/*
* This file is part of the TrinityCore Project. See AUTHORS file for Copyright information
*
* 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, see .
*/
#include "Battlefield.h"
#include "BattlefieldMgr.h"
#include "Battleground.h"
#include "BattlegroundPackets.h"
#include "CellImpl.h"
#include "CreatureTextMgr.h"
#include "GameTime.h"
#include "GridNotifiers.h"
#include "GridNotifiersImpl.h"
#include "Group.h"
#include "GroupMgr.h"
#include "Log.h"
#include "Map.h"
#include "MiscPackets.h"
#include "ObjectAccessor.h"
#include "ObjectMgr.h"
#include
Battlefield::Battlefield(Map* map)
{
m_Timer = 0;
m_IsEnabled = true;
m_isActive = false;
m_DefenderTeam = TEAM_NEUTRAL;
m_TypeId = 0;
m_BattleId = 0;
m_ZoneId = 0;
m_Map = map;
m_MapId = map->GetId();
m_MaxPlayer = 0;
m_MinPlayer = 0;
m_MinLevel = 0;
m_BattleTime = 0;
m_NoWarBattleTime = 0;
m_RestartAfterCrash = 0;
m_TimeForAcceptInvite = 20;
m_uiKickDontAcceptTimer = 1000;
m_uiKickAfkPlayersTimer = 1000;
m_StartGroupingTimer = 0;
m_StartGrouping = false;
}
Battlefield::~Battlefield()
{
for (GraveyardVect::const_iterator itr = m_GraveyardList.begin(); itr != m_GraveyardList.end(); ++itr)
delete *itr;
}
// Called when a player enters the zone
void Battlefield::HandlePlayerEnterZone(Player* player, uint32 /*zone*/)
{
// If battle is started,
// If not full of players > invite player to join the war
// If full of players > announce to player that BF is full and kick him after a few second if he desn't leave
if (IsWarTime())
{
if (m_PlayersInWar[player->GetTeamId()].size() + m_InvitedPlayers[player->GetTeamId()].size() < m_MaxPlayer) // Vacant spaces
InvitePlayerToWar(player);
else // No more vacant places
{
/// @todo Send a packet to announce it to player
m_PlayersWillBeKick[player->GetTeamId()][player->GetGUID()] = GameTime::GetGameTime() + 10;
InvitePlayerToQueue(player);
}
}
else
{
// If time left is < 15 minutes invite player to join queue
if (m_Timer <= m_StartGroupingTimer)
InvitePlayerToQueue(player);
}
// Add player in the list of player in zone
m_players[player->GetTeamId()].insert(player->GetGUID());
OnPlayerEnterZone(player);
}
// Called when a player leave the zone
void Battlefield::HandlePlayerLeaveZone(Player* player, uint32 /*zone*/)
{
if (IsWarTime())
{
// If the player is participating to the battle
if (m_PlayersInWar[player->GetTeamId()].find(player->GetGUID()) != m_PlayersInWar[player->GetTeamId()].end())
{
m_PlayersInWar[player->GetTeamId()].erase(player->GetGUID());
if (Group* group = player->GetGroup()) // Remove the player from the raid group
group->RemoveMember(player->GetGUID());
OnPlayerLeaveWar(player);
}
}
m_InvitedPlayers[player->GetTeamId()].erase(player->GetGUID());
m_PlayersWillBeKick[player->GetTeamId()].erase(player->GetGUID());
m_players[player->GetTeamId()].erase(player->GetGUID());
SendRemoveWorldStates(player);
OnPlayerLeaveZone(player);
}
bool Battlefield::Update(uint32 diff)
{
if (m_Timer <= diff)
{
// Battlefield ends on time
if (IsWarTime())
EndBattle(true);
else // Time to start a new battle!
StartBattle();
}
else
m_Timer -= diff;
// Invite players a few minutes before the battle's beginning
if (!IsWarTime() && !m_StartGrouping && m_Timer <= m_StartGroupingTimer)
{
m_StartGrouping = true;
InvitePlayersInZoneToQueue();
OnStartGrouping();
}
if (IsWarTime())
{
if (m_uiKickAfkPlayersTimer <= diff)
{
m_uiKickAfkPlayersTimer = 1000;
KickAfkPlayers();
}
else
m_uiKickAfkPlayersTimer -= diff;
// Kick players who chose not to accept invitation to the battle
if (m_uiKickDontAcceptTimer <= diff)
{
time_t now = GameTime::GetGameTime();
for (uint8 team = 0; team < PVP_TEAMS_COUNT; ++team)
for (PlayerTimerMap::iterator itr = m_InvitedPlayers[team].begin(); itr != m_InvitedPlayers[team].end(); ++itr)
if (itr->second <= now)
KickPlayerFromBattlefield(itr->first);
InvitePlayersInZoneToWar();
for (uint8 team = 0; team < PVP_TEAMS_COUNT; ++team)
for (PlayerTimerMap::iterator itr = m_PlayersWillBeKick[team].begin(); itr != m_PlayersWillBeKick[team].end(); ++itr)
if (itr->second <= now)
KickPlayerFromBattlefield(itr->first);
m_uiKickDontAcceptTimer = 1000;
}
else
m_uiKickDontAcceptTimer -= diff;
}
return false;
}
void Battlefield::InvitePlayersInZoneToQueue()
{
for (uint8 team = 0; team < PVP_TEAMS_COUNT; ++team)
for (auto itr = m_players[team].begin(); itr != m_players[team].end(); ++itr)
if (Player* player = ObjectAccessor::FindPlayer(*itr))
InvitePlayerToQueue(player);
}
void Battlefield::InvitePlayerToQueue(Player* player)
{
if (m_PlayersInQueue[player->GetTeamId()].count(player->GetGUID()))
return;
if (m_PlayersInQueue[player->GetTeamId()].size() <= m_MinPlayer || m_PlayersInQueue[GetOtherTeam(player->GetTeamId())].size() >= m_MinPlayer)
PlayerAcceptInviteToQueue(player);
}
void Battlefield::InvitePlayersInQueueToWar()
{
for (uint8 team = 0; team < PVP_TEAMS_COUNT; ++team)
{
for (auto itr = m_PlayersInQueue[team].begin(); itr != m_PlayersInQueue[team].end(); ++itr)
{
if (Player* player = ObjectAccessor::FindPlayer(*itr))
{
if (m_PlayersInWar[player->GetTeamId()].size() + m_InvitedPlayers[player->GetTeamId()].size() < m_MaxPlayer)
InvitePlayerToWar(player);
else
{
//Full
}
}
}
m_PlayersInQueue[team].clear();
}
}
void Battlefield::InvitePlayersInZoneToWar()
{
for (uint8 team = 0; team < PVP_TEAMS_COUNT; ++team)
{
for (auto itr = m_players[team].begin(); itr != m_players[team].end(); ++itr)
{
if (Player* player = ObjectAccessor::FindPlayer(*itr))
{
if (m_PlayersInWar[player->GetTeamId()].count(player->GetGUID()) || m_InvitedPlayers[player->GetTeamId()].count(player->GetGUID()))
continue;
if (m_PlayersInWar[player->GetTeamId()].size() + m_InvitedPlayers[player->GetTeamId()].size() < m_MaxPlayer)
InvitePlayerToWar(player);
else // Battlefield is full of players
m_PlayersWillBeKick[player->GetTeamId()][player->GetGUID()] = GameTime::GetGameTime() + 10;
}
}
}
}
uint64 Battlefield::GetQueueId() const
{
return MAKE_PAIR64(m_BattleId | 0x20000, 0x1F100000);
}
void Battlefield::InvitePlayerToWar(Player* player)
{
if (!player)
return;
/// @todo needed ?
if (player->IsInFlight())
return;
if (player->InArena() || player->GetBattleground())
{
m_PlayersInQueue[player->GetTeamId()].erase(player->GetGUID());
return;
}
// If the player does not match minimal level requirements for the battlefield, kick him
if (player->GetLevel() < m_MinLevel)
{
if (m_PlayersWillBeKick[player->GetTeamId()].count(player->GetGUID()) == 0)
m_PlayersWillBeKick[player->GetTeamId()][player->GetGUID()] = GameTime::GetGameTime() + 10;
return;
}
// Check if player is not already in war
if (m_PlayersInWar[player->GetTeamId()].count(player->GetGUID()) || m_InvitedPlayers[player->GetTeamId()].count(player->GetGUID()))
return;
m_PlayersWillBeKick[player->GetTeamId()].erase(player->GetGUID());
m_InvitedPlayers[player->GetTeamId()][player->GetGUID()] = GameTime::GetGameTime() + m_TimeForAcceptInvite;
PlayerAcceptInviteToWar(player);
}
void Battlefield::InitStalker(uint32 entry, Position const& pos)
{
if (Creature* creature = SpawnCreature(entry, pos))
StalkerGuid = creature->GetGUID();
else
TC_LOG_ERROR("bg.battlefield", "Battlefield::InitStalker: Could not spawn Stalker (Creature entry {}), zone messages will be unavailable!", entry);
}
void Battlefield::ProcessEvent(WorldObject* target, uint32 eventId, WorldObject* invoker)
{
ZoneScript::ProcessEvent(target, eventId, invoker);
if (invoker)
{
if (GameObject* gameobject = invoker->ToGameObject())
{
if (gameobject->GetGoType() == GAMEOBJECT_TYPE_CONTROL_ZONE)
{
if (!ControlZoneHandlers.contains(gameobject->GetEntry()))
return;
auto controlzone = gameobject->GetGOInfo()->controlZone;
BattlefieldControlZoneHandler& handler = *ControlZoneHandlers[invoker->GetEntry()];
if (eventId == controlzone.CaptureEventAlliance)
handler.HandleCaptureEventAlliance(gameobject);
else if (eventId == controlzone.CaptureEventHorde)
handler.HandleCaptureEventHorde(gameobject);
else if (eventId == controlzone.ContestedEventAlliance)
handler.HandleContestedEventAlliance(gameobject);
else if (eventId == controlzone.ContestedEventHorde)
handler.HandleContestedEventHorde(gameobject);
else if (eventId == controlzone.NeutralEventAlliance)
handler.HandleNeutralEventAlliance(gameobject);
else if (eventId == controlzone.NeutralEventHorde)
handler.HandleNeutralEventHorde(gameobject);
else if (eventId == controlzone.ProgressEventAlliance)
handler.HandleProgressEventAlliance(gameobject);
else if (eventId == controlzone.ProgressEventHorde)
handler.HandleProgressEventHorde(gameobject);
}
}
}
}
void Battlefield::KickAfkPlayers()
{
for (uint8 team = 0; team < PVP_TEAMS_COUNT; ++team)
for (auto itr = m_PlayersInWar[team].begin(); itr != m_PlayersInWar[team].end(); ++itr)
if (Player* player = ObjectAccessor::FindPlayer(*itr))
if (player->isAFK())
KickPlayerFromBattlefield(*itr);
}
void Battlefield::KickPlayerFromBattlefield(ObjectGuid guid)
{
if (Player* player = ObjectAccessor::FindPlayer(guid))
if (player->GetZoneId() == GetZoneId())
player->TeleportTo(KickPosition);
}
void Battlefield::StartBattle()
{
if (m_isActive)
return;
for (uint8 team = 0; team < PVP_TEAMS_COUNT; ++team)
{
m_PlayersInWar[team].clear();
m_Groups[team].clear();
}
m_Timer = m_BattleTime;
m_isActive = true;
InvitePlayersInZoneToWar();
InvitePlayersInQueueToWar();
OnBattleStart();
}
void Battlefield::EndBattle(bool endByTimer)
{
if (!m_isActive)
return;
m_isActive = false;
m_StartGrouping = false;
if (!endByTimer)
SetDefenderTeam(GetAttackerTeam());
// Reset battlefield timer
m_Timer = m_NoWarBattleTime;
OnBattleEnd(endByTimer);
}
void Battlefield::DoPlaySoundToAll(uint32 soundID)
{
BroadcastPacketToWar(WorldPackets::Misc::PlaySound(ObjectGuid::Empty, soundID, 0).Write());
}
bool Battlefield::HasPlayer(Player* player) const
{
return m_players[player->GetTeamId()].find(player->GetGUID()) != m_players[player->GetTeamId()].end();
}
// Called in Battlefield::InvitePlayerToQueue
void Battlefield::PlayerAcceptInviteToQueue(Player* player)
{
// Add player in queue
m_PlayersInQueue[player->GetTeamId()].insert(player->GetGUID());
}
// Called in WorldSession::HandleBfExitRequest
void Battlefield::AskToLeaveQueue(Player* player)
{
// Remove player from queue
m_PlayersInQueue[player->GetTeamId()].erase(player->GetGUID());
}
// Called in WorldSession::HandleHearthAndResurrect
void Battlefield::PlayerAskToLeave(Player* player)
{
// Player leaving Wintergrasp, teleport to Dalaran.
// ToDo: confirm teleport destination.
player->TeleportTo(571, 5804.1499f, 624.7710f, 647.7670f, 1.6400f);
}
// Called in Battlefield::InvitePlayerToWar
void Battlefield::PlayerAcceptInviteToWar(Player* player)
{
if (!IsWarTime())
return;
if (AddOrSetPlayerToCorrectBfGroup(player))
{
m_PlayersInWar[player->GetTeamId()].insert(player->GetGUID());
m_InvitedPlayers[player->GetTeamId()].erase(player->GetGUID());
if (player->isAFK())
player->ToggleAFK();
OnPlayerJoinWar(player); //for scripting
}
}
void Battlefield::TeamCastSpell(TeamId team, int32 spellId)
{
if (spellId > 0)
{
for (auto itr = m_PlayersInWar[team].begin(); itr != m_PlayersInWar[team].end(); ++itr)
if (Player* player = ObjectAccessor::FindPlayer(*itr))
player->CastSpell(player, uint32(spellId), true);
}
else
{
for (auto itr = m_PlayersInWar[team].begin(); itr != m_PlayersInWar[team].end(); ++itr)
if (Player* player = ObjectAccessor::FindPlayer(*itr))
player->RemoveAuraFromStack(uint32(-spellId));
}
}
void Battlefield::BroadcastPacketToZone(WorldPacket const* data) const
{
for (uint8 team = 0; team < PVP_TEAMS_COUNT; ++team)
for (auto itr = m_players[team].begin(); itr != m_players[team].end(); ++itr)
if (Player* player = ObjectAccessor::FindPlayer(*itr))
player->SendDirectMessage(data);
}
void Battlefield::BroadcastPacketToQueue(WorldPacket const* data) const
{
for (uint8 team = 0; team < PVP_TEAMS_COUNT; ++team)
for (auto itr = m_PlayersInQueue[team].begin(); itr != m_PlayersInQueue[team].end(); ++itr)
if (Player* player = ObjectAccessor::FindConnectedPlayer(*itr))
player->SendDirectMessage(data);
}
void Battlefield::BroadcastPacketToWar(WorldPacket const* data) const
{
for (uint8 team = 0; team < PVP_TEAMS_COUNT; ++team)
for (auto itr = m_PlayersInWar[team].begin(); itr != m_PlayersInWar[team].end(); ++itr)
if (Player* player = ObjectAccessor::FindPlayer(*itr))
player->SendDirectMessage(data);
}
void Battlefield::SendWarning(uint8 id, WorldObject const* target /*= nullptr*/)
{
if (Creature* stalker = GetCreature(StalkerGuid))
sCreatureTextMgr->SendChat(stalker, id, target);
}
void Battlefield::RegisterZone(uint32 zoneId)
{
sBattlefieldMgr->AddZone(zoneId, this);
}
void Battlefield::HideNpc(Creature* creature)
{
creature->CombatStop();
creature->SetReactState(REACT_PASSIVE);
creature->SetUnitFlag(UNIT_FLAG_NON_ATTACKABLE);
creature->SetUninteractible(true);
creature->DisappearAndDie();
creature->SetVisible(false);
}
void Battlefield::ShowNpc(Creature* creature, bool aggressive)
{
creature->SetVisible(true);
creature->RemoveUnitFlag(UNIT_FLAG_NON_ATTACKABLE);
creature->SetUninteractible(false);
if (!creature->IsAlive())
creature->Respawn(true);
if (aggressive)
creature->SetReactState(REACT_AGGRESSIVE);
else
{
creature->SetUnitFlag(UNIT_FLAG_NON_ATTACKABLE);
creature->SetReactState(REACT_PASSIVE);
}
}
// ****************************************************
// ******************* Group System *******************
// ****************************************************
Group* Battlefield::GetFreeBfRaid(TeamId TeamId)
{
for (auto itr = m_Groups[TeamId].begin(); itr != m_Groups[TeamId].end(); ++itr)
if (Group* group = sGroupMgr->GetGroupByGUID(*itr))
if (!group->IsFull())
return group;
return nullptr;
}
Group* Battlefield::GetGroupPlayer(ObjectGuid guid, TeamId TeamId)
{
for (auto itr = m_Groups[TeamId].begin(); itr != m_Groups[TeamId].end(); ++itr)
if (Group* group = sGroupMgr->GetGroupByGUID(*itr))
if (group->IsMember(guid))
return group;
return nullptr;
}
bool Battlefield::AddOrSetPlayerToCorrectBfGroup(Player* player)
{
if (!player->IsInWorld())
return false;
if (Group* group = player->GetGroup())
group->RemoveMember(player->GetGUID());
Group* group = GetFreeBfRaid(player->GetTeamId());
if (!group)
{
group = new Group;
group->SetBattlefieldGroup(this);
group->Create(player);
sGroupMgr->AddGroup(group);
m_Groups[player->GetTeamId()].insert(group->GetGUID());
}
else if (group->IsMember(player->GetGUID()))
{
uint8 subgroup = group->GetMemberGroup(player->GetGUID());
player->SetBattlegroundOrBattlefieldRaid(group, subgroup);
}
else
group->AddMember(player);
return true;
}
//***************End of Group System*******************
//*****************************************************
//***************Spirit Guide System*******************
//*****************************************************
//--------------------
//-Battlefield Method-
//--------------------
BfGraveyard* Battlefield::GetGraveyardById(uint32 id) const
{
if (id < m_GraveyardList.size())
{
if (BfGraveyard* graveyard = m_GraveyardList.at(id))
return graveyard;
else
TC_LOG_ERROR("bg.battlefield", "Battlefield::GetGraveyardById Id:{} does not exist.", id);
}
else
TC_LOG_ERROR("bg.battlefield", "Battlefield::GetGraveyardById Id:{} could not be found.", id);
return nullptr;
}
WorldSafeLocsEntry const* Battlefield::GetClosestGraveyard(Player* player)
{
BfGraveyard* closestGY = nullptr;
float maxdist = -1;
for (uint8 i = 0; i < m_GraveyardList.size(); i++)
{
if (m_GraveyardList[i])
{
if (m_GraveyardList[i]->GetControlTeamId() != player->GetTeamId())
continue;
float dist = m_GraveyardList[i]->GetDistance(player);
if (dist < maxdist || maxdist < 0)
{
closestGY = m_GraveyardList[i];
maxdist = dist;
}
}
}
if (closestGY)
return sObjectMgr->GetWorldSafeLoc(closestGY->GetGraveyardId());
return nullptr;
}
// ----------------------
// - BfGraveyard Method -
// ----------------------
BfGraveyard::BfGraveyard(Battlefield* battlefield)
{
m_Bf = battlefield;
m_GraveyardId = 0;
m_ControlTeam = TEAM_NEUTRAL;
}
void BfGraveyard::Initialize(TeamId startControl, uint32 graveyardId)
{
m_ControlTeam = startControl;
m_GraveyardId = graveyardId;
}
void BfGraveyard::SetSpirit(Creature* spirit, TeamId team)
{
if (!spirit)
{
TC_LOG_ERROR("bg.battlefield", "BfGraveyard::SetSpirit: Invalid Spirit.");
return;
}
m_SpiritGuide[team] = spirit->GetGUID();
spirit->SetReactState(REACT_PASSIVE);
}
float BfGraveyard::GetDistance(Player* player)
{
WorldSafeLocsEntry const* safeLoc = sObjectMgr->GetWorldSafeLoc(m_GraveyardId);
return player->GetDistance2d(safeLoc->Loc.GetPositionX(), safeLoc->Loc.GetPositionY());
}
// For changing graveyard control
void BfGraveyard::GiveControlTo(TeamId team)
{
// Guide switching
// Note: Visiblity changes are made by phasing
/*if (m_SpiritGuide[1 - team])
m_SpiritGuide[1 - team]->SetVisible(false);
if (m_SpiritGuide[team])
m_SpiritGuide[team]->SetVisible(true);*/
if (Creature* spiritHealer = m_Bf->GetCreature(m_SpiritGuide[team]))
spiritHealer->SummonGraveyardTeleporter();
m_ControlTeam = team;
}
bool BfGraveyard::HasNpc(ObjectGuid guid)
{
if (!m_SpiritGuide[TEAM_ALLIANCE] || !m_SpiritGuide[TEAM_HORDE])
return false;
if (!m_Bf->GetCreature(m_SpiritGuide[TEAM_ALLIANCE]) ||
!m_Bf->GetCreature(m_SpiritGuide[TEAM_HORDE]))
return false;
return (m_SpiritGuide[TEAM_ALLIANCE] == guid || m_SpiritGuide[TEAM_HORDE] == guid);
}
// *******************************************************
// *************** End Spirit Guide system ***************
// *******************************************************
// ********************** Misc ***************************
// *******************************************************
Creature* Battlefield::SpawnCreature(uint32 entry, Position const& pos)
{
if (!sObjectMgr->GetCreatureTemplate(entry))
{
TC_LOG_ERROR("bg.battlefield", "Battlefield::SpawnCreature: entry {} does not exist.", entry);
return nullptr;
}
Creature* creature = Creature::CreateCreature(entry, m_Map, pos);
if (!creature)
{
TC_LOG_ERROR("bg.battlefield", "Battlefield::SpawnCreature: Can't create creature entry: {}", entry);
return nullptr;
}
creature->SetHomePosition(pos);
// Set creature in world
m_Map->AddToMap(creature);
creature->setActive(true);
creature->SetFarVisible(true);
return creature;
}
// Method for spawning gameobject on map
GameObject* Battlefield::SpawnGameObject(uint32 entry, Position const& pos, QuaternionData const& rot)
{
if (!sObjectMgr->GetGameObjectTemplate(entry))
{
TC_LOG_ERROR("bg.battlefield", "Battlefield::SpawnGameObject: GameObject template {} not found in database! Battlefield not created!", entry);
return nullptr;
}
// Create gameobject
GameObject* go = GameObject::CreateGameObject(entry, m_Map, pos, rot, 255, GO_STATE_READY);
if (!go)
{
TC_LOG_ERROR("bg.battlefield", "Battlefield::SpawnGameObject: Could not create gameobject template {}! Battlefield has not been created!", entry);
return nullptr;
}
// Add to world
m_Map->AddToMap(go);
go->setActive(true);
go->SetFarVisible(true);
return go;
}
Creature* Battlefield::GetCreature(ObjectGuid guid)
{
if (!m_Map)
return nullptr;
return m_Map->GetCreature(guid);
}
GameObject* Battlefield::GetGameObject(ObjectGuid guid)
{
if (!m_Map)
return nullptr;
return m_Map->GetGameObject(guid);
}
// *******************************************************
// ******************* CapturePoint **********************
// *******************************************************
BattlefieldControlZoneHandler::BattlefieldControlZoneHandler(Battlefield* bf) : _battlefield(bf)
{
}
Battlefield* BattlefieldControlZoneHandler::GetBattlefield()
{
return _battlefield;
}