/*
* 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 .
*/
// TO-DO:
// - Implement proper support for vehicles (Player::VehicleSpellInitialize())
// - Siege Engine Turret (45564) crashing server (Auras: Unknown Shapeshift Type: 24)
// - Graveyard spirit phasing, ressurection, Spiritual Immunity aura for players nearby
// - Warn and teleport players out of the Baradin Hold instance (need sniffs; spell 94964?)
// - Not sure, but players should probably be able to ressurect from guide spirits when there's no battle
// - Check and script achievements
#include "BattlefieldTB.h"
#include "AchievementMgr.h"
#include "Battleground.h"
#include "CreatureTextMgr.h"
#include "GameObject.h"
#include "GameTime.h"
#include "ObjectAccessor.h"
#include "Player.h"
#include "Random.h"
#include "ScriptMgr.h"
#include "TemporarySummon.h"
#include "World.h"
#include "WorldStateMgr.h"
BattlefieldTB::~BattlefieldTB() { }
bool BattlefieldTB::SetupBattlefield()
{
m_TypeId = BATTLEFIELD_TB; // See enum BattlefieldTypes
m_BattleId = BATTLEFIELD_BATTLEID_TB;
m_ZoneId = BATTLEFIELD_TB_ZONEID;
InitStalker(NPC_DEBUG_ANNOUNCER, TolBaradDebugAnnouncerPos);
m_MaxPlayer = sWorld->getIntConfig(CONFIG_TOLBARAD_PLR_MAX);
m_IsEnabled = sWorld->getBoolConfig(CONFIG_TOLBARAD_ENABLE);
m_MinPlayer = sWorld->getIntConfig(CONFIG_TOLBARAD_PLR_MIN);
m_MinLevel = sWorld->getIntConfig(CONFIG_TOLBARAD_PLR_MIN_LVL);
m_BattleTime = sWorld->getIntConfig(CONFIG_TOLBARAD_BATTLETIME) * MINUTE * IN_MILLISECONDS;
m_BonusTime = sWorld->getIntConfig(CONFIG_TOLBARAD_BONUSTIME) * MINUTE * IN_MILLISECONDS;
m_NoWarBattleTime = sWorld->getIntConfig(CONFIG_TOLBARAD_NOBATTLETIME) * MINUTE * IN_MILLISECONDS;
m_RestartAfterCrash = sWorld->getIntConfig(CONFIG_TOLBARAD_RESTART_AFTER_CRASH) * MINUTE * IN_MILLISECONDS;
m_TimeForAcceptInvite = 20;
m_StartGroupingTimer = 15 * MINUTE * IN_MILLISECONDS;
m_StartGrouping = false;
m_isActive = false;
KickPosition.Relocate(-605.5f, 1181.31f, 95.96f, 6.177155f);
KickPosition.m_mapId = m_MapId;
RegisterZone(m_ZoneId);
m_Data32.resize(BATTLEFIELD_TB_DATA_MAX);
updatedNPCAndObjects = true;
m_updateObjectsTimer = 0;
// Was there a battle going on or time isn't set yet? Then use m_RestartAfterCrash
if (sWorldStateMgr->GetValue(WS_BATTLEFIELD_TB_STATE_BATTLE, m_Map) == 1 || sWorldStateMgr->GetValue(WS_BATTLEFIELD_TB_TIME_NEXT_BATTLE, m_Map) < GameTime::GetGameTime())
{
sWorldStateMgr->SetValueAndSaveInDb(WS_BATTLEFIELD_TB_STATE_BATTLE, 0, false, m_Map);
sWorldStateMgr->SetValue(WS_BATTLEFIELD_TB_TIME_NEXT_BATTLE, GameTime::GetGameTime() + m_RestartAfterCrash / IN_MILLISECONDS, false, m_Map);
}
// Set timer
m_Timer = sWorldStateMgr->GetValue(WS_BATTLEFIELD_TB_TIME_NEXT_BATTLE, m_Map) - GameTime::GetGameTime();
// Defending team isn't set yet? Choose randomly.
if (sWorldStateMgr->GetValue(WS_BATTLEFIELD_TB_FACTION_CONTROLLING, m_Map) == 0)
sWorldStateMgr->SetValue(WS_BATTLEFIELD_TB_FACTION_CONTROLLING, uint32(urand(1, 2)), false, m_Map);
// Set defender team
SetDefenderTeam(TeamId(sWorldStateMgr->GetValue(WS_BATTLEFIELD_TB_FACTION_CONTROLLING, m_Map) - 1));
sWorldStateMgr->SetValue(WS_BATTLEFIELD_TB_TIME_NEXT_BATTLE_SHOW, 1, false, m_Map);
sWorldStateMgr->SetValueAndSaveInDb(WS_BATTLEFIELD_TB_TIME_NEXT_BATTLE, GameTime::GetGameTime() + m_Timer / IN_MILLISECONDS, false, m_Map);
sWorldStateMgr->SetValueAndSaveInDb(WS_BATTLEFIELD_TB_FACTION_CONTROLLING, GetDefenderTeam() + 1, false, m_Map);
sWorldStateMgr->SetValue(WS_BATTLEFIELD_TB_ALLIANCE_CONTROLS_SHOW, GetDefenderTeam() == TEAM_ALLIANCE ? 1 : 0, false, m_Map);
sWorldStateMgr->SetValue(WS_BATTLEFIELD_TB_HORDE_CONTROLS_SHOW, GetDefenderTeam() == TEAM_HORDE ? 1 : 0, false, m_Map);
sWorldStateMgr->SetValue(WS_BATTLEFIELD_TB_KEEP_ALLIANCE, GetDefenderTeam() == TEAM_ALLIANCE ? 1 : 0, false, m_Map);
sWorldStateMgr->SetValue(WS_BATTLEFIELD_TB_KEEP_HORDE, GetDefenderTeam() == TEAM_HORDE ? 1 : 0, false, m_Map);
// Create capture points
for (uint8 i = 0; i < TB_BASE_COUNT; i++)
{
//Spawn flag pole
if (GameObject* go = SpawnGameObject(TBCapturePoints[i].entryFlagPole[GetDefenderTeam()], TBCapturePoints[i].pos, QuaternionData::fromEulerAnglesZYX(TBCapturePoints[i].pos.GetOrientation(), 0.0f, 0.0f)))
{
std::unique_ptr controlZone = std::make_unique(this, TBCapturePoints[i]);
if (GetDefenderTeam() == TEAM_ALLIANCE)
{
sWorldStateMgr->SetValue(controlZone->GetWorldStateAllianceControlled(), 1, false, GetMap());
go->HandleCustomTypeCommand(GameObjectType::SetControlZoneValue(100));
go->SetGoArtKit(TB_GO_ARTKIT_FLAG_ALLIANCE);
}
else if (GetDefenderTeam() == TEAM_HORDE)
{
sWorldStateMgr->SetValue(controlZone->GetWorldStateHordeControlled(), 1, false, GetMap());
go->HandleCustomTypeCommand(GameObjectType::SetControlZoneValue(0));
go->SetGoArtKit(TB_GO_ARTKIT_FLAG_HORDE);
}
ControlZoneHandlers[go->GetEntry()] = std::move(controlZone);
}
}
// Spawn towers
for (uint8 i = 0; i < TB_TOWERS_COUNT; i++)
if (GameObject* go = SpawnGameObject(TBTowers[i].entry, TBTowers[i].pos, QuaternionData::fromEulerAnglesZYX(TBTowers[i].pos.GetOrientation(), 0.0f, 0.0f)))
Towers.insert(go->GetGUID());
// Init Graveyards
SetGraveyardNumber(BATTLEFIELD_TB_GRAVEYARD_MAX);
// Graveyards
for (uint8 i = 0; i < BATTLEFIELD_TB_GRAVEYARD_MAX; i++)
{
BfGraveyard* graveyard = new BfGraveyard(this);
// When between games, the graveyard is controlled by the defending team
graveyard->Initialize(GetDefenderTeam(), TBGraveyards[i].gyid);
// Spawn spirits
for (uint8 team = 0; team < 2; team++)
if (Creature* creature = SpawnCreature(TBGraveyards[i].spiritEntry[team], TBGraveyards[i].pos))
graveyard->SetSpirit(creature, TeamId(team));
m_GraveyardList[i] = graveyard;
}
// Time warning vars
warnedFiveMinutes = false;
warnedTwoMinutes = false;
warnedOneMinute = false;
UpdateNPCsAndGameObjects();
return true;
}
bool BattlefieldTB::Update(uint32 diff)
{
bool m_return = Battlefield::Update(diff);
// Minutes till battle preparation warnings
if (GetState() == BATTLEFIELD_INACTIVE)
{
if (m_Timer <= 5 * MINUTE * IN_MILLISECONDS + m_StartGroupingTimer && !warnedFiveMinutes)
{
warnedFiveMinutes = true;
SendWarning(TB_TEXT_PREPARATIONS_IN_5_MIN);
}
if (m_Timer <= 2 * MINUTE * IN_MILLISECONDS + m_StartGroupingTimer && !warnedTwoMinutes)
{
warnedTwoMinutes = true;
SendWarning(TB_TEXT_PREPARATIONS_IN_2_MIN);
}
if (m_Timer <= 1 * MINUTE * IN_MILLISECONDS + m_StartGroupingTimer && !warnedOneMinute)
{
warnedOneMinute = true;
SendWarning(TB_TEXT_PREPARATIONS_IN_1_MIN);
}
}
if (!updatedNPCAndObjects)
{
if (m_updateObjectsTimer <= diff)
{
UpdateNPCsAndGameObjects();
updatedNPCAndObjects = true;
}
else
m_updateObjectsTimer -= diff;
}
return m_return;
}
void BattlefieldTB::OnPlayerEnterZone(Player* player)
{
if (!m_isActive)
RemoveAurasFromPlayer(player);
}
void BattlefieldTB::OnPlayerLeaveZone(Player* player)
{
if (!m_isActive)
RemoveAurasFromPlayer(player);
}
void BattlefieldTB::OnPlayerJoinWar(Player* player)
{
RemoveAurasFromPlayer(player);
player->SetPvP(true);
// Bonus damage buff for attackers
if (player->GetTeamId() == GetAttackerTeam())
{
int32 towersDestroyed = sWorldStateMgr->GetValue(WS_BATTLEFIELD_TB_TOWERS_DESTROYED, m_Map);
if (towersDestroyed > 0)
player->CastSpell(player, SPELL_TOWER_ATTACK_BONUS, CastSpellExtraArgs(TRIGGERED_FULL_MASK).AddSpellMod(SPELLVALUE_AURA_STACK, towersDestroyed));
}
}
void BattlefieldTB::OnPlayerLeaveWar(Player* player)
{
RemoveAurasFromPlayer(player);
}
void BattlefieldTB::RemoveAurasFromPlayer(Player* player)
{
player->RemoveAurasDueToSpell(SPELL_TB_SLOW_FALL);
player->RemoveAurasDueToSpell(SPELL_TB_VETERAN);
player->RemoveAurasDueToSpell(SPELL_TOWER_ATTACK_BONUS);
player->RemoveAurasDueToSpell(SPELL_TB_SPIRITUAL_IMMUNITY);
}
void BattlefieldTB::OnStartGrouping()
{
UpdateNPCsAndGameObjects();
sWorldStateMgr->SetValue(WS_BATTLEFIELD_TB_STATE_PREPARATIONS, 1, false, m_Map);
// Teleport players out of questing area
for (uint8 team = 0; team < PVP_TEAMS_COUNT; ++team)
for (ObjectGuid const& guid : m_players[team])
if (Player* player = ObjectAccessor::FindPlayer(guid))
if (player->GetAreaId() == TBQuestAreas[m_iCellblockRandom].entry)
player->CastSpell(player, TBQuestAreas[m_iCellblockRandom].teleportSpell, true);
// Should we also teleport players out of Baradin Hold underground area?
}
void BattlefieldTB::OnBattleStart()
{
SetData(BATTLEFIELD_TB_DATA_TOWERS_INTACT, uint32(3));
UpdateNPCsAndGameObjects();
sWorldStateMgr->SetValue(WS_BATTLEFIELD_TB_TIME_BATTLE_END_SHOW, 1, false, m_Map);
sWorldStateMgr->SetValue(WS_BATTLEFIELD_TB_TIME_BATTLE_END, GameTime::GetGameTime() + m_Timer / IN_MILLISECONDS, false, m_Map);
sWorldStateMgr->SetValue(WS_BATTLEFIELD_TB_TIME_NEXT_BATTLE_SHOW, 0, false, m_Map);
sWorldStateMgr->SetValueAndSaveInDb(WS_BATTLEFIELD_TB_TIME_NEXT_BATTLE, 0, false, m_Map);
sWorldStateMgr->SetValue(WS_BATTLEFIELD_TB_ALLIANCE_ATTACKING_SHOW, GetAttackerTeam() == TEAM_ALLIANCE ? 1 : 0, false, m_Map);
sWorldStateMgr->SetValue(WS_BATTLEFIELD_TB_HORDE_ATTACKING_SHOW, GetAttackerTeam() == TEAM_HORDE ? 1 : 0, false, m_Map);
sWorldStateMgr->SetValue(WS_BATTLEFIELD_TB_ALLIANCE_CONTROLS_SHOW, 0, false, m_Map);
sWorldStateMgr->SetValue(WS_BATTLEFIELD_TB_HORDE_CONTROLS_SHOW, 0, false, m_Map);
sWorldStateMgr->SetValue(WS_BATTLEFIELD_TB_BUILDINGS_CAPTURED_SHOW, 1, false, m_Map);
sWorldStateMgr->SetValue(WS_BATTLEFIELD_TB_BUILDINGS_CAPTURED, 0, false, m_Map);
sWorldStateMgr->SetValue(WS_BATTLEFIELD_TB_TOWERS_DESTROYED_SHOW, 0, false, m_Map);
sWorldStateMgr->SetValue(WS_BATTLEFIELD_TB_TOWERS_DESTROYED, 0, false, m_Map);
sWorldStateMgr->SetValue(WS_BATTLEFIELD_TB_STATE_PREPARATIONS, 0, false, m_Map);
sWorldStateMgr->SetValueAndSaveInDb(WS_BATTLEFIELD_TB_STATE_BATTLE, 1, false, m_Map);
// Towers/spires
for (uint8 i = 0; i < TB_TOWERS_COUNT; i++)
{
sWorldStateMgr->SetValue(TBTowers[i].wsIntact[GetDefenderTeam()], 1, false, m_Map);
sWorldStateMgr->SetValue(TBTowers[i].wsDamaged[GetDefenderTeam()], 0, false, m_Map);
sWorldStateMgr->SetValue(TBTowers[i].wsDestroyed, 0, false, m_Map);
sWorldStateMgr->SetValue(TBTowers[i].wsDamaged[GetAttackerTeam()], 0, false, m_Map);
sWorldStateMgr->SetValue(TBTowers[i].wsIntact[GetAttackerTeam()], 0, false, m_Map);
}
}
void BattlefieldTB::OnBattleEnd(bool endByTimer)
{
if (!endByTimer) // Attackers win (but now they are defenders already)
SendWarning(GetDefenderTeam() == TEAM_ALLIANCE ? TB_TEXT_FORTRESS_CAPTURE_ALLIANCE : TB_TEXT_FORTRESS_CAPTURE_HORDE);
else // Defenders win
SendWarning(GetDefenderTeam() == TEAM_ALLIANCE ? TB_TEXT_FORTRESS_DEFEND_ALLIANCE : TB_TEXT_FORTRESS_DEFEND_HORDE);
// UpdateNPCsAndGameObjects() must be called 1 minute after battle ends
m_updateObjectsTimer = 1 * MINUTE * IN_MILLISECONDS;
updatedNPCAndObjects = false;
// Complete quest
TeamCastSpell(GetDefenderTeam(), GetDefenderTeam() == TEAM_ALLIANCE ? SPELL_VICTORY_ALLIANCE : SPELL_VICTORY_HORDE);
// Rewards
TeamCastSpell(GetDefenderTeam(), GetDefenderTeam() == TEAM_ALLIANCE ? SPELL_REWARD_VICTORY_ALLIANCE : SPELL_REWARD_VICTORY_HORDE);
for (uint32 i = 0; i < GetData(BATTLEFIELD_TB_DATA_TOWERS_INTACT); i++) // Unsure, for each intact tower or only once for having any tower intact?
TeamCastSpell(GetDefenderTeam(), SPELL_REWARD_TOWER_INTACT);
TeamCastSpell(GetAttackerTeam(), SPELL_REWARD_DEFEAT);
for (uint8 team = 0; team < 2; ++team)
{
for (ObjectGuid const& guid : m_PlayersInWar[team])
if (Player* player = ObjectAccessor::FindPlayer(guid))
RemoveAurasFromPlayer(player);
m_PlayersInWar[team].clear();
}
// Reset time warning vars
warnedFiveMinutes = false;
warnedTwoMinutes = false;
warnedOneMinute = false;
sWorldStateMgr->SetValue(WS_BATTLEFIELD_TB_TIME_BATTLE_END_SHOW, 0, false, m_Map);
sWorldStateMgr->SetValue(WS_BATTLEFIELD_TB_TIME_BATTLE_END, 0, false, m_Map);
sWorldStateMgr->SetValue(WS_BATTLEFIELD_TB_TIME_NEXT_BATTLE_SHOW, 1, false, m_Map);
sWorldStateMgr->SetValueAndSaveInDb(WS_BATTLEFIELD_TB_TIME_NEXT_BATTLE, GameTime::GetGameTime() + m_NoWarBattleTime / IN_MILLISECONDS, false, m_Map);
sWorldStateMgr->SetValue(WS_BATTLEFIELD_TB_ALLIANCE_ATTACKING_SHOW, 0, false, m_Map);
sWorldStateMgr->SetValue(WS_BATTLEFIELD_TB_HORDE_ATTACKING_SHOW, 0, false, m_Map);
sWorldStateMgr->SetValueAndSaveInDb(WS_BATTLEFIELD_TB_FACTION_CONTROLLING, GetDefenderTeam() + 1, false, m_Map);
sWorldStateMgr->SetValue(WS_BATTLEFIELD_TB_ALLIANCE_CONTROLS_SHOW, GetDefenderTeam() == TEAM_ALLIANCE ? 1 : 0, false, m_Map);
sWorldStateMgr->SetValue(WS_BATTLEFIELD_TB_HORDE_CONTROLS_SHOW, GetDefenderTeam() == TEAM_HORDE ? 1 : 0, false, m_Map);
sWorldStateMgr->SetValue(WS_BATTLEFIELD_TB_KEEP_ALLIANCE, GetDefenderTeam() == TEAM_ALLIANCE ? 1 : 0, false, m_Map);
sWorldStateMgr->SetValue(WS_BATTLEFIELD_TB_KEEP_HORDE, GetDefenderTeam() == TEAM_HORDE ? 1 : 0, false, m_Map);
sWorldStateMgr->SetValue(WS_BATTLEFIELD_TB_BUILDINGS_CAPTURED_SHOW, 0, false, m_Map);
sWorldStateMgr->SetValueAndSaveInDb(WS_BATTLEFIELD_TB_STATE_BATTLE, 0, false, m_Map);
}
void BattlefieldTB::UpdateNPCsAndGameObjects()
{
for (ObjectGuid guid : BattleInactiveNPCs)
if (Creature* creature = GetCreature(guid))
HideNpc(creature);
for (ObjectGuid guid : BattleInactiveGOs)
if (GameObject* gameobject = GetGameObject(guid))
gameobject->SetRespawnTime(RESPAWN_ONE_DAY);
for (ObjectGuid guid : TemporaryNPCs)
if (Creature* creature = GetCreature(guid))
creature->RemoveFromWorld();
TemporaryNPCs.clear();
for (ObjectGuid guid : TemporaryGOs)
if (GameObject* gameobject = GetGameObject(guid))
gameobject->Delete();
TemporaryGOs.clear();
// Tol Barad gates - closed during warmup
if (GameObject* gates = GetGameObject(TBGatesGUID))
gates->SetGoState(GetState() == BATTLEFIELD_WARMUP ? GO_STATE_READY : GO_STATE_ACTIVE);
// Baradin Hold door - open when inactive
if (GameObject* door = GetGameObject(TBDoorGUID))
door->SetGoState(GetState() == BATTLEFIELD_INACTIVE ? GO_STATE_ACTIVE : GO_STATE_READY);
// Decide which cellblock and questgiver will be active.
m_iCellblockRandom = GetState() == BATTLEFIELD_INACTIVE ? urand(CELLBLOCK_THE_HOLE, CELLBLOCK_CURSED_DEPTHS) : uint8(CELLBLOCK_NONE);
// To The Hole gate
if (GameObject* door = GetGameObject(m_gateToTheHoleGUID))
door->SetGoState(m_iCellblockRandom == CELLBLOCK_THE_HOLE ? GO_STATE_ACTIVE : GO_STATE_READY);
// D-Block gate
if (GameObject* door = GetGameObject(m_gateDBlockGUID))
door->SetGoState(m_iCellblockRandom == CELLBLOCK_D_BLOCK ? GO_STATE_ACTIVE : GO_STATE_READY);
// Cursed Depths gate
if (GameObject* door = GetGameObject(m_gateCursedDepthsGUID))
door->SetGoState(m_iCellblockRandom == CELLBLOCK_CURSED_DEPTHS ? GO_STATE_ACTIVE : GO_STATE_READY);
if (GetState() == BATTLEFIELD_INACTIVE)
{
// Delete capture points
ControlZoneHandlers.clear();
// Create capture points
for (uint8 i = 0; i < TB_BASE_COUNT; i++)
{
if (GameObject* go = SpawnGameObject(TBCapturePoints[i].entryFlagPole[GetDefenderTeam()], TBCapturePoints[i].pos, QuaternionData::fromEulerAnglesZYX(TBCapturePoints[i].pos.GetOrientation(), 0.0f, 0.0f)))
{
std::unique_ptr controlZone = std::make_unique(this, TBCapturePoints[i]);
if (GetDefenderTeam() == TEAM_ALLIANCE)
{
sWorldStateMgr->SetValue(controlZone->GetWorldStateAllianceControlled(), 1, false, GetMap());
go->HandleCustomTypeCommand(GameObjectType::SetControlZoneValue(100));
go->SetGoArtKit(TB_GO_ARTKIT_FLAG_ALLIANCE);
}
else if (GetDefenderTeam() == TEAM_HORDE)
{
sWorldStateMgr->SetValue(controlZone->GetWorldStateHordeControlled(), 1, false, GetMap());
go->HandleCustomTypeCommand(GameObjectType::SetControlZoneValue(0));
go->SetGoArtKit(TB_GO_ARTKIT_FLAG_HORDE);
}
ControlZoneHandlers[go->GetEntry()] = std::move(controlZone);
}
}
for (ObjectGuid guid : BattleInactiveNPCs)
if (Creature* creature = GetCreature(guid))
ShowNpc(creature, true);
for (ObjectGuid guid : BattleInactiveGOs)
if (GameObject* gameobject = GetGameObject(guid))
gameobject->SetRespawnTime(RESPAWN_IMMEDIATELY);
for (uint8 i = 0; i < TB_QUEST_INFANTRY_MAX; i++)
{
uint32 entry = TB_QUEST_INFANTRY[GetDefenderTeam()][urand(0,3)];
if (Creature* creature = SpawnCreature(entry, TBQuestInfantrySpawnData[i]))
TemporaryNPCs.insert(creature->GetGUID());
}
for (uint8 i = 0; i < TB_GUARDS_MAX; i++)
if (Creature* creature = SpawnCreature(GetDefenderTeam() == TEAM_ALLIANCE ? NPC_BARADIN_GUARD : NPC_HELLSCREAMS_SENTRY, GuardNPCSpawns[i]))
TemporaryNPCs.insert(creature->GetGUID());
for (uint8 i = 0; i < TB_FACTION_NPC_MAX; i++)
if (Creature* creature = SpawnCreature(GetDefenderTeam() == TEAM_ALLIANCE ? FactionNPCSpawns[i].entryAlliance : FactionNPCSpawns[i].entryHorde, FactionNPCSpawns[i].pos))
TemporaryNPCs.insert(creature->GetGUID());
if (Creature* creature = SpawnCreature(RandomQuestgivers[GetDefenderTeam()][m_iCellblockRandom], RandomQuestgiverPos))
TemporaryNPCs.insert(creature->GetGUID());
// Spawn portals
for (uint8 i = 0; i < TB_PORTAL_MAX; i++)
if (GameObject* go = SpawnGameObject(TBPortalEntry[GetDefenderTeam()], TBPortals[i], QuaternionData::fromEulerAnglesZYX(TBPortals[i].GetOrientation(), 0.0f, 0.0f)))
TemporaryGOs.insert(go->GetGUID());
// Update towers
for (ObjectGuid guid : Towers)
if (GameObject* go = GetGameObject(guid))
go->SetDestructibleState(GO_DESTRUCTIBLE_REBUILDING);
}
else if (GetState() == BATTLEFIELD_IN_PROGRESS)
{
for (uint8 i = 0; i < TB_ABANDONED_SIEGE_ENGINE_COUNT; i++)
if (Creature* creature = SpawnCreature(NPC_ABANDONED_SIEGE_ENGINE, TBAbandonedSiegeEngineSpawnData[i]))
TemporaryNPCs.insert(creature->GetGUID());
for (ObjectGuid guid : Towers)
{
if (GameObject* go = GetGameObject(guid))
{
go->SetDestructibleState(GO_DESTRUCTIBLE_INTACT);
go->ModifyHealth(go->GetGOValue()->Building.MaxHealth);
}
}
}
// Spawn banners
for (uint8 i = 0; i < TB_BANNER_MAX; i++)
if (GameObject* go = SpawnGameObject(TBBannerEntry[GetDefenderTeam()], TBBanners[i], QuaternionData::fromEulerAnglesZYX(TBBanners[i].GetOrientation(), 0.0f, 0.0f)))
TemporaryGOs.insert(go->GetGUID());
// Set graveyard controls
for (uint8 i = 0; i < BATTLEFIELD_TB_GRAVEYARD_MAX; i++)
if (BfGraveyard* graveyard = GetGraveyardById(i))
graveyard->GiveControlTo(!IsWarTime() || TBGraveyards[i].defenderControls ? GetDefenderTeam() : GetAttackerTeam());
}
void BattlefieldTB::OnCreatureCreate(Creature* creature)
{
switch (creature->GetEntry())
{
// Store NPCs that need visibility toggling
case NPC_TOLBARAD_CAPTIVE_SPIRIT:
case NPC_TOLBARAD_CELLBLOCK_OOZE:
case NPC_TOLBARAD_ARCHMAGE_GALUS:
case NPC_TOLBARAD_GHASTLY_CONVICT:
case NPC_TOLBARAD_SHIVARRA_DESTROYER:
case NPC_TOLBARAD_CELL_WATCHER:
case NPC_TOLBARAD_SVARNOS:
case NPC_TOLBARAD_JAILED_WRATHGUARD:
case NPC_TOLBARAD_IMPRISONED_IMP:
case NPC_TOLBARAD_WARDEN_SILVA:
case NPC_TOLBARAD_WARDEN_GUARD:
case NPC_TOLBARAD_IMPRISONED_WORKER:
case NPC_TOLBARAD_EXILED_MAGE:
case NPC_CROCOLISK:
case NPC_PROBLIM:
BattleInactiveNPCs.insert(creature->GetGUID());
if (GetState() == BATTLEFIELD_WARMUP) // If battle is about to start, we must hide these.
HideNpc(creature);
break;
case NPC_ABANDONED_SIEGE_ENGINE:
creature->SetFaction(TBFactions[GetDefenderTeam()]);
creature->CastSpell(creature, SPELL_THICK_LAYER_OF_RUST, true);
break;
case NPC_SIEGE_ENGINE_TURRET:
if (Unit* vehiclebase = creature->GetCharmerOrOwner()->GetVehicleBase())
creature->EnterVehicle(vehiclebase);
break;
case NPC_TOWER_RANGE_FINDER:
creature->CastSpell(creature, SPELL_TOWER_RANGE_FINDER_PERIODIC, true);
break;
case NPC_TB_GY_SPIRIT_BARADIN_HOLD_A:
case NPC_TB_GY_SPIRIT_BARADIN_HOLD_H:
case NPC_TB_GY_SPIRIT_IRONCLAD_GARRISON_A:
case NPC_TB_GY_SPIRIT_WARDENS_VIGIL_A:
case NPC_TB_GY_SPIRIT_EAST_SPIRE_A:
case NPC_TB_GY_SPIRIT_SOUTH_SPIRE_A:
case NPC_TB_GY_SPIRIT_WEST_SPIRE_A:
case NPC_TB_GY_SPIRIT_SLAGWORKS_A:
case NPC_TB_GY_SPIRIT_IRONCLAD_GARRISON_H:
case NPC_TB_GY_SPIRIT_WARDENS_VIGIL_H:
case NPC_TB_GY_SPIRIT_SLAGWORKS_H:
case NPC_TB_GY_SPIRIT_WEST_SPIRE_H:
case NPC_TB_GY_SPIRIT_EAST_SPIRE_H:
case NPC_TB_GY_SPIRIT_SOUTH_SPIRE_H:
creature->CastSpell(creature, SPELL_TB_SPIRITUAL_IMMUNITY, true);
break;
default:
break;
}
}
void BattlefieldTB::OnGameObjectCreate(GameObject* go)
{
switch (go->GetEntry())
{
case GO_TOLBARAD_GATES:
TBGatesGUID = go->GetGUID();
go->SetGoState(GetState() == BATTLEFIELD_WARMUP ? GO_STATE_READY : GO_STATE_ACTIVE);
break;
case GO_TOLBARAD_DOOR:
TBDoorGUID = go->GetGUID();
go->SetGoState(GetState() == BATTLEFIELD_INACTIVE ? GO_STATE_ACTIVE : GO_STATE_READY);
break;
case GO_GATE_TO_THE_HOLE:
m_gateToTheHoleGUID = go->GetGUID();
go->SetGoState(m_iCellblockRandom == CELLBLOCK_THE_HOLE ? GO_STATE_ACTIVE : GO_STATE_READY);
break;
case GO_GATE_D_BLOCK:
m_gateDBlockGUID = go->GetGUID();
go->SetGoState(m_iCellblockRandom == CELLBLOCK_D_BLOCK ? GO_STATE_ACTIVE : GO_STATE_READY);
break;
case GO_CURSED_DEPTHS_GATE:
m_gateCursedDepthsGUID = go->GetGUID();
go->SetGoState(m_iCellblockRandom == CELLBLOCK_CURSED_DEPTHS ? GO_STATE_ACTIVE : GO_STATE_READY);
break;
case GO_CRATE_OF_CELLBLOCK_RATIONS:
case GO_CURSED_SHACKLES:
case GO_DUSTY_PRISON_JOURNAL:
case GO_TB_MEETING_STONE:
case GO_TB_INSTANCE_VISUAL_1:
case GO_TB_INSTANCE_VISUAL_2:
case GO_TB_INSTANCE_VISUAL_3:
case GO_TB_INSTANCE_VISUAL_4:
BattleInactiveGOs.insert(go->GetGUID());
if (GetState() == BATTLEFIELD_WARMUP) // If battle is about to start, we must hide these.
go->SetRespawnTime(RESPAWN_ONE_DAY);
break;
default:
break;
}
}
void BattlefieldTB::ProcessEvent(WorldObject* obj, uint32 eventId, WorldObject* invoker)
{
Battlefield::ProcessEvent(obj, eventId, invoker);
if (!IsWarTime())
return;
if (eventId == EVENT_COUNT_CAPTURED_BASE)
{
UpdateCapturedBaseCount();
return;
}
if (!obj)
return;
GameObject* go = obj->ToGameObject();
if (!go)
return;
TBTowerId towerId;
switch (go->GetEntry())
{
case GO_WEST_SPIRE:
towerId = TB_TOWER_WEST_SPIRE;
break;
case GO_EAST_SPIRE:
towerId = TB_TOWER_EAST_SPIRE;
break;
case GO_SOUTH_SPIRE:
towerId = TB_TOWER_SOUTH_SPIRE;
break;
default:
return;
}
if (go->GetDestructibleState() == GO_DESTRUCTIBLE_DAMAGED)
TowerDamaged(towerId);
else if (go->GetDestructibleState() == GO_DESTRUCTIBLE_DESTROYED)
TowerDestroyed(towerId);
}
void BattlefieldTB::TowerDamaged(TBTowerId tbTowerId)
{
if (!IsWarTime())
return;
SendWarning(TBTowers[tbTowerId].textDamaged);
SetData(BATTLEFIELD_TB_DATA_TOWERS_INTACT, GetData(BATTLEFIELD_TB_DATA_TOWERS_INTACT) - 1);
sWorldStateMgr->SetValue(TBTowers[tbTowerId].wsIntact[GetDefenderTeam()], 0, false, m_Map);
sWorldStateMgr->SetValue(TBTowers[tbTowerId].wsDamaged[GetDefenderTeam()], 1, false, m_Map);
TeamCastSpell(GetAttackerTeam(), SPELL_REWARD_TOWER_DAMAGED);
}
void BattlefieldTB::TowerDestroyed(TBTowerId tbTowerId)
{
if (!IsWarTime())
return;
// Add 5 minute bonus time
m_Timer += m_BonusTime;
sWorldStateMgr->SetValue(WS_BATTLEFIELD_TB_TIME_BATTLE_END, GameTime::GetGameTime() + m_Timer / IN_MILLISECONDS, false, m_Map);
SendWarning(TBTowers[tbTowerId].textDestroyed);
sWorldStateMgr->SetValue(WS_BATTLEFIELD_TB_TOWERS_DESTROYED_SHOW, 1, false, m_Map);
int32 towersDestroyed = sWorldStateMgr->GetValue(WS_BATTLEFIELD_TB_TOWERS_DESTROYED, m_Map) + 1;
sWorldStateMgr->SetValue(WS_BATTLEFIELD_TB_TOWERS_DESTROYED, towersDestroyed, false, m_Map);
sWorldStateMgr->SetValue(TBTowers[tbTowerId].wsDamaged[GetDefenderTeam()], 0, false, m_Map);
sWorldStateMgr->SetValue(TBTowers[tbTowerId].wsDestroyed, 1, false, m_Map);
// Attack bonus buff
for (ObjectGuid const& guid : m_PlayersInWar[GetAttackerTeam()])
if (Player* player = ObjectAccessor::FindPlayer(guid))
player->CastSpell(player, SPELL_TOWER_ATTACK_BONUS, CastSpellExtraArgs(TRIGGERED_FULL_MASK).AddSpellMod(SPELLVALUE_AURA_STACK, towersDestroyed));
// Honor reward
TeamCastSpell(GetAttackerTeam(), SPELL_REWARD_TOWER_DESTROYED);
}
void BattlefieldTB::UpdateCapturedBaseCount()
{
uint32 numCapturedBases = 0; // How many bases attacker has captured
// these world states are either 0 or 1
if (GetAttackerTeam() == TEAM_ALLIANCE)
{
numCapturedBases += sWorldStateMgr->GetValue(WS_BATTLEFIELD_TB_GARRISON_ALLIANCE_CONTROLLED, GetMap());
numCapturedBases += sWorldStateMgr->GetValue(WS_BATTLEFIELD_TB_VIGIL_ALLIANCE_CONTROLLED, GetMap());
numCapturedBases += sWorldStateMgr->GetValue(WS_BATTLEFIELD_TB_SLAGWORKS_ALLIANCE_CONTROLLED, GetMap());
}
else if (GetAttackerTeam() == TEAM_HORDE)
{
numCapturedBases += sWorldStateMgr->GetValue(WS_BATTLEFIELD_TB_GARRISON_HORDE_CONTROLLED, GetMap());
numCapturedBases += sWorldStateMgr->GetValue(WS_BATTLEFIELD_TB_VIGIL_HORDE_CONTROLLED, GetMap());
numCapturedBases += sWorldStateMgr->GetValue(WS_BATTLEFIELD_TB_SLAGWORKS_HORDE_CONTROLLED, GetMap());
}
sWorldStateMgr->SetValue(WS_BATTLEFIELD_TB_BUILDINGS_CAPTURED, numCapturedBases, false, m_Map);
// Check if attackers won
if (numCapturedBases == TB_BASE_COUNT)
EndBattle(false);
}
// Called when player kill a unit in wg zone
void BattlefieldTB::HandleKill(Player* killer, Unit* victim)
{
if (killer == victim || victim->GetTypeId() != TYPEID_PLAYER)
return;
TeamId killerTeam = killer->GetTeamId();
for (ObjectGuid const& guid : m_PlayersInWar[killerTeam])
if (Player* player = ObjectAccessor::FindPlayer(guid))
if (player->GetDistance2d(killer) < 40.0f)
PromotePlayer(player);
}
void BattlefieldTB::PromotePlayer(Player* killer)
{
if (!m_isActive || killer->HasAura(SPELL_TB_VETERAN))
return;
killer->CastSpell(killer, SPELL_TB_VETERAN, true);
}
TolBaradCapturePoint::TolBaradCapturePoint(BattlefieldTB* battlefield, TBCapturePointSpawnData const& data) : BattlefieldControlZoneHandler(battlefield),
_textIdHordeCaptured(data.textGained[TEAM_HORDE]), _textIdAllianceCaptured(data.textGained[TEAM_ALLIANCE]),
_textIdHordeLost(data.textLost[TEAM_HORDE]), _textIdAllianceLost(data.textLost[TEAM_ALLIANCE]),
_worldstateHordeControlled(data.wsControlled[TEAM_HORDE]), _worldstateAllianceControlled(data.wsControlled[TEAM_ALLIANCE]),
_worldstateHordeCapturing(data.wsCapturing[TEAM_HORDE]), _worldstateAllianceCapturing(data.wsCapturing[TEAM_ALLIANCE]),
_worldstateNeutral(data.wsNeutral)
{
}
void TolBaradCapturePoint::HandleContestedEventHorde(GameObject* controlZone)
{
BattlefieldControlZoneHandler::HandleContestedEventHorde(controlZone);
}
void TolBaradCapturePoint::HandleContestedEventAlliance(GameObject* controlZone)
{
BattlefieldControlZoneHandler::HandleContestedEventAlliance(controlZone);
}
void TolBaradCapturePoint::HandleProgressEventHorde(GameObject* controlZone)
{
BattlefieldControlZoneHandler::HandleProgressEventHorde(controlZone);
GetBattlefield()->SendWarning(_textIdHordeCaptured);
controlZone->SetGoArtKit(TB_GO_ARTKIT_FLAG_HORDE);
sWorldStateMgr->SetValue(_worldstateHordeControlled, 1, false, controlZone->GetMap());
sWorldStateMgr->SetValue(_worldstateHordeCapturing, 0, false, controlZone->GetMap());
GetBattlefield()->ProcessEvent(nullptr, EVENT_COUNT_CAPTURED_BASE, nullptr);
}
void TolBaradCapturePoint::HandleProgressEventAlliance(GameObject* controlZone)
{
BattlefieldControlZoneHandler::HandleProgressEventAlliance(controlZone);
GetBattlefield()->SendWarning(_textIdAllianceCaptured);
controlZone->SetGoArtKit(TB_GO_ARTKIT_FLAG_ALLIANCE);
sWorldStateMgr->SetValue(_worldstateAllianceControlled, 1, false, controlZone->GetMap());
sWorldStateMgr->SetValue(_worldstateAllianceCapturing, 0, false, controlZone->GetMap());
GetBattlefield()->ProcessEvent(nullptr, EVENT_COUNT_CAPTURED_BASE, nullptr);
}
void TolBaradCapturePoint::HandleNeutralEventHorde(GameObject* controlZone)
{
GetBattlefield()->SendWarning(_textIdHordeLost);
sWorldStateMgr->SetValue(_worldstateHordeControlled, 0, false, controlZone->GetMap());
sWorldStateMgr->SetValue(_worldstateAllianceCapturing, 1, false, controlZone->GetMap());
BattlefieldControlZoneHandler::HandleNeutralEventHorde(controlZone);
}
void TolBaradCapturePoint::HandleNeutralEventAlliance(GameObject* controlZone)
{
GetBattlefield()->SendWarning(_textIdAllianceLost);
sWorldStateMgr->SetValue(_worldstateAllianceControlled, 0, false, controlZone->GetMap());
sWorldStateMgr->SetValue(_worldstateHordeCapturing, 1, false, controlZone->GetMap());
BattlefieldControlZoneHandler::HandleNeutralEventAlliance(controlZone);
}
void TolBaradCapturePoint::HandleNeutralEvent(GameObject* controlZone)
{
BattlefieldControlZoneHandler::HandleNeutralEvent(controlZone);
controlZone->SetGoArtKit(TB_GO_ARTKIT_FLAG_NONE);
}
class Battlefield_tol_barad : public BattlefieldScript
{
public:
Battlefield_tol_barad() : BattlefieldScript("battlefield_tb") { }
Battlefield* GetBattlefield(Map* map) const override
{
return new BattlefieldTB(map);
}
};
void AddSC_BF_tol_barad()
{
new Battlefield_tol_barad();
}