/*
* This file is part of the AzerothCore 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 .
*/
#ifndef ACORE_INSTANCE_DATA_H
#define ACORE_INSTANCE_DATA_H
#include "CreatureAI.h"
#include "ObjectMgr.h"
#include "TaskScheduler.h"
#include "World.h"
#include "ZoneScript.h"
#include "WorldStatePackets.h"
#include
#define OUT_SAVE_INST_DATA LOG_DEBUG("scripts.ai", "Saving Instance Data for Instance {} (Map {}, Instance Id {})", instance->GetMapName(), instance->GetId(), instance->GetInstanceId())
#define OUT_SAVE_INST_DATA_COMPLETE LOG_DEBUG("scripts.ai", "Saving Instance Data for Instance {} (Map {}, Instance Id {}) completed.", instance->GetMapName(), instance->GetId(), instance->GetInstanceId())
#define OUT_LOAD_INST_DATA(a) LOG_DEBUG("scripts.ai", "Loading Instance Data for Instance {} (Map {}, Instance Id {}). Input is '{}'", instance->GetMapName(), instance->GetId(), instance->GetInstanceId(), a)
#define OUT_LOAD_INST_DATA_COMPLETE LOG_DEBUG("scripts.ai", "Instance Data Load for Instance {} (Map {}, Instance Id: {}) is complete.", instance->GetMapName(), instance->GetId(), instance->GetInstanceId())
#define OUT_LOAD_INST_DATA_FAIL LOG_ERROR("scripts.ai", "Unable to load Instance Data for Instance {} (Map {}, Instance Id: {}).", instance->GetMapName(), instance->GetId(), instance->GetInstanceId())
class Map;
class Unit;
class Player;
class GameObject;
class Creature;
typedef std::set DoorSet;
typedef std::set MinionSet;
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_REFRESH_FRAMES = 7, // Xinef: can be used to refresh frames after unit was destroyed from client and send back (phase changes)
};
enum EncounterState : uint8
{
NOT_STARTED = 0,
IN_PROGRESS = 1,
FAIL = 2,
DONE = 3,
SPECIAL = 4,
TO_BE_DECIDED = 5,
};
enum DoorType
{
DOOR_TYPE_ROOM = 0, // Door can open if encounter is not in progress
DOOR_TYPE_PASSAGE = 1, // Door can open if encounter is done
DOOR_TYPE_SPAWN_HOLE = 2, // Door can open if encounter is in progress, typically used for spawning places
MAX_DOOR_TYPES,
};
struct DoorData
{
uint32 entry, bossId;
DoorType type;
};
struct BossBoundaryEntry
{
uint32 const bossId;
AreaBoundary const* const boundary;
};
struct BossBoundaryData
{
typedef std::vector StorageType;
typedef StorageType::const_iterator const_iterator;
BossBoundaryData(std::initializer_list 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;
};
struct BossInfo
{
BossInfo() : state(TO_BE_DECIDED) {}
EncounterState state;
DoorSet door[MAX_DOOR_TYPES];
MinionSet minion;
CreatureBoundary boundary;
};
struct DoorInfo
{
explicit DoorInfo(BossInfo* _bossInfo, DoorType _type)
: bossInfo(_bossInfo), type(_type) { }
BossInfo* bossInfo;
DoorType type;
};
struct MinionInfo
{
explicit MinionInfo(BossInfo* _bossInfo) : bossInfo(_bossInfo) {}
BossInfo* bossInfo;
};
typedef std::multimap DoorInfoMap;
typedef std::pair DoorInfoMapBounds;
typedef std::map MinionInfoMap;
typedef std::map ObjectGuidMap;
typedef std::map ObjectInfoMap;
typedef std::map ObjectStateMap;
class InstanceScript : public ZoneScript
{
public:
explicit InstanceScript(Map* map) : instance(map), completedEncounters(0), _teamIdInInstance(TEAM_NEUTRAL) {}
~InstanceScript() override {}
Map* instance;
//On creation, NOT load.
virtual void Initialize() {}
// On load
virtual void Load(char const* data);
//Called when creature is Looted
virtual void CreatureLooted(Creature* /*creature*/, LootType) {}
// When save is needed, this function generates the data
virtual std::string GetSaveData();
void SaveToDB();
virtual void Update(uint32 /*diff*/);
//Used by the map's CanEnter 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
void OnCreatureCreate(Creature* creature) override;
void OnCreatureRemove(Creature* creature) override;
void OnGameObjectCreate(GameObject* go) override;
void OnGameObjectRemove(GameObject* go) override;
ObjectGuid GetObjectGuid(uint32 type) const;
ObjectGuid GetGuidData(uint32 type) const 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*/);
virtual void OnPlayerAreaUpdate(Player* /*player*/, uint32 /*oldArea*/, uint32 /*newArea*/) {}
//Called when a player enters/leaves water bodies.
virtual void OnPlayerInWaterStateUpdate(Player* /*player*/, bool /*inWater*/) {}
//Handle open / close objects
//use HandleGameObject(ObjectGuid::Empty, 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);
//Respawns a GO having negative spawntimesecs in gameobject-table
void DoRespawnGameObject(ObjectGuid guid, uint32 timeToDespawn = MINUTE);
// Respawns a GO by instance storage index
void DoRespawnGameObject(uint32 type);
// Respawns a creature.
void DoRespawnCreature(ObjectGuid guid, bool force = false);
// Respawns a creature from the creature object storage.
void DoRespawnCreature(uint32 type, bool force = false);
//sends world state update to all players in instance
void DoUpdateWorldState(uint32 worldstateId, uint32 worldstateValue);
// Send Notify to all players in instance
void DoSendNotifyToInstance(char const* format, ...);
// Update Achievement Criteria for all players in instance
void DoUpdateAchievementCriteria(AchievementCriteriaTypes type, uint32 miscValue1 = 0, uint32 miscValue2 = 0, Unit* unit = nullptr);
// Start/Stop Timed Achievement Criteria for all players in instance
void DoStartTimedAchievement(AchievementCriteriaTimedTypes type, uint32 entry);
void DoStopTimedAchievement(AchievementCriteriaTimedTypes type, uint32 entry);
// Remove Auras due to Spell on all players in instance
void DoRemoveAurasDueToSpellOnPlayers(uint32 spell);
// Cast spell on all players in instance
void DoCastSpellOnPlayers(uint32 spell);
// Cast spell on player
void DoCastSpellOnPlayer(Player* player, uint32 spell, bool includePets /*= false*/, bool includeControlled /*= false*/);
// Return wether server allow two side groups or not
bool ServerAllowsTwoSideGroups() { return sWorld->getBoolConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_GROUP); }
virtual bool SetBossState(uint32 id, EncounterState state);
EncounterState GetBossState(uint32 id) const { return id < bosses.size() ? bosses[id].state : TO_BE_DECIDED; }
static std::string GetBossStateName(uint8 state);
CreatureBoundary const* GetBossBoundary(uint32 id) const { return id < bosses.size() ? &bosses[id].boundary : nullptr; }
BossInfo const* GetBossInfo(uint32 id) const { return &bosses[id]; }
uint32 GetPersistentData(uint32 index) const { return index < persistentData.size() ? persistentData[index] : 0; };
void StorePersistentData(uint32 index, uint32 data);
// 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; }
void SetCompletedEncountersMask(uint32 newMask, bool save);
// Returns completed encounters mask for packets
uint32 GetCompletedEncounterMask() const { return completedEncounters; }
void SendEncounterUnit(uint32 type, Unit* unit = nullptr, uint8 param1 = 0, uint8 param2 = 0);
virtual void FillInitialWorldStates(WorldPackets::WorldState::InitWorldStates& /*packet*/) { }
uint32 GetEncounterCount() const { return bosses.size(); }
// 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(); }
// Allows to perform particular actions
virtual void DoAction(int32 /*action*/) {}
// Allows executing code using all creatures registered in the instance script as minions
void DoForAllMinions(uint32 id, std::function exec);
//
void StoreGameObjectState(ObjectGuid::LowType spawnId, uint8 state) { _objectStateMap[spawnId] = state; };
[[nodiscard]] uint8 GetStoredGameObjectState(ObjectGuid::LowType spawnId) const;
void LoadInstanceSavedGameobjectStateData();
[[nodiscard]] bool IsBossDone(uint32 bossId) const { return GetBossState(bossId) == DONE; };
[[nodiscard]] bool AllBossesDone() const;
[[nodiscard]] bool AllBossesDone(std::initializer_list bossIds) const;
TeamId GetTeamIdInInstance() const { return _teamIdInInstance; }
void SetTeamIdInInstance(TeamId teamId) { _teamIdInInstance = teamId; }
bool IsTwoFactionInstance() const;
TaskScheduler scheduler;
protected:
void SetHeaders(std::string const& dataHeaders);
void SetBossNumber(uint32 number) { bosses.resize(number); }
void SetPersistentDataCount(uint32 number) { persistentData.resize(number); }
void LoadBossBoundaries(BossBoundaryData const& data);
void LoadDoorData(DoorData const* data);
void LoadMinionData(MinionData const* data);
void LoadObjectData(ObjectData const* creatureData, ObjectData const* gameObjectData);
// Allows setting another creature as summoner for a creature.
// This is used to handle summons that are not directly controlled by the summoner.
// Summoner creature must be loaded in the instance data (LoadObjectData).
void LoadSummonData(ObjectData const* data);
void SetSummoner(Creature* creature);
void AddObject(Creature* obj, bool add = true);
void RemoveObject(Creature* obj);
void AddObject(GameObject* obj, bool add = true);
void RemoveObject(GameObject* obj);
void AddObject(WorldObject* obj, uint32 type, bool add = true);
void RemoveObject(WorldObject* obj, uint32 type);
void AddDoor(GameObject* door, bool add = true);
void RemoveDoor(GameObject* door);
void AddMinion(Creature* minion, bool add = true);
void RemoveMinion(Creature* minion);
void UpdateDoorState(GameObject* door);
void UpdateMinionState(Creature* minion, EncounterState state);
// Instance Load and Save
bool ReadSaveDataHeaders(std::istringstream& data);
void ReadSaveDataBossStates(std::istringstream& data);
void ReadSavePersistentData(std::istringstream& data);
virtual void ReadSaveDataMore(std::istringstream& /*data*/) { }
void WriteSaveDataHeaders(std::ostringstream& data);
void WriteSaveDataBossStates(std::ostringstream& data);
void WritePersistentData(std::ostringstream& data);
virtual void WriteSaveDataMore(std::ostringstream& /*data*/) { }
private:
static void LoadObjectData(ObjectData const* creatureData, ObjectInfoMap& objectInfo);
std::vector headers;
std::vector bosses;
std::vector persistentData;
DoorInfoMap doors;
MinionInfoMap minions;
ObjectInfoMap _creatureInfo;
ObjectInfoMap _gameObjectInfo;
ObjectInfoMap _summonInfo;
ObjectGuidMap _objectGuids;
ObjectStateMap _objectStateMap;
uint32 completedEncounters; // completed encounter mask, bit indexes are DungeonEncounter.dbc boss numbers, used for packets
TeamId _teamIdInInstance;
std::unordered_set _activatedAreaTriggers;
};
#endif