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