/* * 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 "LFGMgr.h" #include "Common.h" #include "DatabaseEnv.h" #include "DBCStores.h" #include "DisableMgr.h" #include "GameEventMgr.h" #include "GameTime.h" #include "Group.h" #include "GroupMgr.h" #include "InstanceSaveMgr.h" #include "LFGGroupData.h" #include "LFGPlayerData.h" #include "LFGScripts.h" #include "LFGQueue.h" #include "Log.h" #include "Map.h" #include "ObjectAccessor.h" #include "ObjectMgr.h" #include "Player.h" #include "RBAC.h" #include "SharedDefines.h" #include "SocialMgr.h" #include "World.h" #include "WorldSession.h" namespace lfg { LFGDungeonData::LFGDungeonData() : id(0), name(), map(0), type(0), expansion(0), group(0), minlevel(0), maxlevel(0), difficulty(REGULAR_DIFFICULTY), seasonal(false), x(0.0f), y(0.0f), z(0.0f), o(0.0f) { } LFGDungeonData::LFGDungeonData(LFGDungeonEntry const* dbc) : id(dbc->ID), name(dbc->Name[0]), map(dbc->MapID), type(dbc->TypeID), expansion(uint8(dbc->ExpansionLevel)), group(uint8(dbc->GroupID)), minlevel(uint8(dbc->MinLevel)), maxlevel(uint8(dbc->MaxLevel)), difficulty(Difficulty(dbc->Difficulty)), seasonal((dbc->Flags & LFG_FLAG_SEASONAL) != 0), x(0.0f), y(0.0f), z(0.0f), o(0.0f) { } LFGMgr::LFGMgr(): m_QueueTimer(0), m_lfgProposalId(1), m_options(sWorld->getIntConfig(CONFIG_LFG_OPTIONSMASK)) { } LFGMgr::~LFGMgr() { for (LfgRewardContainer::iterator itr = RewardMapStore.begin(); itr != RewardMapStore.end(); ++itr) delete itr->second; } void LFGMgr::_LoadFromDB(Field* fields, ObjectGuid guid) { if (!fields) return; if (!guid.IsGroup()) return; SetLeader(guid, ObjectGuid(HighGuid::Player, fields[0].GetUInt32())); uint32 dungeon = fields[17].GetUInt32(); uint8 state = fields[18].GetUInt8(); if (!dungeon || !state) return; SetDungeon(guid, dungeon); switch (state) { case LFG_STATE_DUNGEON: case LFG_STATE_FINISHED_DUNGEON: SetState(guid, (LfgState)state); break; default: break; } } void LFGMgr::_SaveToDB(ObjectGuid guid, uint32 db_guid) { if (!guid.IsGroup()) return; CharacterDatabaseTransaction trans = CharacterDatabase.BeginTransaction(); CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_LFG_DATA); stmt->setUInt32(0, db_guid); trans->Append(stmt); stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_LFG_DATA); stmt->setUInt32(0, db_guid); stmt->setUInt32(1, GetDungeon(guid)); stmt->setUInt32(2, GetState(guid)); trans->Append(stmt); CharacterDatabase.CommitTransaction(trans); } /// Load rewards for completing dungeons void LFGMgr::LoadRewards() { uint32 oldMSTime = getMSTime(); for (LfgRewardContainer::iterator itr = RewardMapStore.begin(); itr != RewardMapStore.end(); ++itr) delete itr->second; RewardMapStore.clear(); // ORDER BY is very important for GetRandomDungeonReward! QueryResult result = WorldDatabase.Query("SELECT dungeonId, maxLevel, firstQuestId, otherQuestId FROM lfg_dungeon_rewards ORDER BY dungeonId, maxLevel ASC"); if (!result) { TC_LOG_INFO("server.loading", ">> Loaded 0 lfg dungeon rewards. DB table `lfg_dungeon_rewards` is empty!"); return; } uint32 count = 0; Field* fields = nullptr; do { fields = result->Fetch(); uint32 dungeonId = fields[0].GetUInt32(); uint32 maxLevel = fields[1].GetUInt8(); uint32 firstQuestId = fields[2].GetUInt32(); uint32 otherQuestId = fields[3].GetUInt32(); if (!GetLFGDungeonEntry(dungeonId)) { TC_LOG_ERROR("sql.sql", "Dungeon {} specified in table `lfg_dungeon_rewards` does not exist!", dungeonId); continue; } if (!maxLevel || maxLevel > sWorld->getIntConfig(CONFIG_MAX_PLAYER_LEVEL)) { TC_LOG_ERROR("sql.sql", "Level {} specified for dungeon {} in table `lfg_dungeon_rewards` can never be reached!", maxLevel, dungeonId); maxLevel = sWorld->getIntConfig(CONFIG_MAX_PLAYER_LEVEL); } if (!firstQuestId || !sObjectMgr->GetQuestTemplate(firstQuestId)) { TC_LOG_ERROR("sql.sql", "First quest {} specified for dungeon {} in table `lfg_dungeon_rewards` does not exist!", firstQuestId, dungeonId); continue; } if (otherQuestId && !sObjectMgr->GetQuestTemplate(otherQuestId)) { TC_LOG_ERROR("sql.sql", "Other quest {} specified for dungeon {} in table `lfg_dungeon_rewards` does not exist!", otherQuestId, dungeonId); otherQuestId = 0; } RewardMapStore.insert(LfgRewardContainer::value_type(dungeonId, new LfgReward(maxLevel, firstQuestId, otherQuestId))); ++count; } while (result->NextRow()); TC_LOG_INFO("server.loading", ">> Loaded {} lfg dungeon rewards in {} ms", count, GetMSTimeDiffToNow(oldMSTime)); } LFGDungeonData const* LFGMgr::GetLFGDungeon(uint32 id) { LFGDungeonContainer::const_iterator itr = LfgDungeonStore.find(id); if (itr != LfgDungeonStore.end()) return &(itr->second); return nullptr; } void LFGMgr::LoadLFGDungeons(bool reload /* = false */) { uint32 oldMSTime = getMSTime(); LfgDungeonStore.clear(); // Initialize Dungeon map with data from dbcs for (uint32 i = 0; i < sLFGDungeonStore.GetNumRows(); ++i) { LFGDungeonEntry const* dungeon = sLFGDungeonStore.LookupEntry(i); if (!dungeon) continue; switch (dungeon->TypeID) { case LFG_TYPE_DUNGEON: case LFG_TYPE_HEROIC: case LFG_TYPE_RAID: case LFG_TYPE_RANDOM: LfgDungeonStore[dungeon->ID] = LFGDungeonData(dungeon); break; } } // Fill teleport locations from DB // 0 1 2 3 4 QueryResult result = WorldDatabase.Query("SELECT dungeonId, position_x, position_y, position_z, orientation FROM lfg_dungeon_template"); if (!result) { TC_LOG_INFO("server.loading", ">> Loaded 0 lfg entrance positions. DB table `lfg_dungeon_template` is empty!"); return; } uint32 count = 0; do { Field* fields = result->Fetch(); uint32 dungeonId = fields[0].GetUInt32(); LFGDungeonContainer::iterator dungeonItr = LfgDungeonStore.find(dungeonId); if (dungeonItr == LfgDungeonStore.end()) { TC_LOG_ERROR("sql.sql", "table `lfg_dungeon_template` contains coordinates for wrong dungeon {}", dungeonId); continue; } LFGDungeonData& data = dungeonItr->second; data.x = fields[1].GetFloat(); data.y = fields[2].GetFloat(); data.z = fields[3].GetFloat(); data.o = fields[4].GetFloat(); ++count; } while (result->NextRow()); TC_LOG_INFO("server.loading", ">> Loaded {} lfg entrance positions in {} ms", count, GetMSTimeDiffToNow(oldMSTime)); // Fill all other teleport coords from areatriggers for (LFGDungeonContainer::iterator itr = LfgDungeonStore.begin(); itr != LfgDungeonStore.end(); ++itr) { LFGDungeonData& dungeon = itr->second; // No teleport coords in database, load from areatriggers if (dungeon.type != LFG_TYPE_RANDOM && dungeon.x == 0.0f && dungeon.y == 0.0f && dungeon.z == 0.0f) { AreaTrigger const* at = sObjectMgr->GetMapEntranceTrigger(dungeon.map); if (!at) { TC_LOG_ERROR("sql.sql", "Failed to load dungeon {}, cant find areatrigger for map {}", dungeon.name, dungeon.map); continue; } dungeon.map = at->target_mapId; dungeon.x = at->target_X; dungeon.y = at->target_Y; dungeon.z = at->target_Z; dungeon.o = at->target_Orientation; } if (dungeon.type != LFG_TYPE_RANDOM) CachedDungeonMapStore[dungeon.group].insert(dungeon.id); CachedDungeonMapStore[0].insert(dungeon.id); } if (reload) { CachedDungeonMapStore.clear(); } } LFGMgr* LFGMgr::instance() { static LFGMgr instance; return &instance; } void LFGMgr::Update(uint32 diff) { if (!isOptionEnabled(LFG_OPTION_ENABLE_DUNGEON_FINDER | LFG_OPTION_ENABLE_RAID_BROWSER)) return; time_t currTime = GameTime::GetGameTime(); // Remove obsolete role checks for (LfgRoleCheckContainer::iterator it = RoleChecksStore.begin(); it != RoleChecksStore.end();) { LfgRoleCheckContainer::iterator itRoleCheck = it++; LfgRoleCheck& roleCheck = itRoleCheck->second; if (currTime < roleCheck.cancelTime) continue; roleCheck.state = LFG_ROLECHECK_MISSING_ROLE; for (LfgRolesMap::const_iterator itRoles = roleCheck.roles.begin(); itRoles != roleCheck.roles.end(); ++itRoles) { ObjectGuid guid = itRoles->first; RestoreState(guid, "Remove Obsolete RoleCheck"); SendLfgRoleCheckUpdate(guid, roleCheck); if (guid == roleCheck.leader) SendLfgJoinResult(guid, LfgJoinResultData(LFG_JOIN_FAILED, LFG_ROLECHECK_MISSING_ROLE)); } RestoreState(itRoleCheck->first, "Remove Obsolete RoleCheck"); RoleChecksStore.erase(itRoleCheck); } // Remove obsolete proposals for (LfgProposalContainer::iterator it = ProposalsStore.begin(); it != ProposalsStore.end();) { LfgProposalContainer::iterator itRemove = it++; if (itRemove->second.cancelTime < currTime) RemoveProposal(itRemove, LFG_UPDATETYPE_PROPOSAL_FAILED); } // Remove obsolete kicks for (LfgPlayerBootContainer::iterator it = BootsStore.begin(); it != BootsStore.end();) { LfgPlayerBootContainer::iterator itBoot = it++; LfgPlayerBoot& boot = itBoot->second; if (boot.cancelTime < currTime) { boot.inProgress = false; for (LfgAnswerContainer::const_iterator itVotes = boot.votes.begin(); itVotes != boot.votes.end(); ++itVotes) { ObjectGuid pguid = itVotes->first; if (pguid != boot.victim) SendLfgBootProposalUpdate(pguid, boot); } SetVoteKick(itBoot->first, false); BootsStore.erase(itBoot); } } uint32 lastProposalId = m_lfgProposalId; // Check if a proposal can be formed with the new groups being added for (LfgQueueContainer::iterator it = QueuesStore.begin(); it != QueuesStore.end(); ++it) if (uint8 newProposals = it->second.FindGroups()) TC_LOG_DEBUG("lfg.update", "Found {} new groups in queue {}", newProposals, it->first); if (lastProposalId != m_lfgProposalId) { // FIXME lastProposalId ? lastProposalId +1 ? for (LfgProposalContainer::const_iterator itProposal = ProposalsStore.find(m_lfgProposalId); itProposal != ProposalsStore.end(); ++itProposal) { uint32 proposalId = itProposal->first; LfgProposal& proposal = ProposalsStore[proposalId]; ObjectGuid guid; for (LfgProposalPlayerContainer::const_iterator itPlayers = proposal.players.begin(); itPlayers != proposal.players.end(); ++itPlayers) { guid = itPlayers->first; SetState(guid, LFG_STATE_PROPOSAL); if (ObjectGuid gguid = GetGroup(guid)) { SetState(gguid, LFG_STATE_PROPOSAL); SendLfgUpdateParty(guid, LfgUpdateData(LFG_UPDATETYPE_PROPOSAL_BEGIN, GetSelectedDungeons(guid), GetComment(guid))); } else SendLfgUpdatePlayer(guid, LfgUpdateData(LFG_UPDATETYPE_PROPOSAL_BEGIN, GetSelectedDungeons(guid), GetComment(guid))); SendLfgUpdateProposal(guid, proposal); } if (proposal.state == LFG_PROPOSAL_SUCCESS) UpdateProposal(proposalId, guid, true); } } // Update all players status queue info if (m_QueueTimer > LFG_QUEUEUPDATE_INTERVAL) { m_QueueTimer = 0; for (LfgQueueContainer::iterator it = QueuesStore.begin(); it != QueuesStore.end(); ++it) it->second.UpdateQueueTimers(currTime); } else m_QueueTimer += diff; } /** Adds the player/group to lfg queue. If player is in a group then it is the leader of the group tying to join the group. Join conditions are checked before adding to the new queue. @param[in] player Player trying to join (or leader of group trying to join) @param[in] roles Player selected roles @param[in] dungeons Dungeons the player/group is applying for @param[in] comment Player selected comment */ void LFGMgr::JoinLfg(Player* player, uint8 roles, LfgDungeonSet& dungeons, const std::string& comment) { if (!player || !player->GetSession() || dungeons.empty()) return; // Sanitize input roles roles &= PLAYER_ROLE_ANY; roles = FilterClassRoles(player, roles); // At least 1 role must be selected if (!(roles & (PLAYER_ROLE_TANK | PLAYER_ROLE_HEALER | PLAYER_ROLE_DAMAGE))) return; Group* grp = player->GetGroup(); ObjectGuid guid = player->GetGUID(); ObjectGuid gguid = grp ? grp->GetGUID() : guid; LfgJoinResultData joinData; GuidSet players; uint32 rDungeonId = 0; bool isContinue = grp && grp->isLFGGroup() && GetState(gguid) != LFG_STATE_FINISHED_DUNGEON; // Do not allow to change dungeon in the middle of a current dungeon if (isContinue) { dungeons.clear(); dungeons.insert(GetDungeon(gguid)); } // Already in queue? LfgState state = GetState(gguid); if (state == LFG_STATE_QUEUED) { LFGQueue& queue = GetQueue(gguid); queue.RemoveFromQueue(gguid); } // Check player or group member restrictions if (!player->GetSession()->HasPermission(rbac::RBAC_PERM_JOIN_DUNGEON_FINDER)) joinData.result = LFG_JOIN_NOT_MEET_REQS; else if (player->InBattleground() || player->InArena() || player->InBattlegroundQueue()) joinData.result = LFG_JOIN_USING_BG_SYSTEM; else if (player->HasAura(LFG_SPELL_DUNGEON_DESERTER)) joinData.result = LFG_JOIN_DESERTER; else if (!isContinue && player->HasAura(LFG_SPELL_DUNGEON_COOLDOWN)) joinData.result = LFG_JOIN_RANDOM_COOLDOWN; else if (dungeons.empty()) joinData.result = LFG_JOIN_NOT_MEET_REQS; else if (player->HasAura(9454)) // check Freeze debuff joinData.result = LFG_JOIN_NOT_MEET_REQS; else if (grp) { if (grp->GetMembersCount() > MAX_GROUP_SIZE) joinData.result = LFG_JOIN_TOO_MUCH_MEMBERS; else { uint8 memberCount = 0; for (GroupReference* itr = grp->GetFirstMember(); itr != nullptr && joinData.result == LFG_JOIN_OK; itr = itr->next()) { if (Player* plrg = itr->GetSource()) { if (!plrg->GetSession()->HasPermission(rbac::RBAC_PERM_JOIN_DUNGEON_FINDER)) joinData.result = LFG_JOIN_PARTY_NOT_MEET_REQS; if (plrg->HasAura(LFG_SPELL_DUNGEON_DESERTER)) joinData.result = LFG_JOIN_PARTY_DESERTER; else if (!isContinue && plrg->HasAura(LFG_SPELL_DUNGEON_COOLDOWN)) joinData.result = LFG_JOIN_PARTY_RANDOM_COOLDOWN; else if (plrg->InBattleground() || plrg->InArena() || plrg->InBattlegroundQueue()) joinData.result = LFG_JOIN_USING_BG_SYSTEM; else if (plrg->HasAura(9454)) // check Freeze debuff joinData.result = LFG_JOIN_PARTY_NOT_MEET_REQS; ++memberCount; players.insert(plrg->GetGUID()); } } if (joinData.result == LFG_JOIN_OK && memberCount != grp->GetMembersCount()) joinData.result = LFG_JOIN_DISCONNECTED; } } else players.insert(player->GetGUID()); // Check if all dungeons are valid bool isRaid = false; if (joinData.result == LFG_JOIN_OK) { bool isDungeon = false; for (LfgDungeonSet::const_iterator it = dungeons.begin(); it != dungeons.end() && joinData.result == LFG_JOIN_OK; ++it) { LfgType type = GetDungeonType(*it); switch (type) { case LFG_TYPE_RANDOM: if (dungeons.size() > 1) // Only allow 1 random dungeon joinData.result = LFG_JOIN_DUNGEON_INVALID; else rDungeonId = (*dungeons.begin()); [[fallthrough]]; // Random can only be dungeon or heroic dungeon case LFG_TYPE_HEROIC: case LFG_TYPE_DUNGEON: if (isRaid) joinData.result = LFG_JOIN_MIXED_RAID_DUNGEON; isDungeon = true; break; case LFG_TYPE_RAID: if (isDungeon) joinData.result = LFG_JOIN_MIXED_RAID_DUNGEON; isRaid = true; break; default: joinData.result = LFG_JOIN_DUNGEON_INVALID; break; } } // it could be changed if (joinData.result == LFG_JOIN_OK) { // Expand random dungeons and check restrictions if (rDungeonId) dungeons = GetDungeonsByRandom(rDungeonId); // if we have lockmap then there are no compatible dungeons GetCompatibleDungeons(dungeons, players, joinData.lockmap, isContinue); if (dungeons.empty()) joinData.result = grp ? LFG_JOIN_PARTY_NOT_MEET_REQS : LFG_JOIN_NOT_MEET_REQS; } } // Can't join. Send result if (joinData.result != LFG_JOIN_OK) { TC_LOG_DEBUG("lfg.join", "{} joining with {} members. Result: {}, Dungeons: {}", guid.ToString(), grp ? grp->GetMembersCount() : 1, joinData.result, ConcatenateDungeons(dungeons)); if (!dungeons.empty()) // Only should show lockmap when have no dungeons available joinData.lockmap.clear(); player->GetSession()->SendLfgJoinResult(joinData); return; } SetComment(guid, comment); if (isRaid) { TC_LOG_DEBUG("lfg.join", "{} trying to join raid browser and it's disabled.", guid.ToString()); return; } std::string debugNames = ""; if (grp) // Begin rolecheck { // Create new rolecheck LfgRoleCheck& roleCheck = RoleChecksStore[gguid]; roleCheck.cancelTime = GameTime::GetGameTime() + LFG_TIME_ROLECHECK; roleCheck.state = LFG_ROLECHECK_INITIALITING; roleCheck.leader = guid; roleCheck.dungeons = dungeons; roleCheck.rDungeonId = rDungeonId; if (rDungeonId) { dungeons.clear(); dungeons.insert(rDungeonId); } SetState(gguid, LFG_STATE_ROLECHECK); // Send update to player LfgUpdateData updateData = LfgUpdateData(LFG_UPDATETYPE_JOIN_QUEUE, dungeons, comment); for (GroupReference* itr = grp->GetFirstMember(); itr != nullptr; itr = itr->next()) { if (Player* plrg = itr->GetSource()) { ObjectGuid pguid = plrg->GetGUID(); plrg->GetSession()->SendLfgUpdateParty(updateData); SetState(pguid, LFG_STATE_ROLECHECK); if (!isContinue) SetSelectedDungeons(pguid, dungeons); roleCheck.roles[pguid] = 0; if (!debugNames.empty()) debugNames.append(", "); debugNames.append(plrg->GetName()); } } // Update leader role UpdateRoleCheck(gguid, guid, roles); } else // Add player to queue { LfgRolesMap rolesMap; rolesMap[guid] = roles; LFGQueue& queue = GetQueue(guid); queue.AddQueueData(guid, GameTime::GetGameTime(), dungeons, rolesMap); if (!isContinue) { if (rDungeonId) { dungeons.clear(); dungeons.insert(rDungeonId); } SetSelectedDungeons(guid, dungeons); } // Send update to player player->GetSession()->SendLfgJoinResult(joinData); player->GetSession()->SendLfgUpdatePlayer(LfgUpdateData(LFG_UPDATETYPE_JOIN_QUEUE, dungeons, comment)); SetState(gguid, LFG_STATE_QUEUED); SetRoles(guid, roles); debugNames.append(player->GetName()); } TC_LOG_DEBUG("lfg.join", "{} joined ({}), Members: {}. Dungeons ({}): {}", guid.ToString(), grp ? "group" : "player", debugNames, uint32(dungeons.size()), ConcatenateDungeons(dungeons)); } /** Leaves Dungeon System. Player/Group is removed from queue, rolechecks, proposals or votekicks. Player or group needs to be not NULL and using Dungeon System @param[in] guid Player or group guid */ void LFGMgr::LeaveLfg(ObjectGuid guid, bool disconnected) { ObjectGuid gguid = guid.IsGroup() ? guid : GetGroup(guid); TC_LOG_DEBUG("lfg.leave", "{} left ({})", guid.ToString(), guid == gguid ? "group" : "player"); LfgState state = GetState(guid); switch (state) { case LFG_STATE_QUEUED: if (gguid) { LfgState newState = LFG_STATE_NONE; LfgState oldState = GetOldState(gguid); // Set the new state to LFG_STATE_DUNGEON/LFG_STATE_FINISHED_DUNGEON if the group is already in a dungeon // This is required in case a LFG group vote-kicks a player in a dungeon, queues, then leaves the queue (maybe to queue later again) if (Group* group = sGroupMgr->GetGroupByGUID(gguid.GetCounter())) if (group->isLFGGroup() && GetDungeon(gguid) && (oldState == LFG_STATE_DUNGEON || oldState == LFG_STATE_FINISHED_DUNGEON)) newState = oldState; LFGQueue& queue = GetQueue(gguid); queue.RemoveFromQueue(gguid); SetState(gguid, newState); GuidSet const& players = GetPlayers(gguid); for (GuidSet::const_iterator it = players.begin(); it != players.end(); ++it) { SetState(*it, newState); SendLfgUpdateParty(*it, LfgUpdateData(LFG_UPDATETYPE_REMOVED_FROM_QUEUE)); } } else { LFGQueue& queue = GetQueue(guid); queue.RemoveFromQueue(guid); SendLfgUpdatePlayer(guid, LfgUpdateData(LFG_UPDATETYPE_REMOVED_FROM_QUEUE)); SetState(guid, LFG_STATE_NONE); } break; case LFG_STATE_ROLECHECK: if (gguid) UpdateRoleCheck(gguid); // No player to update role = LFG_ROLECHECK_ABORTED break; case LFG_STATE_PROPOSAL: { // Remove from Proposals LfgProposalContainer::iterator it = ProposalsStore.begin(); ObjectGuid pguid = gguid == guid ? GetLeader(gguid) : guid; while (it != ProposalsStore.end()) { LfgProposalPlayerContainer::iterator itPlayer = it->second.players.find(pguid); if (itPlayer != it->second.players.end()) { // Mark the player/leader of group who left as didn't accept the proposal itPlayer->second.accept = LFG_ANSWER_DENY; break; } ++it; } // Remove from queue - if proposal is found, RemoveProposal will call RemoveFromQueue if (it != ProposalsStore.end()) RemoveProposal(it, LFG_UPDATETYPE_PROPOSAL_DECLINED); break; } case LFG_STATE_NONE: case LFG_STATE_RAIDBROWSER: break; case LFG_STATE_DUNGEON: case LFG_STATE_FINISHED_DUNGEON: if (guid != gguid && !disconnected) // Player SetState(guid, LFG_STATE_NONE); break; } } /** Update the Role check info with the player selected role. @param[in] grp Group guid to update rolecheck @param[in] guid Player guid (0 = rolecheck failed) @param[in] roles Player selected roles */ void LFGMgr::UpdateRoleCheck(ObjectGuid gguid, ObjectGuid guid /* = ObjectGuid::Empty */, uint8 roles /* = PLAYER_ROLE_NONE */) { if (!gguid) return; LfgRolesMap check_roles; LfgRoleCheckContainer::iterator itRoleCheck = RoleChecksStore.find(gguid); if (itRoleCheck == RoleChecksStore.end()) return; // Sanitize input roles roles &= PLAYER_ROLE_ANY; if (guid) { if (Player* player = ObjectAccessor::FindPlayer(guid)) roles = FilterClassRoles(player, roles); else return; } LfgRoleCheck& roleCheck = itRoleCheck->second; bool sendRoleChosen = roleCheck.state != LFG_ROLECHECK_DEFAULT && guid; if (!guid) roleCheck.state = LFG_ROLECHECK_ABORTED; else if (roles < PLAYER_ROLE_TANK) // Player selected no role. roleCheck.state = LFG_ROLECHECK_NO_ROLE; else { roleCheck.roles[guid] = roles; // Check if all players have selected a role LfgRolesMap::const_iterator itRoles = roleCheck.roles.begin(); while (itRoles != roleCheck.roles.end() && itRoles->second != PLAYER_ROLE_NONE) ++itRoles; if (itRoles == roleCheck.roles.end()) { // use temporal var to check roles, CheckGroupRoles modifies the roles check_roles = roleCheck.roles; roleCheck.state = CheckGroupRoles(check_roles) ? LFG_ROLECHECK_FINISHED : LFG_ROLECHECK_WRONG_ROLES; } } LfgDungeonSet dungeons; if (roleCheck.rDungeonId) dungeons.insert(roleCheck.rDungeonId); else dungeons = roleCheck.dungeons; LfgJoinResultData joinData = LfgJoinResultData(LFG_JOIN_FAILED, roleCheck.state); for (LfgRolesMap::const_iterator it = roleCheck.roles.begin(); it != roleCheck.roles.end(); ++it) { ObjectGuid pguid = it->first; if (sendRoleChosen) SendLfgRoleChosen(pguid, guid, roles); SendLfgRoleCheckUpdate(pguid, roleCheck); switch (roleCheck.state) { case LFG_ROLECHECK_INITIALITING: continue; case LFG_ROLECHECK_FINISHED: SetState(pguid, LFG_STATE_QUEUED); SetRoles(pguid, it->second); SendLfgUpdateParty(pguid, LfgUpdateData(LFG_UPDATETYPE_ADDED_TO_QUEUE, dungeons, GetComment(pguid))); break; default: if (roleCheck.leader == pguid) SendLfgJoinResult(pguid, joinData); SendLfgUpdateParty(pguid, LfgUpdateData(LFG_UPDATETYPE_ROLECHECK_FAILED)); RestoreState(pguid, "Rolecheck Failed"); break; } } if (roleCheck.state == LFG_ROLECHECK_FINISHED) { SetState(gguid, LFG_STATE_QUEUED); LFGQueue& queue = GetQueue(gguid); queue.AddQueueData(gguid, GameTime::GetGameTime(), roleCheck.dungeons, roleCheck.roles); RoleChecksStore.erase(itRoleCheck); } else if (roleCheck.state != LFG_ROLECHECK_INITIALITING) { RestoreState(gguid, "Rolecheck Failed"); RoleChecksStore.erase(itRoleCheck); } } /** Given a list of dungeons remove the dungeons players have restrictions. @param[in, out] dungeons Dungeons to check restrictions @param[in] players Set of players to check their dungeon restrictions @param[out] lockMap Map of players Lock status info of given dungeons (Empty if dungeons is not empty) */ void LFGMgr::GetCompatibleDungeons(LfgDungeonSet& dungeons, GuidSet const& players, LfgLockPartyMap& lockMap, bool isContinue) { lockMap.clear(); std::map lockedDungeons; for (GuidSet::const_iterator it = players.begin(); it != players.end() && !dungeons.empty(); ++it) { ObjectGuid guid = (*it); LfgLockMap const& cachedLockMap = GetLockedDungeons(guid); Player* player = ObjectAccessor::FindConnectedPlayer(guid); for (LfgLockMap::const_iterator it2 = cachedLockMap.begin(); it2 != cachedLockMap.end() && !dungeons.empty(); ++it2) { uint32 dungeonId = (it2->first & 0x00FFFFFF); // Compare dungeon ids LfgDungeonSet::iterator itDungeon = dungeons.find(dungeonId); if (itDungeon != dungeons.end()) { bool eraseDungeon = true; // Don't remove the dungeon if team members are trying to continue a locked instance if (it2->second == LFG_LOCKSTATUS_RAID_LOCKED && isContinue) { LFGDungeonData const* dungeon = GetLFGDungeon(dungeonId); ASSERT(dungeon); ASSERT(player); if (InstancePlayerBind* playerBind = player->GetBoundInstance(dungeon->map, Difficulty(dungeon->difficulty))) { if (InstanceSave* playerSave = playerBind->save) { uint32 dungeonInstanceId = playerSave->GetInstanceId(); auto itLockedDungeon = lockedDungeons.find(dungeonId); if (itLockedDungeon == lockedDungeons.end() || itLockedDungeon->second == dungeonInstanceId) eraseDungeon = false; lockedDungeons[dungeonId] = dungeonInstanceId; } } } if (eraseDungeon) dungeons.erase(itDungeon); lockMap[guid][dungeonId] = it2->second; } } } if (!dungeons.empty()) lockMap.clear(); } /** Check if a group can be formed with the given group roles @param[in] groles Map of roles to check @return True if roles are compatible */ bool LFGMgr::CheckGroupRoles(LfgRolesMap& groles) { if (groles.empty()) return false; uint8 damage = 0; uint8 tank = 0; uint8 healer = 0; for (LfgRolesMap::iterator it = groles.begin(); it != groles.end(); ++it) { uint8 role = it->second & ~PLAYER_ROLE_LEADER; if (role == PLAYER_ROLE_NONE) return false; if (role & PLAYER_ROLE_DAMAGE) { if (role != PLAYER_ROLE_DAMAGE) { it->second -= PLAYER_ROLE_DAMAGE; if (CheckGroupRoles(groles)) return true; it->second += PLAYER_ROLE_DAMAGE; } else if (damage == LFG_DPS_NEEDED) return false; else damage++; } if (role & PLAYER_ROLE_HEALER) { if (role != PLAYER_ROLE_HEALER) { it->second -= PLAYER_ROLE_HEALER; if (CheckGroupRoles(groles)) return true; it->second += PLAYER_ROLE_HEALER; } else if (healer == LFG_HEALERS_NEEDED) return false; else healer++; } if (role & PLAYER_ROLE_TANK) { if (role != PLAYER_ROLE_TANK) { it->second -= PLAYER_ROLE_TANK; if (CheckGroupRoles(groles)) return true; it->second += PLAYER_ROLE_TANK; } else if (tank == LFG_TANKS_NEEDED) return false; else tank++; } } return (tank + healer + damage) == uint8(groles.size()); } /** Makes a new group given a proposal @param[in] proposal Proposal to get info from */ void LFGMgr::MakeNewGroup(LfgProposal const& proposal) { GuidList players, tankPlayers, healPlayers, dpsPlayers; GuidList playersToTeleport; for (LfgProposalPlayerContainer::const_iterator it = proposal.players.begin(); it != proposal.players.end(); ++it) { ObjectGuid guid = it->first; if (guid == proposal.leader) players.push_back(guid); else switch (it->second.role & ~PLAYER_ROLE_LEADER) { case PLAYER_ROLE_TANK: tankPlayers.push_back(guid); break; case PLAYER_ROLE_HEALER: healPlayers.push_back(guid); break; case PLAYER_ROLE_DAMAGE: dpsPlayers.push_back(guid); break; default: ABORT_MSG("Invalid LFG role %u", it->second.role); break; } if (proposal.isNew || GetGroup(guid) != proposal.group) playersToTeleport.push_back(guid); } players.splice(players.end(), tankPlayers); players.splice(players.end(), healPlayers); players.splice(players.end(), dpsPlayers); // Set the dungeon difficulty LFGDungeonData const* dungeon = GetLFGDungeon(proposal.dungeonId); ASSERT(dungeon); Group* grp = proposal.group ? sGroupMgr->GetGroupByGUID(proposal.group.GetCounter()) : nullptr; for (GuidList::const_iterator it = players.begin(); it != players.end(); ++it) { ObjectGuid pguid = (*it); Player* player = ObjectAccessor::FindConnectedPlayer(pguid); if (!player) continue; Group* group = player->GetGroup(); if (group && group != grp) group->RemoveMember(player->GetGUID()); if (!grp) { grp = new Group(); grp->ConvertToLFG(); grp->Create(player); ObjectGuid gguid = grp->GetGUID(); SetState(gguid, LFG_STATE_PROPOSAL); sGroupMgr->AddGroup(grp); } else if (group != grp) grp->AddMember(player); grp->SetLfgRoles(pguid, proposal.players.find(pguid)->second.role); // Add the cooldown spell if queued for a random dungeon const LfgDungeonSet& dungeons = GetSelectedDungeons(player->GetGUID()); if (!dungeons.empty()) { uint32 rDungeonId = (*dungeons.begin()); LFGDungeonEntry const* dungeonEntry = sLFGDungeonStore.LookupEntry(rDungeonId); if (dungeonEntry && dungeonEntry->TypeID == LFG_TYPE_RANDOM) player->CastSpell(player, LFG_SPELL_DUNGEON_COOLDOWN, false); } } ASSERT(grp); grp->SetDungeonDifficulty(Difficulty(dungeon->difficulty)); ObjectGuid gguid = grp->GetGUID(); SetDungeon(gguid, dungeon->Entry()); SetState(gguid, LFG_STATE_DUNGEON); _SaveToDB(gguid, grp->GetDbStoreId()); // Teleport Player for (GuidList::const_iterator it = playersToTeleport.begin(); it != playersToTeleport.end(); ++it) if (Player* player = ObjectAccessor::FindPlayer(*it)) TeleportPlayer(player, false); // Update group info grp->SendUpdate(); } uint32 LFGMgr::AddProposal(LfgProposal& proposal) { proposal.id = ++m_lfgProposalId; ProposalsStore[m_lfgProposalId] = proposal; return m_lfgProposalId; } /** Update Proposal info with player answer @param[in] proposalId Proposal id to be updated @param[in] guid Player guid to update answer @param[in] accept Player answer */ void LFGMgr::UpdateProposal(uint32 proposalId, ObjectGuid guid, bool accept) { // Check if the proposal exists LfgProposalContainer::iterator itProposal = ProposalsStore.find(proposalId); if (itProposal == ProposalsStore.end()) return; LfgProposal& proposal = itProposal->second; // Check if proposal have the current player LfgProposalPlayerContainer::iterator itProposalPlayer = proposal.players.find(guid); if (itProposalPlayer == proposal.players.end()) return; LfgProposalPlayer& player = itProposalPlayer->second; player.accept = LfgAnswer(accept); TC_LOG_DEBUG("lfg.proposal.update", "{}, Proposal {}, Selection: {}", guid.ToString(), proposalId, accept); if (!accept) { RemoveProposal(itProposal, LFG_UPDATETYPE_PROPOSAL_DECLINED); return; } // check if all have answered and reorder players (leader first) bool allAnswered = true; for (LfgProposalPlayerContainer::const_iterator itPlayers = proposal.players.begin(); itPlayers != proposal.players.end(); ++itPlayers) if (itPlayers->second.accept != LFG_ANSWER_AGREE) // No answer (-1) or not accepted (0) allAnswered = false; if (!allAnswered) { for (LfgProposalPlayerContainer::const_iterator it = proposal.players.begin(); it != proposal.players.end(); ++it) SendLfgUpdateProposal(it->first, proposal); return; } bool sendUpdate = proposal.state != LFG_PROPOSAL_SUCCESS; proposal.state = LFG_PROPOSAL_SUCCESS; time_t joinTime = GameTime::GetGameTime(); LFGQueue& queue = GetQueue(guid); LfgUpdateData updateData = LfgUpdateData(LFG_UPDATETYPE_GROUP_FOUND); for (LfgProposalPlayerContainer::const_iterator it = proposal.players.begin(); it != proposal.players.end(); ++it) { ObjectGuid pguid = it->first; ObjectGuid gguid = it->second.group; uint32 dungeonId = (*GetSelectedDungeons(pguid).begin()); int32 waitTime = -1; if (sendUpdate) SendLfgUpdateProposal(pguid, proposal); if (gguid) { waitTime = int32((joinTime - queue.GetJoinTime(gguid)) / IN_MILLISECONDS); SendLfgUpdateParty(pguid, updateData); } else { waitTime = int32((joinTime - queue.GetJoinTime(pguid)) / IN_MILLISECONDS); SendLfgUpdatePlayer(pguid, updateData); } updateData.updateType = LFG_UPDATETYPE_REMOVED_FROM_QUEUE; SendLfgUpdatePlayer(pguid, updateData); SendLfgUpdateParty(pguid, updateData); // Update timers uint8 role = GetRoles(pguid); role &= ~PLAYER_ROLE_LEADER; switch (role) { case PLAYER_ROLE_DAMAGE: queue.UpdateWaitTimeDps(waitTime, dungeonId); break; case PLAYER_ROLE_HEALER: queue.UpdateWaitTimeHealer(waitTime, dungeonId); break; case PLAYER_ROLE_TANK: queue.UpdateWaitTimeTank(waitTime, dungeonId); break; default: queue.UpdateWaitTimeAvg(waitTime, dungeonId); break; } // Store the number of players that were present in group when joining RFD, used for achievement purposes if (Player* player = ObjectAccessor::FindConnectedPlayer(pguid)) if (Group* group = player->GetGroup()) PlayersStore[pguid].SetNumberOfPartyMembersAtJoin(group->GetMembersCount()); SetState(pguid, LFG_STATE_DUNGEON); } // Remove players/groups from Queue for (GuidList::const_iterator it = proposal.queues.begin(); it != proposal.queues.end(); ++it) queue.RemoveFromQueue(*it); MakeNewGroup(proposal); ProposalsStore.erase(itProposal); } /** Remove a proposal from the pool, remove the group that didn't accept (if needed) and readd the other members to the queue @param[in] itProposal Iterator to the proposal to remove @param[in] type Type of removal (LFG_UPDATETYPE_PROPOSAL_FAILED, LFG_UPDATETYPE_PROPOSAL_DECLINED) */ void LFGMgr::RemoveProposal(LfgProposalContainer::iterator itProposal, LfgUpdateType type) { LfgProposal& proposal = itProposal->second; proposal.state = LFG_PROPOSAL_FAILED; TC_LOG_DEBUG("lfg.proposal.remove", "Proposal {}, state FAILED, UpdateType {}", itProposal->first, type); // Mark all people that didn't answered as no accept if (type == LFG_UPDATETYPE_PROPOSAL_FAILED) for (LfgProposalPlayerContainer::iterator it = proposal.players.begin(); it != proposal.players.end(); ++it) if (it->second.accept == LFG_ANSWER_PENDING) it->second.accept = LFG_ANSWER_DENY; // Mark players/groups to be removed GuidSet toRemove; for (LfgProposalPlayerContainer::iterator it = proposal.players.begin(); it != proposal.players.end(); ++it) { if (it->second.accept == LFG_ANSWER_AGREE) continue; ObjectGuid guid = it->second.group ? it->second.group : it->first; // Player didn't accept or still pending when no secs left if (it->second.accept == LFG_ANSWER_DENY || type == LFG_UPDATETYPE_PROPOSAL_FAILED) { it->second.accept = LFG_ANSWER_DENY; toRemove.insert(guid); } } // Notify players for (LfgProposalPlayerContainer::const_iterator it = proposal.players.begin(); it != proposal.players.end(); ++it) { ObjectGuid guid = it->first; ObjectGuid gguid = it->second.group ? it->second.group : guid; SendLfgUpdateProposal(guid, proposal); if (toRemove.find(gguid) != toRemove.end()) // Didn't accept or in same group that someone that didn't accept { LfgUpdateData updateData; if (it->second.accept == LFG_ANSWER_DENY) { updateData.updateType = type; TC_LOG_DEBUG("lfg.proposal.remove", "{} didn't accept. Removing from queue and compatible cache", guid.ToString()); } else { updateData.updateType = LFG_UPDATETYPE_REMOVED_FROM_QUEUE; TC_LOG_DEBUG("lfg.proposal.remove", "{} in same group that someone that didn't accept. Removing from queue and compatible cache", guid.ToString()); } RestoreState(guid, "Proposal Fail (didn't accepted or in group with someone that didn't accept"); if (gguid != guid) { RestoreState(it->second.group, "Proposal Fail (someone in group didn't accepted)"); SendLfgUpdateParty(guid, updateData); } else SendLfgUpdatePlayer(guid, updateData); } else { TC_LOG_DEBUG("lfg.proposal.remove", "Readding {} to queue.", guid.ToString()); SetState(guid, LFG_STATE_QUEUED); if (gguid != guid) { SetState(gguid, LFG_STATE_QUEUED); SendLfgUpdateParty(guid, LfgUpdateData(LFG_UPDATETYPE_ADDED_TO_QUEUE, GetSelectedDungeons(guid), GetComment(guid))); } else SendLfgUpdatePlayer(guid, LfgUpdateData(LFG_UPDATETYPE_ADDED_TO_QUEUE, GetSelectedDungeons(guid), GetComment(guid))); } } LFGQueue& queue = GetQueue(proposal.players.begin()->first); // Remove players/groups from queue for (GuidSet::const_iterator it = toRemove.begin(); it != toRemove.end(); ++it) { ObjectGuid guid = *it; queue.RemoveFromQueue(guid); proposal.queues.remove(guid); } // Readd to queue for (GuidList::const_iterator it = proposal.queues.begin(); it != proposal.queues.end(); ++it) { ObjectGuid guid = *it; queue.AddToQueue(guid, true); } ProposalsStore.erase(itProposal); } /** Initialize a boot kick vote @param[in] gguid Group the vote kicks belongs to @param[in] kicker Kicker guid @param[in] victim Victim guid @param[in] reason Kick reason */ void LFGMgr::InitBoot(ObjectGuid gguid, ObjectGuid kicker, ObjectGuid victim, std::string const& reason) { SetVoteKick(gguid, true); LfgPlayerBoot& boot = BootsStore[gguid]; boot.inProgress = true; boot.cancelTime = GameTime::GetGameTime() + LFG_TIME_BOOT; boot.reason = reason; boot.victim = victim; GuidSet const& players = GetPlayers(gguid); // Set votes for (GuidSet::const_iterator itr = players.begin(); itr != players.end(); ++itr) { ObjectGuid guid = (*itr); boot.votes[guid] = LFG_ANSWER_PENDING; } boot.votes[victim] = LFG_ANSWER_DENY; // Victim auto vote NO boot.votes[kicker] = LFG_ANSWER_AGREE; // Kicker auto vote YES // Notify players for (GuidSet::const_iterator it = players.begin(); it != players.end(); ++it) SendLfgBootProposalUpdate(*it, boot); } /** Update Boot info with player answer @param[in] guid Player who has answered @param[in] player answer */ void LFGMgr::UpdateBoot(ObjectGuid guid, bool accept) { ObjectGuid gguid = GetGroup(guid); if (!gguid) return; LfgPlayerBootContainer::iterator itBoot = BootsStore.find(gguid); if (itBoot == BootsStore.end()) return; LfgPlayerBoot& boot = itBoot->second; if (boot.votes[guid] != LFG_ANSWER_PENDING) // Cheat check: Player can't vote twice return; boot.votes[guid] = LfgAnswer(accept); uint8 agreeNum = 0; uint8 denyNum = 0; for (LfgAnswerContainer::const_iterator itVotes = boot.votes.begin(); itVotes != boot.votes.end(); ++itVotes) { switch (itVotes->second) { case LFG_ANSWER_PENDING: break; case LFG_ANSWER_AGREE: ++agreeNum; break; case LFG_ANSWER_DENY: ++denyNum; break; } } // if we don't have enough votes (agree or deny) do nothing if (agreeNum < LFG_GROUP_KICK_VOTES_NEEDED && (boot.votes.size() - denyNum) >= LFG_GROUP_KICK_VOTES_NEEDED) return; // Send update info to all players boot.inProgress = false; for (LfgAnswerContainer::const_iterator itVotes = boot.votes.begin(); itVotes != boot.votes.end(); ++itVotes) { ObjectGuid pguid = itVotes->first; if (pguid != boot.victim) SendLfgBootProposalUpdate(pguid, boot); } SetVoteKick(gguid, false); if (agreeNum == LFG_GROUP_KICK_VOTES_NEEDED) // Vote passed - Kick player { if (Group* group = sGroupMgr->GetGroupByGUID(gguid.GetCounter())) Player::RemoveFromGroup(group, boot.victim, GROUP_REMOVEMETHOD_KICK_LFG); DecreaseKicksLeft(gguid); } BootsStore.erase(itBoot); } /** Teleports the player in or out the dungeon @param[in] player Player to teleport @param[in] out Teleport out (true) or in (false) @param[in] fromOpcode Function called from opcode handlers? (Default false) */ void LFGMgr::TeleportPlayer(Player* player, bool out, bool fromOpcode /*= false*/) { LFGDungeonData const* dungeon = nullptr; Group* group = player->GetGroup(); if (group && group->isLFGGroup()) dungeon = GetLFGDungeon(GetDungeon(group->GetGUID())); if (!dungeon) { TC_LOG_DEBUG("lfg.teleport", "Player {} not in group/lfggroup or dungeon not found!", player->GetName()); player->GetSession()->SendLfgTeleportError(uint8(LFG_TELEPORTERROR_INVALID_LOCATION)); return; } if (out) { TC_LOG_DEBUG("lfg.teleport", "Player {} is being teleported out. Current Map {} - Expected Map {}", player->GetName(), player->GetMapId(), uint32(dungeon->map)); if (player->GetMapId() == uint32(dungeon->map)) player->TeleportToBGEntryPoint(); return; } LfgTeleportError error = LFG_TELEPORTERROR_OK; if (!player->IsAlive()) error = LFG_TELEPORTERROR_PLAYER_DEAD; else if (player->IsFalling() || player->HasUnitState(UNIT_STATE_JUMPING)) error = LFG_TELEPORTERROR_FALLING; else if (player->IsMirrorTimerActive(FATIGUE_TIMER)) error = LFG_TELEPORTERROR_FATIGUE; else if (player->GetVehicle()) error = LFG_TELEPORTERROR_IN_VEHICLE; else if (player->GetCharmedGUID()) error = LFG_TELEPORTERROR_CHARMING; else if (player->HasAura(9454)) // check Freeze debuff error = LFG_TELEPORTERROR_INVALID_LOCATION; else if (player->GetMapId() != uint32(dungeon->map)) // Do not teleport players in dungeon to the entrance { uint32 mapid = dungeon->map; float x = dungeon->x; float y = dungeon->y; float z = dungeon->z; float orientation = dungeon->o; if (!fromOpcode) { // Select a player inside to be teleported to for (GroupReference* itr = group->GetFirstMember(); itr != nullptr; itr = itr->next()) { Player* plrg = itr->GetSource(); if (plrg && plrg != player && plrg->GetMapId() == uint32(dungeon->map)) { mapid = plrg->GetMapId(); x = plrg->GetPositionX(); y = plrg->GetPositionY(); z = plrg->GetPositionZ(); orientation = plrg->GetOrientation(); break; } } } if (!player->GetMap()->IsDungeon()) player->SetBattlegroundEntryPoint(); player->FinishTaxiFlight(); if (!player->TeleportTo(mapid, x, y, z, orientation)) error = LFG_TELEPORTERROR_INVALID_LOCATION; } else error = LFG_TELEPORTERROR_INVALID_LOCATION; if (error != LFG_TELEPORTERROR_OK) player->GetSession()->SendLfgTeleportError(uint8(error)); TC_LOG_DEBUG("lfg.teleport", "Player {} is being teleported in to map {} " "(x: {}, y: {}, z: {}) Result: {}", player->GetName(), dungeon->map, dungeon->x, dungeon->y, dungeon->z, error); } /** Finish a dungeon and give reward, if any. @param[in] guid Group guid @param[in] dungeonId Dungeonid */ void LFGMgr::FinishDungeon(ObjectGuid gguid, const uint32 dungeonId, Map const* currMap) { uint32 gDungeonId = GetDungeon(gguid); if (gDungeonId != dungeonId) { TC_LOG_DEBUG("lfg.dungeon.finish", "Group {} finished dungeon {} but queued for {}", gguid.ToString(), dungeonId, gDungeonId); return; } if (GetState(gguid) == LFG_STATE_FINISHED_DUNGEON) // Shouldn't happen. Do not reward multiple times { TC_LOG_DEBUG("lfg.dungeon.finish", "Group: {} already rewarded", gguid.ToString()); return; } SetState(gguid, LFG_STATE_FINISHED_DUNGEON); GuidSet const& players = GetPlayers(gguid); for (GuidSet::const_iterator it = players.begin(); it != players.end(); ++it) { ObjectGuid guid = (*it); if (GetState(guid) == LFG_STATE_FINISHED_DUNGEON) { TC_LOG_DEBUG("lfg.dungeon.finish", "Group: {}, Player: {} already rewarded", gguid.ToString(), guid.ToString()); continue; } uint32 rDungeonId = 0; LfgDungeonSet const& dungeons = GetSelectedDungeons(guid); if (!dungeons.empty()) rDungeonId = (*dungeons.begin()); SetState(guid, LFG_STATE_FINISHED_DUNGEON); // Give rewards only if its a random dungeon LFGDungeonData const* dungeon = GetLFGDungeon(rDungeonId); if (!dungeon || (dungeon->type != LFG_TYPE_RANDOM && !dungeon->seasonal)) { TC_LOG_DEBUG("lfg.dungeon.finish", "Group: {}, Player: {} dungeon {} is not random or seasonal", gguid.ToString(), guid.ToString(), rDungeonId); continue; } Player* player = ObjectAccessor::FindPlayer(guid); if (!player) { TC_LOG_DEBUG("lfg.dungeon.finish", "Group: {}, Player: {} not found in world", gguid.ToString(), guid.ToString()); continue; } if (player->FindMap() != currMap) { TC_LOG_DEBUG("lfg.dungeon.finish", "Group: {}, Player: {} is in a different map", gguid.ToString(), guid.ToString()); continue; } player->RemoveAurasDueToSpell(LFG_SPELL_DUNGEON_COOLDOWN); LFGDungeonData const* dungeonDone = GetLFGDungeon(dungeonId); uint32 mapId = dungeonDone ? uint32(dungeonDone->map) : 0; if (player->GetMapId() != mapId) { TC_LOG_DEBUG("lfg.dungeon.finish", "Group: {}, Player: {} is in map {} and should be in {} to get reward", gguid.ToString(), guid.ToString(), player->GetMapId(), mapId); continue; } // Update achievements if (dungeon->difficulty == DUNGEON_DIFFICULTY_HEROIC) { uint8 lfdRandomPlayers = 0; if (uint8 numParty = PlayersStore[guid].GetNumberOfPartyMembersAtJoin()) lfdRandomPlayers = 5 - numParty; else lfdRandomPlayers = 4; player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_USE_LFD_TO_GROUP_WITH_PLAYERS, lfdRandomPlayers); } LfgReward const* reward = GetRandomDungeonReward(rDungeonId, player->GetLevel()); if (!reward) continue; bool done = false; Quest const* quest = sObjectMgr->GetQuestTemplate(reward->firstQuest); if (!quest) continue; // if we can take the quest, means that we haven't done this kind of "run", IE: First Heroic Random of Day. if (player->CanRewardQuest(quest, false)) player->RewardQuest(quest, 0, nullptr, false); else { done = true; quest = sObjectMgr->GetQuestTemplate(reward->otherQuest); if (!quest) continue; // we give reward without informing client (retail does this) player->RewardQuest(quest, 0, nullptr, false); } // Give rewards TC_LOG_DEBUG("lfg.dungeon.finish", "Group: {}, Player: {} done dungeon {}, {} previously done.", gguid.ToString(), guid.ToString(), GetDungeon(gguid), done ? " " : " not"); LfgPlayerRewardData data = LfgPlayerRewardData(dungeon->Entry(), GetDungeon(gguid, false), done, quest); player->GetSession()->SendLfgPlayerReward(data); } } // --------------------------------------------------------------------------// // Auxiliar Functions // --------------------------------------------------------------------------// /** Get the dungeon list that can be done given a random dungeon entry. @param[in] randomdungeon Random dungeon id (if value = 0 will return all dungeons) @returns Set of dungeons that can be done. */ LfgDungeonSet const& LFGMgr::GetDungeonsByRandom(uint32 randomdungeon) { LFGDungeonData const* dungeon = GetLFGDungeon(randomdungeon); uint32 group = dungeon ? dungeon->group : 0; return CachedDungeonMapStore[group]; } /** Get the reward of a given random dungeon at a certain level @param[in] dungeon dungeon id @param[in] level Player level @returns Reward */ LfgReward const* LFGMgr::GetRandomDungeonReward(uint32 dungeon, uint8 level) { LfgReward const* rew = nullptr; LfgRewardContainerBounds bounds = RewardMapStore.equal_range(dungeon & 0x00FFFFFF); for (LfgRewardContainer::const_iterator itr = bounds.first; itr != bounds.second; ++itr) { rew = itr->second; // ordered properly at loading if (itr->second->maxLevel >= level) break; } return rew; } /** Given a Dungeon id returns the dungeon Type @param[in] dungeon dungeon id @returns Dungeon type */ LfgType LFGMgr::GetDungeonType(uint32 dungeonId) { LFGDungeonData const* dungeon = GetLFGDungeon(dungeonId); if (!dungeon) return LFG_TYPE_NONE; return LfgType(dungeon->type); } LfgState LFGMgr::GetState(ObjectGuid guid) { LfgState state; if (guid.IsGroup()) { state = GroupsStore[guid].GetState(); TC_LOG_TRACE("lfg.data.group.state.get", "Group: {}, State: {}", guid.ToString(), GetStateString(state)); } else { state = PlayersStore[guid].GetState(); TC_LOG_TRACE("lfg.data.player.state.get", "Player: {}, State: {}", guid.ToString(), GetStateString(state)); } return state; } LfgState LFGMgr::GetOldState(ObjectGuid guid) { LfgState state; if (guid.IsGroup()) { state = GroupsStore[guid].GetOldState(); TC_LOG_TRACE("lfg.data.group.oldstate.get", "Group: {}, Old state: {}", guid.ToString(), state); } else { state = PlayersStore[guid].GetOldState(); TC_LOG_TRACE("lfg.data.player.oldstate.get", "Player: {}, Old state: {}", guid.ToString(), state); } return state; } bool LFGMgr::IsVoteKickActive(ObjectGuid gguid) { ASSERT(gguid.IsGroup()); bool active = GroupsStore[gguid].IsVoteKickActive(); TC_LOG_TRACE("lfg.data.group.votekick.get", "Group: {}, Active: {}", gguid.ToString(), active); return active; } uint32 LFGMgr::GetDungeon(ObjectGuid guid, bool asId /*= true */) { uint32 dungeon = GroupsStore[guid].GetDungeon(asId); TC_LOG_TRACE("lfg.data.group.dungeon.get", "Group: {}, asId: {}, Dungeon: {}", guid.ToString(), asId, dungeon); return dungeon; } uint32 LFGMgr::GetDungeonMapId(ObjectGuid guid) { uint32 dungeonId = GroupsStore[guid].GetDungeon(true); uint32 mapId = 0; if (dungeonId) if (LFGDungeonData const* dungeon = GetLFGDungeon(dungeonId)) mapId = dungeon->map; TC_LOG_TRACE("lfg.data.group.dungeon.map", "Group: {}, MapId: {} (DungeonId: {})", guid.ToString(), mapId, dungeonId); return mapId; } uint8 LFGMgr::GetRoles(ObjectGuid guid) { uint8 roles = PlayersStore[guid].GetRoles(); TC_LOG_TRACE("lfg.data.player.role.get", "Player: {}, Role: {}", guid.ToString(), roles); return roles; } const std::string& LFGMgr::GetComment(ObjectGuid guid) { TC_LOG_TRACE("lfg.data.player.comment.get", "Player: {}, Comment: {}", guid.ToString(), PlayersStore[guid].GetComment()); return PlayersStore[guid].GetComment(); } LfgDungeonSet const& LFGMgr::GetSelectedDungeons(ObjectGuid guid) { TC_LOG_TRACE("lfg.data.player.dungeons.selected.get", "Player: {}, Selected Dungeons: {}", guid.ToString(), ConcatenateDungeons(PlayersStore[guid].GetSelectedDungeons())); return PlayersStore[guid].GetSelectedDungeons(); } LfgLockMap const LFGMgr::GetLockedDungeons(ObjectGuid guid) { TC_LOG_TRACE("lfg.data.player.dungeons.locked.get", "Player: {}, LockedDungeons.", guid.ToString()); LfgLockMap lock; Player* player = ObjectAccessor::FindConnectedPlayer(guid); if (!player) { TC_LOG_WARN("lfg.data.player.dungeons.locked.get", "Player: {} not ingame while retrieving his LockedDungeons.", guid.ToString()); return lock; } uint8 level = player->GetLevel(); uint8 expansion = player->GetSession()->Expansion(); LfgDungeonSet const& dungeons = GetDungeonsByRandom(0); bool denyJoin = !player->GetSession()->HasPermission(rbac::RBAC_PERM_JOIN_DUNGEON_FINDER); for (LfgDungeonSet::const_iterator it = dungeons.begin(); it != dungeons.end(); ++it) { LFGDungeonData const* dungeon = GetLFGDungeon(*it); if (!dungeon) // should never happen - We provide a list from sLFGDungeonStore continue; uint32 lockData = 0; if (denyJoin) lockData = LFG_LOCKSTATUS_RAID_LOCKED; else if (dungeon->expansion > expansion) lockData = LFG_LOCKSTATUS_INSUFFICIENT_EXPANSION; else if (DisableMgr::IsDisabledFor(DISABLE_TYPE_MAP, dungeon->map, player)) lockData = LFG_LOCKSTATUS_RAID_LOCKED; else if (DisableMgr::IsDisabledFor(DISABLE_TYPE_LFG_MAP, dungeon->map, player)) lockData = LFG_LOCKSTATUS_RAID_LOCKED; else if (dungeon->difficulty > DUNGEON_DIFFICULTY_NORMAL && player->GetBoundInstance(dungeon->map, Difficulty(dungeon->difficulty))) lockData = LFG_LOCKSTATUS_RAID_LOCKED; else if (dungeon->minlevel > level) lockData = LFG_LOCKSTATUS_TOO_LOW_LEVEL; else if (dungeon->maxlevel < level) lockData = LFG_LOCKSTATUS_TOO_HIGH_LEVEL; else if (dungeon->seasonal && !IsSeasonActive(dungeon->id)) lockData = LFG_LOCKSTATUS_NOT_IN_SEASON; else if (AccessRequirement const* ar = sObjectMgr->GetAccessRequirement(dungeon->map, Difficulty(dungeon->difficulty))) { if (ar->item_level && player->GetAverageItemLevel() < ar->item_level) lockData = LFG_LOCKSTATUS_TOO_LOW_GEAR_SCORE; else if (ar->achievement && !player->HasAchieved(ar->achievement)) lockData = LFG_LOCKSTATUS_MISSING_ACHIEVEMENT; else if (player->GetTeam() == ALLIANCE && ar->quest_A && !player->GetQuestRewardStatus(ar->quest_A)) lockData = LFG_LOCKSTATUS_QUEST_NOT_COMPLETED; else if (player->GetTeam() == HORDE && ar->quest_H && !player->GetQuestRewardStatus(ar->quest_H)) lockData = LFG_LOCKSTATUS_QUEST_NOT_COMPLETED; else if (ar->item) { if (!player->HasItemCount(ar->item) && (!ar->item2 || !player->HasItemCount(ar->item2))) lockData = LFG_LOCKSTATUS_MISSING_ITEM; } else if (ar->item2 && !player->HasItemCount(ar->item2)) lockData = LFG_LOCKSTATUS_MISSING_ITEM; } /* @todo VoA closed if WG is not under team control (LFG_LOCKSTATUS_RAID_LOCKED) lockData = LFG_LOCKSTATUS_TOO_HIGH_GEAR_SCORE; lockData = LFG_LOCKSTATUS_ATTUNEMENT_TOO_LOW_LEVEL; lockData = LFG_LOCKSTATUS_ATTUNEMENT_TOO_HIGH_LEVEL; */ if (lockData) lock[dungeon->Entry()] = lockData; } return lock; } uint8 LFGMgr::GetKicksLeft(ObjectGuid guid) { uint8 kicks = GroupsStore[guid].GetKicksLeft(); TC_LOG_TRACE("lfg.data.group.kickleft.get", "Group: {}, Kicks left: {}", guid.ToString(), kicks); return kicks; } void LFGMgr::RestoreState(ObjectGuid guid, char const* debugMsg) { if (guid.IsGroup()) { LfgGroupData& data = GroupsStore[guid]; TC_LOG_TRACE("lfg.data.group.state.restore", "Group: {} ({}), State: {}, Old state: {}", guid.ToString(), debugMsg, GetStateString(data.GetState()), GetStateString(data.GetOldState())); data.RestoreState(); } else { LfgPlayerData& data = PlayersStore[guid]; TC_LOG_TRACE("lfg.data.player.state.restore", "Player: {} ({}), State: {}, Old state: {}", guid.ToString(), debugMsg, GetStateString(data.GetState()), GetStateString(data.GetOldState())); data.RestoreState(); } } void LFGMgr::SetState(ObjectGuid guid, LfgState state) { if (guid.IsGroup()) { LfgGroupData& data = GroupsStore[guid]; TC_LOG_TRACE("lfg.data.group.state.set", "Group: {}, New state: {}, Previous: {}, Old state: {}", guid.ToString(), GetStateString(state), GetStateString(data.GetState()), GetStateString(data.GetOldState())); data.SetState(state); } else { LfgPlayerData& data = PlayersStore[guid]; TC_LOG_TRACE("lfg.data.player.state.set", "Player: {}, New state: {}, Previous: {}, OldState: {}", guid.ToString(), GetStateString(state), GetStateString(data.GetState()), GetStateString(data.GetOldState())); data.SetState(state); } } void LFGMgr::SetVoteKick(ObjectGuid gguid, bool active) { ASSERT(gguid.IsGroup()); LfgGroupData& data = GroupsStore[gguid]; TC_LOG_TRACE("lfg.data.group.votekick.set", "Group: {}, New state: {}, Previous: {}", gguid.ToString(), active, data.IsVoteKickActive()); data.SetVoteKick(active); } void LFGMgr::SetDungeon(ObjectGuid guid, uint32 dungeon) { TC_LOG_TRACE("lfg.data.group.dungeon.set", "Group: {}, Dungeon: {}", guid.ToString(), dungeon); GroupsStore[guid].SetDungeon(dungeon); } void LFGMgr::SetRoles(ObjectGuid guid, uint8 roles) { TC_LOG_TRACE("lfg.data.player.role.set", "Player: {}, Roles: {}", guid.ToString(), roles); PlayersStore[guid].SetRoles(roles); } void LFGMgr::SetComment(ObjectGuid guid, std::string const& comment) { TC_LOG_TRACE("lfg.data.player.comment.set", "Player: {}, Comment: {}", guid.ToString(), comment); PlayersStore[guid].SetComment(comment); } void LFGMgr::SetSelectedDungeons(ObjectGuid guid, LfgDungeonSet const& dungeons) { TC_LOG_TRACE("lfg.data.player.dungeon.selected.set", "Player: {}, Dungeons: {}", guid.ToString(), ConcatenateDungeons(dungeons)); PlayersStore[guid].SetSelectedDungeons(dungeons); } void LFGMgr::DecreaseKicksLeft(ObjectGuid guid) { GroupsStore[guid].DecreaseKicksLeft(); TC_LOG_TRACE("lfg.data.group.kicksleft.decrease", "Group: {}, Kicks: {}", guid.ToString(), GroupsStore[guid].GetKicksLeft()); } void LFGMgr::RemovePlayerData(ObjectGuid guid) { TC_LOG_TRACE("lfg.data.player.remove", "Player: {}", guid.ToString()); LfgPlayerDataContainer::iterator it = PlayersStore.find(guid); if (it != PlayersStore.end()) PlayersStore.erase(it); } void LFGMgr::RemoveGroupData(ObjectGuid guid) { TC_LOG_TRACE("lfg.data.group.remove", "Group: {}", guid.ToString()); LfgGroupDataContainer::iterator it = GroupsStore.find(guid); if (it == GroupsStore.end()) return; LfgState state = GetState(guid); // If group is being formed after proposal success do nothing more GuidSet const& players = it->second.GetPlayers(); for (ObjectGuid playerGUID : players) { SetGroup(playerGUID, ObjectGuid::Empty); if (state != LFG_STATE_PROPOSAL) { SetState(playerGUID, LFG_STATE_NONE); SendLfgUpdateParty(playerGUID, LfgUpdateData(LFG_UPDATETYPE_REMOVED_FROM_QUEUE)); } } GroupsStore.erase(it); } uint8 LFGMgr::GetTeam(ObjectGuid guid) { uint8 team = PlayersStore[guid].GetTeam(); TC_LOG_TRACE("lfg.data.player.team.get", "Player: {}, Team: {}", guid.ToString(), team); return team; } uint8 LFGMgr::FilterClassRoles(Player* player, uint8 roles) { roles &= PLAYER_ROLE_ANY; if (!(LfgRoleClasses::TANK & player->GetClassMask())) roles &= ~PLAYER_ROLE_TANK; if (!(LfgRoleClasses::HEALER & player->GetClassMask())) roles &= ~PLAYER_ROLE_HEALER; return roles; } uint8 LFGMgr::RemovePlayerFromGroup(ObjectGuid gguid, ObjectGuid guid) { return GroupsStore[gguid].RemovePlayer(guid); } void LFGMgr::AddPlayerToGroup(ObjectGuid gguid, ObjectGuid guid) { GroupsStore[gguid].AddPlayer(guid); } void LFGMgr::SetLeader(ObjectGuid gguid, ObjectGuid leader) { GroupsStore[gguid].SetLeader(leader); } void LFGMgr::SetTeam(ObjectGuid guid, uint8 team) { if (sWorld->getBoolConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_GROUP)) team = 0; PlayersStore[guid].SetTeam(team); } ObjectGuid LFGMgr::GetGroup(ObjectGuid guid) { return PlayersStore[guid].GetGroup(); } void LFGMgr::SetGroup(ObjectGuid guid, ObjectGuid group) { PlayersStore[guid].SetGroup(group); } GuidSet const& LFGMgr::GetPlayers(ObjectGuid guid) { return GroupsStore[guid].GetPlayers(); } uint8 LFGMgr::GetPlayerCount(ObjectGuid guid) { return GroupsStore[guid].GetPlayerCount(); } ObjectGuid LFGMgr::GetLeader(ObjectGuid guid) { return GroupsStore[guid].GetLeader(); } bool LFGMgr::HasIgnore(ObjectGuid guid1, ObjectGuid guid2) { Player* plr1 = ObjectAccessor::FindConnectedPlayer(guid1); Player* plr2 = ObjectAccessor::FindConnectedPlayer(guid2); return plr1 && plr2 && (plr1->GetSocial()->HasIgnore(guid2) || plr2->GetSocial()->HasIgnore(guid1)); } void LFGMgr::SendLfgRoleChosen(ObjectGuid guid, ObjectGuid pguid, uint8 roles) { if (Player* player = ObjectAccessor::FindConnectedPlayer(guid)) player->GetSession()->SendLfgRoleChosen(pguid, roles); } void LFGMgr::SendLfgRoleCheckUpdate(ObjectGuid guid, LfgRoleCheck const& roleCheck) { if (Player* player = ObjectAccessor::FindConnectedPlayer(guid)) player->GetSession()->SendLfgRoleCheckUpdate(roleCheck); } void LFGMgr::SendLfgUpdatePlayer(ObjectGuid guid, LfgUpdateData const& data) { if (Player* player = ObjectAccessor::FindConnectedPlayer(guid)) player->GetSession()->SendLfgUpdatePlayer(data); } void LFGMgr::SendLfgUpdateParty(ObjectGuid guid, LfgUpdateData const& data) { if (Player* player = ObjectAccessor::FindConnectedPlayer(guid)) player->GetSession()->SendLfgUpdateParty(data); } void LFGMgr::SendLfgJoinResult(ObjectGuid guid, LfgJoinResultData const& data) { if (Player* player = ObjectAccessor::FindConnectedPlayer(guid)) player->GetSession()->SendLfgJoinResult(data); } void LFGMgr::SendLfgBootProposalUpdate(ObjectGuid guid, LfgPlayerBoot const& boot) { if (Player* player = ObjectAccessor::FindConnectedPlayer(guid)) player->GetSession()->SendLfgBootProposalUpdate(boot); } void LFGMgr::SendLfgUpdateProposal(ObjectGuid guid, LfgProposal const& proposal) { if (Player* player = ObjectAccessor::FindConnectedPlayer(guid)) player->GetSession()->SendLfgUpdateProposal(proposal); } void LFGMgr::SendLfgQueueStatus(ObjectGuid guid, LfgQueueStatusData const& data) { if (Player* player = ObjectAccessor::FindConnectedPlayer(guid)) player->GetSession()->SendLfgQueueStatus(data); } bool LFGMgr::IsLfgGroup(ObjectGuid guid) { return guid && guid.IsGroup() && GroupsStore[guid].IsLfgGroup(); } LFGQueue& LFGMgr::GetQueue(ObjectGuid guid) { uint8 queueId = 0; if (guid.IsGroup()) { GuidSet const& players = GetPlayers(guid); ObjectGuid pguid = players.empty() ? ObjectGuid::Empty : (*players.begin()); if (pguid) queueId = GetTeam(pguid); } else queueId = GetTeam(guid); return QueuesStore[queueId]; } bool LFGMgr::AllQueued(GuidList const& check) { if (check.empty()) return false; for (GuidList::const_iterator it = check.begin(); it != check.end(); ++it) { LfgState state = GetState(*it); if (state != LFG_STATE_QUEUED) { if (state != LFG_STATE_PROPOSAL) TC_LOG_DEBUG("lfg.allqueued", "Unexpected state found while trying to form new group. Guid: {}, State: {}", (*it).ToString(), GetStateString(state)); return false; } } return true; } // Only for debugging purposes void LFGMgr::Clean() { QueuesStore.clear(); } bool LFGMgr::isOptionEnabled(uint32 option) { return (m_options & option) != 0; } uint32 LFGMgr::GetOptions() { return m_options; } void LFGMgr::SetOptions(uint32 options) { m_options = options; } LfgUpdateData LFGMgr::GetLfgStatus(ObjectGuid guid) { LfgPlayerData& playerData = PlayersStore[guid]; return LfgUpdateData(LFG_UPDATETYPE_UPDATE_STATUS, playerData.GetState(), playerData.GetSelectedDungeons()); } bool LFGMgr::IsSeasonActive(uint32 dungeonId) { switch (dungeonId) { case 285: // The Headless Horseman return IsHolidayActive(HOLIDAY_HALLOWS_END); case 286: // The Frost Lord Ahune return IsHolidayActive(HOLIDAY_FIRE_FESTIVAL); case 287: // Coren Direbrew return IsHolidayActive(HOLIDAY_BREWFEST); case 288: // The Crown Chemical Co. return IsHolidayActive(HOLIDAY_LOVE_IS_IN_THE_AIR); } return false; } std::string LFGMgr::DumpQueueInfo(bool full) { uint32 size = uint32(QueuesStore.size()); std::ostringstream o; o << "Number of Queues: " << size << "\n"; for (LfgQueueContainer::const_iterator itr = QueuesStore.begin(); itr != QueuesStore.end(); ++itr) { std::string const& queued = itr->second.DumpQueueInfo(); std::string const& compatibles = itr->second.DumpCompatibleInfo(full); o << queued << compatibles; } return o.str(); } void LFGMgr::SetupGroupMember(ObjectGuid guid, ObjectGuid gguid) { LfgDungeonSet dungeons; dungeons.insert(GetDungeon(gguid)); SetSelectedDungeons(guid, dungeons); SetState(guid, GetState(gguid)); SetGroup(guid, gguid); AddPlayerToGroup(gguid, guid); } bool LFGMgr::selectedRandomLfgDungeon(ObjectGuid guid) { if (GetState(guid) != LFG_STATE_NONE) { LfgDungeonSet const& dungeons = GetSelectedDungeons(guid); if (!dungeons.empty()) { LFGDungeonData const* dungeon = GetLFGDungeon(*dungeons.begin()); if (dungeon && (dungeon->type == LFG_TYPE_RANDOM || dungeon->seasonal)) return true; } } return false; } bool LFGMgr::inLfgDungeonMap(ObjectGuid guid, uint32 map, Difficulty difficulty) { if (!guid.IsGroup()) guid = GetGroup(guid); if (uint32 dungeonId = GetDungeon(guid, true)) if (LFGDungeonData const* dungeon = GetLFGDungeon(dungeonId)) if (uint32(dungeon->map) == map && dungeon->difficulty == difficulty) return true; return false; } uint32 LFGMgr::GetLFGDungeonEntry(uint32 id) { if (id) if (LFGDungeonData const* dungeon = GetLFGDungeon(id)) return dungeon->Entry(); return 0; } LfgDungeonSet LFGMgr::GetRandomAndSeasonalDungeons(uint8 level, uint8 expansion) { LfgDungeonSet randomDungeons; for (lfg::LFGDungeonContainer::const_iterator itr = LfgDungeonStore.begin(); itr != LfgDungeonStore.end(); ++itr) { lfg::LFGDungeonData const& dungeon = itr->second; if ((dungeon.type == lfg::LFG_TYPE_RANDOM || (dungeon.seasonal && sLFGMgr->IsSeasonActive(dungeon.id))) && dungeon.expansion <= expansion && dungeon.minlevel <= level && level <= dungeon.maxlevel) randomDungeons.insert(dungeon.Entry()); } return randomDungeons; } } // namespace lfg