANG_ARENA_QUEUE_ANNOUNCE_WORLD_EXIT, bgName, ginfo->ArenaType, ginfo->ArenaType, ginfo->ArenaTeamRating);
}
else
sWorld.SendWorldText(LANG_ARENA_QUEUE_ANNOUNCE_WORLD_EXIT, bgName, ginfo->ArenaType, ginfo->ArenaType, ginfo->ArenaTeamRating);
}
}
}
else //if BG
{
if (sWorld.getConfig(CONFIG_BATTLEGROUND_QUEUE_ANNOUNCER_ENABLE))
{
Player *plr = objmgr.GetPlayer(playerGUID);
BattleGround* bg = sBattleGroundMgr.GetBattleGroundTemplate(ginfo->BgTypeId);
if (!bg || !plr)
return;
BGQueueIdBasedOnLevel queue_id = plr->GetBattleGroundQueueIdFromLevel(bg->GetTypeID());
char const* bgName = bg->GetName();
uint32 MinPlayers = bg->GetMinPlayersPerTeam();
uint32 qHorde = 0;
uint32 qAlliance = 0;
uint32 q_min_level = (queue_id + 1) * 10;
uint32 q_max_level = std::min(q_min_level + 9, sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL));
GroupsQueueType::const_iterator itr;
for(itr = m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_ALLIANCE].begin(); itr != m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_ALLIANCE].end(); ++itr)
if (!(*itr)->IsInvitedToBGInstanceGUID)
qAlliance += (*itr)->Players.size();
for(itr = m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_HORDE].begin(); itr != m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_HORDE].end(); ++itr)
if (!(*itr)->IsInvitedToBGInstanceGUID)
qHorde += (*itr)->Players.size();
// 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, qHorde, MinPlayers);
}
// System message
else
{
sWorld.SendWorldText(LANG_BG_QUEUE_ANNOUNCE_WORLD,
bgName, q_min_level, q_max_level, qAlliance, MinPlayers, qHorde, MinPlayers);
}
}
}
}
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();
BattleGroundTypeId bgTypeId = bg->GetTypeID();
BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(bgTypeId, bg->GetArenaType());
BGQueueIdBasedOnLevel queue_id = bg->GetQueueId();
// set ArenaTeamId for rated matches
if (bg->isArena() && bg->isRated())
bg->SetArenaTeamIdForTeam(ginfo->Team, ginfo->ArenaTeamId);
ginfo->RemoveInviteTime = getMSTime() + INVITE_ACCEPT_WAIT_TIME;
// loop through the players
for(std::map::iterator itr = ginfo->Players.begin(); itr != ginfo->Players.end(); ++itr)
{
// get the player
Player* plr = objmgr.GetPlayer(itr->first);
// if offline, skip him, this should not happen - player is removed from queue when he logs out
if (!plr)
continue;
// invite the player
PlayerInvitedToBGUpdateAverageWaitTime(ginfo, queue_id);
//sBattleGroundMgr.InvitePlayer(plr, bg, ginfo->Team);
// set invited player counters
bg->IncreaseInvitedCount(ginfo->Team);
plr->SetInviteForBattleGroundQueueType(bgQueueTypeId, ginfo->IsInvitedToBGInstanceGUID);
// create remind invite events
BGQueueInviteEvent* inviteEvent = new BGQueueInviteEvent(plr->GetGUID(), ginfo->IsInvitedToBGInstanceGUID, bgTypeId, ginfo->RemoveInviteTime);
plr->m_Events.AddEvent(inviteEvent, plr->m_Events.CalculateTime(INVITATION_REMIND_TIME));
// create automatic remove events
BGQueueRemoveEvent* removeEvent = new BGQueueRemoveEvent(plr->GetGUID(), ginfo->IsInvitedToBGInstanceGUID, bgTypeId, bgQueueTypeId, ginfo->RemoveInviteTime);
plr->m_Events.AddEvent(removeEvent, plr->m_Events.CalculateTime(INVITE_ACCEPT_WAIT_TIME));
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, queueSlot, STATUS_WAIT_JOIN, INVITE_ACCEPT_WAIT_TIME, 0, ginfo->ArenaType);
plr->GetSession()->SendPacket(&data);
}
return true;
}
return false;
}
/*
This function is inviting players to already running battlegrounds
Invitation type is based on config file
large groups are disadvantageous, because they will be kicked first if invitation type = 1
*/
void BattleGroundQueue::FillPlayersToBG(BattleGround* bg, BGQueueIdBasedOnLevel queue_id)
{
int32 hordeFree = bg->GetFreeSlotsForTeam(HORDE);
int32 aliFree = bg->GetFreeSlotsForTeam(ALLIANCE);
//iterator for iterating through bg queue
GroupsQueueType::const_iterator Ali_itr = m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_ALLIANCE].begin();
//count of groups in queue - used to stop cycles
uint32 aliCount = m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_ALLIANCE].size();
//index to queue which group is current
uint32 aliIndex = 0;
for (; aliIndex < aliCount && m_SelectionPools[BG_TEAM_ALLIANCE].AddGroup((*Ali_itr), aliFree); aliIndex++)
++Ali_itr;
//the same thing for horde
GroupsQueueType::const_iterator Horde_itr = m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_HORDE].begin();
uint32 hordeCount = m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_HORDE].size();
uint32 hordeIndex = 0;
for (; hordeIndex < hordeCount && m_SelectionPools[BG_TEAM_HORDE].AddGroup((*Horde_itr), hordeFree); hordeIndex++)
++Horde_itr;
//if ofc like BG queue invitation is set in config, then we are happy
if (sWorld.getConfig(CONFIG_BATTLEGROUND_INVITATION_TYPE) == 0)
return;
/*
if we reached this code, then we have to solve NP - complete problem called Subset sum problem
So one solution is to check all possible invitation subgroups, or we can use these conditions:
1. Last time when BattleGroundQueue::Update was executed we invited all possible players - so there is only small possibility
that we will invite now whole queue, because only 1 change has been made to queues from the last BattleGroundQueue::Update call
2. Other thing we should consider is group order in queue
*/
// At first we need to compare free space in bg and our selection pool
int32 diffAli = aliFree - int32(m_SelectionPools[BG_TEAM_ALLIANCE].GetPlayerCount());
int32 diffHorde = hordeFree - int32(m_SelectionPools[BG_TEAM_HORDE].GetPlayerCount());
while( abs(diffAli - diffHorde) > 1 && (m_SelectionPools[BG_TEAM_HORDE].GetPlayerCount() > 0 || m_SelectionPools[BG_TEAM_ALLIANCE].GetPlayerCount() > 0) )
{
//each cycle execution we need to kick at least 1 group
if (diffAli < diffHorde)
{
//kick alliance group, add to pool new group if needed
if (m_SelectionPools[BG_TEAM_ALLIANCE].KickGroup(diffHorde - diffAli))
{
for (; aliIndex < aliCount && m_SelectionPools[BG_TEAM_ALLIANCE].AddGroup((*Ali_itr), (aliFree >= diffHorde) ? aliFree - diffHorde : 0); aliIndex++)
++Ali_itr;
}
//if ali selection is already empty, then kick horde group, but if there are less horde than ali in bg - break;
if (!m_SelectionPools[BG_TEAM_ALLIANCE].GetPlayerCount())
{
if (aliFree <= diffHorde + 1)
break;
m_SelectionPools[BG_TEAM_HORDE].KickGroup(diffHorde - diffAli);
}
}
else
{
//kick horde group, add to pool new group if needed
if (m_SelectionPools[BG_TEAM_HORDE].KickGroup(diffAli - diffHorde))
{
for (; hordeIndex < hordeCount && m_SelectionPools[BG_TEAM_HORDE].AddGroup((*Horde_itr), (hordeFree >= diffAli) ? hordeFree - diffAli : 0); hordeIndex++)
++Horde_itr;
}
if (!m_SelectionPools[BG_TEAM_HORDE].GetPlayerCount())
{
if (hordeFree <= diffAli + 1)
break;
m_SelectionPools[BG_TEAM_ALLIANCE].KickGroup(diffAli - diffHorde);
}
}
//count diffs after small update
diffAli = aliFree - int32(m_SelectionPools[BG_TEAM_ALLIANCE].GetPlayerCount());
diffHorde = hordeFree - int32(m_SelectionPools[BG_TEAM_HORDE].GetPlayerCount());
}
}
// this method checks if premade versus premade battleground is possible
// then after 30 mins (default) in queue it moves premade group to normal queue
// it tries to invite as much players as it can - to MaxPlayersPerTeam, because premade groups have more than MinPlayersPerTeam players
bool BattleGroundQueue::CheckPremadeMatch(BGQueueIdBasedOnLevel queue_id, uint32 MinPlayersPerTeam, uint32 MaxPlayersPerTeam)
{
//check match
if (!m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_ALLIANCE].empty() && !m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_HORDE].empty())
{
//start premade match
//if groups aren't invited
GroupsQueueType::const_iterator ali_group, horde_group;
for( ali_group = m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_ALLIANCE].begin(); ali_group != m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_ALLIANCE].end(); ++ali_group)
if (!(*ali_group)->IsInvitedToBGInstanceGUID)
break;
for( horde_group = m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_HORDE].begin(); horde_group != m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_HORDE].end(); ++horde_group)
if (!(*horde_group)->IsInvitedToBGInstanceGUID)
break;
if (ali_group != m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_ALLIANCE].end() && horde_group != m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_HORDE].end())
{
m_SelectionPools[BG_TEAM_ALLIANCE].AddGroup((*ali_group), MaxPlayersPerTeam);
m_SelectionPools[BG_TEAM_HORDE].AddGroup((*horde_group), MaxPlayersPerTeam);
//add groups/players from normal queue to size of bigger group
uint32 maxPlayers = std::min(m_SelectionPools[BG_TEAM_ALLIANCE].GetPlayerCount(), m_SelectionPools[BG_TEAM_HORDE].GetPlayerCount());
GroupsQueueType::const_iterator itr;
for(uint32 i = 0; i < BG_TEAMS_COUNT; i++)
{
for(itr = m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_ALLIANCE + i].begin(); itr != m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_ALLIANCE + i].end(); ++itr)
{
//if itr can join BG and player count is less that maxPlayers, then add group to selectionpool
if (!(*itr)->IsInvitedToBGInstanceGUID && !m_SelectionPools[i].AddGroup((*itr), maxPlayers))
break;
}
}
//premade selection pools are set
return true;
}
}
// now check if we can move group from Premade queue to normal queue (timer has expired) or group size lowered!!
// this could be 2 cycles but i'm checking only first team in queue - it can cause problem -
// if first is invited to BG and seconds timer expired, but we can ignore it, because players have only 80 seconds to click to enter bg
// and when they click or after 80 seconds the queue info is removed from queue
uint32 time_before = getMSTime() - sWorld.getConfig(CONFIG_BATTLEGROUND_PREMADE_GROUP_WAIT_FOR_MATCH);
for(uint32 i = 0; i < BG_TEAMS_COUNT; i++)
{
if (!m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_ALLIANCE + i].empty())
{
GroupsQueueType::iterator itr = m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_ALLIANCE + i].begin();
if (!(*itr)->IsInvitedToBGInstanceGUID && ((*itr)->JoinTime < time_before || (*itr)->Players.size() < MinPlayersPerTeam))
{
//we must insert group to normal queue and erase pointer from premade queue
m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_ALLIANCE + i].push_front((*itr));
m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_ALLIANCE + i].erase(itr);
}
}
}
//selection pools are not set
return false;
}
// this method tries to create battleground or arena with MinPlayersPerTeam against MinPlayersPerTeam
bool BattleGroundQueue::CheckNormalMatch(BattleGround* bg_template, BGQueueIdBasedOnLevel queue_id, uint32 minPlayers, uint32 maxPlayers)
{
GroupsQueueType::const_iterator itr_team[BG_TEAMS_COUNT];
for(uint32 i = 0; i < BG_TEAMS_COUNT; i++)
{
itr_team[i] = m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_ALLIANCE + i].begin();
for(; itr_team[i] != m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_ALLIANCE + i].end(); ++(itr_team[i]))
{
if (!(*(itr_team[i]))->IsInvitedToBGInstanceGUID)
{
m_SelectionPools[i].AddGroup(*(itr_team[i]), maxPlayers);
if (m_SelectionPools[i].GetPlayerCount() >= minPlayers)
break;
}
}
}
//try to invite same number of players - this cycle may cause longer wait time even if there are enough players in queue, but we want ballanced bg
uint32 j = BG_TEAM_ALLIANCE;
if (m_SelectionPools[BG_TEAM_HORDE].GetPlayerCount() < m_SelectionPools[BG_TEAM_ALLIANCE].GetPlayerCount())
j = BG_TEAM_HORDE;
if( sWorld.getConfig(CONFIG_BATTLEGROUND_INVITATION_TYPE) != 0
&& m_SelectionPools[BG_TEAM_HORDE].GetPlayerCount() >= minPlayers && m_SelectionPools[BG_TEAM_ALLIANCE].GetPlayerCount() >= minPlayers )
{
//we will try to invite more groups to team with less players indexed by j
++(itr_team[j]); //this will not cause a crash, because for cycle above reached break;
for(; itr_team[j] != m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_ALLIANCE + j].end(); ++(itr_team[j]))
{
if (!(*(itr_team[j]))->IsInvitedToBGInstanceGUID)
if (!m_SelectionPools[j].AddGroup(*(itr_team[j]), m_SelectionPools[(j + 1) % BG_TEAMS_COUNT].GetPlayerCount()))
break;
}
// do not allow to start bg with more than 2 players more on 1 faction
if (abs((int32)(m_SelectionPools[BG_TEAM_HORDE].GetPlayerCount() - m_SelectionPools[BG_TEAM_ALLIANCE].GetPlayerCount())) > 2)
return false;
}
//allow 1v0 if debug bg
if (sBattleGroundMgr.isTesting() && bg_template->isBattleGround() && (m_SelectionPools[BG_TEAM_ALLIANCE].GetPlayerCount() || m_SelectionPools[BG_TEAM_HORDE].GetPlayerCount()))
return true;
//return true if there are enough players in selection pools - enable to work .debug bg command correctly
return m_SelectionPools[BG_TEAM_ALLIANCE].GetPlayerCount() >= minPlayers && m_SelectionPools[BG_TEAM_HORDE].GetPlayerCount() >= minPlayers;
}
// this method will check if we can invite players to same faction skirmish match
bool BattleGroundQueue::CheckSkirmishForSameFaction(BGQueueIdBasedOnLevel queue_id, uint32 minPlayersPerTeam)
{
if (m_SelectionPools[BG_TEAM_ALLIANCE].GetPlayerCount() < minPlayersPerTeam && m_SelectionPools[BG_TEAM_HORDE].GetPlayerCount() < minPlayersPerTeam)
return false;
uint32 teamIndex = BG_TEAM_ALLIANCE;
uint32 otherTeam = BG_TEAM_HORDE;
uint32 otherTeamId = HORDE;
if (m_SelectionPools[BG_TEAM_HORDE].GetPlayerCount() == minPlayersPerTeam )
{
teamIndex = BG_TEAM_HORDE;
otherTeam = BG_TEAM_ALLIANCE;
otherTeamId = ALLIANCE;
}
//clear other team's selection
m_SelectionPools[otherTeam].Init();
//store last ginfo pointer
GroupQueueInfo* ginfo = m_SelectionPools[teamIndex].SelectedGroups.back();
//set itr_team to group that was added to selection pool latest
GroupsQueueType::iterator itr_team = m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_ALLIANCE + teamIndex].begin();
for(; itr_team != m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_ALLIANCE + teamIndex].end(); ++itr_team)
if (ginfo == *itr_team)
break;
if (itr_team == m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_ALLIANCE + teamIndex].end())
return false;
GroupsQueueType::iterator itr_team2 = itr_team;
++itr_team2;
//invite players to other selection pool
for(; itr_team2 != m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_ALLIANCE + teamIndex].end(); ++itr_team2)
{
//if selection pool is full then break;
if (!(*itr_team2)->IsInvitedToBGInstanceGUID && !m_SelectionPools[otherTeam].AddGroup(*itr_team2, minPlayersPerTeam))
break;
}
if (m_SelectionPools[otherTeam].GetPlayerCount() != minPlayersPerTeam)
return false;
//here we have correct 2 selections and we need to change one teams team and move selection pool teams to other team's queue
for(GroupsQueueType::iterator itr = m_SelectionPools[otherTeam].SelectedGroups.begin(); itr != m_SelectionPools[otherTeam].SelectedGroups.end(); ++itr)
{
//set correct team
(*itr)->Team = otherTeamId;
//add team to other queue
m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_ALLIANCE + otherTeam].push_front(*itr);
//remove team from old queue
GroupsQueueType::iterator itr2 = itr_team;
++itr2;
for(; itr2 != m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_ALLIANCE + teamIndex].end(); ++itr2)
{
if (*itr2 == *itr)
{
m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_ALLIANCE + teamIndex].erase(itr2);
break;
}
}
}
return true;
}
/*
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 from BattleGround::RemovePlayer function in some cases
*/
void BattleGroundQueue::Update(BattleGroundTypeId bgTypeId, BGQueueIdBasedOnLevel queue_id, uint8 arenaType, bool isRated, uint32 arenaRating)
{
//if no players in queue - do nothing
if( m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_ALLIANCE].empty() &&
m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_HORDE].empty() &&
m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_ALLIANCE].empty() &&
m_QueuedGroups[queue_id][BG_QUEUE_NORMAL_HORDE].empty() )
return;
//battleground with free slot for player should be always in the beggining of the queue
// maybe it would be better to create bgfreeslotqueue for each queue_id_based_on_level
BGFreeSlotQueueType::iterator itr, next;
for (itr = sBattleGroundMgr.BGFreeSlotQueue[bgTypeId].begin(); itr != sBattleGroundMgr.BGFreeSlotQueue[bgTypeId].end(); itr = next)
{
next = itr;
++next;
// DO NOT allow queue manager to invite new player to arena
if( (*itr)->isBattleGround() && (*itr)->GetTypeID() == bgTypeId && (*itr)->GetQueueId() == queue_id &&
(*itr)->GetStatus() > STATUS_WAIT_QUEUE && (*itr)->GetStatus() < STATUS_WAIT_LEAVE )
{
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
// clear selection pools
m_SelectionPools[BG_TEAM_ALLIANCE].Init();
m_SelectionPools[BG_TEAM_HORDE].Init();
// call a function that does the job for us
FillPlayersToBG(bg, queue_id);
// now everything is set, invite players
for(GroupsQueueType::const_iterator citr = m_SelectionPools[BG_TEAM_ALLIANCE].SelectedGroups.begin(); citr != m_SelectionPools[BG_TEAM_ALLIANCE].SelectedGroups.end(); ++citr)
InviteGroupToBG((*citr), bg, (*citr)->Team);
for(GroupsQueueType::const_iterator citr = m_SelectionPools[BG_TEAM_HORDE].SelectedGroups.begin(); citr != m_SelectionPools[BG_TEAM_HORDE].SelectedGroups.end(); ++citr)
InviteGroupToBG((*citr), bg, (*citr)->Team);
if (!bg->HasFreeSlots())
{
// remove BG from BGFreeSlotQueue
bg->RemoveFromBGFreeSlotQueue();
}
}
}
// finished iterating through the bgs with free slots, maybe we need to create a new bg
BattleGround * bg_template = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId);
if (!bg_template)
{
sLog.outError("Battleground: Update: bg template not found for %u", bgTypeId);
return;
}
// 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 (sBattleGroundMgr.isTesting())
MinPlayersPerTeam = 1;
if (bg_template->isArena())
{
if (sBattleGroundMgr.isArenaTesting())
{
MaxPlayersPerTeam = 1;
MinPlayersPerTeam = 1;
}
else
{
//this switch can be much shorter
MaxPlayersPerTeam = arenaType;
MinPlayersPerTeam = arenaType;
/*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;
}*/
}
}
m_SelectionPools[BG_TEAM_ALLIANCE].Init();
m_SelectionPools[BG_TEAM_HORDE].Init();
if (bg_template->isBattleGround())
{
//check if there is premade against premade match
if (CheckPremadeMatch(queue_id, MinPlayersPerTeam, MaxPlayersPerTeam))
{
//create new battleground
BattleGround * bg2 = NULL;
if (!(bg2 = sBattleGroundMgr.CreateNewBattleGround(bgTypeId, queue_id, 0, false)))
{
sLog.outError("BattleGroundQueue::Update - Cannot create battleground: %u", bgTypeId);
return;
}
//invite those selection pools
for(uint32 i = 0; i < BG_TEAMS_COUNT; i++)
for(GroupsQueueType::const_iterator citr = m_SelectionPools[BG_TEAM_ALLIANCE + i].SelectedGroups.begin(); citr != m_SelectionPools[BG_TEAM_ALLIANCE + i].SelectedGroups.end(); ++citr)
InviteGroupToBG((*citr), bg2, (*citr)->Team);
//start bg
bg2->StartBattleGround();
//clear structures
m_SelectionPools[BG_TEAM_ALLIANCE].Init();
m_SelectionPools[BG_TEAM_HORDE].Init();
}
}
// now check if there are in queues enough players to start new game of (normal battleground, or non-rated arena)
if (!isRated)
{
// if there are enough players in pools, start new battleground or non rated arena
if (CheckNormalMatch(bg_template, queue_id, MinPlayersPerTeam, MaxPlayersPerTeam)
|| (bg_template->isArena() && CheckSkirmishForSameFaction(queue_id, MinPlayersPerTeam)) )
{
// we successfully created a pool
BattleGround * bg2 = NULL;
if (!(bg2 = sBattleGroundMgr.CreateNewBattleGround(bgTypeId, queue_id, arenaType, false)))
{
sLog.outError("BattleGroundQueue::Update - Cannot create battleground: %u", bgTypeId);
return;
}
// invite those selection pools
for(uint32 i = 0; i < BG_TEAMS_COUNT; i++)
for(GroupsQueueType::const_iterator citr = m_SelectionPools[BG_TEAM_ALLIANCE + i].SelectedGroups.begin(); citr != m_SelectionPools[BG_TEAM_ALLIANCE + i].SelectedGroups.end(); ++citr)
InviteGroupToBG((*citr), bg2, (*citr)->Team);
// start bg
bg2->StartBattleGround();
}
}
else if (bg_template->isArena())
{
// found out the minimum and maximum ratings the newly added team should battle against
// arenaRating is the rating of the latest joined team, or 0
// 0 is on (automatic update call) and we must set it to team's with longest wait time
if (!arenaRating )
{
GroupQueueInfo* front1 = NULL;
GroupQueueInfo* front2 = NULL;
if (!m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_ALLIANCE].empty())
{
front1 = m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_ALLIANCE].front();
arenaRating = front1->ArenaTeamRating;
}
if (!m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_HORDE].empty())
{
front2 = m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_HORDE].front();
arenaRating = front2->ArenaTeamRating;
}
if (front1 && front2)
{
if (front1->JoinTime < front2->JoinTime)
arenaRating = front1->ArenaTeamRating;
}
else if (!front1 && !front2)
return; //queues are empty
}
//set rating range
uint32 arenaMinRating = (arenaRating <= sBattleGroundMgr.GetMaxRatingDifference()) ? 0 : arenaRating - sBattleGroundMgr.GetMaxRatingDifference();
uint32 arenaMaxRating = arenaRating + sBattleGroundMgr.GetMaxRatingDifference();
// 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
uint32 discardTime = getMSTime() - sBattleGroundMgr.GetRatingDiscardTimer();
// we need to find 2 teams which will play next game
GroupsQueueType::iterator itr_team[BG_TEAMS_COUNT];
//optimalization : --- we dont need to use selection_pools - each update we select max 2 groups
for(uint32 i = BG_QUEUE_PREMADE_ALLIANCE; i < BG_QUEUE_NORMAL_ALLIANCE; i++)
{
// take the group that joined first
itr_team[i] = m_QueuedGroups[queue_id][i].begin();
for(; itr_team[i] != m_QueuedGroups[queue_id][i].end(); ++(itr_team[i]))
{
// if group match conditions, then add it to pool
if( !(*itr_team[i])->IsInvitedToBGInstanceGUID
&& (((*itr_team[i])->ArenaTeamRating >= arenaMinRating && (*itr_team[i])->ArenaTeamRating <= arenaMaxRating)
|| (*itr_team[i])->JoinTime < discardTime) )
{
m_SelectionPools[i].AddGroup((*itr_team[i]), MaxPlayersPerTeam);
// break for cycle to be able to start selecting another group from same faction queue
break;
}
}
}
// now we are done if we have 2 groups - ali vs horde!
// if we don't have, we must try to continue search in same queue
// tmp variables are correctly set
// this code isn't much userfriendly - but it is supposed to continue search for mathing group in HORDE queue
if (m_SelectionPools[BG_TEAM_ALLIANCE].GetPlayerCount() == 0 && m_SelectionPools[BG_TEAM_HORDE].GetPlayerCount())
{
itr_team[BG_TEAM_ALLIANCE] = itr_team[BG_TEAM_HORDE];
++itr_team[BG_TEAM_ALLIANCE];
for(; itr_team[BG_TEAM_ALLIANCE] != m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_HORDE].end(); ++(itr_team[BG_TEAM_ALLIANCE]))
{
if( !(*itr_team[BG_TEAM_ALLIANCE])->IsInvitedToBGInstanceGUID
&& (((*itr_team[BG_TEAM_ALLIANCE])->ArenaTeamRating >= arenaMinRating && (*itr_team[BG_TEAM_ALLIANCE])->ArenaTeamRating <= arenaMaxRating)
|| (*itr_team[BG_TEAM_ALLIANCE])->JoinTime < discardTime) )
{
m_SelectionPools[BG_TEAM_ALLIANCE].AddGroup((*itr_team[BG_TEAM_ALLIANCE]), MaxPlayersPerTeam);
break;
}
}
}
// this code isn't much userfriendly - but it is supposed to continue search for mathing group in ALLIANCE queue
if (m_SelectionPools[BG_TEAM_HORDE].GetPlayerCount() == 0 && m_SelectionPools[BG_TEAM_ALLIANCE].GetPlayerCount())
{
itr_team[BG_TEAM_HORDE] = itr_team[BG_TEAM_ALLIANCE];
++itr_team[BG_TEAM_HORDE];
for(; itr_team[BG_TEAM_HORDE] != m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_ALLIANCE].end(); ++(itr_team[BG_TEAM_HORDE]))
{
if( !(*itr_team[BG_TEAM_HORDE])->IsInvitedToBGInstanceGUID
&& (((*itr_team[BG_TEAM_HORDE])->ArenaTeamRating >= arenaMinRating && (*itr_team[BG_TEAM_HORDE])->ArenaTeamRating <= arenaMaxRating)
|| (*itr_team[BG_TEAM_HORDE])->JoinTime < discardTime) )
{
m_SelectionPools[BG_TEAM_HORDE].AddGroup((*itr_team[BG_TEAM_HORDE]), MaxPlayersPerTeam);
break;
}
}
}
//if we have 2 teams, then start new arena and invite players!
if (m_SelectionPools[BG_TEAM_ALLIANCE].GetPlayerCount() && m_SelectionPools[BG_TEAM_HORDE].GetPlayerCount())
{
BattleGround* arena = NULL;
if (!(arena = sBattleGroundMgr.CreateNewBattleGround(bgTypeId, queue_id, arenaType, true)))
{
sLog.outError("BattlegroundQueue::Update couldn't create arena instance for rated arena match!");
return;
}
(*(itr_team[BG_TEAM_ALLIANCE]))->OpponentsTeamRating = (*(itr_team[BG_TEAM_HORDE]))->ArenaTeamRating;
sLog.outDebug("setting oposite teamrating for team %u to %u", (*(itr_team[BG_TEAM_ALLIANCE]))->ArenaTeamId, (*(itr_team[BG_TEAM_ALLIANCE]))->OpponentsTeamRating);
(*(itr_team[BG_TEAM_HORDE]))->OpponentsTeamRating = (*(itr_team[BG_TEAM_ALLIANCE]))->ArenaTeamRating;
sLog.outDebug("setting oposite teamrating for team %u to %u", (*(itr_team[BG_TEAM_HORDE]))->ArenaTeamId, (*(itr_team[BG_TEAM_HORDE]))->OpponentsTeamRating);
// now we must move team if we changed its faction to another faction queue, because then we will spam log by errors in Queue::RemovePlayer
if ((*(itr_team[BG_TEAM_ALLIANCE]))->Team != ALLIANCE)
{
// add to alliance queue
m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_ALLIANCE].push_front(*(itr_team[BG_TEAM_ALLIANCE]));
// erase from horde queue
m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_HORDE].erase(itr_team[BG_TEAM_ALLIANCE]);
itr_team[BG_TEAM_ALLIANCE] = m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_ALLIANCE].begin();
}
if ((*(itr_team[BG_TEAM_HORDE]))->Team != HORDE)
{
m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_HORDE].push_front(*(itr_team[BG_TEAM_HORDE]));
m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_ALLIANCE].erase(itr_team[BG_TEAM_HORDE]);
itr_team[BG_TEAM_HORDE] = m_QueuedGroups[queue_id][BG_QUEUE_PREMADE_HORDE].begin();
}
InviteGroupToBG(*(itr_team[BG_TEAM_ALLIANCE]), arena, ALLIANCE);
InviteGroupToBG(*(itr_team[BG_TEAM_HORDE]), arena, HORDE);
sLog.outDebug("Starting rated arena match!");
arena->StartBattleGround();
}
}
}
/*********************************************************/
/*** BATTLEGROUND QUEUE EVENTS ***/
/*********************************************************/
bool BGQueueInviteEvent::Execute(uint64 /*e_time*/, uint32 /*p_time*/)
{
Player* plr = objmgr.GetPlayer( m_PlayerGuid );
// player logged off (we should do nothing, he is correctly removed from queue in another procedure)
if (!plr)
return true;
BattleGround* bg = sBattleGroundMgr.GetBattleGround(m_BgInstanceGUID, m_BgTypeId);
//if battleground ended and its instance deleted - do nothing
if (!bg)
return true;
BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(bg->GetTypeID(), bg->GetArenaType());
uint32 queueSlot = plr->GetBattleGroundQueueIndex(bgQueueTypeId);
if( queueSlot < PLAYER_MAX_BATTLEGROUND_QUEUES ) // player is in queue or in battleground
{
// check if player is invited to this bg
BattleGroundQueue::QueuedPlayersMap const& qpMap = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers;
BattleGroundQueue::QueuedPlayersMap::const_iterator qItr = qpMap.find(m_PlayerGuid);
if( qItr != qpMap.end() && qItr->second.GroupInfo->IsInvitedToBGInstanceGUID == m_BgInstanceGUID
&& qItr->second.GroupInfo->RemoveInviteTime == m_RemoveTime )
{
WorldPacket data;
//we must send remaining time in queue
sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_JOIN, INVITE_ACCEPT_WAIT_TIME - INVITATION_REMIND_TIME, 0, qItr->second.GroupInfo->ArenaType);
plr->GetSession()->SendPacket(&data);
}
}
return true; //event will be deleted
}
void BGQueueInviteEvent::Abort(uint64 /*e_time*/)
{
//do nothing
}
/*
this event has many possibilities when it is executed:
1. player is in battleground ( he clicked enter on invitation window )
2. player left battleground queue and he isn't there any more
3. player left battleground queue and he joined it again and IsInvitedToBGInstanceGUID = 0
4. player left queue and he joined again and he has been invited to same battleground again -> we should not remove him from queue yet
5. player is invited to bg and he didn't choose what to do and timer expired - only in this condition we should call queue::RemovePlayer
we must remove player in the 5. case even if battleground object doesn't exist!
*/
bool BGQueueRemoveEvent::Execute(uint64 /*e_time*/, uint32 /*p_time*/)
{
Player* plr = objmgr.GetPlayer( m_PlayerGuid );
if (!plr)
// player logged off (we should do nothing, he is correctly removed from queue in another procedure)
return true;
BattleGround* bg = sBattleGroundMgr.GetBattleGround(m_BgInstanceGUID, m_BgTypeId);
//battleground can be deleted already when we are removing queue info
//bg pointer can be NULL! so use it carefully!
uint32 queueSlot = plr->GetBattleGroundQueueIndex(m_BgQueueTypeId);
if( queueSlot < PLAYER_MAX_BATTLEGROUND_QUEUES ) // player is in queue, or in Battleground
{
// check if player is in queue for this BG and if we are removing his invite event
BattleGroundQueue::QueuedPlayersMap& qpMap = sBattleGroundMgr.m_BattleGroundQueues[m_BgQueueTypeId].m_QueuedPlayers;
BattleGroundQueue::QueuedPlayersMap::iterator qMapItr = qpMap.find(m_PlayerGuid);
if( qMapItr != qpMap.end() && qMapItr->second.GroupInfo
&& qMapItr->second.GroupInfo->IsInvitedToBGInstanceGUID == m_BgInstanceGUID
&& qMapItr->second.GroupInfo->RemoveInviteTime == m_RemoveTime )
{
sLog.outDebug("Battleground: removing player %u from bg queue for instance %u because of not pressing enter battle in time.",plr->GetGUIDLow(),m_BgInstanceGUID);
plr->RemoveBattleGroundQueueId(m_BgQueueTypeId);
sBattleGroundMgr.m_BattleGroundQueues[m_BgQueueTypeId].RemovePlayer(m_PlayerGuid, true);
//update queues if battleground isn't ended
if (bg)
sBattleGroundMgr.ScheduleQueueUpdate(m_BgQueueTypeId, m_BgTypeId, bg->GetQueueId());
WorldPacket data;
sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_NONE, 0, 0, 0);
plr->GetSession()->SendPacket(&data);
}
}
//event will be deleted
return true;
}
void BGQueueRemoveEvent::Abort(uint64 /*e_time*/)
{
//do nothing
}
/*********************************************************/
/*** BATTLEGROUND MANAGER ***/
/*********************************************************/
BattleGroundMgr::BattleGroundMgr() : m_AutoDistributionTimeChecker(0), m_ArenaTesting(false)
{
for(uint32 i = BATTLEGROUND_TYPE_NONE; i < MAX_BATTLEGROUND_TYPE_ID; i++)
m_BattleGrounds[i].clear();
m_NextRatingDiscardUpdate = sWorld.getConfig(CONFIG_ARENA_RATING_DISCARD_TIMER);
m_Testing=false;
}
BattleGroundMgr::~BattleGroundMgr()
{
DeleteAllBattleGrounds();
}
void BattleGroundMgr::DeleteAllBattleGrounds()
{
for(uint32 i = BATTLEGROUND_TYPE_NONE; i < MAX_BATTLEGROUND_TYPE_ID; i++)
{
for(BattleGroundSet::iterator itr = m_BattleGrounds[i].begin(); itr != m_BattleGrounds[i].end();)
{
BattleGround * bg = itr->second;
m_BattleGrounds[i].erase(itr++);
if (!m_ClientBattleGroundIds[i][bg->GetQueueId()].empty())
m_ClientBattleGroundIds[i][bg->GetQueueId()].erase(bg->GetClientInstanceID());
delete bg;
}
}
// destroy template battlegrounds that listed only in queues (other already terminated)
for(uint32 bgTypeId = 0; bgTypeId < MAX_BATTLEGROUND_TYPE_ID; ++bgTypeId)
{
// ~BattleGround call unregistring BG from queue
while(!BGFreeSlotQueue[bgTypeId].empty())
delete BGFreeSlotQueue[bgTypeId].front();
}
}
// used to update running battlegrounds, and delete finished ones
void BattleGroundMgr::Update(uint32 diff)
{
BattleGroundSet::iterator itr, next;
for(uint32 i = BATTLEGROUND_TYPE_NONE; i < MAX_BATTLEGROUND_TYPE_ID; i++)
{
itr = m_BattleGrounds[i].begin();
// skip updating battleground template
if (itr != m_BattleGrounds[i].end())
++itr;
for(; itr != m_BattleGrounds[i].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[i].erase(itr);
if (!m_ClientBattleGroundIds[i][bg->GetQueueId()].empty())
m_ClientBattleGroundIds[i][bg->GetQueueId()].erase(bg->GetClientInstanceID());
delete bg;
}
}
}
// update scheduled queues
if (!m_QueueUpdateScheduler.empty())
{
//copy vector and clear the other
std::vector scheduled(m_QueueUpdateScheduler);
m_QueueUpdateScheduler.clear();
for (uint8 i = 0; i < scheduled.size(); i++)
{
BattleGroundQueueTypeId bgQueueTypeId = BattleGroundQueueTypeId(scheduled[i] / 65536);
BattleGroundTypeId bgTypeId = BattleGroundTypeId((scheduled[i] % 65536) / 256);
BGQueueIdBasedOnLevel queue_id = BGQueueIdBasedOnLevel(scheduled[i] % 256);
m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId, queue_id);
}
}
// if rating difference counts, maybe force-update queues
if (sWorld.getConfig(CONFIG_ARENA_MAX_RATING_DIFFERENCE) && sWorld.getConfig(CONFIG_ARENA_RATING_DISCARD_TIMER))
{
// it's time to force update
if (m_NextRatingDiscardUpdate < diff)
{
// forced update for level 70 rated arenas
sLog.outDebug("BattleGroundMgr: UPDATING ARENA QUEUES");
m_BattleGroundQueues[BATTLEGROUND_QUEUE_2v2].Update(BATTLEGROUND_AA, QUEUE_ID_MAX_LEVEL_79, ARENA_TYPE_2v2, true, 0);
m_BattleGroundQueues[BATTLEGROUND_QUEUE_2v2].Update(BATTLEGROUND_AA, QUEUE_ID_MAX_LEVEL_80, ARENA_TYPE_2v2, true, 0);
m_BattleGroundQueues[BATTLEGROUND_QUEUE_3v3].Update(BATTLEGROUND_AA, QUEUE_ID_MAX_LEVEL_79, ARENA_TYPE_3v3, true, 0);
m_BattleGroundQueues[BATTLEGROUND_QUEUE_3v3].Update(BATTLEGROUND_AA, QUEUE_ID_MAX_LEVEL_80, ARENA_TYPE_3v3, true, 0);
m_BattleGroundQueues[BATTLEGROUND_QUEUE_5v5].Update(BATTLEGROUND_AA, QUEUE_ID_MAX_LEVEL_79, ARENA_TYPE_5v5, true, 0);
m_BattleGroundQueues[BATTLEGROUND_QUEUE_5v5].Update(BATTLEGROUND_AA, QUEUE_ID_MAX_LEVEL_80, ARENA_TYPE_5v5, true, 0);
m_NextRatingDiscardUpdate = sWorld.getConfig(CONFIG_ARENA_RATING_DISCARD_TIMER);
}
else
m_NextRatingDiscardUpdate -= diff;
}
if (sWorld.getConfig(CONFIG_ARENA_AUTO_DISTRIBUTE_POINTS))
{
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 = '"UI64FMTD"'", m_NextAutoDistributionTime);
}
m_AutoDistributionTimeChecker = 600000; // check 10 minutes
}
else
m_AutoDistributionTimeChecker -= diff;
}
}
void BattleGroundMgr::BuildBattleGroundStatusPacket(WorldPacket *data, BattleGround *bg, uint8 QueueSlot, uint8 StatusID, uint32 Time1, uint32 Time2, uint8 arenatype)
{
// we can be in 3 queues in same time...
if (StatusID == 0 || !bg)
{
data->Initialize(SMSG_BATTLEFIELD_STATUS, 4*3);
*data << uint32(QueueSlot); // queue id (0...2)
*data << uint64(0);
return;
}
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(arenatype) | (uint64(0x0D) << 8) | (uint64(bg->GetTypeID()) << 16) | (uint64(0x1F90) << 48) );
*data << uint32(bg->GetClientInstanceID());
// alliance/horde for BG and skirmish/rated for Arenas
// following displays the minimap-icon 0 = faction icon 1 = arenaicon
*data << uint8(bg->isRated());
/* *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;
case BATTLEGROUND_SA:
*data << uint8(9);
break;
case BATTLEGROUND_DS:
*data << uint8(10);
break;
case BATTLEGROUND_RV:
*data << uint8(11);
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
*data << uint8(bg->isArena()); // minimap-icon 0=faction 1=arena
*/
*data << uint32(StatusID); // status
switch(StatusID)
{
case STATUS_WAIT_QUEUE: // status_in_queue
*data << uint32(Time1); // average wait time, milliseconds
*data << uint32(Time2); // time in queue, updated every minute!, milliseconds
break;
case STATUS_WAIT_JOIN: // status_invite
*data << uint32(bg->GetMapId()); // map id
*data << uint32(Time1); // time to remove from queue, milliseconds
break;
case STATUS_IN_PROGRESS: // status_in_progress
*data << uint32(bg->GetMapId()); // map id
*data << uint32(Time1); // time to bg auto leave, 0 at bg start, 120000 after bg end, milliseconds
*data << uint32(Time2); // time from bg start, milliseconds
*data << uint8(0x1); // unk sometimes 0x0!
break;
default:
sLog.outError("Unknown BG status!");
break;
}
}
void BattleGroundMgr::BuildPvpLogDataPacket(WorldPacket *data, BattleGround *bg)
{
uint8 type = (bg->isArena() ? 1 : 0);
// last check on 3.0.3
data->Initialize(MSG_PVP_LOG_DATA, (1+1+4+40*bg->GetPlayerScoresSize()));
*data << uint8(type); // type (battleground=0/arena=1)
if(type) // arena
{
// 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(bg->m_ArenaTeamRatingChanges[i]);
*data << uint32(3999); // huge thanks for TOM_RUS for this!
*data << uint32(0); // added again in 3.1
sLog.outDebug("rating change: %d", bg->m_ArenaTeamRatingChanges[i]);
}
for(int i = 1; i >= 0; --i)
{
uint32 at_id = bg->m_ArenaTeamIds[i];
ArenaTeam * at = objmgr.GetArenaTeamById(at_id);
if (at)
*data << at->GetName();
else
*data << (uint8)0;
}
}
if (bg->GetStatus() != STATUS_WAIT_LEAVE)
{
*data << uint8(0); // bg not ended
}
else
{
*data << uint8(1); // bg ended
*data << uint8(bg->GetWinner()); // who win
}
*data << (int32)(bg->GetPlayerScoresSize());
for(BattleGround::BattleGroundScoreMap::const_iterator itr = bg->GetPlayerScoresBegin(); itr != bg->GetPlayerScoresEnd(); ++itr)
{
*data << (uint64)itr->first;
*data << (int32)itr->second->KillingBlows;
if (type == 0)
{
*data << (int32)itr->second->HonorableKills;
*data << (int32)itr->second->Deaths;
*data << (int32)(itr->second->BonusHonor);
}
else
{
Player *plr = objmgr.GetPlayer(itr->first);
uint32 team = bg->GetPlayerTeam(itr->first);
if (!team && plr)
team = plr->GetTeam();
if (( bg->GetWinner()==0 && team == ALLIANCE ) || ( bg->GetWinner()==1 && team==HORDE ))
*data << uint8(1);
else
*data << uint8(0);
}
*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
*data << (uint32)((BattleGroundAVScore*)itr->second)->GraveyardsAssaulted; // GraveyardsAssaulted
*data << (uint32)((BattleGroundAVScore*)itr->second)->GraveyardsDefended; // GraveyardsDefended
*data << (uint32)((BattleGroundAVScore*)itr->second)->TowersAssaulted; // TowersAssaulted
*data << (uint32)((BattleGroundAVScore*)itr->second)->TowersDefended; // TowersDefended
*data << (uint32)((BattleGroundAVScore*)itr->second)->MinesCaptured; // MinesCaptured
break;
case BATTLEGROUND_WS:
*data << (uint32)0x00000002; // count of next fields
*data << (uint32)((BattleGroundWGScore*)itr->second)->FlagCaptures; // flag captures
*data << (uint32)((BattleGroundWGScore*)itr->second)->FlagReturns; // flag returns
break;
case BATTLEGROUND_AB:
*data << (uint32)0x00000002; // count of next fields
*data << (uint32)((BattleGroundABScore*)itr->second)->BasesAssaulted; // bases asssulted
*data << (uint32)((BattleGroundABScore*)itr->second)->BasesDefended; // bases defended
break;
case BATTLEGROUND_EY:
*data << (uint32)0x00000001; // count of next fields
*data << (uint32)((BattleGroundEYScore*)itr->second)->FlagCaptures; // flag captures
break;
case BATTLEGROUND_NA:
case BATTLEGROUND_BE:
case BATTLEGROUND_AA:
case BATTLEGROUND_RL:
case BATTLEGROUND_SA: // wotlk
case BATTLEGROUND_DS: // wotlk
case BATTLEGROUND_RV: // wotlk
*data << (int32)0; // 0
break;
default:
sLog.outDebug("Unhandled MSG_PVP_LOG_DATA for BG id %u", bg->GetTypeID());
*data << (int32)0;
break;
}
}
}
void BattleGroundMgr::BuildGroupJoinedBattlegroundPacket(WorldPacket *data, BattleGroundTypeId bgTypeId)
{
/*bgTypeId is:
0 - Your group has joined a battleground queue, but you are not eligible
1 - Your group has joined the queue for AV
2 - Your group has joined the queue for WS
3 - Your group has joined the queue for AB
4 - Your group has joined the queue for NA
5 - Your group has joined the queue for BE Arena
6 - Your group has joined the queue for All Arenas
7 - Your group has joined the queue for EotS*/
data->Initialize(SMSG_GROUP_JOINED_BATTLEGROUND, 4);
*data << uint32(bgTypeId);
}
void BattleGroundMgr::BuildUpdateWorldStatePacket(WorldPacket *data, uint32 field, uint32 value)
{
data->Initialize(SMSG_UPDATE_WORLD_STATE, 4+4);
*data << uint32(field);
*data << uint32(value);
}
void BattleGroundMgr::BuildPlaySoundPacket(WorldPacket *data, uint32 soundid)
{
data->Initialize(SMSG_PLAY_SOUND, 4);
*data << uint32(soundid);
}
void BattleGroundMgr::BuildPlayerLeftBattleGroundPacket(WorldPacket *data, const uint64& guid)
{
data->Initialize(SMSG_BATTLEGROUND_PLAYER_LEFT, 8);
*data << uint64(guid);
}
void BattleGroundMgr::BuildPlayerJoinedBattleGroundPacket(WorldPacket *data, Player *plr)
{
data->Initialize(SMSG_BATTLEGROUND_PLAYER_JOINED, 8);
*data << uint64(plr->GetGUID());
}
BattleGround * BattleGroundMgr::GetBattleGroundThroughClientInstance(uint32 instanceId, BattleGroundTypeId bgTypeId)
{
//cause at HandleBattleGroundJoinOpcode the clients sends the instanceid he gets from
//SMSG_BATTLEFIELD_LIST we need to find the battleground with this clientinstance-id
BattleGround* bg = GetBattleGroundTemplate(bgTypeId);
if (!bg)
return NULL;
if (bg->isArena())
return GetBattleGround(instanceId, bgTypeId);
for(BattleGroundSet::iterator itr = m_BattleGrounds[bgTypeId].begin(); itr != m_BattleGrounds[bgTypeId].end(); ++itr)
{
if (itr->second->GetClientInstanceID() == instanceId)
return itr->second;
}
return NULL;
}
BattleGround * BattleGroundMgr::GetBattleGround(uint32 InstanceID, BattleGroundTypeId bgTypeId)
{
if (!InstanceID)
return NULL;
//search if needed
BattleGroundSet::iterator itr;
if (bgTypeId == BATTLEGROUND_TYPE_NONE)
{
for(uint32 i = BATTLEGROUND_AV; i < MAX_BATTLEGROUND_TYPE_ID; i++)
{
itr = m_BattleGrounds[i].find(InstanceID);
if (itr != m_BattleGrounds[i].end())
return itr->second;
}
return NULL;
}
itr = m_BattleGrounds[bgTypeId].find(InstanceID);
return ( (itr != m_BattleGrounds[bgTypeId].end()) ? itr->second : NULL );
}
BattleGround * BattleGroundMgr::GetBattleGroundTemplate(BattleGroundTypeId bgTypeId)
{
//map is sorted and we can be sure that lowest instance id has only BG template
return m_BattleGrounds[bgTypeId].empty() ? NULL : m_BattleGrounds[bgTypeId].begin()->second;
}
uint32 BattleGroundMgr::CreateClientVisibleInstanceId(BattleGroundTypeId bgTypeId, BGQueueIdBasedOnLevel queue_id)
{
if (IsArenaType(bgTypeId))
return 0; //arenas don't have client-instanceids
// we create here an instanceid, which is just for
// displaying this to the client and without any other use..
// the client-instanceIds are unique for each battleground-type
// the instance-id just needs to be as low as possible, beginning with 1
// the following works, because std::set is default ordered with "<"
// the optimalization would be to use as bitmask std::vector - but that would only make code unreadable
uint32 lastId = 0;
for(std::set::iterator itr = m_ClientBattleGroundIds[bgTypeId][queue_id].begin(); itr != m_ClientBattleGroundIds[bgTypeId][queue_id].end();)
{
if( (++lastId) != *itr) //if there is a gap between the ids, we will break..
break;
lastId = *itr;
}
m_ClientBattleGroundIds[bgTypeId][queue_id].insert(lastId + 1);
return lastId + 1;
}
// create a new battleground that will really be used to play
BattleGround * BattleGroundMgr::CreateNewBattleGround(BattleGroundTypeId bgTypeId, BGQueueIdBasedOnLevel queue_id, uint8 arenaType, bool isRated)
{
// get the template BG
BattleGround *bg_template = GetBattleGroundTemplate(bgTypeId);
if (!bg_template)
{
sLog.outError("BattleGround: CreateNewBattleGround - bg template not found for %u", bgTypeId);
return NULL;
}
//for arenas there is random map used
if (bg_template->isArena())
{
BattleGroundTypeId arenas[] = {BATTLEGROUND_NA, BATTLEGROUND_BE, BATTLEGROUND_RL};
uint32 arena_num = urand(0,2);
bgTypeId = arenas[arena_num];
bg_template = GetBattleGroundTemplate(bgTypeId);
if (!bg_template)
{
sLog.outError("BattleGround: CreateNewBattleGround - bg template not found for %u", bgTypeId);
return NULL;
}
}
BattleGround *bg = NULL;
// create a copy of the BG template
switch(bgTypeId)
{
case BATTLEGROUND_AV:
bg = new BattleGroundAV(*(BattleGroundAV*)bg_template);
break;
case BATTLEGROUND_WS:
bg = new BattleGroundWS(*(BattleGroundWS*)bg_template);
break;
case BATTLEGROUND_AB:
bg = new BattleGroundAB(*(BattleGroundAB*)bg_template);
break;
case BATTLEGROUND_NA:
bg = new BattleGroundNA(*(BattleGroundNA*)bg_template);
break;
case BATTLEGROUND_BE:
bg = new BattleGroundBE(*(BattleGroundBE*)bg_template);
break;
case BATTLEGROUND_AA:
bg = new BattleGroundAA(*(BattleGroundAA*)bg_template);
break;
case BATTLEGROUND_EY:
bg = new BattleGroundEY(*(BattleGroundEY*)bg_template);
break;
case BATTLEGROUND_RL:
bg = new BattleGroundRL(*(BattleGroundRL*)bg_template);
break;
case BATTLEGROUND_SA:
bg = new BattleGroundSA(*(BattleGroundSA*)bg_template);
break;
case BATTLEGROUND_DS:
bg = new BattleGroundDS(*(BattleGroundDS*)bg_template);
break;
case BATTLEGROUND_RV:
bg = new BattleGroundRV(*(BattleGroundRV*)bg_template);
break;
default:
//error, but it is handled few lines above
return 0;
}
// generate a new instance id
bg->SetInstanceID(MapManager::Instance().GenerateInstanceId()); // set instance id
bg->SetClientInstanceID(CreateClientVisibleInstanceId(bgTypeId, queue_id));
// reset the new bg (set status to status_wait_queue from status_none)
bg->Reset();
// start the joining of the bg
bg->SetStatus(STATUS_WAIT_JOIN);
bg->SetQueueId(queue_id);
bg->SetArenaType(arenaType);
bg->SetRated(isRated);
// add BG to free slot queue
bg->AddToBGFreeSlotQueue();
// add bg to update list
AddBattleGround(bg->GetInstanceID(), bg->GetTypeID(), bg);
return bg;
}
// used to create the BG templates
uint32 BattleGroundMgr::CreateBattleGround(BattleGroundTypeId bgTypeId, bool IsArena, 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
BattleGround *bg = NULL;
switch(bgTypeId)
{
case BATTLEGROUND_AV: bg = new BattleGroundAV; break;
case BATTLEGROUND_WS: bg = new BattleGroundWS; break;
case BATTLEGROUND_AB: bg = new BattleGroundAB; break;
case BATTLEGROUND_NA: bg = new BattleGroundNA; break;
case BATTLEGROUND_BE: bg = new BattleGroundBE; break;
case BATTLEGROUND_AA: bg = new BattleGroundAA; break;
case BATTLEGROUND_EY: bg = new BattleGroundEY; break;
case BATTLEGROUND_RL: bg = new BattleGroundRL; break;
case BATTLEGROUND_SA: bg = new BattleGroundSA; break;
case BATTLEGROUND_DS: bg = new BattleGroundDS; break;
case BATTLEGROUND_RV: bg = new BattleGroundRV; break;
default:bg = new BattleGround; break; // placeholder for non implemented BG
}
bg->SetMapId(MapID);
bg->SetTypeID(bgTypeId);
bg->SetInstanceID(0);
bg->SetArenaorBGType(IsArena);
bg->SetMinPlayersPerTeam(MinPlayersPerTeam);
bg->SetMaxPlayersPerTeam(MaxPlayersPerTeam);
bg->SetMinPlayers(MinPlayersPerTeam * 2);
bg->SetMaxPlayers(MaxPlayersPerTeam * 2);
bg->SetName(BattleGroundName);
bg->SetTeamStartLoc(ALLIANCE, Team1StartLocX, Team1StartLocY, Team1StartLocZ, Team1StartLocO);
bg->SetTeamStartLoc(HORDE, Team2StartLocX, Team2StartLocY, Team2StartLocZ, Team2StartLocO);
bg->SetLevelRange(LevelMin, LevelMax);
// add bg to update list
AddBattleGround(bg->GetInstanceID(), bg->GetTypeID(), bg);
// return some not-null value, bgTypeId is good enough for me
return bgTypeId;
}
void BattleGroundMgr::CreateInitialBattleGrounds()
{
float AStartLoc[4];
float HStartLoc[4];
uint32 MaxPlayersPerTeam, MinPlayersPerTeam, MinLvl, MaxLvl, start1, start2;
BattlemasterListEntry const *bl;
WorldSafeLocsEntry const *start;
bool IsArena;
uint32 count = 0;
// 0 1 2 3 4 5 6 7 8
QueryResult *result = WorldDatabase.Query("SELECT id, MinPlayersPerTeam,MaxPlayersPerTeam,MinLvl,MaxLvl,AllianceStartLoc,AllianceStartO,HordeStartLoc,HordeStartO FROM battleground_template");
if (!result)
{
barGoLink bar(1);
bar.step();
sLog.outString();
sLog.outErrorDb(">> Loaded 0 battlegrounds. DB table `battleground_template` is empty.");
return;
}
barGoLink bar(result->GetRowCount());
do
{
Field *fields = result->Fetch();
bar.step();
uint32 bgTypeID_ = fields[0].GetUInt32();
// can be overwrite by values from DB
bl = sBattlemasterListStore.LookupEntry(bgTypeID_);
if (!bl)
{
sLog.outError("Battleground ID %u not found in BattlemasterList.dbc. Battleground not created.", bgTypeID_);
continue;
}
BattleGroundTypeId bgTypeID = BattleGroundTypeId(bgTypeID_);
IsArena = (bl->type == TYPE_ARENA);
MinPlayersPerTeam = fields[1].GetUInt32();
MaxPlayersPerTeam = fields[2].GetUInt32();
MinLvl = fields[3].GetUInt32();
MaxLvl = fields[4].GetUInt32();
//check values from DB
if (MaxPlayersPerTeam == 0 || MinPlayersPerTeam == 0 || MinPlayersPerTeam > MaxPlayersPerTeam)
{
MaxPlayersPerTeam = bl->maxplayersperteam;
MinPlayersPerTeam = bl->maxplayersperteam / 2;
}
if (MinLvl == 0 || MaxLvl == 0 || MinLvl > MaxLvl)
{
MinLvl = bl->minlvl;
MaxLvl = bl->maxlvl;
}
start1 = fields[5].GetUInt32();
start = sWorldSafeLocsStore.LookupEntry(start1);
if (start)
{
AStartLoc[0] = start->x;
AStartLoc[1] = start->y;
AStartLoc[2] = start->z;
AStartLoc[3] = fields[6].GetFloat();
}
else if (bgTypeID == BATTLEGROUND_AA)
{
AStartLoc[0] = 0;
AStartLoc[1] = 0;
AStartLoc[2] = 0;
AStartLoc[3] = fields[6].GetFloat();
}
else
{
sLog.outErrorDb("Table `battleground_template` for id %u have non-existed WorldSafeLocs.dbc id %u in field `AllianceStartLoc`. BG not created.", bgTypeID, start1);
continue;
}
start2 = fields[7].GetUInt32();
start = sWorldSafeLocsStore.LookupEntry(start2);
if (start)
{
HStartLoc[0] = start->x;
HStartLoc[1] = start->y;
HStartLoc[2] = start->z;
HStartLoc[3] = fields[8].GetFloat();
}
else if (bgTypeID == BATTLEGROUND_AA)
{
HStartLoc[0] = 0;
HStartLoc[1] = 0;
HStartLoc[2] = 0;
HStartLoc[3] = fields[8].GetFloat();
}
else
{
sLog.outErrorDb("Table `battleground_template` for id %u have non-existed WorldSafeLocs.dbc id %u in field `HordeStartLoc`. BG not created.", bgTypeID, start2);
continue;
}
//sLog.outDetail("Creating battleground %s, %u-%u", bl->name[sWorld.GetDBClang()], MinLvl, MaxLvl);
if (!CreateBattleGround(bgTypeID, IsArena, MinPlayersPerTeam, MaxPlayersPerTeam, MinLvl, MaxLvl, bl->name[sWorld.GetDefaultDbcLocale()], bl->mapid[0], AStartLoc[0], AStartLoc[1], AStartLoc[2], AStartLoc[3], HStartLoc[0], HStartLoc[1], HStartLoc[2], HStartLoc[3]))
continue;
++count;
} while (result->NextRow());
delete result;
sLog.outString();
sLog.outString( ">> Loaded %u battlegrounds", count );
}
void BattleGroundMgr::InitAutomaticArenaPointDistribution()
{
if (sWorld.getConfig(CONFIG_ARENA_AUTO_DISTRIBUTE_POINTS))
{
sLog.outDebug("Initializing Automatic Arena Point Distribution");
QueryResult * result = CharacterDatabase.Query("SELECT 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 ('"UI64FMTD"')", m_NextAutoDistributionTime);
}
else
{
m_NextAutoDistributionTime = time_t((*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
sWorld.SendWorldText(LANG_DIST_ARENA_POINTS_START);
sWorld.SendWorldText(LANG_DIST_ARENA_POINTS_ONLINE_START);
//temporary structure for storing maximum points to add values for all players
std::map PlayerPoints;
//at first update all points for all team members
for(ObjectMgr::ArenaTeamMap::iterator team_itr = objmgr.GetArenaTeamMapBegin(); team_itr != objmgr.GetArenaTeamMapEnd(); ++team_itr)
{
if (ArenaTeam * at = team_itr->second)
{
at->UpdateArenaPointsHelper(PlayerPoints);
}
}
//cycle that gives points to all players
for (std::map::iterator plr_itr = PlayerPoints.begin(); plr_itr != PlayerPoints.end(); ++plr_itr)
{
//update to database
CharacterDatabase.PExecute("UPDATE characters SET arena_pending_points = '%u' WHERE guid = '%u'", plr_itr->second, plr_itr->first);
//add points if player is online
Player* pl = objmgr.GetPlayer(plr_itr->first);
if (pl)
pl->ModifyArenaPoints(plr_itr->second);
}
PlayerPoints.clear();
sWorld.SendWorldText(LANG_DIST_ARENA_POINTS_ONLINE_END);
sWorld.SendWorldText(LANG_DIST_ARENA_POINTS_TEAM_START);
for(ObjectMgr::ArenaTeamMap::iterator titr = objmgr.GetArenaTeamMapBegin(); titr != objmgr.GetArenaTeamMapEnd(); ++titr)
{
if (ArenaTeam * at = titr->second)
{
at->FinishWeek(); // set played this week etc values to 0 in memory, too
at->SaveToDB(); // save changes
at->NotifyStatsChanged(); // notify the players of the changes
}
}
sWorld.SendWorldText(LANG_DIST_ARENA_POINTS_TEAM_END);
sWorld.SendWorldText(LANG_DIST_ARENA_POINTS_END);
}
void BattleGroundMgr::BuildBattleGroundListPacket(WorldPacket *data, const uint64& guid, Player* plr, BattleGroundTypeId bgTypeId, uint8 fromWhere)
{
if (!plr)
return;
uint32 PlayerLevel = 10;
PlayerLevel = plr->getLevel();
data->Initialize(SMSG_BATTLEFIELD_LIST);
*data << uint64(guid); // battlemaster guid
*data << uint8(fromWhere); // from where you joined
*data << uint32(bgTypeId); // battleground id
if(bgTypeId == BATTLEGROUND_AA) // arena
{
*data << uint8(4); // unk
*data << uint32(0); // unk (count?)
}
else // battleground
{
*data << uint8(0x00); // unk, different for each bg type
size_t count_pos = data->wpos();
uint32 count = 0;
*data << uint32(0x00); // number of bg instances
uint32 queue_id = plr->GetBattleGroundQueueIdFromLevel(bgTypeId);
for(std::set::iterator itr = m_ClientBattleGroundIds[bgTypeId][queue_id].begin(); itr != m_ClientBattleGroundIds[bgTypeId][queue_id].end();++itr)
{
*data << uint32(*itr);
++count;
}
data->put( count_pos , count);
}
}
void BattleGroundMgr::SendToBattleGround(Player *pl, uint32 instanceId, BattleGroundTypeId bgTypeId)
{
BattleGround *bg = GetBattleGround(instanceId, bgTypeId);
if (bg)
{
uint32 mapid = bg->GetMapId();
float 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, const uint64& guid)
{
WorldPacket data(SMSG_AREA_SPIRIT_HEALER_TIME, 12);
uint32 time_ = 30000 - bg->GetLastResurrectTime(); // resurrect every 30 seconds
if (time_ == uint32(-1))
time_ = 0;
data << guid << time_;
pl->GetSession()->SendPacket(&data);
}
bool BattleGroundMgr::IsArenaType(BattleGroundTypeId bgTypeId)
{
return ( bgTypeId == BATTLEGROUND_AA ||
bgTypeId == BATTLEGROUND_BE ||
bgTypeId == BATTLEGROUND_NA ||
bgTypeId == BATTLEGROUND_RL );
}
BattleGroundQueueTypeId BattleGroundMgr::BGQueueTypeId(BattleGroundTypeId bgTypeId, uint8 arenaType)
{
switch(bgTypeId)
{
case BATTLEGROUND_WS:
return BATTLEGROUND_QUEUE_WS;
case BATTLEGROUND_AB:
return BATTLEGROUND_QUEUE_AB;
case BATTLEGROUND_AV:
return BATTLEGROUND_QUEUE_AV;
case BATTLEGROUND_EY:
return BATTLEGROUND_QUEUE_EY;
case BATTLEGROUND_SA:
return BATTLEGROUND_QUEUE_SA;
case BATTLEGROUND_AA:
case BATTLEGROUND_NA:
case BATTLEGROUND_RL:
case BATTLEGROUND_BE:
case BATTLEGROUND_DS:
case BATTLEGROUND_RV:
switch(arenaType)
{
case ARENA_TYPE_2v2:
return BATTLEGROUND_QUEUE_2v2;
case ARENA_TYPE_3v3:
return BATTLEGROUND_QUEUE_3v3;
case ARENA_TYPE_5v5:
return BATTLEGROUND_QUEUE_5v5;
default:
return BATTLEGROUND_QUEUE_NONE;
}
default:
return BATTLEGROUND_QUEUE_NONE;
}
}
BattleGroundTypeId BattleGroundMgr::BGTemplateId(BattleGroundQueueTypeId bgQueueTypeId)
{
switch(bgQueueTypeId)
{
case BATTLEGROUND_QUEUE_WS:
return BATTLEGROUND_WS;
case BATTLEGROUND_QUEUE_AB:
return BATTLEGROUND_AB;
case BATTLEGROUND_QUEUE_AV:
return BATTLEGROUND_AV;
case BATTLEGROUND_QUEUE_EY:
return BATTLEGROUND_EY;
case BATTLEGROUND_QUEUE_SA:
return BATTLEGROUND_SA;
case BATTLEGROUND_QUEUE_2v2:
case BATTLEGROUND_QUEUE_3v3:
case BATTLEGROUND_QUEUE_5v5:
return BATTLEGROUND_AA;
default:
return BattleGroundTypeId(0); // used for unknown template (it existed and do nothing)
}
}
uint8 BattleGroundMgr::BGArenaType(BattleGroundQueueTypeId bgQueueTypeId)
{
switch(bgQueueTypeId)
{
case BATTLEGROUND_QUEUE_2v2:
return ARENA_TYPE_2v2;
case BATTLEGROUND_QUEUE_3v3:
return ARENA_TYPE_3v3;
case BATTLEGROUND_QUEUE_5v5:
return ARENA_TYPE_5v5;
default:
return 0;
}
}
void BattleGroundMgr::ToggleTesting()
{
m_Testing = !m_Testing;
if (m_Testing)
sWorld.SendWorldText(LANG_DEBUG_BG_ON);
else
sWorld.SendWorldText(LANG_DEBUG_BG_OFF);
}
void BattleGroundMgr::ToggleArenaTesting()
{
m_ArenaTesting = !m_ArenaTesting;
if (m_ArenaTesting)
sWorld.SendWorldText(LANG_DEBUG_ARENA_ON);
else
sWorld.SendWorldText(LANG_DEBUG_ARENA_OFF);
}
void BattleGroundMgr::SetHolidayWeekends(uint32 mask)
{
for(uint32 bgtype = 1; bgtype < MAX_BATTLEGROUND_TYPE_ID; ++bgtype)
{
if(BattleGround * bg = GetBattleGroundTemplate(BattleGroundTypeId(bgtype)))
{
bg->SetHoliday(mask & (1 << bgtype));
}
}
}
void BattleGroundMgr::ScheduleQueueUpdate(BattleGroundQueueTypeId bgQueueTypeId, BattleGroundTypeId bgTypeId, BGQueueIdBasedOnLevel queue_id)
{
//This method must be atomic!
//we will use only 1 number created of bgTypeId and queue_id
uint32 schedule_id = (bgQueueTypeId * 65536) + (bgTypeId * 256) + queue_id;
bool found = false;
for (uint8 i = 0; i < m_QueueUpdateScheduler.size(); i++)
{
if (m_QueueUpdateScheduler[i] == schedule_id)
{
found = true;
break;
}
}
if (!found)
m_QueueUpdateScheduler.push_back(schedule_id);
}
uint32 BattleGroundMgr::GetMaxRatingDifference() const
{
// this is for stupid people who can't use brain and set max rating difference to 0
uint32 diff = sWorld.getConfig(CONFIG_ARENA_MAX_RATING_DIFFERENCE);
if (diff == 0)
diff = 5000;
return diff;
}
uint32 BattleGroundMgr::GetRatingDiscardTimer() const
{
return sWorld.getConfig(CONFIG_ARENA_RATING_DISCARD_TIMER);
}
uint32 BattleGroundMgr::GetPrematureFinishTime() const
{
return sWorld.getConfig(CONFIG_BATTLEGROUND_PREMATURE_FINISH_TIMER);
}
void BattleGroundMgr::LoadBattleMastersEntry()
{
mBattleMastersMap.clear(); // need for reload case
QueryResult *result = WorldDatabase.Query( "SELECT entry,bg_template FROM battlemaster_entry" );
uint32 count = 0;
if (!result)
{
barGoLink bar( 1 );
bar.step();
sLog.outString();
sLog.outString( ">> Loaded 0 battlemaster entries - table is empty!" );
return;
}
barGoLink bar( result->GetRowCount() );
do
{
++count;
bar.step();
Field *fields = result->Fetch();
uint32 entry = fields[0].GetUInt32();
uint32 bgTypeId = fields[1].GetUInt32();
if (!sBattlemasterListStore.LookupEntry(bgTypeId))
{
sLog.outErrorDb("Table `battlemaster_entry` contain entry %u for not existed battleground type %u, ignored.",entry,bgTypeId);
continue;
}
mBattleMastersMap[entry] = BattleGroundTypeId(bgTypeId);
} while( result->NextRow() );
delete result;
sLog.outString();
sLog.outString( ">> Loaded %u battlemaster entries", count );
}