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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 "InstanceScript.h"
#include "AreaBoundary.h"
#include "Creature.h"
#include "CreatureAI.h"
#include "CreatureAIImpl.h"
#include "DatabaseEnv.h"
#include "DB2Stores.h"
#include "GameEventSender.h"
#include "GameObject.h"
#include "Group.h"
#include "InstancePackets.h"
#include "InstanceScenario.h"
#include "InstanceScriptData.h"
#include "LFGMgr.h"
#include "Log.h"
#include "Map.h"
#include "ObjectMgr.h"
#include "PhasingHandler.h"
#include "Player.h"
#include "RBAC.h"
#include "ScriptedCreature.h"
#include "ScriptReloadMgr.h"
#include "SmartEnum.h"
#include "SpellMgr.h"
#include "World.h"
#include "WorldSession.h"
#include "WorldStateMgr.h"
#include <cstdarg>
#ifdef TRINITY_API_USE_DYNAMIC_LINKING
#include "ScriptMgr.h"
#endif
BossBoundaryData::~BossBoundaryData()
{
for (const_iterator it = begin(); it != end(); ++it)
delete it->Boundary;
}
DungeonEncounterEntry const* BossInfo::GetDungeonEncounterForDifficulty(Difficulty difficulty) const
{
auto itr = std::find_if(DungeonEncounters.begin(), DungeonEncounters.end(), [difficulty](DungeonEncounterEntry const* dungeonEncounter)
{
return dungeonEncounter && (dungeonEncounter->DifficultyID == 0 || Difficulty(dungeonEncounter->DifficultyID) == difficulty);
});
return itr != DungeonEncounters.end() ? *itr : nullptr;
}
InstanceScript::InstanceScript(InstanceMap* map) : instance(map), completedEncounters(0), _instanceSpawnGroups(sObjectMgr->GetInstanceSpawnGroupsForMap(map->GetId())),
_entranceId(0), _temporaryEntranceId(0), _combatResurrectionTimer(0), _combatResurrectionCharges(0), _combatResurrectionTimerStarted(false)
{
#ifdef TRINITY_API_USE_DYNAMIC_LINKING
uint32 scriptId = sObjectMgr->GetInstanceTemplate(map->GetId())->ScriptId;
auto const scriptname = sObjectMgr->GetScriptName(scriptId);
ASSERT(!scriptname.empty());
// Acquire a strong reference from the script module
// to keep it loaded until this object is destroyed.
module_reference = sScriptMgr->AcquireModuleReferenceOfScriptName(scriptname);
#endif // #ifndef TRINITY_API_USE_DYNAMIC_LINKING
}
InstanceScript::~InstanceScript()
{
}
bool InstanceScript::IsEncounterInProgress() const
{
for (std::vector<BossInfo>::const_iterator itr = bosses.begin(); itr != bosses.end(); ++itr)
if (itr->state == IN_PROGRESS)
return true;
return false;
}
void InstanceScript::OnCreatureCreate(Creature* creature)
{
AddObject(creature, true);
AddMinion(creature, true);
}
void InstanceScript::OnCreatureRemove(Creature* creature)
{
AddObject(creature, false);
AddMinion(creature, false);
}
void InstanceScript::OnGameObjectCreate(GameObject* go)
{
AddObject(go, true);
AddDoor(go, true);
}
void InstanceScript::OnGameObjectRemove(GameObject* go)
{
AddObject(go, false);
AddDoor(go, false);
}
ObjectGuid InstanceScript::GetObjectGuid(uint32 type) const
{
ObjectGuidMap::const_iterator i = _objectGuids.find(type);
if (i != _objectGuids.end())
return i->second;
return ObjectGuid::Empty;
}
ObjectGuid InstanceScript::GetGuidData(uint32 type) const
{
return GetObjectGuid(type);
}
void InstanceScript::TriggerGameEvent(uint32 gameEventId, WorldObject* source /*= nullptr*/, WorldObject* target /*= nullptr*/)
{
if (source)
{
ZoneScript::TriggerGameEvent(gameEventId, source, target);
return;
}
ProcessEvent(target, gameEventId, source);
instance->DoOnPlayers([gameEventId](Player* player)
{
GameEvents::TriggerForPlayer(gameEventId, player);
});
GameEvents::TriggerForMap(gameEventId, instance);
}
Creature* InstanceScript::GetCreature(uint32 type)
{
return instance->GetCreature(GetObjectGuid(type));
}
GameObject* InstanceScript::GetGameObject(uint32 type)
{
return instance->GetGameObject(GetObjectGuid(type));
}
void InstanceScript::SetHeaders(std::string const& dataHeaders)
{
headers = dataHeaders;
}
void InstanceScript::LoadBossBoundaries(BossBoundaryData const& data)
{
for (BossBoundaryEntry const& entry : data)
if (entry.BossId < bosses.size())
bosses[entry.BossId].boundary.push_back(entry.Boundary);
}
void InstanceScript::LoadMinionData(MinionData const* data)
{
while (data->entry)
{
if (data->bossId < bosses.size())
minions.insert(std::make_pair(data->entry, MinionInfo(&bosses[data->bossId])));
++data;
}
TC_LOG_DEBUG("scripts", "InstanceScript::LoadMinionData: " UI64FMTD " minions loaded.", uint64(minions.size()));
}
void InstanceScript::LoadDoorData(DoorData const* data)
{
while (data->entry)
{
if (data->bossId < bosses.size())
doors.insert(std::make_pair(data->entry, DoorInfo(&bosses[data->bossId], data->type)));
++data;
}
TC_LOG_DEBUG("scripts", "InstanceScript::LoadDoorData: " UI64FMTD " doors loaded.", uint64(doors.size()));
}
void InstanceScript::LoadObjectData(ObjectData const* creatureData, ObjectData const* gameObjectData)
{
if (creatureData)
LoadObjectData(creatureData, _creatureInfo);
if (gameObjectData)
LoadObjectData(gameObjectData, _gameObjectInfo);
TC_LOG_DEBUG("scripts", "InstanceScript::LoadObjectData: " SZFMTD " objects loaded.", _creatureInfo.size() + _gameObjectInfo.size());
}
void InstanceScript::LoadObjectData(ObjectData const* data, ObjectInfoMap& objectInfo)
{
while (data->entry)
{
ASSERT(objectInfo.find(data->entry) == objectInfo.end());
objectInfo[data->entry] = data->type;
++data;
}
}
void InstanceScript::LoadDungeonEncounterData(uint32 bossId, std::array<uint32, MAX_DUNGEON_ENCOUNTERS_PER_BOSS> const& dungeonEncounterIds)
{
if (bossId < bosses.size())
for (std::size_t i = 0; i < MAX_DUNGEON_ENCOUNTERS_PER_BOSS; ++i)
bosses[bossId].DungeonEncounters[i] = sDungeonEncounterStore.LookupEntry(dungeonEncounterIds[i]);
}
void InstanceScript::UpdateDoorState(GameObject* door)
{
DoorInfoMapBounds range = doors.equal_range(door->GetEntry());
if (range.first == range.second)
return;
bool open = true;
for (; range.first != range.second && open; ++range.first)
{
DoorInfo const& info = range.first->second;
switch (info.type)
{
case DOOR_TYPE_ROOM:
open = (info.bossInfo->state != IN_PROGRESS);
break;
case DOOR_TYPE_PASSAGE:
open = (info.bossInfo->state == DONE);
break;
case DOOR_TYPE_SPAWN_HOLE:
open = (info.bossInfo->state == IN_PROGRESS);
break;
default:
break;
}
}
door->SetGoState(open ? GO_STATE_ACTIVE : GO_STATE_READY);
}
void InstanceScript::UpdateMinionState(Creature* minion, EncounterState state)
{
switch (state)
{
case NOT_STARTED:
if (!minion->IsAlive())
minion->Respawn();
else if (minion->IsInCombat())
minion->AI()->EnterEvadeMode();
break;
case IN_PROGRESS:
if (!minion->IsAlive())
minion->Respawn();
else if (!minion->GetVictim())
minion->AI()->DoZoneInCombat();
break;
default:
break;
}
}
void InstanceScript::UpdateSpawnGroups()
{
if (!_instanceSpawnGroups)
return;
enum states { BLOCK, SPAWN, FORCEBLOCK };
std::unordered_map<uint32, states> newStates;
for (auto it = _instanceSpawnGroups->begin(), end = _instanceSpawnGroups->end(); it != end; ++it)
{
InstanceSpawnGroupInfo const& info = *it;
states& curValue = newStates[info.SpawnGroupId]; // makes sure there's a BLOCK value in the map
if (curValue == FORCEBLOCK) // nothing will change this
continue;
if (!((1 << GetBossState(info.BossStateId)) & info.BossStates))
continue;
if (((instance->GetTeamIdInInstance() == TEAM_ALLIANCE) && (info.Flags & InstanceSpawnGroupInfo::FLAG_HORDE_ONLY))
|| ((instance->GetTeamIdInInstance() == TEAM_HORDE) && (info.Flags & InstanceSpawnGroupInfo::FLAG_ALLIANCE_ONLY)))
continue;
if (info.Flags & InstanceSpawnGroupInfo::FLAG_BLOCK_SPAWN)
curValue = FORCEBLOCK;
else if (info.Flags & InstanceSpawnGroupInfo::FLAG_ACTIVATE_SPAWN)
curValue = SPAWN;
}
for (auto const& pair : newStates)
{
uint32 const groupId = pair.first;
bool const doSpawn = (pair.second == SPAWN);
if (instance->IsSpawnGroupActive(groupId) == doSpawn)
continue; // nothing to do here
// if we should spawn group, then spawn it...
if (doSpawn)
instance->SpawnGroupSpawn(groupId);
else // otherwise, set it as inactive so it no longer respawns (but don't despawn it)
instance->SetSpawnGroupInactive(groupId);
}
}
BossInfo* InstanceScript::GetBossInfo(uint32 id)
{
ASSERT(id < bosses.size());
return &bosses[id];
}
void InstanceScript::AddObject(Creature* obj, bool add)
{
ObjectInfoMap::const_iterator j = _creatureInfo.find(obj->GetEntry());
if (j != _creatureInfo.end())
AddObject(obj, j->second, add);
}
void InstanceScript::AddObject(GameObject* obj, bool add)
{
ObjectInfoMap::const_iterator j = _gameObjectInfo.find(obj->GetEntry());
if (j != _gameObjectInfo.end())
AddObject(obj, j->second, add);
}
void InstanceScript::AddObject(WorldObject* obj, uint32 type, bool add)
{
if (add)
_objectGuids[type] = obj->GetGUID();
else
{
ObjectGuidMap::iterator i = _objectGuids.find(type);
if (i != _objectGuids.end() && i->second == obj->GetGUID())
_objectGuids.erase(i);
}
}
void InstanceScript::AddDoor(GameObject* door, bool add)
{
DoorInfoMapBounds range = doors.equal_range(door->GetEntry());
if (range.first == range.second)
return;
for (; range.first != range.second; ++range.first)
{
DoorInfo const& data = range.first->second;
if (add)
{
data.bossInfo->door[data.type].insert(door->GetGUID());
}
else
data.bossInfo->door[data.type].erase(door->GetGUID());
}
if (add)
UpdateDoorState(door);
}
void InstanceScript::AddMinion(Creature* minion, bool add)
{
MinionInfoMap::iterator itr = minions.find(minion->GetEntry());
if (itr == minions.end())
return;
if (add)
itr->second.bossInfo->minion.insert(minion->GetGUID());
else
itr->second.bossInfo->minion.erase(minion->GetGUID());
}
bool InstanceScript::SetBossState(uint32 id, EncounterState state)
{
if (id < bosses.size())
{
BossInfo* bossInfo = &bosses[id];
if (bossInfo->state == TO_BE_DECIDED) // loading
{
bossInfo->state = state;
TC_LOG_DEBUG("scripts", "InstanceScript: Initialize boss %u state as %s (map %u, %u).", id, GetBossStateName(state), instance->GetId(), instance->GetInstanceId());
return false;
}
else
{
if (bossInfo->state == state)
return false;
if (bossInfo->state == DONE)
{
TC_LOG_ERROR("map", "InstanceScript: Tried to set instance boss %u state from %s back to %s for map %u, instance id %u. Blocked!", id, GetBossStateName(bossInfo->state), GetBossStateName(state), instance->GetId(), instance->GetInstanceId());
return false;
}
if (state == DONE)
for (GuidSet::iterator i = bossInfo->minion.begin(); i != bossInfo->minion.end(); ++i)
if (Creature* minion = instance->GetCreature(*i))
if (minion->isWorldBoss() && minion->IsAlive())
return false;
DungeonEncounterEntry const* dungeonEncounter = nullptr;
switch (state)
{
case IN_PROGRESS:
{
uint32 resInterval = GetCombatResurrectionChargeInterval();
InitializeCombatResurrections(1, resInterval);
SendEncounterStart(1, 9, resInterval, resInterval);
instance->DoOnPlayers([](Player* player)
{
if (player->IsAlive())
Unit::ProcSkillsAndAuras(player, nullptr, PROC_FLAG_ENCOUNTER_START, PROC_FLAG_NONE, PROC_SPELL_TYPE_MASK_ALL, PROC_SPELL_PHASE_NONE, PROC_HIT_NONE, nullptr, nullptr, nullptr);
});
break;
}
case FAIL:
ResetCombatResurrections();
SendEncounterEnd();
break;
case DONE:
ResetCombatResurrections();
SendEncounterEnd();
dungeonEncounter = bossInfo->GetDungeonEncounterForDifficulty(instance->GetDifficultyID());
if (dungeonEncounter)
{
DoUpdateCriteria(CriteriaType::DefeatDungeonEncounter, dungeonEncounter->ID);
SendBossKillCredit(dungeonEncounter->ID);
}
break;
default:
break;
}
bossInfo->state = state;
if (dungeonEncounter)
instance->UpdateInstanceLock({ dungeonEncounter, id, state });
}
for (uint32 type = 0; type < MAX_DOOR_TYPES; ++type)
for (GuidSet::iterator i = bossInfo->door[type].begin(); i != bossInfo->door[type].end(); ++i)
if (GameObject* door = instance->GetGameObject(*i))
UpdateDoorState(door);
GuidSet minions = bossInfo->minion; // Copy to prevent iterator invalidation (minion might be unsummoned in UpdateMinionState)
for (GuidSet::iterator i = minions.begin(); i != minions.end(); ++i)
if (Creature* minion = instance->GetCreature(*i))
UpdateMinionState(minion, state);
UpdateSpawnGroups();
return true;
}
return false;
}
bool InstanceScript::_SkipCheckRequiredBosses(Player const* player /*= nullptr*/) const
{
return player && player->GetSession()->HasPermission(rbac::RBAC_PERM_SKIP_CHECK_INSTANCE_REQUIRED_BOSSES);
}
void InstanceScript::Create()
{
for (size_t i = 0; i < bosses.size(); ++i)
SetBossState(i, NOT_STARTED);
UpdateSpawnGroups();
}
void InstanceScript::Load(char const* data)
{
if (!data)
{
OUT_LOAD_INST_DATA_FAIL;
return;
}
OUT_LOAD_INST_DATA(data);
InstanceScriptDataReader reader(*this);
if (reader.Load(data) == InstanceScriptDataReader::Result::Ok)
{
// in loot-based lockouts instance can be loaded with later boss marked as killed without preceding bosses
// but we still need to have them alive
for (uint32 i = 0; i < bosses.size(); ++i)
if (bosses[i].state == DONE && !CheckRequiredBosses(i))
bosses[i].state = NOT_STARTED;
UpdateSpawnGroups();
AfterDataLoad();
}
else
OUT_LOAD_INST_DATA_FAIL;
OUT_LOAD_INST_DATA_COMPLETE;
}
std::string InstanceScript::GetSaveData()
{
OUT_SAVE_INST_DATA;
InstanceScriptDataWriter writer(*this);
writer.FillData();
OUT_SAVE_INST_DATA_COMPLETE;
return writer.GetString();
}
std::string InstanceScript::UpdateBossStateSaveData(std::string const& oldData, UpdateBossStateSaveDataEvent const& event)
{
if (!instance->GetMapDifficulty()->IsUsingEncounterLocks())
return GetSaveData();
InstanceScriptDataWriter writer(*this);
writer.FillDataFrom(oldData);
writer.SetBossState(event);
return writer.GetString();
}
std::string InstanceScript::UpdateAdditionalSaveData(std::string const& oldData, UpdateAdditionalSaveDataEvent const& event)
{
if (!instance->GetMapDifficulty()->IsUsingEncounterLocks())
return GetSaveData();
InstanceScriptDataWriter writer(*this);
writer.FillDataFrom(oldData);
writer.SetAdditionalData(event);
return writer.GetString();
}
Optional<uint32> InstanceScript::GetEntranceLocationForCompletedEncounters(uint32 completedEncountersMask) const
{
if (!instance->GetMapDifficulty()->IsUsingEncounterLocks())
return _entranceId;
return ComputeEntranceLocationForCompletedEncounters(completedEncountersMask);
}
Optional<uint32> InstanceScript::ComputeEntranceLocationForCompletedEncounters(uint32 /*completedEncountersMask*/) const
{
return { };
}
void InstanceScript::HandleGameObject(ObjectGuid guid, bool open, GameObject* go /*= nullptr*/)
{
if (!go)
go = instance->GetGameObject(guid);
if (go)
go->SetGoState(open ? GO_STATE_ACTIVE : GO_STATE_READY);
else
TC_LOG_DEBUG("scripts", "InstanceScript: HandleGameObject failed");
}
void InstanceScript::DoUseDoorOrButton(ObjectGuid guid, uint32 withRestoreTime /*= 0*/, bool useAlternativeState /*= false*/)
{
if (!guid)
return;
if (GameObject* go = instance->GetGameObject(guid))
{
if (go->GetGoType() == GAMEOBJECT_TYPE_DOOR || go->GetGoType() == GAMEOBJECT_TYPE_BUTTON)
{
if (go->getLootState() == GO_READY)
go->UseDoorOrButton(withRestoreTime, useAlternativeState);
else if (go->getLootState() == GO_ACTIVATED)
go->ResetDoorOrButton();
}
else
TC_LOG_ERROR("scripts", "InstanceScript: DoUseDoorOrButton can't use gameobject entry %u, because type is %u.", go->GetEntry(), go->GetGoType());
}
else
TC_LOG_DEBUG("scripts", "InstanceScript: DoUseDoorOrButton failed");
}
void InstanceScript::DoCloseDoorOrButton(ObjectGuid guid)
{
if (!guid)
return;
if (GameObject* go = instance->GetGameObject(guid))
{
if (go->GetGoType() == GAMEOBJECT_TYPE_DOOR || go->GetGoType() == GAMEOBJECT_TYPE_BUTTON)
{
if (go->getLootState() == GO_ACTIVATED)
go->ResetDoorOrButton();
}
else
TC_LOG_ERROR("scripts", "InstanceScript: DoCloseDoorOrButton can't use gameobject entry %u, because type is %u.", go->GetEntry(), go->GetGoType());
}
else
TC_LOG_DEBUG("scripts", "InstanceScript: DoCloseDoorOrButton failed");
}
void InstanceScript::DoRespawnGameObject(ObjectGuid guid, Seconds timeToDespawn /*= 1min */)
{
if (GameObject* go = instance->GetGameObject(guid))
{
switch (go->GetGoType())
{
case GAMEOBJECT_TYPE_DOOR:
case GAMEOBJECT_TYPE_BUTTON:
case GAMEOBJECT_TYPE_TRAP:
case GAMEOBJECT_TYPE_FISHINGNODE:
// not expect any of these should ever be handled
TC_LOG_ERROR("scripts", "InstanceScript: DoRespawnGameObject can't respawn gameobject entry %u, because type is %u.", go->GetEntry(), go->GetGoType());
return;
default:
break;
}
if (go->isSpawned())
return;
go->SetRespawnTime(timeToDespawn.count());
}
else
TC_LOG_DEBUG("scripts", "InstanceScript: DoRespawnGameObject failed");
}
void InstanceScript::DoUpdateWorldState(int32 worldStateId, int32 value)
{
sWorldStateMgr->SetValue(worldStateId, value, false, instance);
}
// Send Notify to all players in instance
void InstanceScript::DoSendNotifyToInstance(char const* format, ...)
{
va_list ap;
va_start(ap, format);
char buff[1024];
vsnprintf(buff, 1024, format, ap);
va_end(ap);
instance->DoOnPlayers([&buff](Player const* player)
{
player->GetSession()->SendNotification("%s", buff);
});
}
// Update Achievement Criteria for all players in instance
void InstanceScript::DoUpdateCriteria(CriteriaType type, uint32 miscValue1 /*= 0*/, uint32 miscValue2 /*= 0*/, Unit* unit /*= nullptr*/)
{
instance->DoOnPlayers([type, miscValue1, miscValue2, unit](Player* player)
{
player->UpdateCriteria(type, miscValue1, miscValue2, 0, unit);
});
}
void InstanceScript::DoRemoveAurasDueToSpellOnPlayers(uint32 spell, bool includePets /*= false*/, bool includeControlled /*= false*/)
{
instance->DoOnPlayers([this, spell, includePets, includeControlled](Player* player)
{
DoRemoveAurasDueToSpellOnPlayer(player, spell, includePets, includeControlled);
});
}
void InstanceScript::DoRemoveAurasDueToSpellOnPlayer(Player* player, uint32 spell, bool includePets /*= false*/, bool includeControlled /*= false*/)
{
if (!player)
return;
player->RemoveAurasDueToSpell(spell);
if (!includePets)
return;
for (uint8 itr2 = 0; itr2 < MAX_SUMMON_SLOT; ++itr2)
{
ObjectGuid summonGUID = player->m_SummonSlot[itr2];
if (!summonGUID.IsEmpty())
if (Creature* summon = instance->GetCreature(summonGUID))
summon->RemoveAurasDueToSpell(spell);
}
if (!includeControlled)
return;
for (auto itr2 = player->m_Controlled.begin(); itr2 != player->m_Controlled.end(); ++itr2)
{
if (Unit* controlled = *itr2)
if (controlled->IsInWorld() && controlled->GetTypeId() == TYPEID_UNIT)
controlled->RemoveAurasDueToSpell(spell);
}
}
void InstanceScript::DoCastSpellOnPlayers(uint32 spell, bool includePets /*= false*/, bool includeControlled /*= false*/)
{
instance->DoOnPlayers([this, spell, includePets, includeControlled](Player* player)
{
DoCastSpellOnPlayer(player, spell, includePets, includeControlled);
});
}
void InstanceScript::DoCastSpellOnPlayer(Player* player, uint32 spell, bool includePets /*= false*/, bool includeControlled /*= false*/)
{
if (!player)
return;
player->CastSpell(player, spell, true);
if (!includePets)
return;
for (uint8 itr2 = 0; itr2 < MAX_SUMMON_SLOT; ++itr2)
{
ObjectGuid summonGUID = player->m_SummonSlot[itr2];
if (!summonGUID.IsEmpty())
if (Creature* summon = instance->GetCreature(summonGUID))
summon->CastSpell(player, spell, true);
}
if (!includeControlled)
return;
for (auto itr2 = player->m_Controlled.begin(); itr2 != player->m_Controlled.end(); ++itr2)
{
if (Unit* controlled = *itr2)
if (controlled->IsInWorld() && controlled->GetTypeId() == TYPEID_UNIT)
controlled->CastSpell(player, spell, true);
}
}
bool InstanceScript::ServerAllowsTwoSideGroups()
{
return sWorld->getBoolConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_GROUP);
}
DungeonEncounterEntry const* InstanceScript::GetBossDungeonEncounter(uint32 id) const
{
return id < bosses.size() ? bosses[id].GetDungeonEncounterForDifficulty(instance->GetDifficultyID()) : nullptr;
}
DungeonEncounterEntry const* InstanceScript::GetBossDungeonEncounter(Creature const* creature) const
{
if (BossAI const* bossAi = dynamic_cast<BossAI const*>(creature->GetAI()))
return GetBossDungeonEncounter(bossAi->GetBossId());
return nullptr;
}
bool InstanceScript::CheckAchievementCriteriaMeet(uint32 criteria_id, Player const* /*source*/, Unit const* /*target*/ /*= nullptr*/, uint32 /*miscvalue1*/ /*= 0*/)
{
TC_LOG_ERROR("misc", "Achievement system call InstanceScript::CheckAchievementCriteriaMeet but instance script for map %u not have implementation for achievement criteria %u",
instance->GetId(), criteria_id);
return false;
}
bool InstanceScript::IsEncounterCompleted(uint32 dungeonEncounterId) const
{
for (std::size_t i = 0; i < bosses.size(); ++i)
for (std::size_t j = 0; j < bosses[i].DungeonEncounters.size(); ++j)
if (bosses[i].DungeonEncounters[j] && bosses[i].DungeonEncounters[j]->ID == dungeonEncounterId)
return bosses[i].state == DONE;
return false;
}
bool InstanceScript::IsEncounterCompletedInMaskByBossId(uint32 completedEncountersMask, uint32 bossId) const
{
if (DungeonEncounterEntry const* dungeonEncounter = GetBossDungeonEncounter(bossId))
if (completedEncountersMask & (1 << dungeonEncounter->Bit))
return bosses[bossId].state == DONE;
return false;
}
void InstanceScript::SetEntranceLocation(uint32 worldSafeLocationId)
{
_entranceId = worldSafeLocationId;
_temporaryEntranceId = 0;
}
void InstanceScript::SendEncounterUnit(uint32 type, Unit* unit /*= nullptr*/, uint8 priority)
{
switch (type)
{
case ENCOUNTER_FRAME_ENGAGE: // SMSG_INSTANCE_ENCOUNTER_ENGAGE_UNIT
{
if (!unit)
return;
WorldPackets::Instance::InstanceEncounterEngageUnit encounterEngageMessage;
encounterEngageMessage.Unit = unit->GetGUID();
encounterEngageMessage.TargetFramePriority = priority;
instance->SendToPlayers(encounterEngageMessage.Write());
break;
}
case ENCOUNTER_FRAME_DISENGAGE: // SMSG_INSTANCE_ENCOUNTER_DISENGAGE_UNIT
{
if (!unit)
return;
WorldPackets::Instance::InstanceEncounterDisengageUnit encounterDisengageMessage;
encounterDisengageMessage.Unit = unit->GetGUID();
instance->SendToPlayers(encounterDisengageMessage.Write());
break;
}
case ENCOUNTER_FRAME_UPDATE_PRIORITY: // SMSG_INSTANCE_ENCOUNTER_CHANGE_PRIORITY
{
if (!unit)
return;
WorldPackets::Instance::InstanceEncounterChangePriority encounterChangePriorityMessage;
encounterChangePriorityMessage.Unit = unit->GetGUID();
encounterChangePriorityMessage.TargetFramePriority = priority;
instance->SendToPlayers(encounterChangePriorityMessage.Write());
break;
}
default:
break;
}
}
void InstanceScript::SendEncounterStart(uint32 inCombatResCount /*= 0*/, uint32 maxInCombatResCount /*= 0*/, uint32 inCombatResChargeRecovery /*= 0*/, uint32 nextCombatResChargeTime /*= 0*/)
{
WorldPackets::Instance::InstanceEncounterStart encounterStartMessage;
encounterStartMessage.InCombatResCount = inCombatResCount;
encounterStartMessage.MaxInCombatResCount = maxInCombatResCount;
encounterStartMessage.CombatResChargeRecovery = inCombatResChargeRecovery;
encounterStartMessage.NextCombatResChargeTime = nextCombatResChargeTime;
instance->SendToPlayers(encounterStartMessage.Write());
}
void InstanceScript::SendEncounterEnd()
{
WorldPackets::Instance::InstanceEncounterEnd encounterEndMessage;
instance->SendToPlayers(encounterEndMessage.Write());
}
void InstanceScript::SendBossKillCredit(uint32 encounterId)
{
WorldPackets::Instance::BossKill bossKillCreditMessage;
bossKillCreditMessage.DungeonEncounterID = encounterId;
instance->SendToPlayers(bossKillCreditMessage.Write());
}
void InstanceScript::UpdateEncounterState(EncounterCreditType type, uint32 creditEntry, Unit* /*source*/)
{
DungeonEncounterList const* encounters = sObjectMgr->GetDungeonEncounterList(instance->GetId(), instance->GetDifficultyID());
if (!encounters)
return;
uint32 dungeonId = 0;
for (auto const& encounter : *encounters)
{
if (encounter.creditType == type && encounter.creditEntry == creditEntry)
{
completedEncounters |= 1 << encounter.dbcEntry->Bit;
if (encounter.dbcEntry->CompleteWorldStateID)
DoUpdateWorldState(encounter.dbcEntry->CompleteWorldStateID, 1);
if (encounter.lastEncounterDungeon)
{
dungeonId = encounter.lastEncounterDungeon;
TC_LOG_DEBUG("lfg", "UpdateEncounterState: Instance %s (instanceId %u) completed encounter %s. Credit Dungeon: %u",
instance->GetMapName(), instance->GetInstanceId(), encounter.dbcEntry->Name[sWorld->GetDefaultDbcLocale()], dungeonId);
break;
}
}
}
if (dungeonId)
{
Map::PlayerList const& players = instance->GetPlayers();
for (auto const& ref : players)
{
if (Player* player = ref.GetSource())
{
if (Group* grp = player->GetGroup())
{
if (grp->isLFGGroup())
{
sLFGMgr->FinishDungeon(grp->GetGUID(), dungeonId, instance);
return;
}
}
}
}
}
}
void InstanceScript::UpdateEncounterStateForKilledCreature(uint32 creatureId, Unit* source)
{
UpdateEncounterState(ENCOUNTER_CREDIT_KILL_CREATURE, creatureId, source);
}
void InstanceScript::UpdateEncounterStateForSpellCast(uint32 spellId, Unit* source)
{
UpdateEncounterState(ENCOUNTER_CREDIT_CAST_SPELL, spellId, source);
}
void InstanceScript::SetCompletedEncountersMask(uint32 newMask)
{
completedEncounters = newMask;
if (DungeonEncounterList const* encounters = sObjectMgr->GetDungeonEncounterList(instance->GetId(), instance->GetDifficultyID()))
for (DungeonEncounter const& encounter : *encounters)
if (completedEncounters & (1 << encounter.dbcEntry->Bit) && encounter.dbcEntry->CompleteWorldStateID)
DoUpdateWorldState(encounter.dbcEntry->CompleteWorldStateID, 1);
}
void InstanceScript::UpdatePhasing()
{
instance->DoOnPlayers([](Player const* player)
{
PhasingHandler::SendToPlayer(player);
});
}
char const* InstanceScript::GetBossStateName(uint8 state)
{
return EnumUtils::ToConstant(EncounterState(state));
}
void InstanceScript::UpdateCombatResurrection(uint32 diff)
{
if (!_combatResurrectionTimerStarted)
return;
if (_combatResurrectionTimer <= diff)
AddCombatResurrectionCharge();
else
_combatResurrectionTimer -= diff;
}
void InstanceScript::InitializeCombatResurrections(uint8 charges /*= 1*/, uint32 interval /*= 0*/)
{
_combatResurrectionCharges = charges;
if (!interval)
return;
_combatResurrectionTimer = interval;
_combatResurrectionTimerStarted = true;
}
void InstanceScript::AddCombatResurrectionCharge()
{
++_combatResurrectionCharges;
_combatResurrectionTimer = GetCombatResurrectionChargeInterval();
WorldPackets::Instance::InstanceEncounterGainCombatResurrectionCharge gainCombatResurrectionCharge;
gainCombatResurrectionCharge.InCombatResCount = _combatResurrectionCharges;
gainCombatResurrectionCharge.CombatResChargeRecovery = _combatResurrectionTimer;
instance->SendToPlayers(gainCombatResurrectionCharge.Write());
}
void InstanceScript::UseCombatResurrection()
{
--_combatResurrectionCharges;
instance->SendToPlayers(WorldPackets::Instance::InstanceEncounterInCombatResurrection().Write());
}
void InstanceScript::ResetCombatResurrections()
{
_combatResurrectionCharges = 0;
_combatResurrectionTimer = 0;
_combatResurrectionTimerStarted = false;
}
uint32 InstanceScript::GetCombatResurrectionChargeInterval() const
{
uint32 interval = 0;
if (uint32 playerCount = instance->GetPlayers().getSize())
interval = 90 * MINUTE * IN_MILLISECONDS / playerCount;
return interval;
}
PersistentInstanceScriptValueBase::PersistentInstanceScriptValueBase(InstanceScript& instance, char const* name, std::variant<int64, double> value)
: _instance(instance), _name(name), _value(std::move(value))
{
_instance.RegisterPersistentScriptValue(this);
}
PersistentInstanceScriptValueBase::~PersistentInstanceScriptValueBase() = default;
void PersistentInstanceScriptValueBase::NotifyValueChanged()
{
_instance.instance->UpdateInstanceLock(CreateEvent());
}
bool InstanceHasScript(WorldObject const* obj, char const* scriptName)
{
if (InstanceMap* instance = obj->GetMap()->ToInstanceMap())
return instance->GetScriptName() == scriptName;
return false;
}
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