/*
* 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 "Group.h"
#include "Battleground.h"
#include "BattlegroundMgr.h"
#include "CharacterCache.h"
#include "DatabaseEnv.h"
#include "DB2Stores.h"
#include "Formulas.h"
#include "GameObject.h"
#include "GameTime.h"
#include "GroupMgr.h"
#include "Item.h"
#include "LFGMgr.h"
#include "Log.h"
#include "Loot.h"
#include "MapManager.h"
#include "MiscPackets.h"
#include "ObjectAccessor.h"
#include "ObjectMgr.h"
#include "PartyPackets.h"
#include "Pet.h"
#include "Player.h"
#include "UpdateData.h"
#include "WorldSession.h"
Seconds Group::CountdownInfo::GetTimeLeft() const
{
return Seconds(std::max(_endTime - GameTime::GetGameTime(), 0));
}
void Group::CountdownInfo::StartCountdown(Seconds duration, Optional startTime)
{
_startTime = startTime ? *startTime : GameTime::GetGameTime();
_endTime = _startTime + duration.count();
}
bool Group::CountdownInfo::IsRunning() const
{
return _endTime > GameTime::GetGameTime();
}
Group::Group() : m_leaderGuid(), m_leaderFactionGroup(0), m_leaderName(""), m_groupFlags(GROUP_FLAG_NONE), m_groupCategory(GROUP_CATEGORY_HOME),
m_dungeonDifficulty(DIFFICULTY_NORMAL), m_raidDifficulty(DIFFICULTY_NORMAL_RAID), m_legacyRaidDifficulty(DIFFICULTY_10_N),
m_bgGroup(nullptr), m_bfGroup(nullptr), m_lootMethod(PERSONAL_LOOT), m_lootThreshold(ITEM_QUALITY_UNCOMMON), m_looterGuid(),
m_masterLooterGuid(), m_subGroupsCounts(nullptr), m_guid(), m_dbStoreId(0), m_isLeaderOffline(false),
m_readyCheckStarted(false), m_readyCheckTimer(Milliseconds::zero()), m_activeMarkers(0), m_scriptRef(this, NoopGroupDeleter())
{
for (uint8 i = 0; i < TARGET_ICONS_COUNT; ++i)
m_targetIcons[i].Clear();
for (uint8 i = 0; i < RAID_MARKERS_COUNT; ++i)
m_markers[i] = nullptr;
m_countdowns = { nullptr, nullptr, nullptr };
}
Group::~Group()
{
if (m_bgGroup)
{
TC_LOG_DEBUG("bg.battleground", "Group::~Group: battleground group being deleted.");
if (m_bgGroup->GetBgRaid(ALLIANCE) == this)
m_bgGroup->SetBgRaid(ALLIANCE, nullptr);
else if (m_bgGroup->GetBgRaid(HORDE) == this)
m_bgGroup->SetBgRaid(HORDE, nullptr);
else
TC_LOG_ERROR("misc", "Group::~Group: battleground group is not linked to the correct battleground.");
}
// Sub group counters clean up
delete[] m_subGroupsCounts;
}
void Group::Update(uint32 diff)
{
if (m_isLeaderOffline)
{
m_leaderOfflineTimer.Update(diff);
if (m_leaderOfflineTimer.Passed())
{
SelectNewPartyOrRaidLeader();
m_isLeaderOffline = false;
}
}
UpdateReadyCheck(diff);
}
void Group::SelectNewPartyOrRaidLeader()
{
Player* newLeader = nullptr;
// Attempt to give leadership to main assistant first
if (isRaidGroup())
{
for (Group::MemberSlot const& memberSlot : m_memberSlots)
{
if ((memberSlot.flags & MEMBER_FLAG_ASSISTANT) == MEMBER_FLAG_ASSISTANT)
if (Player* player = ObjectAccessor::FindPlayer(memberSlot.guid))
{
newLeader = player;
break;
}
}
}
// If there aren't assistants in raid, or if the group is not a raid, pick the first available member
if (!newLeader)
{
for (Group::MemberSlot const& memberSlot : m_memberSlots)
if (Player* player = ObjectAccessor::FindPlayer(memberSlot.guid))
{
newLeader = player;
break;
}
}
if (newLeader)
{
ChangeLeader(newLeader->GetGUID());
SendUpdate();
}
}
bool Group::Create(Player* leader)
{
ObjectGuid leaderGuid = leader->GetGUID();
m_guid = ObjectGuid::Create(sGroupMgr->GenerateGroupId());
m_leaderGuid = leaderGuid;
m_leaderFactionGroup = Player::GetFactionGroupForRace(leader->GetRace());
m_leaderName = leader->GetName();
leader->SetPlayerFlag(PLAYER_FLAGS_GROUP_LEADER);
if (isBGGroup() || isBFGroup())
{
m_groupFlags = GROUP_MASK_BGRAID;
m_groupCategory = GROUP_CATEGORY_INSTANCE;
}
if (m_groupFlags & GROUP_FLAG_RAID)
_initRaidSubGroupsCounter();
m_lootThreshold = ITEM_QUALITY_UNCOMMON;
m_looterGuid = leaderGuid;
m_masterLooterGuid.Clear();
m_dungeonDifficulty = DIFFICULTY_NORMAL;
m_raidDifficulty = DIFFICULTY_NORMAL_RAID;
m_legacyRaidDifficulty = DIFFICULTY_10_N;
if (!isBGGroup() && !isBFGroup())
{
m_dungeonDifficulty = leader->GetDungeonDifficultyID();
m_raidDifficulty = leader->GetRaidDifficultyID();
m_legacyRaidDifficulty = leader->GetLegacyRaidDifficultyID();
m_dbStoreId = sGroupMgr->GenerateNewGroupDbStoreId();
sGroupMgr->RegisterGroupDbStoreId(m_dbStoreId, this);
// Store group in database
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_GROUP);
uint8 index = 0;
stmt->setUInt32(index++, m_dbStoreId);
stmt->setUInt64(index++, m_leaderGuid.GetCounter());
stmt->setUInt8(index++, uint8(m_lootMethod));
stmt->setUInt64(index++, m_looterGuid.GetCounter());
stmt->setUInt8(index++, uint8(m_lootThreshold));
for (uint8 i = 0; i < TARGET_ICONS_COUNT; ++i)
stmt->setBinary(index++, m_targetIcons[i].GetRawValue());
stmt->setUInt16(index++, m_groupFlags);
stmt->setUInt32(index++, uint8(m_dungeonDifficulty));
stmt->setUInt32(index++, uint8(m_raidDifficulty));
stmt->setUInt32(index++, uint8(m_legacyRaidDifficulty));
stmt->setUInt64(index++, m_masterLooterGuid.GetCounter());
stmt->setInt8(index++, int8(m_pingRestriction));
CharacterDatabase.Execute(stmt);
if (InstanceMap* leaderInstance = leader->GetMap()->ToInstanceMap())
leaderInstance->TrySetOwningGroup(this);
bool addMemberResult = AddMember(leader);
ASSERT(addMemberResult); // If the leader can't be added to a new group because it appears full, something is clearly wrong.
}
else if (!AddMember(leader))
return false;
return true;
}
void Group::LoadGroupFromDB(Field* fields)
{
m_dbStoreId = fields[17].GetUInt32();
m_guid = ObjectGuid::Create(sGroupMgr->GenerateGroupId());
m_leaderGuid = ObjectGuid::Create(fields[0].GetUInt64());
// group leader not exist
CharacterCacheEntry const* leader = sCharacterCache->GetCharacterCacheByGuid(m_leaderGuid);
if (!leader)
return;
m_leaderFactionGroup = Player::GetFactionGroupForRace(leader->Race);
m_leaderName = leader->Name;
m_lootMethod = LootMethod(fields[1].GetUInt8());
m_looterGuid = ObjectGuid::Create(fields[2].GetUInt64());
m_lootThreshold = ItemQualities(fields[3].GetUInt8());
for (uint8 i = 0; i < TARGET_ICONS_COUNT; ++i)
if (std::span rawGuidBytes = fields[4 + i].GetBinaryView(); rawGuidBytes.size() == ObjectGuid::BytesSize)
m_targetIcons[i].SetRawValue(rawGuidBytes);
m_groupFlags = GroupFlags(fields[12].GetUInt16());
if (m_groupFlags & GROUP_FLAG_RAID)
_initRaidSubGroupsCounter();
m_dungeonDifficulty = Player::CheckLoadedDungeonDifficultyID(Difficulty(fields[13].GetUInt8()));
m_raidDifficulty = Player::CheckLoadedRaidDifficultyID(Difficulty(fields[14].GetUInt8()));
m_legacyRaidDifficulty = Player::CheckLoadedLegacyRaidDifficultyID(Difficulty(fields[15].GetUInt8()));
m_masterLooterGuid = ObjectGuid::Create(fields[16].GetUInt64());
m_pingRestriction = RestrictPingsTo(fields[18].GetInt8());
if (m_groupFlags & GROUP_FLAG_LFG)
sLFGMgr->_LoadFromDB(fields, GetGUID());
}
void Group::LoadMemberFromDB(ObjectGuid::LowType guidLow, uint8 memberFlags, uint8 subgroup, uint8 roles)
{
MemberSlot member;
member.guid = ObjectGuid::Create(guidLow);
// skip non-existed member
CharacterCacheEntry const* character = sCharacterCache->GetCharacterCacheByGuid(member.guid);
if (!character)
{
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_GROUP_MEMBER);
stmt->setUInt64(0, guidLow);
CharacterDatabase.Execute(stmt);
return;
}
if (m_groupFlags & GROUP_FLAG_EVERYONE_ASSISTANT)
memberFlags |= MEMBER_FLAG_ASSISTANT;
member.name = character->Name;
member.race = Races(character->Race);
member._class = character->Class;
member.group = subgroup;
member.flags = memberFlags;
member.roles = roles;
member.readyChecked = false;
m_memberSlots.push_back(member);
SubGroupCounterIncrease(subgroup);
sLFGMgr->SetupGroupMember(member.guid, GetGUID());
}
void Group::ConvertToLFG()
{
m_groupFlags = GroupFlags(m_groupFlags | GROUP_FLAG_LFG | GROUP_FLAG_LFG_RESTRICTED);
m_groupCategory = GROUP_CATEGORY_INSTANCE;
m_lootMethod = PERSONAL_LOOT;
if (!isBGGroup() && !isBFGroup())
{
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_GROUP_TYPE);
stmt->setUInt16(0, m_groupFlags);
stmt->setUInt32(1, m_dbStoreId);
CharacterDatabase.Execute(stmt);
}
SendUpdate();
}
void Group::ConvertToRaid()
{
m_groupFlags = GroupFlags(m_groupFlags | GROUP_FLAG_RAID);
_initRaidSubGroupsCounter();
if (!isBGGroup() && !isBFGroup())
{
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_GROUP_TYPE);
stmt->setUInt16(0, m_groupFlags);
stmt->setUInt32(1, m_dbStoreId);
CharacterDatabase.Execute(stmt);
}
SendUpdate();
// update quest related GO states (quest activity dependent from raid membership)
for (member_citerator citr = m_memberSlots.begin(); citr != m_memberSlots.end(); ++citr)
if (Player* player = ObjectAccessor::FindPlayer(citr->guid))
player->UpdateVisibleObjectInteractions(false, true, false, true);
}
void Group::ConvertToGroup()
{
if (m_memberSlots.size() > 5)
return; // What message error should we send?
m_groupFlags = GroupFlags(m_groupFlags & ~GROUP_FLAG_RAID);
if (m_subGroupsCounts)
{
delete[] m_subGroupsCounts;
m_subGroupsCounts = nullptr;
}
if (!isBGGroup() && !isBFGroup())
{
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_GROUP_TYPE);
stmt->setUInt16(0, m_groupFlags);
stmt->setUInt32(1, m_dbStoreId);
CharacterDatabase.Execute(stmt);
}
SendUpdate();
// update quest related GO states (quest activity dependent from raid membership)
for (member_citerator citr = m_memberSlots.begin(); citr != m_memberSlots.end(); ++citr)
if (Player* player = ObjectAccessor::FindPlayer(citr->guid))
player->UpdateVisibleObjectInteractions(false, true, false, true);
}
bool Group::AddInvite(Player* player)
{
if (!player || player->GetGroupInvite())
return false;
Group* group = player->GetGroup();
if (group && (group->isBGGroup() || group->isBFGroup()))
group = player->GetOriginalGroup();
if (group)
return false;
RemoveInvite(player);
m_invitees.insert(player);
player->SetGroupInvite(this);
sScriptMgr->OnGroupInviteMember(this, player->GetGUID());
return true;
}
bool Group::AddLeaderInvite(Player* player)
{
if (!AddInvite(player))
return false;
m_leaderGuid = player->GetGUID();
m_leaderFactionGroup = Player::GetFactionGroupForRace(player->GetRace());
m_leaderName = player->GetName();
return true;
}
void Group::RemoveInvite(Player* player)
{
if (player)
{
m_invitees.erase(player);
player->SetGroupInvite(nullptr);
}
}
void Group::RemoveAllInvites()
{
for (InvitesList::iterator itr = m_invitees.begin(); itr != m_invitees.end(); ++itr)
if (*itr)
(*itr)->SetGroupInvite(nullptr);
m_invitees.clear();
}
Player* Group::GetInvited(ObjectGuid guid) const
{
for (InvitesList::const_iterator itr = m_invitees.begin(); itr != m_invitees.end(); ++itr)
{
if ((*itr) && (*itr)->GetGUID() == guid)
return (*itr);
}
return nullptr;
}
Player* Group::GetInvited(const std::string& name) const
{
for (InvitesList::const_iterator itr = m_invitees.begin(); itr != m_invitees.end(); ++itr)
{
if ((*itr) && (*itr)->GetName() == name)
return (*itr);
}
return nullptr;
}
bool Group::AddMember(Player* player)
{
// Get first not-full group
uint8 subGroup = 0;
if (m_subGroupsCounts)
{
bool groupFound = false;
for (; subGroup < MAX_RAID_SUBGROUPS; ++subGroup)
{
if (m_subGroupsCounts[subGroup] < MAX_GROUP_SIZE)
{
groupFound = true;
break;
}
}
// We are raid group and no one slot is free
if (!groupFound)
return false;
}
MemberSlot member;
member.guid = player->GetGUID();
member.name = player->GetName();
member.race = Races(player->GetRace());
member._class = player->GetClass();
member.group = subGroup;
member.flags = 0;
member.roles = 0;
member.readyChecked = false;
m_memberSlots.push_back(member);
SubGroupCounterIncrease(subGroup);
player->SetGroupInvite(nullptr);
if (player->GetGroup())
{
if (isBGGroup() || isBFGroup()) // if player is in group and he is being added to BG raid group, then call SetBattlegroundRaid()
player->SetBattlegroundOrBattlefieldRaid(this, subGroup);
else //if player is in bg raid and we are adding him to normal group, then call SetOriginalGroup()
player->SetOriginalGroup(this, subGroup);
}
else //if player is not in group, then call set group
player->SetGroup(this, subGroup);
player->SetPartyType(m_groupCategory, GROUP_TYPE_NORMAL);
player->ResetGroupUpdateSequenceIfNeeded(this);
// if the same group invites the player back, cancel the homebind timer
player->m_InstanceValid = player->CheckInstanceValidity(false);
if (!isRaidGroup()) // reset targetIcons for non-raid-groups
{
for (uint8 i = 0; i < TARGET_ICONS_COUNT; ++i)
m_targetIcons[i].Clear();
}
// insert into the table if we're not a battleground group
if (!isBGGroup() && !isBFGroup())
{
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_GROUP_MEMBER);
stmt->setUInt32(0, m_dbStoreId);
stmt->setUInt64(1, member.guid.GetCounter());
stmt->setUInt8(2, member.flags);
stmt->setUInt8(3, member.group);
stmt->setUInt8(4, member.roles);
CharacterDatabase.Execute(stmt);
}
SendUpdate();
sScriptMgr->OnGroupAddMember(this, player->GetGUID());
if (!IsLeader(player->GetGUID()) && !isBGGroup() && !isBFGroup())
{
if (player->GetDungeonDifficultyID() != GetDungeonDifficultyID())
{
player->SetDungeonDifficultyID(GetDungeonDifficultyID());
player->SendDungeonDifficulty();
}
if (player->GetRaidDifficultyID() != GetRaidDifficultyID())
{
player->SetRaidDifficultyID(GetRaidDifficultyID());
player->SendRaidDifficulty(false);
}
if (player->GetLegacyRaidDifficultyID() != GetLegacyRaidDifficultyID())
{
player->SetLegacyRaidDifficultyID(GetLegacyRaidDifficultyID());
player->SendRaidDifficulty(true);
}
}
player->SetGroupUpdateFlag(GROUP_UPDATE_FULL);
if (Pet* pet = player->GetPet())
pet->SetGroupUpdateFlag(GROUP_UPDATE_PET_FULL);
UpdatePlayerOutOfRange(player);
// quest related GO state dependent from raid membership
if (isRaidGroup())
player->UpdateVisibleObjectInteractions(false, true, false, true);
player->FailCriteria(CriteriaFailEvent::ModifyPartyStatus, 0);
{
// Broadcast new player group member fields to rest of the group
UpdateData groupData(player->GetMapId());
WorldPacket groupDataPacket;
// Broadcast group members' fields to player
for (GroupReference const& itr : GetMembers())
{
Player* existingMember = itr.GetSource();
if (existingMember == player)
continue;
if (player->HaveAtClient(existingMember))
existingMember->BuildValuesUpdateBlockForPlayerWithFlag(&groupData, UF::UpdateFieldFlag::PartyMember, player);
if (existingMember->HaveAtClient(player))
{
UpdateData newData(player->GetMapId());
WorldPacket newDataPacket;
player->BuildValuesUpdateBlockForPlayerWithFlag(&newData, UF::UpdateFieldFlag::PartyMember, existingMember);
if (newData.HasData())
{
newData.BuildPacket(&newDataPacket);
existingMember->SendDirectMessage(&newDataPacket);
}
}
}
if (groupData.HasData())
{
groupData.BuildPacket(&groupDataPacket);
player->SendDirectMessage(&groupDataPacket);
}
}
return true;
}
bool Group::RemoveMember(ObjectGuid guid, RemoveMethod method /*= GROUP_REMOVEMETHOD_DEFAULT*/, ObjectGuid kicker /*= 0*/, const char* reason /*= nullptr*/)
{
BroadcastGroupUpdate();
sScriptMgr->OnGroupRemoveMember(this, guid, method, kicker, reason);
Player* player = ObjectAccessor::FindConnectedPlayer(guid);
if (player)
{
for (GroupReference const& itr : GetMembers())
{
Player* groupMember = itr.GetSource();
if (groupMember->GetGUID() == guid)
continue;
groupMember->RemoveAllGroupBuffsFromCaster(guid);
player->RemoveAllGroupBuffsFromCaster(groupMember->GetGUID());
}
}
// LFG group vote kick handled in scripts
if (isLFGGroup() && method == GROUP_REMOVEMETHOD_KICK)
return !m_memberSlots.empty();
if (player)
player->FailCriteria(CriteriaFailEvent::ModifyPartyStatus, 0);
// remove member and change leader (if need) only if strong more 2 members _before_ member remove (BG/BF allow 1 member group)
if (GetMembersCount() > ((isBGGroup() || isLFGGroup() || isBFGroup()) ? 1u : 2u))
{
if (player)
{
// Battleground group handling
if (isBGGroup() || isBFGroup())
player->RemoveFromBattlegroundOrBattlefieldRaid();
else
// Regular group
{
if (player->GetOriginalGroup() == this)
player->SetOriginalGroup(nullptr);
else
player->SetGroup(nullptr);
// quest related GO state dependent from raid membership
player->UpdateVisibleObjectInteractions(false, true, false, true);
}
player->SetPartyType(m_groupCategory, GROUP_TYPE_NONE);
if (method == GROUP_REMOVEMETHOD_KICK || method == GROUP_REMOVEMETHOD_KICK_LFG)
player->SendDirectMessage(WorldPackets::Party::GroupUninvite().Write());
_homebindIfInstance(player);
}
// Remove player from group in DB
if (!isBGGroup() && !isBFGroup())
{
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_GROUP_MEMBER);
stmt->setUInt64(0, guid.GetCounter());
CharacterDatabase.Execute(stmt);
DelinkMember(guid);
}
// Update subgroups
member_witerator slot = _getMemberWSlot(guid);
if (slot != m_memberSlots.end())
{
SubGroupCounterDecrease(slot->group);
m_memberSlots.erase(slot);
}
// Pick new leader if necessary
if (m_leaderGuid == guid)
{
for (member_witerator itr = m_memberSlots.begin(); itr != m_memberSlots.end(); ++itr)
{
if (ObjectAccessor::FindConnectedPlayer(itr->guid))
{
ChangeLeader(itr->guid);
break;
}
}
}
SendUpdate();
if (isLFGGroup() && GetMembersCount() == 1)
{
Player* leader = ObjectAccessor::FindConnectedPlayer(GetLeaderGUID());
uint32 mapId = sLFGMgr->GetDungeonMapId(GetGUID());
if (!mapId || !leader || (leader->IsAlive() && leader->GetMapId() != mapId))
{
Disband();
return false;
}
}
if (m_memberMgr.size() < ((isLFGGroup() || isBGGroup()) ? 1u : 2u))
Disband();
else if (player)
{
// send update to removed player too so party frames are destroyed clientside
SendUpdateDestroyGroupToPlayer(player);
}
return true;
}
// If group size before player removal <= 2 then disband it
else
{
Disband();
return false;
}
}
void Group::ChangeLeader(ObjectGuid newLeaderGuid)
{
member_witerator slot = _getMemberWSlot(newLeaderGuid);
if (slot == m_memberSlots.end())
return;
Player* newLeader = ObjectAccessor::FindConnectedPlayer(slot->guid);
// Don't allow switching leader to offline players
if (!newLeader)
return;
sScriptMgr->OnGroupChangeLeader(this, newLeaderGuid, m_leaderGuid);
if (!isBGGroup() && !isBFGroup())
{
CharacterDatabaseTransaction trans = CharacterDatabase.BeginTransaction();
// Update the group leader
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_GROUP_LEADER);
stmt->setUInt64(0, newLeader->GetGUID().GetCounter());
stmt->setUInt32(1, m_dbStoreId);
trans->Append(stmt);
CharacterDatabase.CommitTransaction(trans);
}
if (Player* oldLeader = ObjectAccessor::FindConnectedPlayer(m_leaderGuid))
oldLeader->RemovePlayerFlag(PLAYER_FLAGS_GROUP_LEADER);
newLeader->SetPlayerFlag(PLAYER_FLAGS_GROUP_LEADER);
m_leaderGuid = newLeader->GetGUID();
m_leaderFactionGroup = Player::GetFactionGroupForRace(newLeader->GetRace());
m_leaderName = newLeader->GetName();
ToggleGroupMemberFlag(slot, MEMBER_FLAG_ASSISTANT, false);
WorldPackets::Party::GroupNewLeader groupNewLeader;
groupNewLeader.Name = m_leaderName;
groupNewLeader.PartyIndex = GetGroupCategory();
BroadcastPacket(groupNewLeader.Write(), true);
}
void Group::Disband(bool hideDestroy /* = false */)
{
sScriptMgr->OnGroupDisband(this);
Player* player;
for (member_citerator citr = m_memberSlots.begin(); citr != m_memberSlots.end(); ++citr)
{
player = ObjectAccessor::FindConnectedPlayer(citr->guid);
if (!player)
continue;
//we cannot call _removeMember because it would invalidate member iterator
//if we are removing player from battleground raid
if (isBGGroup() || isBFGroup())
player->RemoveFromBattlegroundOrBattlefieldRaid();
else
{
//we can remove player who is in battleground from his original group
if (player->GetOriginalGroup() == this)
player->SetOriginalGroup(nullptr);
else
player->SetGroup(nullptr);
}
player->SetPartyType(m_groupCategory, GROUP_TYPE_NONE);
// quest related GO state dependent from raid membership
if (isRaidGroup())
player->UpdateVisibleObjectInteractions(false, true, false, true);
if (!hideDestroy)
player->SendDirectMessage(WorldPackets::Party::GroupDestroyed().Write());
SendUpdateDestroyGroupToPlayer(player);
_homebindIfInstance(player);
}
m_memberSlots.clear();
RemoveAllInvites();
if (!isBGGroup() && !isBFGroup())
{
CharacterDatabaseTransaction trans = CharacterDatabase.BeginTransaction();
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_GROUP);
stmt->setUInt32(0, m_dbStoreId);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_GROUP_MEMBER_ALL);
stmt->setUInt32(0, m_dbStoreId);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_LFG_DATA);
stmt->setUInt32(0, m_dbStoreId);
trans->Append(stmt);
CharacterDatabase.CommitTransaction(trans);
sGroupMgr->FreeGroupDbStoreId(this);
}
sGroupMgr->RemoveGroup(this);
delete this;
}
void Group::SetTargetIcon(uint8 symbol, ObjectGuid target, ObjectGuid changedBy)
{
if (symbol >= TARGET_ICONS_COUNT)
return;
// clean other icons
if (!target.IsEmpty())
for (uint8 i = 0; i < TARGET_ICONS_COUNT; ++i)
if (m_targetIcons[i] == target)
SetTargetIcon(i, ObjectGuid::Empty, changedBy);
m_targetIcons[symbol] = target;
WorldPackets::Party::SendRaidTargetUpdateSingle updateSingle;
updateSingle.PartyIndex = GetGroupCategory();
updateSingle.Target = target;
updateSingle.ChangedBy = changedBy;
updateSingle.Symbol = symbol;
BroadcastPacket(updateSingle.Write(), true);
}
void Group::SendTargetIconList(WorldSession* session) const
{
if (!session)
return;
WorldPackets::Party::SendRaidTargetUpdateAll updateAll;
updateAll.PartyIndex = GetGroupCategory();
for (uint8 i = 0; i < TARGET_ICONS_COUNT; i++)
updateAll.TargetIcons.emplace_back(i, m_targetIcons[i]);
session->SendPacket(updateAll.Write());
}
void Group::SendUpdate() const
{
for (MemberSlot const& memberSlot : m_memberSlots)
SendUpdateToPlayer(memberSlot.guid, &memberSlot);
}
void Group::SendUpdateToPlayer(ObjectGuid playerGUID, MemberSlot const* slot) const
{
Player* player = ObjectAccessor::FindConnectedPlayer(playerGUID);
if (!player || !player->GetSession() || player->GetGroup() != this)
return;
// if MemberSlot wasn't provided
if (!slot)
{
member_citerator witr = _getMemberCSlot(playerGUID);
if (witr == m_memberSlots.end()) // if there is no MemberSlot for such a player
return;
slot = &(*witr);
}
WorldPackets::Party::PartyUpdate partyUpdate;
partyUpdate.PartyFlags = m_groupFlags;
partyUpdate.PartyIndex = m_groupCategory;
partyUpdate.PartyType = IsCreated() ? GROUP_TYPE_NORMAL : GROUP_TYPE_NONE;
partyUpdate.PartyGUID = m_guid;
partyUpdate.LeaderGUID = m_leaderGuid;
partyUpdate.LeaderFactionGroup = m_leaderFactionGroup;
partyUpdate.SequenceNum = player->NextGroupUpdateSequenceNumber(m_groupCategory);
partyUpdate.PingRestriction = m_pingRestriction;
partyUpdate.MyIndex = -1;
uint8 index = 0;
for (member_citerator citr = m_memberSlots.begin(); citr != m_memberSlots.end(); ++citr, ++index)
{
if (slot->guid == citr->guid)
partyUpdate.MyIndex = index;
Player* member = ObjectAccessor::FindConnectedPlayer(citr->guid);
WorldPackets::Party::PartyPlayerInfo& playerInfos = partyUpdate.PlayerList.emplace_back();
playerInfos.GUID = citr->guid;
playerInfos.Name = citr->name;
playerInfos.Class = citr->_class;
playerInfos.FactionGroup = Player::GetFactionGroupForRace(citr->race);
playerInfos.Connected = member && member->GetSession() && !member->GetSession()->PlayerLogout();
playerInfos.Subgroup = citr->group; // groupid
playerInfos.Flags = citr->flags; // See enum GroupMemberFlags
playerInfos.RolesAssigned = citr->roles; // Lfg Roles
}
if (GetMembersCount() > 1)
{
// LootSettings
partyUpdate.LootSettings.emplace();
partyUpdate.LootSettings->Method = m_lootMethod;
partyUpdate.LootSettings->Threshold = m_lootThreshold;
partyUpdate.LootSettings->LootMaster = m_lootMethod == MASTER_LOOT ? m_masterLooterGuid : ObjectGuid::Empty;
// Difficulty Settings
partyUpdate.DifficultySettings.emplace();
partyUpdate.DifficultySettings->DungeonDifficultyID = m_dungeonDifficulty;
partyUpdate.DifficultySettings->RaidDifficultyID = m_raidDifficulty;
partyUpdate.DifficultySettings->LegacyRaidDifficultyID = m_legacyRaidDifficulty;
}
// LfgInfos
if (isLFGGroup())
{
partyUpdate.LfgInfos.emplace();
partyUpdate.LfgInfos->Slot = sLFGMgr->GetLFGDungeonEntry(sLFGMgr->GetDungeon(m_guid));
partyUpdate.LfgInfos->BootCount = 0;
partyUpdate.LfgInfos->Aborted = false;
partyUpdate.LfgInfos->MyFlags = sLFGMgr->GetState(m_guid) == lfg::LFG_STATE_FINISHED_DUNGEON ? 2 : 0;
partyUpdate.LfgInfos->MyRandomSlot = sLFGMgr->GetSelectedRandomDungeon(player->GetGUID());
partyUpdate.LfgInfos->MyPartialClear = 0;
partyUpdate.LfgInfos->MyGearDiff = 0.0f;
partyUpdate.LfgInfos->MyFirstReward = false;
if (lfg::LfgReward const* reward = sLFGMgr->GetRandomDungeonReward(partyUpdate.LfgInfos->MyRandomSlot, player->GetLevel()))
if (Quest const* quest = sObjectMgr->GetQuestTemplate(reward->firstQuest))
partyUpdate.LfgInfos->MyFirstReward = player->CanRewardQuest(quest, false);
partyUpdate.LfgInfos->MyStrangerCount = 0;
partyUpdate.LfgInfos->MyKickVoteCount = 0;
}
player->SendDirectMessage(partyUpdate.Write());
}
void Group::SendUpdateDestroyGroupToPlayer(Player* player) const
{
WorldPackets::Party::PartyUpdate partyUpdate;
partyUpdate.PartyFlags = GROUP_FLAG_DESTROYED;
partyUpdate.PartyIndex = m_groupCategory;
partyUpdate.PartyType = GROUP_TYPE_NONE;
partyUpdate.PartyGUID = m_guid;
partyUpdate.MyIndex = -1;
partyUpdate.SequenceNum = player->NextGroupUpdateSequenceNumber(m_groupCategory);
player->SendDirectMessage(partyUpdate.Write());
}
void Group::UpdatePlayerOutOfRange(Player const* player) const
{
if (!player || !player->IsInWorld())
return;
WorldPackets::Party::PartyMemberFullState packet;
packet.Initialize(player);
packet.Write();
for (GroupReference const& itr : GetMembers())
{
Player const* member = itr.GetSource();
if (member != player && (!member->IsInMap(player) || !member->IsWithinDist(player, member->GetSightRange(), false)))
member->SendDirectMessage(packet.GetRawPacket());
}
}
void Group::BroadcastAddonMessagePacket(WorldPacket const* packet, const std::string& prefix, bool ignorePlayersInBGRaid, int group /*= -1*/, ObjectGuid ignore /*= ObjectGuid::Empty*/) const
{
for (GroupReference const& itr : GetMembers())
{
Player* player = itr.GetSource();
if ((!ignore.IsEmpty() && player->GetGUID() == ignore) || (ignorePlayersInBGRaid && player->GetGroup() != this))
continue;
if (player->GetSession()->IsAddonRegistered(prefix) && (group == -1 || itr.getSubGroup() == group))
player->SendDirectMessage(packet);
}
}
void Group::BroadcastPacket(WorldPacket const* packet, bool ignorePlayersInBGRaid, int group, ObjectGuid ignoredPlayer) const
{
for (GroupReference const& itr : GetMembers())
{
Player const* player = itr.GetSource();
if ((!ignoredPlayer.IsEmpty() && player->GetGUID() == ignoredPlayer) || (ignorePlayersInBGRaid && player->GetGroup() != this))
continue;
if (group == -1 || itr.getSubGroup() == group)
player->SendDirectMessage(packet);
}
}
bool Group::_setMembersGroup(ObjectGuid guid, uint8 group)
{
member_witerator slot = _getMemberWSlot(guid);
if (slot == m_memberSlots.end())
return false;
slot->group = group;
SubGroupCounterIncrease(group);
if (!isBGGroup() && !isBFGroup())
{
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_GROUP_MEMBER_SUBGROUP);
stmt->setUInt8(0, group);
stmt->setUInt64(1, guid.GetCounter());
CharacterDatabase.Execute(stmt);
}
return true;
}
bool Group::SameSubGroup(Player const* member1, Player const* member2) const
{
if (!member1 || !member2)
return false;
if (member1->GetGroup() != this || member2->GetGroup() != this)
return false;
else
return member1->GetSubGroup() == member2->GetSubGroup();
}
// Allows setting sub groups both for online or offline members
void Group::ChangeMembersGroup(ObjectGuid guid, uint8 group)
{
// Only raid groups have sub groups
if (!isRaidGroup())
return;
// Check if player is really in the raid
member_witerator slot = _getMemberWSlot(guid);
if (slot == m_memberSlots.end())
return;
uint8 prevSubGroup = slot->group;
// Abort if the player is already in the target sub group
if (prevSubGroup == group)
return;
// Update the player slot with the new sub group setting
slot->group = group;
// Increase the counter of the new sub group..
SubGroupCounterIncrease(group);
// ..and decrease the counter of the previous one
SubGroupCounterDecrease(prevSubGroup);
// Preserve new sub group in database for non-raid groups
if (!isBGGroup() && !isBFGroup())
{
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_GROUP_MEMBER_SUBGROUP);
stmt->setUInt8(0, group);
stmt->setUInt64(1, guid.GetCounter());
CharacterDatabase.Execute(stmt);
}
// In case the moved player is online, update the player object with the new sub group references
if (Player* player = ObjectAccessor::FindConnectedPlayer(guid))
{
if (player->GetGroup() == this)
player->GetGroupRef().setSubGroup(group);
else
{
// If player is in BG raid, it is possible that he is also in normal raid - and that normal raid is stored in m_originalGroup reference
player->GetOriginalGroupRef().setSubGroup(group);
}
}
// Broadcast the changes to the group
SendUpdate();
}
void Group::SwapMembersGroups(ObjectGuid firstGuid, ObjectGuid secondGuid)
{
if (!isRaidGroup())
return;
member_witerator slots[2];
slots[0] = _getMemberWSlot(firstGuid);
slots[1] = _getMemberWSlot(secondGuid);
if (slots[0] == m_memberSlots.end() || slots[1] == m_memberSlots.end())
return;
if (slots[0]->group == slots[1]->group)
return;
uint8 tmp = slots[0]->group;
slots[0]->group = slots[1]->group;
slots[1]->group = tmp;
CharacterDatabaseTransaction trans = CharacterDatabase.BeginTransaction();
for (uint8 i = 0; i < 2; i++)
{
// Preserve new sub group in database for non-raid groups
if (!isBGGroup() && !isBFGroup())
{
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_GROUP_MEMBER_SUBGROUP);
stmt->setUInt8(0, slots[i]->group);
stmt->setUInt64(1, slots[i]->guid.GetCounter());
trans->Append(stmt);
}
if (Player* player = ObjectAccessor::FindConnectedPlayer(slots[i]->guid))
{
if (player->GetGroup() == this)
player->GetGroupRef().setSubGroup(slots[i]->group);
else
player->GetOriginalGroupRef().setSubGroup(slots[i]->group);
}
}
CharacterDatabase.CommitTransaction(trans);
SendUpdate();
}
// Retrieve the next Round-Roubin player for the group
//
// No update done if loot method is FFA.
//
// If the RR player is not yet set for the group, the first group member becomes the round-robin player.
// If the RR player is set, the next player in group becomes the round-robin player.
//
// If ifneed is true,
// the current RR player is checked to be near the looted object.
// if yes, no update done.
// if not, he loses his turn.
void Group::UpdateLooterGuid(WorldObject* pLootedObject, bool ifneed)
{
// round robin style looting applies for all low
// quality items in each loot method except free for all
if (GetLootMethod() == FREE_FOR_ALL)
return;
ObjectGuid oldLooterGUID = GetLooterGuid();
member_citerator guid_itr = _getMemberCSlot(oldLooterGUID);
if (guid_itr != m_memberSlots.end())
{
if (ifneed)
{
// not update if only update if need and ok
Player* looter = ObjectAccessor::FindPlayer(guid_itr->guid);
if (looter && looter->IsAtGroupRewardDistance(pLootedObject))
return;
}
++guid_itr;
}
// search next after current
Player* pNewLooter = nullptr;
for (member_citerator itr = guid_itr; itr != m_memberSlots.end(); ++itr)
{
if (Player* player = ObjectAccessor::FindPlayer(itr->guid))
if (player->IsAtGroupRewardDistance(pLootedObject))
{
pNewLooter = player;
break;
}
}
if (!pNewLooter)
{
// search from start
for (member_citerator itr = m_memberSlots.begin(); itr != guid_itr; ++itr)
{
if (Player* player = ObjectAccessor::FindPlayer(itr->guid))
if (player->IsAtGroupRewardDistance(pLootedObject))
{
pNewLooter = player;
break;
}
}
}
if (pNewLooter)
{
if (oldLooterGUID != pNewLooter->GetGUID())
{
SetLooterGuid(pNewLooter->GetGUID());
SendUpdate();
}
}
else
{
SetLooterGuid(ObjectGuid::Empty);
SendUpdate();
}
}
GroupJoinBattlegroundResult Group::CanJoinBattlegroundQueue(BattlegroundTemplate const* bgOrTemplate, BattlegroundQueueTypeId bgQueueTypeId, uint32 MinPlayerCount, uint32 /*MaxPlayerCount*/, bool isRated, uint32 arenaSlot, ObjectGuid& errorGuid) const
{
errorGuid = ObjectGuid::Empty;
// check if this group is LFG group
if (isLFGGroup())
return ERR_LFG_CANT_USE_BATTLEGROUND;
BattlemasterListEntry const* bgEntry = sBattlemasterListStore.LookupEntry(bgOrTemplate->Id);
if (!bgEntry)
return ERR_BATTLEGROUND_JOIN_FAILED; // shouldn't happen
// check for min / max count
uint32 memberscount = GetMembersCount();
if (int32(memberscount) > bgEntry->MaxGroupSize) // no MinPlayerCount for battlegrounds
return ERR_BATTLEGROUND_NONE; // ERR_GROUP_JOIN_BATTLEGROUND_TOO_MANY handled on client side
// get a player as reference, to compare other players' stats to (arena team id, queue id based on level, etc.)
auto membersIterator = GetMembers().begin();
auto membersEnd = GetMembers().end();
// no reference found, can't join this way
if (membersIterator == membersEnd)
return ERR_BATTLEGROUND_JOIN_FAILED;
Player* reference = membersIterator->GetSource();
PVPDifficultyEntry const* bracketEntry = DB2Manager::GetBattlegroundBracketByLevel(bgOrTemplate->MapIDs.front(), reference->GetLevel());
if (!bracketEntry)
return ERR_BATTLEGROUND_JOIN_FAILED;
uint32 arenaTeamId = reference->GetArenaTeamId(arenaSlot);
Team team = reference->GetTeam();
bool isMercenary = reference->HasAura(SPELL_MERCENARY_CONTRACT_HORDE) || reference->HasAura(SPELL_MERCENARY_CONTRACT_ALLIANCE);
// check every member of the group to be able to join
memberscount = 0;
for (; membersIterator != membersEnd; ++membersIterator)
{
Player* member = membersIterator->GetSource();
// offline member? don't let join
if (!member)
return ERR_BATTLEGROUND_JOIN_FAILED;
errorGuid = member->GetGUID();
// rbac permissions
if (!member->CanJoinToBattleground(bgOrTemplate))
return ERR_BATTLEGROUND_JOIN_TIMED_OUT;
// don't allow cross-faction join as group
if (member->GetTeam() != team)
return ERR_BATTLEGROUND_JOIN_TIMED_OUT;
// not in the same battleground level braket, don't let join
PVPDifficultyEntry const* memberBracketEntry = DB2Manager::GetBattlegroundBracketByLevel(bracketEntry->MapID, member->GetLevel());
if (memberBracketEntry != bracketEntry)
return ERR_BATTLEGROUND_JOIN_RANGE_INDEX;
// don't let join rated matches if the arena team id doesn't match
if (isRated && member->GetArenaTeamId(arenaSlot) != arenaTeamId)
return ERR_BATTLEGROUND_JOIN_FAILED;
// don't let join if someone from the group is already in that bg queue
if (member->InBattlegroundQueueForBattlegroundQueueType(bgQueueTypeId))
return ERR_BATTLEGROUND_JOIN_FAILED; // not blizz-like
// don't let join if someone from the group is in bg queue random
bool isInRandomBgQueue = member->InBattlegroundQueueForBattlegroundQueueType(BattlegroundMgr::BGQueueTypeId(BATTLEGROUND_RB, BattlegroundQueueIdType::Battleground, false, 0))
|| member->InBattlegroundQueueForBattlegroundQueueType(BattlegroundMgr::BGQueueTypeId(BATTLEGROUND_RANDOM_EPIC, BattlegroundQueueIdType::Battleground, false, 0));
if (bgOrTemplate->Id != BATTLEGROUND_AA && isInRandomBgQueue)
return ERR_IN_RANDOM_BG;
// don't let join to bg queue random if someone from the group is already in bg queue
if (BattlegroundMgr::IsRandomBattleground(bgOrTemplate->Id) && member->InBattlegroundQueue(true) && !isInRandomBgQueue)
return ERR_IN_NON_RANDOM_BG;
// check for deserter debuff in case not arena queue
if (bgOrTemplate->Id != BATTLEGROUND_AA && member->IsDeserter())
return ERR_GROUP_JOIN_BATTLEGROUND_DESERTERS;
// check if member can join any more battleground queues
if (!member->HasFreeBattlegroundQueueId())
return ERR_BATTLEGROUND_TOO_MANY_QUEUES; // not blizz-like
// check if someone in party is using dungeon system
if (member->isUsingLfg())
return ERR_LFG_CANT_USE_BATTLEGROUND;
// check Freeze debuff
if (member->HasAura(9454))
return ERR_BATTLEGROUND_JOIN_FAILED;
if (isMercenary != (member->HasAura(SPELL_MERCENARY_CONTRACT_HORDE) || member->HasAura(SPELL_MERCENARY_CONTRACT_ALLIANCE)))
return ERR_BATTLEGROUND_JOIN_MERCENARY;
}
errorGuid = ObjectGuid::Empty;
// only check for MinPlayerCount since MinPlayerCount == MaxPlayerCount for arenas...
if (bgOrTemplate->IsArena() && memberscount != MinPlayerCount)
return ERR_ARENA_TEAM_PARTY_SIZE;
return ERR_BATTLEGROUND_NONE;
}
void Group::SetDungeonDifficultyID(Difficulty difficulty)
{
m_dungeonDifficulty = difficulty;
if (!isBGGroup() && !isBFGroup())
{
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_GROUP_DIFFICULTY);
stmt->setUInt8(0, uint8(m_dungeonDifficulty));
stmt->setUInt32(1, m_dbStoreId);
CharacterDatabase.Execute(stmt);
}
for (GroupReference const& itr : GetMembers())
{
Player* player = itr.GetSource();
player->SetDungeonDifficultyID(difficulty);
player->SendDungeonDifficulty();
}
}
void Group::SetRaidDifficultyID(Difficulty difficulty)
{
m_raidDifficulty = difficulty;
if (!isBGGroup() && !isBFGroup())
{
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_GROUP_RAID_DIFFICULTY);
stmt->setUInt8(0, uint8(m_raidDifficulty));
stmt->setUInt32(1, m_dbStoreId);
CharacterDatabase.Execute(stmt);
}
for (GroupReference const& itr : GetMembers())
{
Player* player = itr.GetSource();
player->SetRaidDifficultyID(difficulty);
player->SendRaidDifficulty(false);
}
}
void Group::SetLegacyRaidDifficultyID(Difficulty difficulty)
{
m_legacyRaidDifficulty = difficulty;
if (!isBGGroup() && !isBFGroup())
{
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_GROUP_LEGACY_RAID_DIFFICULTY);
stmt->setUInt8(0, uint8(m_legacyRaidDifficulty));
stmt->setUInt32(1, m_dbStoreId);
CharacterDatabase.Execute(stmt);
}
for (GroupReference const& itr : GetMembers())
{
Player* player = itr.GetSource();
player->SetLegacyRaidDifficultyID(difficulty);
player->SendRaidDifficulty(true);
}
}
Difficulty Group::GetDifficultyID(MapEntry const* mapEntry) const
{
if (!mapEntry->IsRaid())
return m_dungeonDifficulty;
MapDifficultyEntry const* defaultDifficulty = sDB2Manager.GetDefaultMapDifficulty(mapEntry->ID);
if (!defaultDifficulty)
return m_legacyRaidDifficulty;
DifficultyEntry const* difficulty = sDifficultyStore.LookupEntry(defaultDifficulty->DifficultyID);
if (!difficulty || difficulty->Flags & DIFFICULTY_FLAG_LEGACY)
return m_legacyRaidDifficulty;
return m_raidDifficulty;
}
void Group::ResetInstances(InstanceResetMethod method, Player* notifyPlayer)
{
for (GroupInstanceReference& ref : m_ownedInstancesMgr)
{
InstanceMap* map = ref.GetSource();
switch (map->Reset(method))
{
case InstanceResetResult::Success:
notifyPlayer->SendResetInstanceSuccess(map->GetId());
m_recentInstances.erase(map->GetId());
break;
case InstanceResetResult::NotEmpty:
if (method == InstanceResetMethod::Manual)
notifyPlayer->SendResetInstanceFailed(INSTANCE_RESET_FAILED, map->GetId());
else if (method == InstanceResetMethod::OnChangeDifficulty)
m_recentInstances.erase(map->GetId()); // map might not have been reset on difficulty change but we still don't want to zone in there again
break;
case InstanceResetResult::CannotReset:
m_recentInstances.erase(map->GetId()); // forget the instance, allows retrying different lockout with a new leader
break;
default:
break;
}
}
}
void Group::LinkOwnedInstance(GroupInstanceReference* ref)
{
m_ownedInstancesMgr.insertLast(ref);
}
void Group::_homebindIfInstance(Player* player)
{
if (player && !player->IsGameMaster() && sMapStore.LookupEntry(player->GetMapId())->IsDungeon())
player->m_InstanceValid = false;
}
void Group::BroadcastGroupUpdate(void)
{
// FG: HACK: force flags update on group leave - for values update hack
// -- not very efficient but safe
for (member_citerator citr = m_memberSlots.begin(); citr != m_memberSlots.end(); ++citr)
{
if (Player * pp = ObjectAccessor::FindPlayer(citr->guid))
{
pp->ForceUpdateFieldChange(pp->m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::PvpFlags));
pp->ForceUpdateFieldChange(pp->m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::FactionTemplate));
TC_LOG_DEBUG("misc", "-- Forced group value update for '{}'", pp->GetName());
}
}
}
void Group::StartCountdown(CountdownTimerType timerType, Seconds duration, Optional startTime)
{
if (AsUnderlyingType(timerType) < 0 || AsUnderlyingType(timerType) >= std::ssize(m_countdowns))
return;
if (!m_countdowns[AsUnderlyingType(timerType)])
m_countdowns[AsUnderlyingType(timerType)] = std::make_unique();
m_countdowns[AsUnderlyingType(timerType)]->StartCountdown(duration, startTime);
}
Group::CountdownInfo const* Group::GetCountdownInfo(CountdownTimerType timerType) const
{
if (AsUnderlyingType(timerType) < 0 || AsUnderlyingType(timerType) >= std::ssize(m_countdowns))
return nullptr;
return m_countdowns[AsUnderlyingType(timerType)].get();
}
void Group::SetLootMethod(LootMethod method)
{
m_lootMethod = method;
}
void Group::SetLooterGuid(ObjectGuid guid)
{
m_looterGuid = guid;
}
void Group::SetMasterLooterGuid(ObjectGuid guid)
{
m_masterLooterGuid = guid;
}
void Group::SetLootThreshold(ItemQualities threshold)
{
m_lootThreshold = threshold;
}
void Group::SetLfgRoles(ObjectGuid guid, uint8 roles)
{
member_witerator slot = _getMemberWSlot(guid);
if (slot == m_memberSlots.end())
return;
slot->roles = roles;
SendUpdate();
}
uint8 Group::GetLfgRoles(ObjectGuid guid) const
{
member_citerator slot = _getMemberCSlot(guid);
if (slot == m_memberSlots.end())
return 0;
return slot->roles;
}
void Group::UpdateReadyCheck(uint32 diff)
{
if (!m_readyCheckStarted)
return;
m_readyCheckTimer -= Milliseconds(diff);
if (m_readyCheckTimer <= Milliseconds::zero())
EndReadyCheck();
}
void Group::StartReadyCheck(ObjectGuid starterGuid, Milliseconds duration)
{
if (m_readyCheckStarted)
return;
member_witerator slot = _getMemberWSlot(starterGuid);
if (slot == m_memberSlots.end())
return ;
m_readyCheckStarted = true;
m_readyCheckTimer = duration;
SetOfflineMembersReadyChecked();
SetMemberReadyChecked(&(*slot));
WorldPackets::Party::ReadyCheckStarted readyCheckStarted;
readyCheckStarted.PartyGUID = m_guid;
readyCheckStarted.PartyIndex = GetGroupCategory();
readyCheckStarted.InitiatorGUID = starterGuid;
readyCheckStarted.Duration = duration;
BroadcastPacket(readyCheckStarted.Write(), false);
}
void Group::EndReadyCheck(void)
{
if (!m_readyCheckStarted)
return;
m_readyCheckStarted = false;
m_readyCheckTimer = Milliseconds::zero();
ResetMemberReadyChecked();
WorldPackets::Party::ReadyCheckCompleted readyCheckCompleted;
readyCheckCompleted.PartyIndex = 0;
readyCheckCompleted.PartyGUID = m_guid;
BroadcastPacket(readyCheckCompleted.Write(), false);
}
bool Group::IsReadyCheckCompleted(void) const
{
for (member_citerator citr = m_memberSlots.begin(); citr != m_memberSlots.end(); ++citr)
if (!citr->readyChecked)
return false;
return true;
}
void Group::SetMemberReadyCheck(ObjectGuid guid, bool ready)
{
if (!m_readyCheckStarted)
return;
member_witerator slot = _getMemberWSlot(guid);
if (slot != m_memberSlots.end())
SetMemberReadyCheck(&(*slot), ready);
}
void Group::SetMemberReadyCheck(MemberSlot* slot, bool ready)
{
WorldPackets::Party::ReadyCheckResponse response;
response.PartyGUID = m_guid;
response.Player = slot->guid;
response.IsReady = ready;
BroadcastPacket(response.Write(), false);
SetMemberReadyChecked(slot);
}
void Group::SetOfflineMembersReadyChecked(void)
{
for (member_witerator itr = m_memberSlots.begin(); itr != m_memberSlots.end(); ++itr)
{
Player* player = ObjectAccessor::FindConnectedPlayer(itr->guid);
if (!player || !player->GetSession())
SetMemberReadyCheck(&(*itr), false);
}
}
void Group::SetMemberReadyChecked(MemberSlot* slot)
{
slot->readyChecked = true;
if (IsReadyCheckCompleted())
EndReadyCheck();
}
void Group::ResetMemberReadyChecked(void)
{
for (member_witerator itr = m_memberSlots.begin(); itr != m_memberSlots.end(); ++itr)
itr->readyChecked = false;
}
void Group::AddRaidMarker(uint8 markerId, uint32 mapId, float positionX, float positionY, float positionZ, ObjectGuid transportGuid)
{
if (markerId >= RAID_MARKERS_COUNT || m_markers[markerId])
return;
m_activeMarkers |= (1 << markerId);
m_markers[markerId] = std::make_unique(mapId, positionX, positionY, positionZ, transportGuid);
SendRaidMarkersChanged();
}
void Group::DeleteRaidMarker(uint8 markerId)
{
if (markerId > RAID_MARKERS_COUNT)
return;
for (uint8 i = 0; i < RAID_MARKERS_COUNT; i++)
if (m_markers[i] && (markerId == i || markerId == RAID_MARKERS_COUNT))
{
m_markers[i] = nullptr;
m_activeMarkers &= ~(1 << i);
}
SendRaidMarkersChanged();
}
void Group::SendRaidMarkersChanged(WorldSession* session) const
{
WorldPackets::Party::RaidMarkersChanged packet;
packet.PartyIndex = GetGroupCategory();
packet.ActiveMarkers = m_activeMarkers;
for (uint8 i = 0; i < RAID_MARKERS_COUNT; i++)
if (m_markers[i])
packet.RaidMarkers.push_back(m_markers[i].get());
if (session)
session->SendPacket(packet.Write());
else
BroadcastPacket(packet.Write(), false);
}
bool Group::IsFull() const
{
return isRaidGroup() ? (m_memberSlots.size() >= MAX_RAID_SIZE) : (m_memberSlots.size() >= MAX_GROUP_SIZE);
}
bool Group::isLFGGroup() const
{
return (m_groupFlags & GROUP_FLAG_LFG) != 0;
}
bool Group::isRaidGroup() const
{
return (m_groupFlags & GROUP_FLAG_RAID) != 0;
}
bool Group::isBGGroup() const
{
return m_bgGroup != nullptr;
}
bool Group::isBFGroup() const
{
return m_bfGroup != nullptr;
}
bool Group::IsCreated() const
{
return GetMembersCount() > 0;
}
ObjectGuid Group::GetLeaderGUID() const
{
return m_leaderGuid;
}
ObjectGuid Group::GetGUID() const
{
return m_guid;
}
char const* Group::GetLeaderName() const
{
return m_leaderName.c_str();
}
LootMethod Group::GetLootMethod() const
{
return m_lootMethod;
}
ObjectGuid Group::GetLooterGuid() const
{
if (GetLootMethod() == FREE_FOR_ALL)
return ObjectGuid::Empty;
return m_looterGuid;
}
ObjectGuid Group::GetMasterLooterGuid() const
{
return m_masterLooterGuid;
}
ItemQualities Group::GetLootThreshold() const
{
return m_lootThreshold;
}
bool Group::IsMember(ObjectGuid guid) const
{
return _getMemberCSlot(guid) != m_memberSlots.end();
}
bool Group::IsLeader(ObjectGuid guid) const
{
return (GetLeaderGUID() == guid);
}
ObjectGuid Group::GetMemberGUID(std::string const& name) const
{
auto itr = std::ranges::find(m_memberSlots, name, &MemberSlot::name);
if (itr != m_memberSlots.end())
return itr->guid;
return ObjectGuid::Empty;
}
uint8 Group::GetMemberFlags(ObjectGuid guid) const
{
member_citerator mslot = _getMemberCSlot(guid);
if (mslot == m_memberSlots.end())
return 0u;
return mslot->flags;
}
bool Group::SameSubGroup(ObjectGuid guid1, ObjectGuid guid2) const
{
member_citerator mslot2 = _getMemberCSlot(guid2);
if (mslot2 == m_memberSlots.end())
return false;
return SameSubGroup(guid1, &*mslot2);
}
bool Group::SameSubGroup(ObjectGuid guid1, MemberSlot const* slot2) const
{
member_citerator mslot1 = _getMemberCSlot(guid1);
if (mslot1 == m_memberSlots.end() || !slot2)
return false;
return (mslot1->group == slot2->group);
}
bool Group::HasFreeSlotSubGroup(uint8 subgroup) const
{
return (m_subGroupsCounts && m_subGroupsCounts[subgroup] < MAX_GROUP_SIZE);
}
uint8 Group::GetMemberGroup(ObjectGuid guid) const
{
member_citerator mslot = _getMemberCSlot(guid);
if (mslot == m_memberSlots.end())
return (MAX_RAID_SUBGROUPS+1);
return mslot->group;
}
void Group::SetBattlegroundGroup(Battleground* bg)
{
m_bgGroup = bg;
}
void Group::SetBattlefieldGroup(Battlefield *bf)
{
m_bfGroup = bf;
}
void Group::SetGroupMemberFlag(ObjectGuid guid, bool apply, GroupMemberFlags flag)
{
// Assistants, main assistants and main tanks are only available in raid groups
if (!isRaidGroup())
return;
// Check if player is really in the raid
member_witerator slot = _getMemberWSlot(guid);
if (slot == m_memberSlots.end())
return;
// Do flag specific actions, e.g ensure uniqueness
switch (flag)
{
case MEMBER_FLAG_MAINASSIST:
RemoveUniqueGroupMemberFlag(MEMBER_FLAG_MAINASSIST); // Remove main assist flag from current if any.
break;
case MEMBER_FLAG_MAINTANK:
RemoveUniqueGroupMemberFlag(MEMBER_FLAG_MAINTANK); // Remove main tank flag from current if any.
break;
case MEMBER_FLAG_ASSISTANT:
break;
default:
return; // This should never happen
}
// Switch the actual flag
ToggleGroupMemberFlag(slot, flag, apply);
// Preserve the new setting in the db
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_GROUP_MEMBER_FLAG);
stmt->setUInt8(0, slot->flags);
stmt->setUInt64(1, guid.GetCounter());
CharacterDatabase.Execute(stmt);
// Broadcast the changes to the group
SendUpdate();
}
void Group::LinkMember(GroupReference* pRef)
{
m_memberMgr.insertFirst(pRef);
}
void Group::DelinkMember(ObjectGuid guid)
{
auto itr = std::ranges::find(m_memberMgr, guid, [](GroupReference const& ref) { return ref.GetSource()->GetGUID(); });
if (itr != m_memberMgr.end())
itr->unlink();
}
void Group::_initRaidSubGroupsCounter()
{
// Sub group counters initialization
if (!m_subGroupsCounts)
m_subGroupsCounts = new uint8[MAX_RAID_SUBGROUPS];
memset((void*)m_subGroupsCounts, 0, (MAX_RAID_SUBGROUPS)*sizeof(uint8));
for (member_citerator itr = m_memberSlots.begin(); itr != m_memberSlots.end(); ++itr)
++m_subGroupsCounts[itr->group];
}
Group::member_citerator Group::_getMemberCSlot(ObjectGuid Guid) const
{
return std::ranges::find(m_memberSlots, Guid, &MemberSlot::guid);
}
Group::member_witerator Group::_getMemberWSlot(ObjectGuid Guid)
{
return std::ranges::find(m_memberSlots, Guid, &MemberSlot::guid);
}
void Group::SubGroupCounterIncrease(uint8 subgroup)
{
if (m_subGroupsCounts)
++m_subGroupsCounts[subgroup];
}
void Group::SubGroupCounterDecrease(uint8 subgroup)
{
if (m_subGroupsCounts)
--m_subGroupsCounts[subgroup];
}
void Group::RemoveUniqueGroupMemberFlag(GroupMemberFlags flag)
{
for (member_witerator itr = m_memberSlots.begin(); itr != m_memberSlots.end(); ++itr)
if (itr->flags & flag)
itr->flags &= ~flag;
}
void Group::ToggleGroupMemberFlag(member_witerator slot, uint8 flag, bool apply)
{
if (apply)
slot->flags |= flag;
else
slot->flags &= ~flag;
}
void Group::StartLeaderOfflineTimer()
{
m_isLeaderOffline = true;
m_leaderOfflineTimer.Reset(2 * MINUTE * IN_MILLISECONDS);
}
void Group::StopLeaderOfflineTimer()
{
m_isLeaderOffline = false;
}
void Group::SetEveryoneIsAssistant(bool apply)
{
if (apply)
m_groupFlags = GroupFlags(m_groupFlags | GROUP_FLAG_EVERYONE_ASSISTANT);
else
m_groupFlags = GroupFlags(m_groupFlags & ~GROUP_FLAG_EVERYONE_ASSISTANT);
for (member_witerator itr = m_memberSlots.begin(); itr != m_memberSlots.end(); ++itr)
ToggleGroupMemberFlag(itr, MEMBER_FLAG_ASSISTANT, apply);
if (!isBGGroup() && !isBFGroup())
{
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_GROUP_TYPE);
stmt->setUInt16(0, m_groupFlags);
stmt->setUInt32(1, m_dbStoreId);
CharacterDatabase.Execute(stmt);
}
SendUpdate();
}
RestrictPingsTo Group::GetRestrictPings() const
{
return m_pingRestriction;
}
void Group::SetRestrictPingsTo(RestrictPingsTo restrictTo)
{
m_pingRestriction = restrictTo;
if (!isBGGroup() && !isBFGroup())
{
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_GROUP_PING_RESTRICTION);
stmt->setInt8(0, int8(m_pingRestriction));
stmt->setUInt32(1, m_dbStoreId);
CharacterDatabase.Execute(stmt);
}
SendUpdate();
}