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TrinityCore/src/server/game/Instances/InstanceScript.h

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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/>.
*/
#ifndef TRINITY_INSTANCE_DATA_H
#define TRINITY_INSTANCE_DATA_H
#include "ZoneScript.h"
#include "Common.h"
#include "Duration.h"
#include "Optional.h"
#include <array>
#include <map>
#include <set>
#include <variant>
#ifdef TRINITY_API_USE_DYNAMIC_LINKING
#include <memory>
#endif
#define OUT_SAVE_INST_DATA TC_LOG_DEBUG("scripts", "Saving Instance Data for Instance {} (Map {}, Instance Id {})", instance->GetMapName(), instance->GetId(), instance->GetInstanceId())
#define OUT_SAVE_INST_DATA_COMPLETE TC_LOG_DEBUG("scripts", "Saving Instance Data for Instance {} (Map {}, Instance Id {}) completed.", instance->GetMapName(), instance->GetId(), instance->GetInstanceId())
#define OUT_LOAD_INST_DATA(a) TC_LOG_DEBUG("scripts", "Loading Instance Data for Instance {} (Map {}, Instance Id {}). Input is '{}'", instance->GetMapName(), instance->GetId(), instance->GetInstanceId(), a)
#define OUT_LOAD_INST_DATA_COMPLETE TC_LOG_DEBUG("scripts", "Instance Data Load for Instance {} (Map {}, Instance Id: {}) is complete.", instance->GetMapName(), instance->GetId(), instance->GetInstanceId())
#define OUT_LOAD_INST_DATA_FAIL TC_LOG_ERROR("scripts", "Unable to load Instance Data for Instance {} (Map {}, Instance Id: {}).", instance->GetMapName(), instance->GetId(), instance->GetInstanceId())
class AreaBoundary;
class Creature;
class GameObject;
class InstanceMap;
class ModuleReference;
class PersistentInstanceScriptValueBase;
class Player;
class Unit;
struct DungeonEncounterEntry;
struct InstanceSpawnGroupInfo;
enum class CriteriaType : int16;
enum class CriteriaStartEvent : uint8;
enum Difficulty : uint8;
enum EncounterFrameType
{
ENCOUNTER_FRAME_ENGAGE = 0,
ENCOUNTER_FRAME_DISENGAGE = 1,
ENCOUNTER_FRAME_UPDATE_PRIORITY = 2,
ENCOUNTER_FRAME_ADD_TIMER = 3,
ENCOUNTER_FRAME_ENABLE_OBJECTIVE = 4,
ENCOUNTER_FRAME_UPDATE_OBJECTIVE = 5,
ENCOUNTER_FRAME_DISABLE_OBJECTIVE = 6,
ENCOUNTER_FRAME_PHASE_SHIFT_CHANGED = 7
};
// EnumUtils: DESCRIBE THIS
enum EncounterState
{
NOT_STARTED = 0,
IN_PROGRESS = 1,
FAIL = 2,
DONE = 3,
SPECIAL = 4,
TO_BE_DECIDED = 5
};
enum class EncounterDoorBehavior : uint8
{
OpenWhenNotInProgress = 0, // open if encounter is not in progress
OpenWhenDone = 1, // open if encounter is done
OpenWhenInProgress = 2, // open if encounter is in progress, typically used for spawning places
OpenWhenNotDone = 3, // open if encounter is not done
Max
};
static constexpr uint32 MAX_DUNGEON_ENCOUNTERS_PER_BOSS = 4;
struct DungeonEncounterData
{
uint32 BossId;
std::array<uint32, MAX_DUNGEON_ENCOUNTERS_PER_BOSS> DungeonEncounterId;
};
struct DoorData
{
uint32 entry, bossId;
EncounterDoorBehavior Behavior;
};
struct BossBoundaryEntry
{
uint32 BossId;
AreaBoundary const* Boundary;
};
struct TC_GAME_API BossBoundaryData
{
typedef std::vector<BossBoundaryEntry> StorageType;
typedef StorageType::const_iterator const_iterator;
BossBoundaryData(std::initializer_list<BossBoundaryEntry> data) : _data(data) { }
~BossBoundaryData();
const_iterator begin() const { return _data.begin(); }
const_iterator end() const { return _data.end(); }
private:
StorageType _data;
};
struct MinionData
{
uint32 entry, bossId;
};
struct ObjectData
{
uint32 entry;
uint32 type;
};
typedef std::vector<AreaBoundary const*> CreatureBoundary;
struct BossInfo
{
DungeonEncounterEntry const* GetDungeonEncounterForDifficulty(Difficulty difficulty) const;
EncounterState state = TO_BE_DECIDED;
std::array<GuidSet, static_cast<uint8>(EncounterDoorBehavior::Max)> door;
GuidSet minion;
CreatureBoundary boundary;
std::array<DungeonEncounterEntry const*, MAX_DUNGEON_ENCOUNTERS_PER_BOSS> DungeonEncounters = { };
};
struct DoorInfo
{
explicit DoorInfo(BossInfo* _bossInfo, EncounterDoorBehavior _behavior)
: bossInfo(_bossInfo), Behavior(_behavior) { }
BossInfo* bossInfo;
EncounterDoorBehavior Behavior;
};
struct MinionInfo
{
explicit MinionInfo(BossInfo* _bossInfo) : bossInfo(_bossInfo) { }
BossInfo* bossInfo;
};
struct UpdateBossStateSaveDataEvent
{
DungeonEncounterEntry const* DungeonEncounter;
uint32 BossId;
EncounterState NewState;
};
struct UpdateAdditionalSaveDataEvent
{
explicit UpdateAdditionalSaveDataEvent(char const* key, std::variant<int64, double> value) : Key(key), Value(value) { }
char const* Key;
std::variant<int64, double> Value;
};
typedef std::multimap<uint32 /*entry*/, DoorInfo> DoorInfoMap;
typedef std::pair<DoorInfoMap::const_iterator, DoorInfoMap::const_iterator> DoorInfoMapBounds;
typedef std::map<uint32 /*entry*/, MinionInfo> MinionInfoMap;
typedef std::map<uint32 /*type*/, ObjectGuid /*guid*/> ObjectGuidMap;
typedef std::map<uint32 /*entry*/, uint32 /*type*/> ObjectInfoMap;
class TC_GAME_API InstanceScript : public ZoneScript
{
public:
explicit InstanceScript(InstanceMap* map) noexcept;
InstanceScript(InstanceScript const& right) = delete;
InstanceScript(InstanceScript&& right) = delete;
InstanceScript& operator=(InstanceScript const& right) = delete;
InstanceScript& operator=(InstanceScript&& right) = delete;
virtual ~InstanceScript();
InstanceMap* instance;
// On instance load, exactly ONE of these methods will ALWAYS be called:
// if we're starting without any saved instance data
virtual void Create();
// if we're loading existing instance save data
void Load(char const* data);
// When save is needed, this function generates the data
std::string GetSaveData();
std::string UpdateBossStateSaveData(std::string const& oldData, UpdateBossStateSaveDataEvent const& event);
std::string UpdateAdditionalSaveData(std::string const& oldData, UpdateAdditionalSaveDataEvent const& event);
Optional<uint32> GetEntranceLocationForCompletedEncounters(uint32 completedEncountersMask) const;
virtual Optional<uint32> ComputeEntranceLocationForCompletedEncounters(uint32 completedEncountersMask) const;
virtual void Update(uint32 /*diff*/) { }
void UpdateCombatResurrection(uint32 diff);
// Used by the map's CannotEnter function.
// This is to prevent players from entering during boss encounters.
virtual bool IsEncounterInProgress() const;
// Called when a creature/gameobject is added to map or removed from map.
// Insert/Remove objectguid to dynamic guid store
virtual void OnCreatureCreate(Creature* creature) override;
virtual void OnCreatureRemove(Creature* creature) override;
virtual void OnGameObjectCreate(GameObject* go) override;
virtual void OnGameObjectRemove(GameObject* go) override;
ObjectGuid GetObjectGuid(uint32 type) const;
virtual ObjectGuid GetGuidData(uint32 type) const override;
// Triggers a GameEvent
// * If source is nullptr then event is triggered for each player in the instance as "source"
void TriggerGameEvent(uint32 gameEventId, WorldObject* source = nullptr, WorldObject* target = nullptr) override;
Creature* GetCreature(uint32 type);
GameObject* GetGameObject(uint32 type);
// Called when a player successfully enters the instance.
virtual void OnPlayerEnter(Player* /*player*/) { }
// Called when a player successfully leaves the instance.
virtual void OnPlayerLeave(Player* /*player*/) { }
// Handle open / close objects
// * use HandleGameObject(0, boolen, GO); in OnObjectCreate in instance scripts
// * use HandleGameObject(GUID, boolen, nullptr); in any other script
void HandleGameObject(ObjectGuid guid, bool open, GameObject* go = nullptr);
// Change active state of doors or buttons
void DoUseDoorOrButton(ObjectGuid guid, uint32 withRestoreTime = 0, bool useAlternativeState = false);
void DoCloseDoorOrButton(ObjectGuid guid);
// Respawns a GO having negative spawntimesecs in gameobject-table
void DoRespawnGameObject(ObjectGuid guid, Seconds timeToDespawn = 1min);
// Sends world state update to all players in instance
void DoUpdateWorldState(int32 worldStateId, int32 value);
// Send Notify to all players in instance
void DoSendNotifyToInstance(char const* format, ...);
// Update Achievement Criteria for all players in instance
void DoUpdateCriteria(CriteriaType type, uint32 miscValue1 = 0, uint32 miscValue2 = 0, Unit* unit = nullptr);
// Remove Auras due to Spell on all players in instance
void DoRemoveAurasDueToSpellOnPlayers(uint32 spell, bool includePets = false, bool includeControlled = false);
void DoRemoveAurasDueToSpellOnPlayer(Player* player, uint32 spell, bool includePets = false, bool includeControlled = false);
// Cast spell on all players in instance
void DoCastSpellOnPlayers(uint32 spell, bool includePets = false, bool includeControlled = false);
void DoCastSpellOnPlayer(Player* player, uint32 spell, bool includePets = false, bool includeControlled = false);
// Return wether server allow two side groups or not
static bool ServerAllowsTwoSideGroups();
virtual bool SetBossState(uint32 id, EncounterState state);
EncounterState GetBossState(uint32 id) const { return id < bosses.size() ? bosses[id].state : TO_BE_DECIDED; }
static char const* GetBossStateName(uint8 state);
CreatureBoundary const* GetBossBoundary(uint32 id) const { return id < bosses.size() ? &bosses[id].boundary : nullptr; }
DungeonEncounterEntry const* GetBossDungeonEncounter(uint32 id) const;
DungeonEncounterEntry const* GetBossDungeonEncounter(Creature const* creature) const;
// Achievement criteria additional requirements check
// NOTE: not use this if same can be checked existed requirement types from AchievementCriteriaRequirementType
virtual bool CheckAchievementCriteriaMeet(uint32 /*criteria_id*/, Player const* /*source*/, Unit const* /*target*/ = nullptr, uint32 /*miscvalue1*/ = 0);
// Checks boss requirements (one boss required to kill other)
virtual bool CheckRequiredBosses(uint32 /*bossId*/, Player const* /*player*/ = nullptr) const { return true; }
bool IsEncounterCompleted(uint32 dungeonEncounterId) const;
bool IsEncounterCompletedInMaskByBossId(uint32 completedEncountersMask, uint32 bossId) const;
uint32 GetEncounterCount() const { return uint32(bosses.size()); }
// Sets the entrance location (WorldSafeLoc) id
void SetEntranceLocation(uint32 worldSafeLocationId);
// Sets a temporary entrance that does not get saved to db
void SetTemporaryEntranceLocation(uint32 worldSafeLocationId) { _temporaryEntranceId = worldSafeLocationId; }
// Get's the current entrance id
uint32 GetEntranceLocation() const { return _temporaryEntranceId ? _temporaryEntranceId : _entranceId; }
// Only used by areatriggers that inherit from OnlyOnceAreaTriggerScript
void MarkAreaTriggerDone(uint32 id) { _activatedAreaTriggers.insert(id); }
void ResetAreaTriggerDone(uint32 id) { _activatedAreaTriggers.erase(id); }
bool IsAreaTriggerDone(uint32 id) const { return _activatedAreaTriggers.find(id) != _activatedAreaTriggers.end(); }
void SendEncounterUnit(EncounterFrameType type, Unit const* unit, Optional<int32> param1 = {}, Optional<int32> param2 = {});
void SendEncounterStart(uint32 inCombatResCount = 0, uint32 maxInCombatResCount = 0, uint32 inCombatResChargeRecovery = 0, uint32 nextCombatResChargeTime = 0);
void SendEncounterEnd();
void SendBossKillCredit(uint32 encounterId);
// ReCheck PhaseTemplate related conditions
void UpdatePhasing();
void InitializeCombatResurrections(uint8 charges = 1, uint32 interval = 0);
void AddCombatResurrectionCharge();
void UseCombatResurrection();
void ResetCombatResurrections();
uint8 GetCombatResurrectionCharges() const { return _combatResurrectionCharges; }
uint32 GetCombatResurrectionChargeInterval() const;
void RegisterPersistentScriptValue(PersistentInstanceScriptValueBase* value) { _persistentScriptValues.push_back(value); }
std::string const& GetHeader() const { return headers; }
std::vector<PersistentInstanceScriptValueBase*>& GetPersistentScriptValues() { return _persistentScriptValues; }
protected:
void SetHeaders(std::string const& dataHeaders);
void SetBossNumber(uint32 number);
void LoadBossBoundaries(BossBoundaryData const& data);
void LoadDoorData(DoorData const* data);
void LoadMinionData(MinionData const* data);
void LoadObjectData(ObjectData const* creatureData, ObjectData const* gameObjectData);
template<typename T>
void LoadDungeonEncounterData(T const& encounters)
{
for (DungeonEncounterData const& encounter : encounters)
LoadDungeonEncounterData(encounter.BossId, encounter.DungeonEncounterId);
}
void AddObject(Creature* obj, bool add);
void AddObject(GameObject* obj, bool add);
void AddObject(WorldObject* obj, uint32 type, bool add);
virtual void AddDoor(GameObject* door, bool add);
void AddMinion(Creature* minion, bool add);
virtual void UpdateDoorState(GameObject* door);
void UpdateMinionState(Creature* minion, EncounterState state);
void UpdateSpawnGroups();
// Exposes private data that should never be modified unless exceptional cases.
// Pay very much attention at how the returned BossInfo data is modified to avoid issues.
BossInfo* GetBossInfo(uint32 id);
// Override this function to validate all additional data loads
virtual void AfterDataLoad() { }
bool _SkipCheckRequiredBosses(Player const* player = nullptr) const;
private:
static void LoadObjectData(ObjectData const* creatureData, ObjectInfoMap& objectInfo);
void LoadDungeonEncounterData(uint32 bossId, std::array<uint32, MAX_DUNGEON_ENCOUNTERS_PER_BOSS> const& dungeonEncounterIds);
void UpdateLfgEncounterState(BossInfo const* bossInfo);
std::string headers;
std::vector<BossInfo> bosses;
std::vector<PersistentInstanceScriptValueBase*> _persistentScriptValues;
DoorInfoMap doors;
MinionInfoMap minions;
ObjectInfoMap _creatureInfo;
ObjectInfoMap _gameObjectInfo;
ObjectGuidMap _objectGuids;
std::vector<InstanceSpawnGroupInfo> const* const _instanceSpawnGroups;
std::unordered_set<uint32> _activatedAreaTriggers;
uint32 _entranceId;
uint32 _temporaryEntranceId;
uint32 _combatResurrectionTimer;
uint8 _combatResurrectionCharges; // the counter for available battle resurrections
bool _combatResurrectionTimerStarted;
#ifdef TRINITY_API_USE_DYNAMIC_LINKING
// Strong reference to the associated script module
std::shared_ptr<ModuleReference> module_reference;
#endif // #ifndef TRINITY_API_USE_DYNAMIC_LINKING
friend class debug_commandscript;
};
class TC_GAME_API PersistentInstanceScriptValueBase
{
protected:
PersistentInstanceScriptValueBase(InstanceScript& instance, char const* name, std::variant<int64, double> value);
public:
virtual ~PersistentInstanceScriptValueBase();
char const* GetName() const { return _name; }
UpdateAdditionalSaveDataEvent CreateEvent() const
{
return UpdateAdditionalSaveDataEvent(_name, _value);
}
void LoadValue(int64 value)
{
_value.emplace<int64>(value);
}
void LoadValue(double value)
{
_value.emplace<double>(value);
}
protected:
void NotifyValueChanged();
InstanceScript& _instance;
char const* _name;
std::variant<int64, double> _value;
};
template<typename T>
class PersistentInstanceScriptValue : public PersistentInstanceScriptValueBase
{
public:
PersistentInstanceScriptValue(InstanceScript& instance, char const* name, T value = {})
: PersistentInstanceScriptValueBase(instance, name, WrapValue(value))
{
}
operator T() const
{
return std::visit([](auto v) { return static_cast<T>(v); }, _value);
}
PersistentInstanceScriptValue& operator=(T value)
{
_value = WrapValue(value);
NotifyValueChanged();
return *this;
}
void LoadValue(T value)
{
_value = WrapValue(value);
}
private:
static std::variant<int64, double> WrapValue(T value)
{
if constexpr (std::is_integral_v<T> || std::is_enum_v<T>)
return int64(value);
else if constexpr (std::is_floating_point_v<T>)
return double(value);
else
return {};
}
};
#endif // TRINITY_INSTANCE_DATA_H