/* * 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 . */ #ifndef _LFGMGR_H #define _LFGMGR_H #include "Common.h" #include "DatabaseEnvFwd.h" #include "LFG.h" #include "LFGQueue.h" #include "LFGGroupData.h" #include "LFGPlayerData.h" #include "SharedDefines.h" #include class Group; class Player; class Quest; class Map; struct LFGDungeonEntry; enum Difficulty : uint8; namespace lfg { enum LfgOptions { LFG_OPTION_ENABLE_DUNGEON_FINDER = 0x01, LFG_OPTION_ENABLE_RAID_BROWSER = 0x02, }; enum LFGMgrEnum { LFG_TIME_ROLECHECK = 45, LFG_TIME_BOOT = 120, LFG_TIME_PROPOSAL = 45, LFG_QUEUEUPDATE_INTERVAL = 15 * IN_MILLISECONDS, LFG_SPELL_DUNGEON_COOLDOWN = 71328, LFG_SPELL_DUNGEON_DESERTER = 71041, LFG_SPELL_LUCK_OF_THE_DRAW = 72221, LFG_GROUP_KICK_VOTES_NEEDED = 3 }; enum LfgFlags { LFG_FLAG_UNK1 = 0x1, LFG_FLAG_UNK2 = 0x2, LFG_FLAG_SEASONAL = 0x4, LFG_FLAG_UNK3 = 0x8 }; /// Determines the type of instance enum LfgType { LFG_TYPE_NONE = 0, LFG_TYPE_DUNGEON = 1, LFG_TYPE_RAID = 2, LFG_TYPE_HEROIC = 5, LFG_TYPE_RANDOM = 6 }; /// Proposal states enum LfgProposalState { LFG_PROPOSAL_INITIATING = 0, LFG_PROPOSAL_FAILED = 1, LFG_PROPOSAL_SUCCESS = 2 }; /// Teleport errors enum LfgTeleportError { // 7 = "You can't do that right now" | 5 = No client reaction LFG_TELEPORTERROR_OK = 0, // Internal use LFG_TELEPORTERROR_PLAYER_DEAD = 1, LFG_TELEPORTERROR_FALLING = 2, LFG_TELEPORTERROR_IN_VEHICLE = 3, LFG_TELEPORTERROR_FATIGUE = 4, LFG_TELEPORTERROR_INVALID_LOCATION = 6, LFG_TELEPORTERROR_CHARMING = 8 // FIXME - It can be 7 or 8 (Need proper data) }; /// Queue join results enum LfgJoinResult { // 3 = No client reaction | 18 = "Rolecheck failed" LFG_JOIN_OK = 0, // Joined (no client msg) LFG_JOIN_FAILED = 1, // RoleCheck Failed LFG_JOIN_GROUPFULL = 2, // Your group is full LFG_JOIN_INTERNAL_ERROR = 4, // Internal LFG Error LFG_JOIN_NOT_MEET_REQS = 5, // You do not meet the requirements for the chosen dungeons LFG_JOIN_PARTY_NOT_MEET_REQS = 6, // One or more party members do not meet the requirements for the chosen dungeons LFG_JOIN_MIXED_RAID_DUNGEON = 7, // You cannot mix dungeons, raids, and random when picking dungeons LFG_JOIN_MULTI_REALM = 8, // The dungeon you chose does not support players from multiple realms LFG_JOIN_DISCONNECTED = 9, // One or more party members are pending invites or disconnected LFG_JOIN_PARTY_INFO_FAILED = 10, // Could not retrieve information about some party members LFG_JOIN_DUNGEON_INVALID = 11, // One or more dungeons was not valid LFG_JOIN_DESERTER = 12, // You can not queue for dungeons until your deserter debuff wears off LFG_JOIN_PARTY_DESERTER = 13, // One or more party members has a deserter debuff LFG_JOIN_RANDOM_COOLDOWN = 14, // You can not queue for random dungeons while on random dungeon cooldown LFG_JOIN_PARTY_RANDOM_COOLDOWN = 15, // One or more party members are on random dungeon cooldown LFG_JOIN_TOO_MUCH_MEMBERS = 16, // You can not enter dungeons with more that 5 party members LFG_JOIN_USING_BG_SYSTEM = 17 // You can not use the dungeon system while in BG or arenas }; /// Role check states enum LfgRoleCheckState { LFG_ROLECHECK_DEFAULT = 0, // Internal use = Not initialized. LFG_ROLECHECK_FINISHED = 1, // Role check finished LFG_ROLECHECK_INITIALITING = 2, // Role check begins LFG_ROLECHECK_MISSING_ROLE = 3, // Someone didn't selected a role after 2 mins LFG_ROLECHECK_WRONG_ROLES = 4, // Can't form a group with that role selection LFG_ROLECHECK_ABORTED = 5, // Someone leave the group LFG_ROLECHECK_NO_ROLE = 6 // Someone selected no role }; enum LfgRoleClasses { TANK = (1 << (CLASS_WARRIOR - 1)) | (1 << (CLASS_PALADIN - 1)) | (1 << (CLASS_DEATH_KNIGHT - 1)) | (1 << (CLASS_DRUID - 1)), HEALER = (1 << (CLASS_PALADIN - 1)) | (1 << (CLASS_PRIEST - 1)) | (1 << (CLASS_SHAMAN - 1)) | (1 << (CLASS_DRUID - 1)), }; // Forward declaration (just to have all typedef together) struct LFGDungeonData; struct LfgReward; struct LfgQueueInfo; struct LfgRoleCheck; struct LfgProposal; struct LfgProposalPlayer; struct LfgPlayerBoot; typedef std::map LfgQueueContainer; typedef std::multimap LfgRewardContainer; typedef std::pair LfgRewardContainerBounds; typedef std::map LfgCachedDungeonContainer; typedef std::map LfgAnswerContainer; typedef std::map LfgRoleCheckContainer; typedef std::map LfgProposalContainer; typedef std::map LfgProposalPlayerContainer; typedef std::map LfgPlayerBootContainer; typedef std::map LfgGroupDataContainer; typedef std::map LfgPlayerDataContainer; typedef std::unordered_map LFGDungeonContainer; // Data needed by SMSG_LFG_JOIN_RESULT struct LfgJoinResultData { LfgJoinResultData(LfgJoinResult _result = LFG_JOIN_OK, LfgRoleCheckState _state = LFG_ROLECHECK_DEFAULT): result(_result), state(_state) { } LfgJoinResult result; LfgRoleCheckState state; LfgLockPartyMap lockmap; }; // Data needed by SMSG_LFG_UPDATE_PARTY and SMSG_LFG_UPDATE_PLAYER struct LfgUpdateData { LfgUpdateData(LfgUpdateType _type = LFG_UPDATETYPE_DEFAULT): updateType(_type), state(LFG_STATE_NONE), comment("") { } LfgUpdateData(LfgUpdateType _type, LfgDungeonSet const& _dungeons, std::string const& _comment): updateType(_type), state(LFG_STATE_NONE), dungeons(_dungeons), comment(_comment) { } LfgUpdateData(LfgUpdateType _type, LfgState _state, LfgDungeonSet const& _dungeons, std::string const& _comment = ""): updateType(_type), state(_state), dungeons(_dungeons), comment(_comment) { } LfgUpdateType updateType; LfgState state; LfgDungeonSet dungeons; std::string comment; }; // Data needed by SMSG_LFG_QUEUE_STATUS struct LfgQueueStatusData { LfgQueueStatusData(uint32 _dungeonId = 0, int32 _waitTime = -1, int32 _waitTimeAvg = -1, int32 _waitTimeTank = -1, int32 _waitTimeHealer = -1, int32 _waitTimeDps = -1, uint32 _queuedTime = 0, uint8 _tanks = 0, uint8 _healers = 0, uint8 _dps = 0) : dungeonId(_dungeonId), waitTime(_waitTime), waitTimeAvg(_waitTimeAvg), waitTimeTank(_waitTimeTank), waitTimeHealer(_waitTimeHealer), waitTimeDps(_waitTimeDps), queuedTime(_queuedTime), tanks(_tanks), healers(_healers), dps(_dps) { } uint32 dungeonId; int32 waitTime; int32 waitTimeAvg; int32 waitTimeTank; int32 waitTimeHealer; int32 waitTimeDps; uint32 queuedTime; uint8 tanks; uint8 healers; uint8 dps; }; struct LfgPlayerRewardData { LfgPlayerRewardData(uint32 random, uint32 current, bool _done, Quest const* _quest): rdungeonEntry(random), sdungeonEntry(current), done(_done), quest(_quest) { } uint32 rdungeonEntry; uint32 sdungeonEntry; bool done; Quest const* quest; }; /// Reward info struct LfgReward { LfgReward(uint32 _maxLevel = 0, uint32 _firstQuest = 0, uint32 _otherQuest = 0): maxLevel(_maxLevel), firstQuest(_firstQuest), otherQuest(_otherQuest) { } uint32 maxLevel; uint32 firstQuest; uint32 otherQuest; }; /// Stores player data related to proposal to join struct LfgProposalPlayer { LfgProposalPlayer(): role(0), accept(LFG_ANSWER_PENDING), group() { } uint8 role; /// Proposed role LfgAnswer accept; /// Accept status (-1 not answer | 0 Not agree | 1 agree) ObjectGuid group; /// Original group guid. 0 if no original group }; /// Stores group data related to proposal to join struct LfgProposal { LfgProposal(uint32 dungeon = 0): id(0), dungeonId(dungeon), state(LFG_PROPOSAL_INITIATING), group(), leader(), cancelTime(0), encounters(0), isNew(true) { } uint32 id; /// Proposal Id uint32 dungeonId; /// Dungeon to join LfgProposalState state; /// State of the proposal ObjectGuid group; /// Proposal group (0 if new) ObjectGuid leader; /// Leader guid. time_t cancelTime; /// Time when we will cancel this proposal uint32 encounters; /// Dungeon Encounters bool isNew; /// Determines if it's new group or not GuidList queues; /// Queue Ids to remove/readd GuidList showorder; /// Show order in update window LfgProposalPlayerContainer players; /// Players data }; /// Stores all rolecheck info of a group that wants to join struct LfgRoleCheck { time_t cancelTime; /// Time when the rolecheck will fail LfgRolesMap roles; /// Player selected roles LfgRoleCheckState state; /// State of the rolecheck LfgDungeonSet dungeons; /// Dungeons group is applying for (expanded random dungeons) uint32 rDungeonId; /// Random Dungeon Id. ObjectGuid leader; /// Leader of the group }; /// Stores information of a current vote to kick someone from a group struct LfgPlayerBoot { time_t cancelTime; /// Time left to vote bool inProgress; /// Vote in progress LfgAnswerContainer votes; /// Player votes (-1 not answer | 0 Not agree | 1 agree) ObjectGuid victim; /// Player guid to be kicked (can't vote) std::string reason; /// kick reason }; struct LFGDungeonData { LFGDungeonData(); LFGDungeonData(LFGDungeonEntry const* dbc); uint32 id; std::string name; uint16 map; uint8 type; uint8 expansion; uint8 group; std::array minlevel; std::array maxlevel; Difficulty difficulty; bool seasonal; float x, y, z, o; // Helpers uint32 Entry() const { return id + (type << 24); } }; class TC_GAME_API LFGMgr { private: LFGMgr(); ~LFGMgr(); public: static LFGMgr* instance(); // Functions used outside lfg namespace void Update(uint32 diff); // World.cpp /// Finish the dungeon for the given group. All check are performed using internal lfg data void FinishDungeon(ObjectGuid gguid, uint32 dungeonId, Map const* currMap); /// Loads rewards for random dungeons void LoadRewards(); /// Loads dungeons from dbc and adds teleport coords void LoadLFGDungeons(bool reload = false); // Multiple files /// Check if given guid applied for random dungeon bool selectedRandomLfgDungeon(ObjectGuid guid); /// Check if given guid applied for given map and difficulty. Used to know bool inLfgDungeonMap(ObjectGuid guid, uint32 map, Difficulty difficulty); /// Get selected dungeons LfgDungeonSet const& GetSelectedDungeons(ObjectGuid guid); /// Get current lfg state LfgState GetState(ObjectGuid guid); /// Get current vote kick state bool IsVoteKickActive(ObjectGuid gguid); /// Get current dungeon uint32 GetDungeon(ObjectGuid guid, bool asId = true); /// Get the map id of the current dungeon uint32 GetDungeonMapId(ObjectGuid guid); /// Get kicks left in current group uint8 GetKicksLeft(ObjectGuid gguid); /// Load Lfg group info from DB void _LoadFromDB(Field* fields, ObjectGuid guid); /// Initializes player data after loading group data from DB void SetupGroupMember(ObjectGuid guid, ObjectGuid gguid); /// Return Lfg dungeon entry for given dungeon id uint32 GetLFGDungeonEntry(uint32 id); // cs_lfg /// Get current player roles uint8 GetRoles(ObjectGuid guid); /// Get current player comment (used for LFR) std::string const& GetComment(ObjectGuid gguid); /// Gets current lfg options uint32 GetOptions(); /// Sets new lfg options void SetOptions(uint32 options); /// Checks if given lfg option is enabled bool isOptionEnabled(uint32 option); /// Clears queue - Only for internal testing void Clean(); /// Dumps the state of the queue - Only for internal testing std::string DumpQueueInfo(bool full = false); // LFGScripts /// Get leader of the group (using internal data) ObjectGuid GetLeader(ObjectGuid guid); /// Sets player team void SetTeam(ObjectGuid guid, uint8 team); /// Sets player group void SetGroup(ObjectGuid guid, ObjectGuid group); /// Gets player group ObjectGuid GetGroup(ObjectGuid guid); /// Sets the leader of the group void SetLeader(ObjectGuid gguid, ObjectGuid leader); /// Removes saved group data void RemoveGroupData(ObjectGuid guid); /// Removes a player from a group uint8 RemovePlayerFromGroup(ObjectGuid gguid, ObjectGuid guid); /// Adds player to group void AddPlayerToGroup(ObjectGuid gguid, ObjectGuid guid); // LFGHandler /// Get locked dungeons LfgLockMap const GetLockedDungeons(ObjectGuid guid); /// Returns current lfg status LfgUpdateData GetLfgStatus(ObjectGuid guid); /// Checks if Seasonal dungeon is active bool IsSeasonActive(uint32 dungeonId); /// Gets the random dungeon reward corresponding to given dungeon and player level LfgReward const* GetRandomDungeonReward(uint32 dungeon, uint8 level); /// Returns all random and seasonal dungeons for given level and expansion LfgDungeonSet GetRandomAndSeasonalDungeons(uint8 level, uint8 expansion); /// Teleport a player to/from selected dungeon void TeleportPlayer(Player* player, bool out, bool fromOpcode = false); /// Inits new proposal to boot a player void InitBoot(ObjectGuid gguid, ObjectGuid kguid, ObjectGuid vguid, std::string const& reason); /// Updates player boot proposal with new player answer void UpdateBoot(ObjectGuid guid, bool accept); /// Updates proposal to join dungeon with player answer void UpdateProposal(uint32 proposalId, ObjectGuid guid, bool accept); /// Updates the role check with player answer void UpdateRoleCheck(ObjectGuid gguid, ObjectGuid guid = ObjectGuid::Empty, uint8 roles = PLAYER_ROLE_NONE); /// Sets player lfg roles void SetRoles(ObjectGuid guid, uint8 roles); /// Sets player lfr comment void SetComment(ObjectGuid guid, std::string const& comment); /// Join Lfg with selected roles, dungeons and comment void JoinLfg(Player* player, uint8 roles, LfgDungeonSet& dungeons, std::string const& comment); /// Leaves lfg void LeaveLfg(ObjectGuid guid, bool disconnected = false); // LfgQueue /// Get last lfg state (NONE, DUNGEON or FINISHED_DUNGEON) LfgState GetOldState(ObjectGuid guid); /// Check if given group guid is lfg bool IsLfgGroup(ObjectGuid guid); /// Gets the player count of given group uint8 GetPlayerCount(ObjectGuid guid); /// Add a new Proposal uint32 AddProposal(LfgProposal& proposal); /// Returns queue id uint8 GetQueueId(ObjectGuid guid); /// Checks if all players are queued bool AllQueued(GuidList const& check); /// Gets queue join time time_t GetQueueJoinTime(ObjectGuid guid); /// Checks if given roles match, modifies given roles map with new roles static bool CheckGroupRoles(LfgRolesMap &groles); /// Checks if given players are ignoring each other static bool HasIgnore(ObjectGuid guid1, ObjectGuid guid2); /// Sends queue status to player static void SendLfgQueueStatus(ObjectGuid guid, LfgQueueStatusData const& data); private: uint8 GetTeam(ObjectGuid guid); uint8 FilterClassRoles(Player* player, uint8 roles); void RestoreState(ObjectGuid guid, char const* debugMsg); void ClearState(ObjectGuid guid, char const* debugMsg); void SetDungeon(ObjectGuid guid, uint32 dungeon); void SetSelectedDungeons(ObjectGuid guid, LfgDungeonSet const& dungeons); void DecreaseKicksLeft(ObjectGuid guid); void SetState(ObjectGuid guid, LfgState state); void SetVoteKick(ObjectGuid gguid, bool active); void RemovePlayerData(ObjectGuid guid); void GetCompatibleDungeons(LfgDungeonSet& dungeons, GuidSet const& players, LfgLockPartyMap& lockMap, bool isContinue); void _SaveToDB(ObjectGuid guid, uint32 db_guid); LFGDungeonData const* GetLFGDungeon(uint32 id); // Proposals void RemoveProposal(LfgProposalContainer::iterator itProposal, LfgUpdateType type); void MakeNewGroup(LfgProposal const& proposal); // Generic LFGQueue &GetQueue(ObjectGuid guid); LfgDungeonSet const& GetDungeonsByRandom(uint32 randomdungeon); LfgType GetDungeonType(uint32 dungeon); void SendLfgBootProposalUpdate(ObjectGuid guid, LfgPlayerBoot const& boot); void SendLfgJoinResult(ObjectGuid guid, LfgJoinResultData const& data); void SendLfgRoleChosen(ObjectGuid guid, ObjectGuid pguid, uint8 roles); void SendLfgRoleCheckUpdate(ObjectGuid guid, LfgRoleCheck const& roleCheck); void SendLfgUpdateParty(ObjectGuid guid, LfgUpdateData const& data); void SendLfgUpdatePlayer(ObjectGuid guid, LfgUpdateData const& data); void SendLfgUpdateProposal(ObjectGuid guid, LfgProposal const& proposal); GuidSet const& GetPlayers(ObjectGuid guid); // General variables uint32 m_QueueTimer; /// used to check interval of update uint32 m_lfgProposalId; /// used as internal counter for proposals uint32 m_options; /// Stores config options LfgQueueContainer QueuesStore; /// Queues LfgCachedDungeonContainer CachedDungeonMapStore; /// Stores all dungeons by groupType // Reward System LfgRewardContainer RewardMapStore; /// Stores rewards for random dungeons LFGDungeonContainer LfgDungeonStore; // Rolecheck - Proposal - Vote Kicks LfgRoleCheckContainer RoleChecksStore; /// Current Role checks LfgProposalContainer ProposalsStore; /// Current Proposals LfgPlayerBootContainer BootsStore; /// Current player kicks LfgPlayerDataContainer PlayersStore; /// Player data LfgGroupDataContainer GroupsStore; /// Group data }; } // namespace lfg #define sLFGMgr lfg::LFGMgr::instance() #endif