EverWrath/src/server/game/Battlegrounds/BattlegroundMgr.cpp
acidmanifesto 69e2f2e3aa
fix/feat: (Core/PacketIO): updated sound and creature addon (#10813)
* fix\feat: (Core/PacketIO): updated sound and creature addon

updated SMSG_PLAY_SOUND, SMSG_PLAY_MUSIC and SMSG_PLAY_OBJECT_SOUND via tc cherry pick
https://github.com/TrinityCore/TrinityCore/pull/2363 and 0f1f7ef401 by @joschiwald  and @ForesterDev
This so far a attempt to align atleast with sound with tc, and correct a potentional issue of hearing creature sounds that is not in visible range. I notice PlaySound was being defined in some weird dependency as it isnt with tc so I renamed it to Playsound. Notice a isLarge still being used in the creature addon when it was depreciated, so i removed that a that seem to of interfered with visibilitydistanceType.

Co-Authored-By: joschiwald <736792+joschiwald@users.noreply.github.com>
Co-Authored-By: ForesterDev <11771800+ForesterDev@users.noreply.github.com>
2022-02-26 10:05:58 -05:00

926 lines
35 KiB
C++

/*
* 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 Affero General Public License as published by the
* Free Software Foundation; either version 3 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 Affero 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 "ArenaTeam.h"
#include "ArenaTeamMgr.h"
#include "BattlegroundAB.h"
#include "BattlegroundAV.h"
#include "BattlegroundBE.h"
#include "BattlegroundDS.h"
#include "BattlegroundEY.h"
#include "BattlegroundIC.h"
#include "BattlegroundNA.h"
#include "BattlegroundQueue.h"
#include "BattlegroundRL.h"
#include "BattlegroundRV.h"
#include "BattlegroundSA.h"
#include "BattlegroundWS.h"
#include "Chat.h"
#include "Common.h"
#include "DisableMgr.h"
#include "Formulas.h"
#include "GameEventMgr.h"
#include "GameGraveyard.h"
#include "GameTime.h"
#include "Map.h"
#include "MapMgr.h"
#include "MiscPackets.h"
#include "ObjectMgr.h"
#include "Opcodes.h"
#include "Player.h"
#include "SharedDefines.h"
#include "World.h"
#include "WorldPacket.h"
#include <unordered_map>
/*********************************************************/
/*** BATTLEGROUND MANAGER ***/
/*********************************************************/
BattlegroundMgr::BattlegroundMgr() : m_ArenaTesting(false), m_Testing(false),
m_lastClientVisibleInstanceId(0), m_NextAutoDistributionTime(0), m_AutoDistributionTimeChecker(0), m_NextPeriodicQueueUpdateTime(5 * IN_MILLISECONDS)
{
for (uint32 qtype = BATTLEGROUND_QUEUE_NONE; qtype < MAX_BATTLEGROUND_QUEUE_TYPES; ++qtype)
m_BattlegroundQueues[qtype].SetBgTypeIdAndArenaType(BGTemplateId(BattlegroundQueueTypeId(qtype)), BGArenaType(BattlegroundQueueTypeId(qtype)));
}
BattlegroundMgr::~BattlegroundMgr()
{
DeleteAllBattlegrounds();
}
BattlegroundMgr* BattlegroundMgr::instance()
{
static BattlegroundMgr instance;
return &instance;
}
void BattlegroundMgr::DeleteAllBattlegrounds()
{
while (!m_Battlegrounds.empty())
delete m_Battlegrounds.begin()->second;
m_Battlegrounds.clear();
while (!m_BattlegroundTemplates.empty())
delete m_BattlegroundTemplates.begin()->second;
m_BattlegroundTemplates.clear();
}
// used to update running battlegrounds, and delete finished ones
void BattlegroundMgr::Update(uint32 diff)
{
// update all battlegrounds and delete if needed
for (BattlegroundContainer::iterator itr = m_Battlegrounds.begin(), itrDelete; itr != m_Battlegrounds.end(); )
{
itrDelete = itr++;
Battleground* bg = itrDelete->second;
bg->Update(diff);
if (bg->ToBeDeleted())
{
itrDelete->second = nullptr;
m_Battlegrounds.erase(itrDelete);
delete bg;
}
}
// update events
for (int qtype = BATTLEGROUND_QUEUE_NONE; qtype < MAX_BATTLEGROUND_QUEUE_TYPES; ++qtype)
m_BattlegroundQueues[qtype].UpdateEvents(diff);
// update using scheduled tasks (used only for rated arenas, initial opponent search works differently than periodic queue update)
if (!m_ArenaQueueUpdateScheduler.empty())
{
std::vector<uint64> scheduled;
std::swap(scheduled, m_ArenaQueueUpdateScheduler);
for (uint8 i = 0; i < scheduled.size(); i++)
{
uint32 arenaRatedTeamId = scheduled[i] >> 32;
BattlegroundQueueTypeId bgQueueTypeId = BattlegroundQueueTypeId(scheduled[i] >> 16 & 255);
BattlegroundBracketId bracket_id = BattlegroundBracketId(scheduled[i] & 255);
m_BattlegroundQueues[bgQueueTypeId].BattlegroundQueueUpdate(diff, bracket_id, true, arenaRatedTeamId); // pussywizard: looking for opponents only for this team
}
}
// periodic queue update
if (m_NextPeriodicQueueUpdateTime < diff)
{
m_NextPeriodicQueueUpdateTime = 5 * IN_MILLISECONDS;
// for rated arenas
for (uint32 qtype = BATTLEGROUND_QUEUE_2v2; qtype < MAX_BATTLEGROUND_QUEUE_TYPES; ++qtype)
for (uint32 bracket = BG_BRACKET_ID_FIRST; bracket < MAX_BATTLEGROUND_BRACKETS; ++bracket)
m_BattlegroundQueues[qtype].BattlegroundQueueUpdate(m_NextPeriodicQueueUpdateTime, BattlegroundBracketId(bracket), true, 0); // pussywizard: 0 for rated means looking for opponents for every team
// for battlegrounds and not rated arenas
// in first loop try to fill already running battlegrounds, then in a second loop try to create new battlegrounds
for (uint32 qtype = BATTLEGROUND_QUEUE_AV; qtype < MAX_BATTLEGROUND_QUEUE_TYPES; ++qtype)
for (uint32 bracket = BG_BRACKET_ID_FIRST; bracket < MAX_BATTLEGROUND_BRACKETS; ++bracket)
m_BattlegroundQueues[qtype].BattlegroundQueueUpdate(m_NextPeriodicQueueUpdateTime, BattlegroundBracketId(bracket), false, 0);
}
else
m_NextPeriodicQueueUpdateTime -= diff;
// arena points auto-distribution
if (sWorld->getBoolConfig(CONFIG_ARENA_AUTO_DISTRIBUTE_POINTS))
{
if (m_AutoDistributionTimeChecker < diff)
{
if (GameTime::GetGameTime() > m_NextAutoDistributionTime)
{
sArenaTeamMgr->DistributeArenaPoints();
m_NextAutoDistributionTime = m_NextAutoDistributionTime + 1_days * sWorld->getIntConfig(CONFIG_ARENA_AUTO_DISTRIBUTE_INTERVAL_DAYS);
sWorld->setWorldState(WS_ARENA_DISTRIBUTION_TIME, m_NextAutoDistributionTime.count());
}
m_AutoDistributionTimeChecker = 600000; // 10 minutes check
}
else
m_AutoDistributionTimeChecker -= diff;
}
}
void BattlegroundMgr::BuildBattlegroundStatusPacket(WorldPacket* data, Battleground* bg, uint8 QueueSlot, uint8 StatusID, uint32 Time1, uint32 Time2, uint8 arenatype, TeamId teamId, bool isRated, BattlegroundTypeId forceBgTypeId)
{
// pussywizard:
//ASSERT(QueueSlot < PLAYER_MAX_BATTLEGROUND_QUEUES);
if (StatusID == STATUS_NONE || !bg)
{
data->Initialize(SMSG_BATTLEFIELD_STATUS, 4 + 8);
*data << uint32(QueueSlot);
*data << uint64(0);
return;
}
data->Initialize(SMSG_BATTLEFIELD_STATUS, (4 + 8 + 1 + 1 + 4 + 1 + 4 + 4 + 4));
*data << uint32(QueueSlot);
// The following segment is read as uint64 in client but can be appended as their original type.
*data << uint8(arenatype);
*data << uint8(bg->isArena() ? 0xE : 0x0);
*data << uint32(forceBgTypeId != BATTLEGROUND_TYPE_NONE ? forceBgTypeId : bg->GetBgTypeID());
*data << uint16(0x1F90);
// End of uint64 segment, decomposed this way for simplicity
*data << uint8(bg->GetMinLevel());
*data << uint8(bg->GetMaxLevel());
*data << uint32(bg->GetClientInstanceID());
// following displays the minimap icon. 0 = faction icon, 1 = arenaicon
*data << uint8(bg->isRated() || isRated); // 1 for rated match, 0 for bg or non rated match
*data << uint32(StatusID); // status
switch (StatusID)
{
case STATUS_WAIT_QUEUE: // status_in_queue
*data << uint32(Time1); // average wait time, milliseconds
*data << uint32(Time2); // time in queue, updated every minute!, milliseconds
break;
case STATUS_WAIT_JOIN: // status_invite
*data << uint32(bg->GetMapId()); // map id
*data << uint64(0); // 3.3.5, unknown
*data << uint32(Time1); // time to remove from queue, milliseconds
break;
case STATUS_IN_PROGRESS: // status_in_progress
*data << uint32(bg->GetMapId()); // map id
*data << uint64(0); // 3.3.5, unknown
*data << uint32(Time1); // time to bg auto leave, 0 at bg start, 120000 after bg end, milliseconds
*data << uint32(Time2); // time from bg start, milliseconds
*data << uint8(teamId == TEAM_ALLIANCE ? 1 : 0); // arenafaction (0 for horde, 1 for alliance)
break;
default:
break;
}
}
void BattlegroundMgr::BuildGroupJoinedBattlegroundPacket(WorldPacket* data, GroupJoinBattlegroundResult result)
{
data->Initialize(SMSG_GROUP_JOINED_BATTLEGROUND, 4);
*data << int32(result);
if (result == ERR_BATTLEGROUND_JOIN_TIMED_OUT || result == ERR_BATTLEGROUND_JOIN_FAILED)
*data << uint64(0); // player guid
}
void BattlegroundMgr::BuildPlayerLeftBattlegroundPacket(WorldPacket* data, ObjectGuid guid)
{
data->Initialize(SMSG_BATTLEGROUND_PLAYER_LEFT, 8);
*data << guid;
}
void BattlegroundMgr::BuildPlayerJoinedBattlegroundPacket(WorldPacket* data, Player* player)
{
data->Initialize(SMSG_BATTLEGROUND_PLAYER_JOINED, 8);
*data << player->GetGUID();
}
Battleground* BattlegroundMgr::GetBattleground(uint32 instanceId)
{
if (!instanceId)
return nullptr;
BattlegroundContainer::const_iterator itr = m_Battlegrounds.find(instanceId);
if (itr != m_Battlegrounds.end())
return itr->second;
return nullptr;
}
Battleground* BattlegroundMgr::GetBattlegroundTemplate(BattlegroundTypeId bgTypeId)
{
BattlegroundTemplateContainer::const_iterator itr = m_BattlegroundTemplates.find(bgTypeId);
if (itr != m_BattlegroundTemplates.end())
return itr->second;
return nullptr;
}
uint32 BattlegroundMgr::GetNextClientVisibleInstanceId()
{
return ++m_lastClientVisibleInstanceId;
}
// create a new battleground that will really be used to play
Battleground* BattlegroundMgr::CreateNewBattleground(BattlegroundTypeId originalBgTypeId, uint32 minLevel, uint32 maxLevel, uint8 arenaType, bool isRated)
{
BattlegroundTypeId bgTypeId = GetRandomBG(originalBgTypeId, minLevel);
if (originalBgTypeId == BATTLEGROUND_AA)
originalBgTypeId = bgTypeId;
// get the template BG
Battleground* bg_template = GetBattlegroundTemplate(bgTypeId);
if (!bg_template)
return nullptr;
Battleground* bg = nullptr;
// create a copy of the BG template
if (BattlegroundMgr::bgTypeToTemplate.find(bgTypeId) == BattlegroundMgr::bgTypeToTemplate.end())
{
return nullptr;
}
bg = BattlegroundMgr::bgTypeToTemplate[bgTypeId](bg_template);
bool isRandom = bgTypeId != originalBgTypeId && !bg->isArena();
bg->SetLevelRange(minLevel, maxLevel);
bg->SetInstanceID(sMapMgr->GenerateInstanceId());
bg->SetClientInstanceID(IsArenaType(originalBgTypeId) ? 0 : GetNextClientVisibleInstanceId());
bg->Init();
bg->SetStatus(STATUS_WAIT_JOIN); // start the joining of the bg
bg->SetArenaType(arenaType);
bg->SetBgTypeID(originalBgTypeId);
bg->SetRandomTypeID(bgTypeId);
bg->SetRated(isRated);
bg->SetRandom(isRandom);
// Set up correct min/max player counts for scoreboards
if (bg->isArena())
{
uint32 maxPlayersPerTeam = ArenaTeam::GetReqPlayersForType(arenaType) / 2;
sScriptMgr->OnSetArenaMaxPlayersPerTeam(arenaType, maxPlayersPerTeam);
bg->SetMaxPlayersPerTeam(maxPlayersPerTeam);
}
return bg;
}
// used to create the BG templates
bool BattlegroundMgr::CreateBattleground(CreateBattlegroundData& data)
{
// Create the BG
Battleground* bg = nullptr;
bg = BattlegroundMgr::bgtypeToBattleground[data.bgTypeId];
if (bg == nullptr)
return false;
if (data.bgTypeId == BATTLEGROUND_RB)
bg->SetRandom(true);
bg->SetMapId(data.MapID);
bg->SetBgTypeID(data.bgTypeId);
bg->SetInstanceID(0);
bg->SetArenaorBGType(data.IsArena);
bg->SetMinPlayersPerTeam(data.MinPlayersPerTeam);
bg->SetMaxPlayersPerTeam(data.MaxPlayersPerTeam);
bg->SetName(data.BattlegroundName);
bg->SetTeamStartPosition(TEAM_ALLIANCE, data.StartLocation[TEAM_ALLIANCE]);
bg->SetTeamStartPosition(TEAM_HORDE, data.StartLocation[TEAM_HORDE]);
bg->SetStartMaxDist(data.StartMaxDist);
bg->SetLevelRange(data.LevelMin, data.LevelMax);
bg->SetScriptId(data.scriptId);
AddBattleground(bg);
return true;
}
void BattlegroundMgr::CreateInitialBattlegrounds()
{
uint32 oldMSTime = getMSTime();
_battlegroundMapTemplates.clear();
_battlegroundTemplates.clear();
// 0 1 2 3 4 5 6 7 8 9 10 11
QueryResult result = WorldDatabase.Query("SELECT ID, MinPlayersPerTeam, MaxPlayersPerTeam, MinLvl, MaxLvl, AllianceStartLoc, AllianceStartO, HordeStartLoc, HordeStartO, StartMaxDist, Weight, ScriptName FROM battleground_template");
if (!result)
{
LOG_ERROR("bg.battleground", ">> Loaded 0 battlegrounds. DB table `battleground_template` is empty.");
return;
}
uint32 count = 0;
do
{
Field* fields = result->Fetch();
uint32 bgTypeId = fields[0].Get<uint32>();
if (DisableMgr::IsDisabledFor(DISABLE_TYPE_BATTLEGROUND, bgTypeId, nullptr))
continue;
// can be overwrite by values from DB
BattlemasterListEntry const* bl = sBattlemasterListStore.LookupEntry(bgTypeId);
if (!bl)
{
LOG_ERROR("bg.battleground", "Battleground ID {} not found in BattlemasterList.dbc. Battleground not created.", bgTypeId);
continue;
}
CreateBattlegroundData data;
data.bgTypeId = BattlegroundTypeId(bgTypeId);
data.IsArena = (bl->type == TYPE_ARENA);
data.MinPlayersPerTeam = fields[1].Get<uint16>();
data.MaxPlayersPerTeam = fields[2].Get<uint16>();
data.LevelMin = fields[3].Get<uint8>();
data.LevelMax = fields[4].Get<uint8>();
float dist = fields[9].Get<float>();
data.StartMaxDist = dist * dist;
data.Weight = fields[10].Get<uint8>();
data.scriptId = sObjectMgr->GetScriptId(fields[11].Get<std::string>());
data.BattlegroundName = bl->name[sWorld->GetDefaultDbcLocale()];
data.MapID = bl->mapid[0];
if (data.MaxPlayersPerTeam == 0 || data.MinPlayersPerTeam > data.MaxPlayersPerTeam)
{
LOG_ERROR("bg.battleground", "Table `battleground_template` for id {} has bad values for MinPlayersPerTeam ({}) and MaxPlayersPerTeam({})",
data.bgTypeId, data.MinPlayersPerTeam, data.MaxPlayersPerTeam);
continue;
}
if (data.LevelMin == 0 || data.LevelMax == 0 || data.LevelMin > data.LevelMax)
{
LOG_ERROR("bg.battleground", "Table `battleground_template` for id {} has bad values for LevelMin ({}) and LevelMax({})",
data.bgTypeId, data.LevelMin, data.LevelMax);
continue;
}
if (data.bgTypeId != BATTLEGROUND_AA && data.bgTypeId != BATTLEGROUND_RB)
{
uint32 startId = fields[5].Get<uint32>();
if (GraveyardStruct const* start = sGraveyard->GetGraveyard(startId))
{
data.StartLocation[TEAM_ALLIANCE].Relocate(start->x, start->y, start->z, fields[6].Get<float>());
}
else
{
LOG_ERROR("sql.sql", "Table `battleground_template` for id %u contains a non-existing WorldSafeLocs.dbc id %u in field `AllianceStartLoc`. BG not created.", data.bgTypeId, startId);
continue;
}
startId = fields[7].Get<uint32>();
if (GraveyardStruct const* start = sGraveyard->GetGraveyard(startId))
{
data.StartLocation[TEAM_HORDE].Relocate(start->x, start->y, start->z, fields[8].Get<float>());
}
else
{
LOG_ERROR("sql.sql", "Table `battleground_template` for id %u contains a non-existing WorldSafeLocs.dbc id %u in field `HordeStartLoc`. BG not created.", data.bgTypeId, startId);
continue;
}
}
if (!CreateBattleground(data))
continue;
_battlegroundTemplates[BattlegroundTypeId(bgTypeId)] = data;
if (bl->mapid[1] == -1) // in this case we have only one mapId
_battlegroundMapTemplates[bl->mapid[0]] = &_battlegroundTemplates[BattlegroundTypeId(bgTypeId)];
++count;
} while (result->NextRow());
LOG_INFO("server.loading", ">> Loaded {} battlegrounds in {} ms", count, GetMSTimeDiffToNow(oldMSTime));
LOG_INFO("server.loading", " ");
}
void BattlegroundMgr::InitAutomaticArenaPointDistribution()
{
if (!sWorld->getBoolConfig(CONFIG_ARENA_AUTO_DISTRIBUTE_POINTS))
return;
Seconds wstime = Seconds(sWorld->getWorldState(WS_ARENA_DISTRIBUTION_TIME));
Seconds curtime = GameTime::GetGameTime();
LOG_INFO("server.loading", "Initializing Automatic Arena Point Distribution");
if (wstime < curtime)
{
m_NextAutoDistributionTime = curtime; // reset will be called in the next update
LOG_INFO("server.loading", "Next arena point distribution time in the past, reseting it now.");
}
else
{
m_NextAutoDistributionTime = wstime;
}
LOG_INFO("server.loading", "Automatic Arena Point Distribution initialized.");
}
void BattlegroundMgr::BuildBattlegroundListPacket(WorldPacket* data, ObjectGuid guid, Player* player, BattlegroundTypeId bgTypeId, uint8 fromWhere)
{
if (!player)
return;
uint32 winner_kills = player->GetRandomWinner() ? sWorld->getIntConfig(CONFIG_BG_REWARD_WINNER_HONOR_LAST) : sWorld->getIntConfig(CONFIG_BG_REWARD_WINNER_HONOR_FIRST);
uint32 winner_arena = player->GetRandomWinner() ? sWorld->getIntConfig(CONFIG_BG_REWARD_WINNER_ARENA_LAST) : sWorld->getIntConfig(CONFIG_BG_REWARD_WINNER_ARENA_FIRST);
uint32 loser_kills = player->GetRandomWinner() ? sWorld->getIntConfig(CONFIG_BG_REWARD_LOSER_HONOR_LAST) : sWorld->getIntConfig(CONFIG_BG_REWARD_LOSER_HONOR_FIRST);
winner_kills = Acore::Honor::hk_honor_at_level(player->getLevel(), float(winner_kills));
loser_kills = Acore::Honor::hk_honor_at_level(player->getLevel(), float(loser_kills));
data->Initialize(SMSG_BATTLEFIELD_LIST);
*data << guid; // battlemaster guid
*data << uint8(fromWhere); // from where you joined
*data << uint32(bgTypeId); // battleground id
*data << uint8(0); // unk
*data << uint8(0); // unk
// Rewards
*data << uint8(player->GetRandomWinner()); // 3.3.3 hasWin
*data << uint32(winner_kills); // 3.3.3 winHonor
*data << uint32(winner_arena); // 3.3.3 winArena
*data << uint32(loser_kills); // 3.3.3 lossHonor
uint8 isQueueRandom = (bgTypeId == BATTLEGROUND_RB);
*data << uint8(isQueueRandom); // 3.3.3 isRandom
if (isQueueRandom)
{
// Rewards (random)
*data << uint8(player->GetRandomWinner()); // 3.3.3 hasWin_Random
*data << uint32(winner_kills); // 3.3.3 winHonor_Random
*data << uint32(winner_arena); // 3.3.3 winArena_Random
*data << uint32(loser_kills); // 3.3.3 lossHonor_Random
}
if (bgTypeId == BATTLEGROUND_AA) // arena
*data << uint32(0); // unk (count?)
else // battleground
{
size_t count_pos = data->wpos();
*data << uint32(0); // number of bg instances
if (Battleground* bgt = GetBattlegroundTemplate(bgTypeId))
if (GetBattlegroundBracketByLevel(bgt->GetMapId(), player->getLevel()))
{
uint32 count = 0;
/*for (BattlegroundClientIdsContainer::const_iterator itr = clientIds.begin(); itr != clientIds.end(); ++itr)
{
*data << uint32(*itr);
++count;
}*/
data->put<uint32>(count_pos, count);
}
}
}
void BattlegroundMgr::SendToBattleground(Player* player, uint32 instanceId, BattlegroundTypeId bgTypeId)
{
if (Battleground* bg = GetBattleground(instanceId))
{
uint32 mapid = bg->GetMapId();
Position const* pos = bg->GetTeamStartPosition(player->GetBgTeamId());
LOG_DEBUG("bg.battleground", "BattlegroundMgr::SendToBattleground: Sending {} to map {}, {} (bgType {})", player->GetName(), mapid, pos->ToString(), bgTypeId);
player->TeleportTo(mapid, pos->GetPositionX(), pos->GetPositionY(), pos->GetPositionZ(), pos->GetOrientation());
}
else
{
LOG_ERROR("bg.battleground", "BattlegroundMgr::SendToBattleground: Instance {} (bgType {}) not found while trying to teleport player {}", instanceId, bgTypeId, player->GetName());
}
}
void BattlegroundMgr::SendAreaSpiritHealerQueryOpcode(Player* player, Battleground* bg, ObjectGuid guid)
{
WorldPacket data(SMSG_AREA_SPIRIT_HEALER_TIME, 12);
uint32 time_ = RESURRECTION_INTERVAL - bg->GetLastResurrectTime(); // resurrect every X seconds
if (time_ == uint32(-1))
time_ = 0;
data << guid << time_;
player->GetSession()->SendPacket(&data);
}
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(BattlegroundTypeId bgTypeId, uint8 arenaType)
{
uint32 queueTypeID = BATTLEGROUND_QUEUE_NONE;
if (arenaType)
{
if (BattlegroundMgr::ArenaTypeToQueue.find(arenaType) != BattlegroundMgr::ArenaTypeToQueue.end())
{
queueTypeID = BattlegroundMgr::ArenaTypeToQueue.at(arenaType);
}
sScriptMgr->OnArenaTypeIDToQueueID(bgTypeId, arenaType, queueTypeID);
return static_cast<BattlegroundQueueTypeId>(queueTypeID);
}
if (BattlegroundMgr::bgToQueue.find(bgTypeId) != BattlegroundMgr::bgToQueue.end())
{
queueTypeID = BattlegroundMgr::bgToQueue.at(bgTypeId);
}
return static_cast<BattlegroundQueueTypeId>(queueTypeID);
}
BattlegroundTypeId BattlegroundMgr::BGTemplateId(BattlegroundQueueTypeId bgQueueTypeId)
{
if (BattlegroundMgr::queueToBg.find(bgQueueTypeId) == BattlegroundMgr::queueToBg.end())
{
return BattlegroundTypeId(0);
}
return BattlegroundMgr::queueToBg[bgQueueTypeId];
}
uint8 BattlegroundMgr::BGArenaType(BattlegroundQueueTypeId bgQueueTypeId)
{
uint8 arenaType = 0;
if (BattlegroundMgr::QueueToArenaType.find(bgQueueTypeId) != BattlegroundMgr::QueueToArenaType.end())
{
arenaType = BattlegroundMgr::QueueToArenaType.at(bgQueueTypeId);
}
sScriptMgr->OnArenaQueueIdToArenaType(bgQueueTypeId, arenaType);
return arenaType;
}
void BattlegroundMgr::ToggleTesting()
{
if (sWorld->getBoolConfig(CONFIG_DEBUG_BATTLEGROUND))
{
m_Testing = true;
sWorld->SendWorldText(LANG_DEBUG_BG_CONF);
}
else
{
m_Testing = !m_Testing;
sWorld->SendWorldText(m_Testing ? LANG_DEBUG_BG_ON : LANG_DEBUG_BG_OFF);
}
}
void BattlegroundMgr::ToggleArenaTesting()
{
if (sWorld->getBoolConfig(CONFIG_DEBUG_ARENA))
{
m_ArenaTesting = true;
sWorld->SendWorldText(LANG_DEBUG_ARENA_CONF);
}
else
{
m_ArenaTesting = !m_ArenaTesting;
sWorld->SendWorldText(m_ArenaTesting ? LANG_DEBUG_ARENA_ON : LANG_DEBUG_ARENA_OFF);
}
}
void BattlegroundMgr::SetHolidayWeekends(uint32 mask)
{
for (uint32 bgtype = 1; bgtype < MAX_BATTLEGROUND_TYPE_ID; ++bgtype)
{
if (bgtype == BATTLEGROUND_RB)
continue;
if (Battleground* bgt = GetBattlegroundTemplate(BattlegroundTypeId(bgtype)))
bgt->SetHoliday(mask & (1 << bgtype));
}
}
void BattlegroundMgr::ScheduleArenaQueueUpdate(uint32 arenaRatedTeamId, BattlegroundQueueTypeId bgQueueTypeId, BattlegroundBracketId bracket_id)
{
uint64 const scheduleId = ((uint64)arenaRatedTeamId << 32) | (bgQueueTypeId << 16) | bracket_id;
if (std::find(m_ArenaQueueUpdateScheduler.begin(), m_ArenaQueueUpdateScheduler.end(), scheduleId) == m_ArenaQueueUpdateScheduler.end())
m_ArenaQueueUpdateScheduler.push_back(scheduleId);
}
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)
{
LOG_INFO("server.loading", ">> Loaded 0 battlemaster entries. DB table `battlemaster_entry` is empty!");
LOG_INFO("server.loading", " ");
return;
}
uint32 count = 0;
do
{
++count;
Field* fields = result->Fetch();
uint32 entry = fields[0].Get<uint32>();
if (CreatureTemplate const* cInfo = sObjectMgr->GetCreatureTemplate(entry))
{
if ((cInfo->npcflag & UNIT_NPC_FLAG_BATTLEMASTER) == 0)
LOG_ERROR("sql.sql", "Creature (Entry: {}) listed in `battlemaster_entry` is not a battlemaster.", entry);
}
else
{
LOG_ERROR("sql.sql", "Creature (Entry: {}) listed in `battlemaster_entry` does not exist.", entry);
continue;
}
uint32 bgTypeId = fields[1].Get<uint32>();
if (!sBattlemasterListStore.LookupEntry(bgTypeId))
{
LOG_ERROR("sql.sql", "Table `battlemaster_entry` contain entry {} for not existed battleground type {}, ignored.", entry, bgTypeId);
continue;
}
mBattleMastersMap[entry] = BattlegroundTypeId(bgTypeId);
} while (result->NextRow());
CheckBattleMasters();
LOG_INFO("server.loading", ">> Loaded {} battlemaster entries in {} ms", count, GetMSTimeDiffToNow(oldMSTime));
LOG_INFO("server.loading", " ");
}
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())
{
LOG_ERROR("sql.sql", "CreatureTemplate (Entry: {}) has UNIT_NPC_FLAG_BATTLEMASTER but no data in `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_EY;
case BATTLEGROUND_WS:
return HOLIDAY_CALL_TO_ARMS_WS;
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;
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_EY:
return BATTLEGROUND_EY;
case HOLIDAY_CALL_TO_ARMS_WS:
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;
default:
return BATTLEGROUND_TYPE_NONE;
}
}
bool BattlegroundMgr::IsBGWeekend(BattlegroundTypeId bgTypeId)
{
return IsHolidayActive(BGTypeToWeekendHolidayId(bgTypeId));
}
BattlegroundTypeId BattlegroundMgr::GetRandomBG(BattlegroundTypeId bgTypeId, uint32 minLevel)
{
if (GetBattlegroundTemplateByTypeId(bgTypeId))
{
std::vector<BattlegroundTypeId> ids;
ids.reserve(16);
std::vector<double> weights;
weights.reserve(16);
BattlemasterListEntry const* bl = sBattlemasterListStore.LookupEntry(bgTypeId);
for (int32 mapId : bl->mapid)
{
if (mapId == -1)
break;
if (CreateBattlegroundData const* bg = GetBattlegroundTemplateByMapId(mapId))
{
if (bg->LevelMin <= minLevel)
{
ids.push_back(bg->bgTypeId);
weights.push_back(bg->Weight);
}
}
}
return *Acore::Containers::SelectRandomWeightedContainerElement(ids, weights);
}
return BATTLEGROUND_TYPE_NONE;
}
void BattlegroundMgr::AddBattleground(Battleground* bg)
{
if (bg->GetInstanceID() == 0)
m_BattlegroundTemplates[bg->GetBgTypeID()] = bg;
else
m_Battlegrounds[bg->GetInstanceID()] = bg;
sScriptMgr->OnBattlegroundCreate(bg);
}
void BattlegroundMgr::RemoveBattleground(BattlegroundTypeId bgTypeId, uint32 instanceId)
{
if (instanceId == 0)
m_BattlegroundTemplates.erase(bgTypeId);
else
m_Battlegrounds.erase(instanceId);
}
void BattlegroundMgr::DoForAllBattlegrounds(std::function<void(Battleground*)> const& worker)
{
for (auto const& [_, bg] : m_Battlegrounds)
{
worker(bg);
}
}
// init/update unordered_map
// Battlegrounds
std::unordered_map<int, BattlegroundQueueTypeId> BattlegroundMgr::bgToQueue =
{
{ BATTLEGROUND_AV, BATTLEGROUND_QUEUE_AV},
{ BATTLEGROUND_WS, BATTLEGROUND_QUEUE_WS},
{ BATTLEGROUND_AB, BATTLEGROUND_QUEUE_AB},
{ BATTLEGROUND_EY, BATTLEGROUND_QUEUE_EY},
{ BATTLEGROUND_SA, BATTLEGROUND_QUEUE_SA},
{ BATTLEGROUND_IC, BATTLEGROUND_QUEUE_IC},
{ BATTLEGROUND_RB, BATTLEGROUND_QUEUE_RB},
// Arena Battlegrounds
{ BATTLEGROUND_NA, BattlegroundQueueTypeId(0)}, // Nagrand Arena
{ BATTLEGROUND_BE, BattlegroundQueueTypeId(0)}, // Blade's Edge Arena
{ BATTLEGROUND_AA, BattlegroundQueueTypeId(0)}, // All Arena
{ BATTLEGROUND_RL, BattlegroundQueueTypeId(0)}, // Ruins of Lordaernon
{ BATTLEGROUND_DS, BattlegroundQueueTypeId(0)}, // Dalaran Sewer
{ BATTLEGROUND_RV, BattlegroundQueueTypeId(0)}, // Ring of Valor
};
std::unordered_map<int, BattlegroundTypeId> BattlegroundMgr::queueToBg =
{
{ BATTLEGROUND_QUEUE_NONE, BATTLEGROUND_TYPE_NONE },
{ BATTLEGROUND_QUEUE_AV, BATTLEGROUND_AV },
{ BATTLEGROUND_QUEUE_WS, BATTLEGROUND_WS },
{ BATTLEGROUND_QUEUE_AB, BATTLEGROUND_AB },
{ BATTLEGROUND_QUEUE_EY, BATTLEGROUND_EY },
{ BATTLEGROUND_QUEUE_SA, BATTLEGROUND_SA },
{ BATTLEGROUND_QUEUE_IC, BATTLEGROUND_IC },
{ BATTLEGROUND_QUEUE_RB, BATTLEGROUND_RB },
{ BATTLEGROUND_QUEUE_2v2, BATTLEGROUND_AA },
{ BATTLEGROUND_QUEUE_3v3, BATTLEGROUND_AA },
{ BATTLEGROUND_QUEUE_5v5, BATTLEGROUND_AA },
};
std::unordered_map<int, Battleground*> BattlegroundMgr::bgtypeToBattleground =
{
{ BATTLEGROUND_AV, new BattlegroundAV },
{ BATTLEGROUND_WS, new BattlegroundWS },
{ BATTLEGROUND_AB, new BattlegroundAB },
{ BATTLEGROUND_NA, new BattlegroundNA },
{ BATTLEGROUND_BE, new BattlegroundBE },
{ BATTLEGROUND_EY, new BattlegroundEY },
{ BATTLEGROUND_RL, new BattlegroundRL },
{ BATTLEGROUND_SA, new BattlegroundSA },
{ BATTLEGROUND_DS, new BattlegroundDS },
{ BATTLEGROUND_RV, new BattlegroundRV },
{ BATTLEGROUND_IC, new BattlegroundIC },
{ BATTLEGROUND_AA, new Battleground },
{ BATTLEGROUND_RB, new Battleground },
};
std::unordered_map<int, bgRef> BattlegroundMgr::bgTypeToTemplate =
{
{ BATTLEGROUND_AV, [](Battleground * bg_t) -> Battleground* { return new BattlegroundAV(*(BattlegroundAV*)bg_t); } },
{ BATTLEGROUND_WS, [](Battleground * bg_t) -> Battleground* { return new BattlegroundWS(*(BattlegroundWS*)bg_t); } },
{ BATTLEGROUND_AB, [](Battleground * bg_t) -> Battleground* { return new BattlegroundAB(*(BattlegroundAB*)bg_t); } },
{ BATTLEGROUND_NA, [](Battleground * bg_t) -> Battleground* { return new BattlegroundNA(*(BattlegroundNA*)bg_t); } },
{ BATTLEGROUND_BE, [](Battleground * bg_t) -> Battleground* { return new BattlegroundBE(*(BattlegroundBE*)bg_t); } },
{ BATTLEGROUND_EY, [](Battleground * bg_t) -> Battleground* { return new BattlegroundEY(*(BattlegroundEY*)bg_t); } },
{ BATTLEGROUND_RL, [](Battleground * bg_t) -> Battleground* { return new BattlegroundRL(*(BattlegroundRL*)bg_t); } },
{ BATTLEGROUND_SA, [](Battleground * bg_t) -> Battleground* { return new BattlegroundSA(*(BattlegroundSA*)bg_t); } },
{ BATTLEGROUND_DS, [](Battleground * bg_t) -> Battleground* { return new BattlegroundDS(*(BattlegroundDS*)bg_t); } },
{ BATTLEGROUND_RV, [](Battleground * bg_t) -> Battleground* { return new BattlegroundRV(*(BattlegroundRV*)bg_t); } },
{ BATTLEGROUND_IC, [](Battleground * bg_t) -> Battleground* { return new BattlegroundIC(*(BattlegroundIC*)bg_t); } },
{ BATTLEGROUND_RB, [](Battleground * bg_t) -> Battleground* { return new Battleground(*bg_t); }, },
{ BATTLEGROUND_AA, [](Battleground * bg_t) -> Battleground* { return new Battleground(*bg_t); }, },
};
std::unordered_map<int, bgMapRef> BattlegroundMgr::getBgFromMap = {};
std::unordered_map<int, bgTypeRef> BattlegroundMgr::getBgFromTypeID =
{
{
BATTLEGROUND_RB,
[](WorldPacket * data, Battleground::BattlegroundScoreMap::const_iterator itr2, Battleground * bg)
{
if (BattlegroundMgr::getBgFromMap.find(bg->GetMapId()) == BattlegroundMgr::getBgFromMap.end()) // this should not happen
{
*data << uint32(0);
}
else
{
BattlegroundMgr::getBgFromMap[bg->GetMapId()](data, itr2);
}
}
}
};
std::unordered_map<uint32, BattlegroundQueueTypeId> BattlegroundMgr::ArenaTypeToQueue =
{
{ ARENA_TYPE_2v2, BATTLEGROUND_QUEUE_2v2 },
{ ARENA_TYPE_3v3, BATTLEGROUND_QUEUE_3v3 },
{ ARENA_TYPE_5v5, BATTLEGROUND_QUEUE_5v5 }
};
std::unordered_map<uint32, ArenaType> BattlegroundMgr::QueueToArenaType =
{
{ BATTLEGROUND_QUEUE_2v2, ARENA_TYPE_2v2 },
{ BATTLEGROUND_QUEUE_3v3, ARENA_TYPE_3v3 },
{ BATTLEGROUND_QUEUE_5v5, ARENA_TYPE_5v5 }
};