/* * 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 "BattlegroundMgr.h" #include "BattlegroundAB.h" #include "BattlegroundAV.h" #include "BattlegroundBE.h" #include "BattlegroundBFG.h" #include "BattlegroundDS.h" #include "BattlegroundEY.h" #include "BattlegroundIC.h" #include "BattlegroundNA.h" #include "BattlegroundPackets.h" #include "BattlegroundRL.h" #include "BattlegroundRV.h" #include "BattlegroundSA.h" #include "BattlegroundTP.h" #include "BattlegroundWS.h" #include "Common.h" #include "Containers.h" #include "DatabaseEnv.h" #include "DB2Stores.h" #include "DisableMgr.h" #include "GameEventMgr.h" #include "Language.h" #include "Log.h" #include "Map.h" #include "MapInstanced.h" #include "MapManager.h" #include "ObjectMgr.h" #include "Opcodes.h" #include "Player.h" #include "SharedDefines.h" #include "World.h" bool BattlegroundTemplate::IsArena() const { return BattlemasterEntry->InstanceType == MAP_ARENA; } uint16 BattlegroundTemplate::GetMinPlayersPerTeam() const { return BattlemasterEntry->MinPlayers; } uint16 BattlegroundTemplate::GetMaxPlayersPerTeam() const { return BattlemasterEntry->MaxPlayers; } uint8 BattlegroundTemplate::GetMinLevel() const { return BattlemasterEntry->MinLevel; } uint8 BattlegroundTemplate::GetMaxLevel() const { return BattlemasterEntry->MaxLevel; } /*********************************************************/ /*** BATTLEGROUND MANAGER ***/ /*********************************************************/ BattlegroundMgr::BattlegroundMgr() : m_NextRatedArenaUpdate(sWorld->getIntConfig(CONFIG_ARENA_RATED_UPDATE_TIMER)), m_UpdateTimer(0), m_ArenaTesting(false), m_Testing(false) { } BattlegroundMgr::~BattlegroundMgr() { DeleteAllBattlegrounds(); } void BattlegroundMgr::DeleteAllBattlegrounds() { for (BattlegroundDataContainer::iterator itr1 = bgDataStore.begin(); itr1 != bgDataStore.end(); ++itr1) { BattlegroundData& data = itr1->second; while (!data.m_Battlegrounds.empty()) delete data.m_Battlegrounds.begin()->second; data.m_Battlegrounds.clear(); } bgDataStore.clear(); for (auto itr = m_BGFreeSlotQueue.begin(); itr != m_BGFreeSlotQueue.end(); ++itr) while (!itr->second.empty()) delete itr->second.front(); m_BGFreeSlotQueue.clear(); } BattlegroundMgr* BattlegroundMgr::instance() { static BattlegroundMgr instance; return &instance; } // used to update running battlegrounds, and delete finished ones void BattlegroundMgr::Update(uint32 diff) { m_UpdateTimer += diff; if (m_UpdateTimer > BATTLEGROUND_OBJECTIVE_UPDATE_INTERVAL) { for (BattlegroundDataContainer::iterator itr1 = bgDataStore.begin(); itr1 != bgDataStore.end(); ++itr1) { BattlegroundContainer& bgs = itr1->second.m_Battlegrounds; BattlegroundContainer::iterator itrDelete = bgs.begin(); // first one is template and should not be deleted for (BattlegroundContainer::iterator itr = ++itrDelete; itr != bgs.end();) { itrDelete = itr++; Battleground* bg = itrDelete->second; bg->Update(m_UpdateTimer); if (bg->ToBeDeleted()) { itrDelete->second = nullptr; bgs.erase(itrDelete); BattlegroundClientIdsContainer& clients = itr1->second.m_ClientBattlegroundIds[bg->GetBracketId()]; if (!clients.empty()) clients.erase(bg->GetClientInstanceID()); delete bg; } } } m_UpdateTimer = 0; } // update events timer for (std::pair& pair : m_BattlegroundQueues) pair.second.UpdateEvents(diff); // update scheduled queues if (!m_QueueUpdateScheduler.empty()) { std::vector scheduled; std::swap(scheduled, m_QueueUpdateScheduler); for (uint8 i = 0; i < scheduled.size(); i++) { uint32 arenaMMRating = scheduled[i].ArenaMatchmakerRating; BattlegroundQueueTypeId bgQueueTypeId = scheduled[i].QueueId; BattlegroundBracketId bracket_id = scheduled[i].BracketId; GetBattlegroundQueue(bgQueueTypeId).BattlegroundQueueUpdate(diff, bracket_id, arenaMMRating); } } // if rating difference counts, maybe force-update queues if (sWorld->getIntConfig(CONFIG_ARENA_MAX_RATING_DIFFERENCE) && sWorld->getIntConfig(CONFIG_ARENA_RATED_UPDATE_TIMER)) { // it's time to force update if (m_NextRatedArenaUpdate < diff) { // forced update for rated arenas (scan all, but skipped non rated) TC_LOG_TRACE("bg.arena", "BattlegroundMgr: UPDATING ARENA QUEUES"); for (uint8 teamSize : { ARENA_TYPE_2v2, ARENA_TYPE_3v3, ARENA_TYPE_5v5 }) { BattlegroundQueueTypeId ratedArenaQueueId = BGQueueTypeId(BATTLEGROUND_AA, BattlegroundQueueIdType::Arena, true, teamSize); for (int bracket = BG_BRACKET_ID_FIRST; bracket < MAX_BATTLEGROUND_BRACKETS; ++bracket) GetBattlegroundQueue(ratedArenaQueueId).BattlegroundQueueUpdate(diff, BattlegroundBracketId(bracket), 0); } m_NextRatedArenaUpdate = sWorld->getIntConfig(CONFIG_ARENA_RATED_UPDATE_TIMER); } else m_NextRatedArenaUpdate -= diff; } } void BattlegroundMgr::BuildBattlegroundStatusHeader(WorldPackets::Battleground::BattlefieldStatusHeader* header, Battleground* bg, Player* player, uint32 ticketId, uint32 joinTime, BattlegroundQueueTypeId queueId, uint32 arenaType) { header->Ticket.RequesterGuid = player->GetGUID(); header->Ticket.Id = ticketId; header->Ticket.Type = WorldPackets::LFG::RideType::Battlegrounds; header->Ticket.Time = joinTime; header->QueueID.push_back(queueId.GetPacked()); header->RangeMin = bg->GetMinLevel(); header->RangeMax = bg->GetMaxLevel(); header->TeamSize = bg->isArena() ? arenaType : 0; header->InstanceID = bg->GetClientInstanceID(); header->RegisteredMatch = bg->isRated(); header->TournamentRules = false; } void BattlegroundMgr::BuildBattlegroundStatusNone(WorldPackets::Battleground::BattlefieldStatusNone* battlefieldStatus, Player* player, uint32 ticketId, uint32 joinTime) { battlefieldStatus->Ticket.RequesterGuid = player->GetGUID(); battlefieldStatus->Ticket.Id = ticketId; battlefieldStatus->Ticket.Type = WorldPackets::LFG::RideType::Battlegrounds; battlefieldStatus->Ticket.Time = joinTime; } void BattlegroundMgr::BuildBattlegroundStatusNeedConfirmation(WorldPackets::Battleground::BattlefieldStatusNeedConfirmation* battlefieldStatus, Battleground* bg, Player* player, uint32 ticketId, uint32 joinTime, uint32 timeout, uint32 arenaType) { BuildBattlegroundStatusHeader(&battlefieldStatus->Hdr, bg, player, ticketId, joinTime, bg->GetQueueId(), arenaType); battlefieldStatus->Mapid = bg->GetMapId(); battlefieldStatus->Timeout = timeout; battlefieldStatus->Role = 0; } void BattlegroundMgr::BuildBattlegroundStatusActive(WorldPackets::Battleground::BattlefieldStatusActive* battlefieldStatus, Battleground* bg, Player* player, uint32 ticketId, uint32 joinTime, uint32 arenaType) { BuildBattlegroundStatusHeader(&battlefieldStatus->Hdr, bg, player, ticketId, joinTime, bg->GetQueueId(), arenaType); battlefieldStatus->ShutdownTimer = bg->GetRemainingTime(); battlefieldStatus->ArenaFaction = player->GetBGTeam() == HORDE ? PVP_TEAM_HORDE : PVP_TEAM_ALLIANCE; battlefieldStatus->LeftEarly = false; battlefieldStatus->StartTimer = bg->GetElapsedTime(); battlefieldStatus->Mapid = bg->GetMapId(); } void BattlegroundMgr::BuildBattlegroundStatusQueued(WorldPackets::Battleground::BattlefieldStatusQueued* battlefieldStatus, Battleground* bg, Player* player, uint32 ticketId, uint32 joinTime, BattlegroundQueueTypeId queueId, uint32 avgWaitTime, uint32 arenaType, bool asGroup) { BuildBattlegroundStatusHeader(&battlefieldStatus->Hdr, bg, player, ticketId, joinTime, queueId, arenaType); battlefieldStatus->AverageWaitTime = avgWaitTime; battlefieldStatus->AsGroup = asGroup; battlefieldStatus->SuspendedQueue = false; battlefieldStatus->EligibleForMatchmaking = true; battlefieldStatus->WaitTime = GetMSTimeDiffToNow(joinTime); } void BattlegroundMgr::BuildBattlegroundStatusFailed(WorldPackets::Battleground::BattlefieldStatusFailed* battlefieldStatus, BattlegroundQueueTypeId queueId, Player* pPlayer, uint32 ticketId, GroupJoinBattlegroundResult result, ObjectGuid const* errorGuid /*= nullptr*/) { battlefieldStatus->Ticket.RequesterGuid = pPlayer->GetGUID(); battlefieldStatus->Ticket.Id = ticketId; battlefieldStatus->Ticket.Type = WorldPackets::LFG::RideType::Battlegrounds; battlefieldStatus->Ticket.Time = pPlayer->GetBattlegroundQueueJoinTime(queueId); battlefieldStatus->QueueID = queueId.GetPacked(); battlefieldStatus->Reason = result; if (errorGuid && (result == ERR_BATTLEGROUND_NOT_IN_BATTLEGROUND || result == ERR_BATTLEGROUND_JOIN_TIMED_OUT)) battlefieldStatus->ClientID = *errorGuid; } Battleground* BattlegroundMgr::GetBattleground(uint32 instanceId, BattlegroundTypeId bgTypeId) { if (!instanceId) return nullptr; BattlegroundDataContainer::const_iterator begin, end; if (bgTypeId == BATTLEGROUND_TYPE_NONE || bgTypeId == BATTLEGROUND_RB || bgTypeId == BATTLEGROUND_RANDOM_EPIC) { begin = bgDataStore.begin(); end = bgDataStore.end(); } else { end = bgDataStore.find(bgTypeId); if (end == bgDataStore.end()) return nullptr; begin = end++; } for (BattlegroundDataContainer::const_iterator it = begin; it != end; ++it) { BattlegroundContainer const& bgs = it->second.m_Battlegrounds; BattlegroundContainer::const_iterator itr = bgs.find(instanceId); if (itr != bgs.end()) return itr->second; } return nullptr; } Battleground* BattlegroundMgr::GetBattlegroundTemplate(BattlegroundTypeId bgTypeId) { BattlegroundDataContainer::const_iterator itr = bgDataStore.find(bgTypeId); if (itr == bgDataStore.end()) return nullptr; BattlegroundContainer const& bgs = itr->second.m_Battlegrounds; // map is sorted and we can be sure that lowest instance id has only BG template return bgs.empty() ? nullptr : bgs.begin()->second; } uint32 BattlegroundMgr::CreateClientVisibleInstanceId(BattlegroundTypeId bgTypeId, BattlegroundBracketId bracket_id) { if (IsArenaType(bgTypeId)) return 0; //arenas don't have client-instanceids // we create here an instanceid, which is just for // displaying this to the client and without any other use.. // the client-instanceIds are unique for each battleground-type // the instance-id just needs to be as low as possible, beginning with 1 // the following works, because std::set is default ordered with "<" // the optimalization would be to use as bitmask std::vector - but that would only make code unreadable BattlegroundClientIdsContainer& clientIds = bgDataStore[bgTypeId].m_ClientBattlegroundIds[bracket_id]; uint32 lastId = 0; for (BattlegroundClientIdsContainer::const_iterator itr = clientIds.begin(); itr != clientIds.end();) { if ((++lastId) != *itr) //if there is a gap between the ids, we will break.. break; lastId = *itr; } clientIds.insert(++lastId); return lastId; } // create a new battleground that will really be used to play Battleground* BattlegroundMgr::CreateNewBattleground(BattlegroundQueueTypeId queueId, PVPDifficultyEntry const* bracketEntry) { BattlegroundTypeId bgTypeId = GetRandomBG(BattlegroundTypeId(queueId.BattlemasterListId)); // get the template BG Battleground* bg_template = GetBattlegroundTemplate(bgTypeId); if (!bg_template) { TC_LOG_ERROR("bg.battleground", "Battleground: CreateNewBattleground - bg template not found for %u", bgTypeId); return nullptr; } Battleground* bg = nullptr; // 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_EY: bg = new BattlegroundEY(*(BattlegroundEY*)bg_template); break; case BATTLEGROUND_RL: bg = new BattlegroundRL(*(BattlegroundRL*)bg_template); break; case BATTLEGROUND_SA: bg = new BattlegroundSA(*(BattlegroundSA*)bg_template); break; case BATTLEGROUND_DS: bg = new BattlegroundDS(*(BattlegroundDS*)bg_template); break; case BATTLEGROUND_RV: bg = new BattlegroundRV(*(BattlegroundRV*)bg_template); break; case BATTLEGROUND_IC: bg = new BattlegroundIC(*(BattlegroundIC*)bg_template); break; case BATTLEGROUND_TP: bg = new BattlegroundTP(*(BattlegroundTP*)bg_template); break; case BATTLEGROUND_BFG: bg = new BattlegroundBFG(*(BattlegroundBFG*)bg_template); break; case BATTLEGROUND_RB: case BATTLEGROUND_AA: case BATTLEGROUND_RANDOM_EPIC: default: return nullptr; } bool isRandom = bgTypeId != BattlegroundTypeId(queueId.BattlemasterListId) && !bg->isArena(); bg->SetQueueId(queueId); bg->SetBracket(bracketEntry); bg->SetInstanceID(sMapMgr->GenerateInstanceId()); bg->SetClientInstanceID(CreateClientVisibleInstanceId(BattlegroundTypeId(queueId.BattlemasterListId), bracketEntry->GetBracketId())); bg->Reset(); // reset the new bg (set status to status_wait_queue from status_none) bg->SetStatus(STATUS_WAIT_JOIN); // start the joining of the bg bg->SetArenaType(queueId.TeamSize); bg->SetRandomTypeID(bgTypeId); bg->SetRated(queueId.Rated); bg->SetRandom(isRandom); return bg; } // used to create the BG templates bool BattlegroundMgr::CreateBattleground(BattlegroundTemplate const* bgTemplate) { Battleground* bg = GetBattlegroundTemplate(bgTemplate->Id); if (!bg) { // Create the BG switch (bgTemplate->Id) { case BATTLEGROUND_AV: bg = new BattlegroundAV(bgTemplate); break; case BATTLEGROUND_WS: bg = new BattlegroundWS(bgTemplate); break; case BATTLEGROUND_AB: bg = new BattlegroundAB(bgTemplate); break; case BATTLEGROUND_NA: bg = new BattlegroundNA(bgTemplate); break; case BATTLEGROUND_BE: bg = new BattlegroundBE(bgTemplate); break; case BATTLEGROUND_EY: bg = new BattlegroundEY(bgTemplate); break; case BATTLEGROUND_RL: bg = new BattlegroundRL(bgTemplate); break; case BATTLEGROUND_SA: bg = new BattlegroundSA(bgTemplate); break; case BATTLEGROUND_DS: bg = new BattlegroundDS(bgTemplate); break; case BATTLEGROUND_RV: bg = new BattlegroundRV(bgTemplate); break; case BATTLEGROUND_IC: bg = new BattlegroundIC(bgTemplate); break; case BATTLEGROUND_AA: bg = new Battleground(bgTemplate); break; case BATTLEGROUND_RB: bg = new Battleground(bgTemplate); bg->SetRandom(true); break; case BATTLEGROUND_TP: bg = new BattlegroundTP(bgTemplate); break; case BATTLEGROUND_BFG: bg = new BattlegroundBFG(bgTemplate); break; case BATTLEGROUND_RANDOM_EPIC: bg = new Battleground(bgTemplate); bg->SetRandom(true); break; default: return false; } bg->SetInstanceID(0); AddBattleground(bg); } return true; } void BattlegroundMgr::LoadBattlegroundTemplates() { uint32 oldMSTime = getMSTime(); // 0 1 2 3 4 5 QueryResult result = WorldDatabase.Query("SELECT ID, AllianceStartLoc, HordeStartLoc, StartMaxDist, Weight, ScriptName FROM battleground_template"); if (!result) { TC_LOG_INFO("server.loading", ">> Loaded 0 battlegrounds. DB table `battleground_template` is empty."); return; } uint32 count = 0; do { Field* fields = result->Fetch(); BattlegroundTypeId bgTypeId = BattlegroundTypeId(fields[0].GetUInt32()); if (DisableMgr::IsDisabledFor(DISABLE_TYPE_BATTLEGROUND, bgTypeId, nullptr)) continue; // can be overwrite by values from DB BattlemasterListEntry const* bl = sBattlemasterListStore.LookupEntry(bgTypeId); if (!bl) { TC_LOG_ERROR("bg.battleground", "Battleground ID %u could not be found in BattlemasterList.dbc. The battleground was not created.", bgTypeId); continue; } BattlegroundTemplate& bgTemplate = _battlegroundTemplates[bgTypeId]; bgTemplate.Id = bgTypeId; float dist = fields[3].GetFloat(); bgTemplate.MaxStartDistSq = dist * dist; bgTemplate.Weight = fields[4].GetUInt8(); bgTemplate.ScriptId = sObjectMgr->GetScriptId(fields[5].GetString()); bgTemplate.BattlemasterEntry = bl; if (bgTemplate.Id != BATTLEGROUND_AA && bgTemplate.Id != BATTLEGROUND_RB && bgTemplate.Id != BATTLEGROUND_RANDOM_EPIC) { uint32 startId = fields[1].GetUInt32(); if (WorldSafeLocsEntry const* start = sObjectMgr->GetWorldSafeLoc(startId)) bgTemplate.StartLocation[TEAM_ALLIANCE] = start; else if (bgTemplate.StartLocation[TEAM_ALLIANCE]) // reload case TC_LOG_ERROR("sql.sql", "Table `battleground_template` for id %u contains a non-existing WorldSafeLocs.dbc id %u in field `AllianceStartLoc`. Ignoring.", bgTemplate.Id, startId); else { TC_LOG_ERROR("sql.sql", "Table `battleground_template` for id %u contains a non-existing WorldSafeLocs.dbc id %u in field `AllianceStartLoc`. BG not created.", bgTemplate.Id, startId); _battlegroundTemplates.erase(bgTypeId); continue; } startId = fields[2].GetUInt32(); if (WorldSafeLocsEntry const* start = sObjectMgr->GetWorldSafeLoc(startId)) bgTemplate.StartLocation[TEAM_HORDE] = start; else if (bgTemplate.StartLocation[TEAM_HORDE]) // reload case TC_LOG_ERROR("sql.sql", "Table `battleground_template` for id %u contains a non-existing WorldSafeLocs.dbc id %u in field `HordeStartLoc`. Ignoring.", bgTemplate.Id, startId); else { TC_LOG_ERROR("sql.sql", "Table `battleground_template` for id %u contains a non-existing WorldSafeLocs.dbc id %u in field `HordeStartLoc`. BG not created.", bgTemplate.Id, startId); _battlegroundTemplates.erase(bgTypeId); continue; } } if (!CreateBattleground(&bgTemplate)) { TC_LOG_ERROR("bg.battleground", "Could not create battleground template class (%u)!", bgTemplate.Id); _battlegroundTemplates.erase(bgTypeId); continue; } if (bgTemplate.BattlemasterEntry->MapID[1] == -1) // in this case we have only one mapId _battlegroundMapTemplates[bgTemplate.BattlemasterEntry->MapID[0]] = &_battlegroundTemplates[bgTypeId]; ++count; } while (result->NextRow()); TC_LOG_INFO("server.loading", ">> Loaded %u battlegrounds in %u ms", count, GetMSTimeDiffToNow(oldMSTime)); } void BattlegroundMgr::SendBattlegroundList(Player* player, ObjectGuid const& guid, BattlegroundTypeId bgTypeId) { BattlegroundTemplate const* bgTemplate = GetBattlegroundTemplateByTypeId(bgTypeId); if (!bgTemplate) return; WorldPackets::Battleground::BattlefieldList battlefieldList; battlefieldList.BattlemasterGuid = guid; battlefieldList.BattlemasterListID = bgTypeId; battlefieldList.MinLevel = bgTemplate->GetMinLevel(); battlefieldList.MaxLevel = bgTemplate->GetMaxLevel(); battlefieldList.PvpAnywhere = guid.IsEmpty(); battlefieldList.HasRandomWinToday = player->GetRandomWinner(); player->SendDirectMessage(battlefieldList.Write()); } void BattlegroundMgr::SendToBattleground(Player* player, uint32 instanceId, BattlegroundTypeId bgTypeId) { if (Battleground* bg = GetBattleground(instanceId, bgTypeId)) { uint32 mapid = bg->GetMapId(); uint32 team = player->GetBGTeam(); WorldSafeLocsEntry const* pos = bg->GetTeamStartPosition(Battleground::GetTeamIndexByTeamId(team)); TC_LOG_DEBUG("bg.battleground", "BattlegroundMgr::SendToBattleground: Sending %s to map %u, %s (bgType %u)", player->GetName().c_str(), mapid, pos->Loc.ToString().c_str(), bgTypeId); player->TeleportTo(pos->Loc); } else TC_LOG_ERROR("bg.battleground", "BattlegroundMgr::SendToBattleground: Instance %u (bgType %u) not found while trying to teleport player %s", instanceId, bgTypeId, player->GetName().c_str()); } void BattlegroundMgr::SendAreaSpiritHealerQueryOpcode(Player* player, Battleground* bg, ObjectGuid const& guid) { uint32 time_ = 30000 - bg->GetLastResurrectTime(); // resurrect every 30 seconds if (time_ == uint32(-1)) time_ = 0; WorldPackets::Battleground::AreaSpiritHealerTime areaSpiritHealerTime; areaSpiritHealerTime.HealerGuid = guid; areaSpiritHealerTime.TimeLeft = time_; player->SendDirectMessage(areaSpiritHealerTime.Write()); } bool BattlegroundMgr::IsArenaType(BattlegroundTypeId bgTypeId) { return bgTypeId == BATTLEGROUND_AA || bgTypeId == BATTLEGROUND_BE || bgTypeId == BATTLEGROUND_NA || bgTypeId == BATTLEGROUND_DS || bgTypeId == BATTLEGROUND_RV || bgTypeId == BATTLEGROUND_RL; } BattlegroundQueueTypeId BattlegroundMgr::BGQueueTypeId(uint16 battlemasterListId, BattlegroundQueueIdType type, bool rated, uint8 teamSize) { return { battlemasterListId, AsUnderlyingType(type), rated, teamSize }; } void BattlegroundMgr::ToggleTesting() { m_Testing = !m_Testing; sWorld->SendWorldText(m_Testing ? LANG_DEBUG_BG_ON : LANG_DEBUG_BG_OFF); } void BattlegroundMgr::ToggleArenaTesting() { m_ArenaTesting = !m_ArenaTesting; sWorld->SendWorldText(m_ArenaTesting ? LANG_DEBUG_ARENA_ON : LANG_DEBUG_ARENA_OFF); } void BattlegroundMgr::SetHolidayWeekends(uint32 mask) { // The current code supports battlegrounds up to BattlegroundTypeId(31) for (uint32 bgtype = 1; bgtype < MAX_BATTLEGROUND_TYPE_ID && bgtype < 32; ++bgtype) if (Battleground* bg = GetBattlegroundTemplate(BattlegroundTypeId(bgtype))) bg->SetHoliday((mask & (1 << bgtype)) != 0); } bool BattlegroundMgr::IsValidQueueId(BattlegroundQueueTypeId bgQueueTypeId) { BattlemasterListEntry const* battlemasterList = sBattlemasterListStore.LookupEntry(bgQueueTypeId.BattlemasterListId); if (!battlemasterList) return false; switch (BattlegroundQueueIdType(bgQueueTypeId.Type)) { case BattlegroundQueueIdType::Battleground: if (battlemasterList->InstanceType != MAP_BATTLEGROUND) return false; if (bgQueueTypeId.TeamSize) return false; break; case BattlegroundQueueIdType::Arena: if (battlemasterList->InstanceType != MAP_ARENA) return false; if (!bgQueueTypeId.Rated) return false; if (!bgQueueTypeId.TeamSize) return false; break; case BattlegroundQueueIdType::Wargame: if (bgQueueTypeId.Rated) return false; break; case BattlegroundQueueIdType::ArenaSkirmish: if (battlemasterList->InstanceType != MAP_ARENA) return false; if (bgQueueTypeId.Rated) return false; if (bgQueueTypeId.TeamSize) return false; break; default: return false; } return true; } void BattlegroundMgr::ScheduleQueueUpdate(uint32 arenaMatchmakerRating, BattlegroundQueueTypeId bgQueueTypeId, BattlegroundBracketId bracket_id) { //This method must be atomic, @todo add mutex //we will use only 1 number created of bgTypeId and bracket_id ScheduledQueueUpdate scheduleId{ arenaMatchmakerRating, bgQueueTypeId, bracket_id }; if (std::find(m_QueueUpdateScheduler.begin(), m_QueueUpdateScheduler.end(), scheduleId) == m_QueueUpdateScheduler.end()) m_QueueUpdateScheduler.push_back(scheduleId); } uint32 BattlegroundMgr::GetMaxRatingDifference() const { // this is for stupid people who can't use brain and set max rating difference to 0 uint32 diff = sWorld->getIntConfig(CONFIG_ARENA_MAX_RATING_DIFFERENCE); if (diff == 0) diff = 5000; return diff; } uint32 BattlegroundMgr::GetRatingDiscardTimer() const { return sWorld->getIntConfig(CONFIG_ARENA_RATING_DISCARD_TIMER); } uint32 BattlegroundMgr::GetPrematureFinishTime() const { return sWorld->getIntConfig(CONFIG_BATTLEGROUND_PREMATURE_FINISH_TIMER); } void BattlegroundMgr::LoadBattleMastersEntry() { uint32 oldMSTime = getMSTime(); mBattleMastersMap.clear(); // need for reload case QueryResult result = WorldDatabase.Query("SELECT entry, bg_template FROM battlemaster_entry"); if (!result) { TC_LOG_INFO("server.loading", ">> Loaded 0 battlemaster entries. DB table `battlemaster_entry` is empty!"); return; } uint32 count = 0; do { ++count; Field* fields = result->Fetch(); uint32 entry = fields[0].GetUInt32(); if (CreatureTemplate const* cInfo = sObjectMgr->GetCreatureTemplate(entry)) { if ((cInfo->npcflag & UNIT_NPC_FLAG_BATTLEMASTER) == 0) TC_LOG_ERROR("sql.sql", "Creature (Entry: %u) listed in `battlemaster_entry` is not a battlemaster.", entry); } else { TC_LOG_ERROR("sql.sql", "Creature (Entry: %u) listed in `battlemaster_entry` does not exist.", entry); continue; } uint32 bgTypeId = fields[1].GetUInt32(); if (!sBattlemasterListStore.LookupEntry(bgTypeId)) { TC_LOG_ERROR("sql.sql", "Table `battlemaster_entry` contains entry %u for a non-existing battleground type %u, ignored.", entry, bgTypeId); continue; } mBattleMastersMap[entry] = BattlegroundTypeId(bgTypeId); } while (result->NextRow()); CheckBattleMasters(); TC_LOG_INFO("server.loading", ">> Loaded %u battlemaster entries in %u ms", count, GetMSTimeDiffToNow(oldMSTime)); } void BattlegroundMgr::CheckBattleMasters() { CreatureTemplateContainer const& ctc = sObjectMgr->GetCreatureTemplates(); for (auto const& creatureTemplatePair : ctc) { if ((creatureTemplatePair.second.npcflag & UNIT_NPC_FLAG_BATTLEMASTER) && !mBattleMastersMap.count(creatureTemplatePair.first)) { TC_LOG_ERROR("sql.sql", "Creature_Template Entry: %u has UNIT_NPC_FLAG_BATTLEMASTER, but no data in the `battlemaster_entry` table. Removing flag.", creatureTemplatePair.first); const_cast(creatureTemplatePair.second).npcflag &= ~UNIT_NPC_FLAG_BATTLEMASTER; } } } HolidayIds BattlegroundMgr::BGTypeToWeekendHolidayId(BattlegroundTypeId bgTypeId) { switch (bgTypeId) { case BATTLEGROUND_AV: return HOLIDAY_CALL_TO_ARMS_AV; case BATTLEGROUND_EY: return HOLIDAY_CALL_TO_ARMS_ES; case BATTLEGROUND_WS: return HOLIDAY_CALL_TO_ARMS_WG; case BATTLEGROUND_SA: return HOLIDAY_CALL_TO_ARMS_SA; case BATTLEGROUND_AB: return HOLIDAY_CALL_TO_ARMS_AB; case BATTLEGROUND_IC: return HOLIDAY_CALL_TO_ARMS_IC; case BATTLEGROUND_TP: return HOLIDAY_CALL_TO_ARMS_TP; case BATTLEGROUND_BFG: return HOLIDAY_CALL_TO_ARMS_BG; default: return HOLIDAY_NONE; } } BattlegroundTypeId BattlegroundMgr::WeekendHolidayIdToBGType(HolidayIds holiday) { switch (holiday) { case HOLIDAY_CALL_TO_ARMS_AV: return BATTLEGROUND_AV; case HOLIDAY_CALL_TO_ARMS_ES: return BATTLEGROUND_EY; case HOLIDAY_CALL_TO_ARMS_WG: return BATTLEGROUND_WS; case HOLIDAY_CALL_TO_ARMS_SA: return BATTLEGROUND_SA; case HOLIDAY_CALL_TO_ARMS_AB: return BATTLEGROUND_AB; case HOLIDAY_CALL_TO_ARMS_IC: return BATTLEGROUND_IC; case HOLIDAY_CALL_TO_ARMS_TP: return BATTLEGROUND_TP; case HOLIDAY_CALL_TO_ARMS_BG: return BATTLEGROUND_BFG; default: return BATTLEGROUND_TYPE_NONE; } } bool BattlegroundMgr::IsBGWeekend(BattlegroundTypeId bgTypeId) { return IsHolidayActive(BGTypeToWeekendHolidayId(bgTypeId)); } BattlegroundTypeId BattlegroundMgr::GetRandomBG(BattlegroundTypeId bgTypeId) { if (BattlegroundTemplate const* bgTemplate = GetBattlegroundTemplateByTypeId(bgTypeId)) { std::vector ids; ids.reserve(16); std::vector weights; weights.reserve(16); for (int32 mapId : bgTemplate->BattlemasterEntry->MapID) { if (mapId == -1) break; if (BattlegroundTemplate const* bg = GetBattlegroundTemplateByMapId(mapId)) { ids.push_back(bg->Id); weights.push_back(bg->Weight); } } return *Trinity::Containers::SelectRandomWeightedContainerElement(ids, weights); } return BATTLEGROUND_TYPE_NONE; } BGFreeSlotQueueContainer& BattlegroundMgr::GetBGFreeSlotQueueStore(BattlegroundQueueTypeId bgTypeId) { return m_BGFreeSlotQueue[bgTypeId]; } void BattlegroundMgr::AddToBGFreeSlotQueue(BattlegroundQueueTypeId bgTypeId, Battleground* bg) { m_BGFreeSlotQueue[bgTypeId].push_front(bg); } void BattlegroundMgr::RemoveFromBGFreeSlotQueue(BattlegroundQueueTypeId bgTypeId, uint32 instanceId) { BGFreeSlotQueueContainer& queues = m_BGFreeSlotQueue[bgTypeId]; for (BGFreeSlotQueueContainer::iterator itr = queues.begin(); itr != queues.end(); ++itr) if ((*itr)->GetInstanceID() == instanceId) { queues.erase(itr); return; } } void BattlegroundMgr::AddBattleground(Battleground* bg) { if (bg) bgDataStore[bg->GetTypeID()].m_Battlegrounds[bg->GetInstanceID()] = bg; } void BattlegroundMgr::RemoveBattleground(BattlegroundTypeId bgTypeId, uint32 instanceId) { bgDataStore[bgTypeId].m_Battlegrounds.erase(instanceId); }