2 * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
4 * This program is free software; you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation; either version 2 of the License, or
7 * (at your option) any later version.
9 * This program is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
14 * You should have received a copy of the GNU General Public License
15 * along with this program; if not, write to the Free Software
16 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
21 #include "BattleGroundMgr.h"
22 #include "BattleGroundAV.h"
23 #include "BattleGroundAB.h"
24 #include "BattleGroundEY.h"
25 #include "BattleGroundWS.h"
26 #include "BattleGroundNA.h"
27 #include "BattleGroundBE.h"
28 #include "BattleGroundAA.h"
29 #include "BattleGroundRL.h"
30 #include "BattleGroundSA.h"
31 #include "BattleGroundDS.h"
32 #include "BattleGroundRV.h"
33 #include "SharedDefines.h"
34 #include "Policies/SingletonImp.h"
35 #include "MapManager.h"
37 #include "MapInstanced.h"
38 #include "ObjectMgr.h"
39 #include "ProgressBar.h"
41 #include "ArenaTeam.h"
43 INSTANTIATE_SINGLETON_1( BattleGroundMgr
);
45 /*********************************************************/
46 /*** BATTLEGROUND QUEUE SYSTEM ***/
47 /*********************************************************/
49 BattleGroundQueue::BattleGroundQueue()
51 //queues are empty, we don't have to call clear()
52 /* for (int i = 0; i < MAX_BATTLEGROUND_QUEUES; i++)
54 //m_QueuedPlayers[i].Horde = 0;
55 //m_QueuedPlayers[i].Alliance = 0;
56 //m_QueuedPlayers[i].AverageTime = 0;
60 BattleGroundQueue::~BattleGroundQueue()
62 for (int i
= 0; i
< MAX_BATTLEGROUND_QUEUES
; i
++)
64 m_QueuedPlayers
[i
].clear();
65 for(QueuedGroupsList::iterator itr
= m_QueuedGroups
[i
].begin(); itr
!= m_QueuedGroups
[i
].end(); ++itr
)
69 m_QueuedGroups
[i
].clear();
73 // initialize eligible groups from the given source matching the given specifications
74 void BattleGroundQueue::EligibleGroups::Init(BattleGroundQueue::QueuedGroupsList
*source
, uint32 BgTypeId
, uint32 side
, uint32 MaxPlayers
, uint8 ArenaType
, bool IsRated
, uint32 MinRating
, uint32 MaxRating
, uint32 DisregardTime
, uint32 excludeTeam
)
76 // clear from prev initialization
78 BattleGroundQueue::QueuedGroupsList::iterator itr
, next
;
79 // iterate through the source
80 for(itr
= source
->begin(); itr
!= source
->end(); itr
= next
)
84 if( (*itr
)->BgTypeId
== BgTypeId
&& // bg type must match
85 (*itr
)->ArenaType
== ArenaType
&& // arena type must match
86 (*itr
)->IsRated
== IsRated
&& // israted must match
87 (*itr
)->IsInvitedToBGInstanceGUID
== 0 && // leave out already invited groups
88 (*itr
)->Team
== side
&& // match side
89 (*itr
)->Players
.size() <= MaxPlayers
&& // the group must fit in the bg
90 ( !excludeTeam
|| (*itr
)->ArenaTeamId
!= excludeTeam
) && // if excludeTeam is specified, leave out those arena team ids
91 ( !IsRated
|| (*itr
)->Players
.size() == MaxPlayers
) && // if rated, then pass only if the player count is exact NEEDS TESTING! (but now this should never happen)
92 ( (*itr
)->JoinTime
<= DisregardTime
// pass if disregard time is greater than join time
93 || (*itr
)->ArenaTeamRating
== 0 // pass if no rating info
94 || ( (*itr
)->ArenaTeamRating
>= MinRating
// pass if matches the rating range
95 && (*itr
)->ArenaTeamRating
<= MaxRating
) ) )
97 // the group matches the conditions
98 // insert it in order of groupsize, and join time
99 uint32 size
= (*itr
)->Players
.size();
100 uint32 jointime
= (*itr
)->JoinTime
;
101 bool inserted
= false;
103 for(std::list
<GroupQueueInfo
*>::iterator elig_itr
= begin(); elig_itr
!= end(); ++elig_itr
)
105 // if the next one's size is smaller, then insert
106 // also insert if the next one's size is equal, but it joined the queue later
107 if( ((*elig_itr
)->Players
.size()<size
) ||
108 ((*elig_itr
)->Players
.size() == size
&& (*elig_itr
)->JoinTime
> jointime
) )
110 insert(elig_itr
,(*itr
));
115 // if not inserted -> this is the smallest group -> push_back
124 // remove group from eligible groups
125 // used when building selection pools
126 void BattleGroundQueue::EligibleGroups::RemoveGroup(GroupQueueInfo
* ginfo
)
128 for(std::list
<GroupQueueInfo
*>::iterator itr
= begin(); itr
!= end(); ++itr
)
138 // selection pool initialization, used to clean up from prev selection
139 void BattleGroundQueue::SelectionPool::Init()
141 SelectedGroups
.clear();
146 // get the maximal group from the selection pool
147 // used when building the pool, and have to remove the largest
148 GroupQueueInfo
* BattleGroundQueue::SelectionPool::GetMaximalGroup()
150 if(SelectedGroups
.empty())
152 sLog
.outError("Getting max group when selection pool is empty, this should never happen.");
156 // actually select the max group if it's not set
157 if(MaxGroup
==0 && !SelectedGroups
.empty())
160 for(std::list
<GroupQueueInfo
*>::iterator itr
= SelectedGroups
.begin(); itr
!= SelectedGroups
.end(); ++itr
)
162 if(max_size
<(*itr
)->Players
.size())
165 max_size
= MaxGroup
->Players
.size();
172 // remove group info from selection pool
173 // used when building selection pools and have to remove maximal group
174 void BattleGroundQueue::SelectionPool::RemoveGroup(GroupQueueInfo
*ginfo
)
176 // uninitiate max group info if needed
177 if(MaxGroup
== ginfo
)
179 // find what to remove
180 for(std::list
<GroupQueueInfo
*>::iterator itr
= SelectedGroups
.begin(); itr
!= SelectedGroups
.end(); ++itr
)
184 SelectedGroups
.erase(itr
);
185 // decrease selected players count
186 PlayerCount
-= ginfo
->Players
.size();
192 // add group to selection
193 // used when building selection pools
194 void BattleGroundQueue::SelectionPool::AddGroup(GroupQueueInfo
* ginfo
)
196 SelectedGroups
.push_back(ginfo
);
197 // increase selected players count
198 PlayerCount
+=ginfo
->Players
.size();
199 if(!MaxGroup
|| ginfo
->Players
.size() > MaxGroup
->Players
.size())
201 // update max group info if needed
206 // add group to bg queue with the given leader and bg specifications
207 GroupQueueInfo
* BattleGroundQueue::AddGroup(Player
*leader
, uint32 BgTypeId
, uint8 ArenaType
, bool isRated
, uint32 arenaRating
, uint32 arenateamid
)
209 uint32 queue_id
= leader
->GetBattleGroundQueueIdFromLevel();
212 // cannot use the method like in addplayer, because that could modify an in-queue group's stats
213 // (e.g. leader leaving queue then joining as individual again)
214 GroupQueueInfo
* ginfo
= new GroupQueueInfo
;
215 ginfo
->BgTypeId
= BgTypeId
;
216 ginfo
->ArenaType
= ArenaType
;
217 ginfo
->ArenaTeamId
= arenateamid
;
218 ginfo
->IsRated
= isRated
;
219 ginfo
->IsInvitedToBGInstanceGUID
= 0; // maybe this should be modifiable by function arguments to enable selection of running instances?
220 ginfo
->JoinTime
= getMSTime();
221 ginfo
->Team
= leader
->GetTeam();
222 ginfo
->ArenaTeamRating
= arenaRating
;
223 ginfo
->OpponentsTeamRating
= 0; //initialize it to 0
225 ginfo
->Players
.clear();
227 m_QueuedGroups
[queue_id
].push_back(ginfo
);
229 // return ginfo, because it is needed to add players to this group info
233 void BattleGroundQueue::AddPlayer(Player
*plr
, GroupQueueInfo
*ginfo
)
235 uint32 queue_id
= plr
->GetBattleGroundQueueIdFromLevel();
237 //if player isn't in queue, he is added, if already is, then values are overwritten, no memory leak
238 PlayerQueueInfo
& info
= m_QueuedPlayers
[queue_id
][plr
->GetGUID()];
240 info
.LastInviteTime
= 0;
241 info
.LastOnlineTime
= getMSTime();
242 info
.GroupInfo
= ginfo
;
244 // add the pinfo to ginfo's list
245 ginfo
->Players
[plr
->GetGUID()] = &info
;
248 void BattleGroundQueue::RemovePlayer(const uint64
& guid
, bool decreaseInvitedCount
)
250 Player
*plr
= objmgr
.GetPlayer(guid
);
253 QueuedPlayersMap::iterator itr
;
254 GroupQueueInfo
* group
;
255 QueuedGroupsList::iterator group_itr
;
259 queue_id
= plr
->GetBattleGroundQueueIdFromLevel();
261 itr
= m_QueuedPlayers
[queue_id
].find(guid
);
262 if(itr
!= m_QueuedPlayers
[queue_id
].end())
268 // either player is offline, or he levelled up to another queue category
269 // sLog.outError("Battleground: removing offline player from BG queue - this might not happen, but it should not cause crash");
270 for (uint32 i
= 0; i
< MAX_BATTLEGROUND_QUEUES
; i
++)
272 itr
= m_QueuedPlayers
[i
].find(guid
);
273 if(itr
!= m_QueuedPlayers
[i
].end())
282 // couldn't find the player in bg queue, return
285 sLog
.outError("Battleground: couldn't find player to remove.");
289 group
= itr
->second
.GroupInfo
;
291 for(group_itr
=m_QueuedGroups
[queue_id
].begin(); group_itr
!= m_QueuedGroups
[queue_id
].end(); ++group_itr
)
293 if(group
== (GroupQueueInfo
*)(*group_itr
))
297 // variables are set (what about leveling up when in queue????)
298 // remove player from group
299 // if only player there, remove group
301 // remove player queue info from group queue info
302 std::map
<uint64
, PlayerQueueInfo
*>::iterator pitr
= group
->Players
.find(guid
);
304 if(pitr
!= group
->Players
.end())
305 group
->Players
.erase(pitr
);
307 // check for iterator correctness
308 if (group_itr
!= m_QueuedGroups
[queue_id
].end() && itr
!= m_QueuedPlayers
[queue_id
].end())
310 // used when player left the queue, NOT used when porting to bg
311 if (decreaseInvitedCount
)
313 // if invited to bg, and should decrease invited count, then do it
314 if(group
->IsInvitedToBGInstanceGUID
)
316 BattleGround
* bg
= sBattleGroundMgr
.GetBattleGround(group
->IsInvitedToBGInstanceGUID
);
318 bg
->DecreaseInvitedCount(group
->Team
);
319 if (bg
&& !bg
->GetPlayersSize() && !bg
->GetInvitedCount(ALLIANCE
) && !bg
->GetInvitedCount(HORDE
))
321 // no more players on battleground, set delete it
325 // update the join queue, maybe now the player's group fits in a queue!
326 // not yet implemented (should store bgTypeId in group queue info?)
328 // remove player queue info
329 m_QueuedPlayers
[queue_id
].erase(itr
);
330 // remove group queue info if needed
332 //if we left BG queue(not porting) OR if arena team left queue for rated match
333 if((decreaseInvitedCount
&& !group
->ArenaType
) || (group
->ArenaType
&& group
->IsRated
&& group
->Players
.empty()))
334 AnnounceWorld(group
, guid
, false);
336 if(group
->Players
.empty())
338 m_QueuedGroups
[queue_id
].erase(group_itr
);
342 // group wasn't empty, so it wasn't deleted, and player have left a rated queue -> everyone from the group should leave too
343 // don't remove recursively if already invited to bg!
344 else if(!group
->IsInvitedToBGInstanceGUID
&& decreaseInvitedCount
&& group
->IsRated
)
346 // remove next player, this is recursive
347 // first send removal information
348 if(Player
*plr2
= objmgr
.GetPlayer(group
->Players
.begin()->first
))
350 BattleGround
* bg
= sBattleGroundMgr
.GetBattleGroundTemplate(group
->BgTypeId
);
351 uint32 bgQueueTypeId
= sBattleGroundMgr
.BGQueueTypeId(group
->BgTypeId
,group
->ArenaType
);
352 uint32 queueSlot
= plr2
->GetBattleGroundQueueIndex(bgQueueTypeId
);
353 plr2
->RemoveBattleGroundQueueId(bgQueueTypeId
); // must be called this way, because if you move this call to queue->removeplayer, it causes bugs
355 sBattleGroundMgr
.BuildBattleGroundStatusPacket(&data
, bg
, plr2
->GetTeam(), queueSlot
, STATUS_NONE
, 0, 0);
356 plr2
->GetSession()->SendPacket(&data
);
358 // then actually delete, this may delete the group as well!
359 RemovePlayer(group
->Players
.begin()->first
,decreaseInvitedCount
);
364 void BattleGroundQueue::AnnounceWorld(GroupQueueInfo
*ginfo
, const uint64
& playerGUID
, bool isAddedToQueue
)
367 if(ginfo
->ArenaType
) //if Arena
369 if( sWorld
.getConfig(CONFIG_ARENA_QUEUE_ANNOUNCER_ENABLE
) && ginfo
->IsRated
)
371 BattleGround
* bg
= sBattleGroundMgr
.GetBattleGroundTemplate(ginfo
->BgTypeId
);
375 char const* bgName
= bg
->GetName();
377 sWorld
.SendWorldText(LANG_ARENA_QUEUE_ANNOUNCE_WORLD_JOIN
, bgName
, ginfo
->ArenaType
, ginfo
->ArenaType
, ginfo
->ArenaTeamRating
);
379 sWorld
.SendWorldText(LANG_ARENA_QUEUE_ANNOUNCE_WORLD_EXIT
, bgName
, ginfo
->ArenaType
, ginfo
->ArenaType
, ginfo
->ArenaTeamRating
);
384 if( sWorld
.getConfig(CONFIG_BATTLEGROUND_QUEUE_ANNOUNCER_ENABLE
) )
386 Player
*plr
= objmgr
.GetPlayer(playerGUID
);
390 BattleGround
* bg
= sBattleGroundMgr
.GetBattleGroundTemplate(ginfo
->BgTypeId
);
394 uint32 queue_id
= plr
->GetBattleGroundQueueIdFromLevel();
395 char const* bgName
= bg
->GetName();
397 uint32 q_min_level
= Player::GetMinLevelForBattleGroundQueueId(queue_id
);
398 uint32 q_max_level
= Player::GetMaxLevelForBattleGroundQueueId(queue_id
);
400 // replace hardcoded max level by player max level for nice output
401 if(q_max_level
> sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
))
402 q_max_level
= sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
);
404 int8 MinPlayers
= bg
->GetMinPlayersPerTeam();
409 uint32 bgTypeId
= ginfo
->BgTypeId
;
410 QueuedPlayersMap::iterator itr
;
411 for(itr
= m_QueuedPlayers
[queue_id
].begin(); itr
!= m_QueuedPlayers
[queue_id
].end(); ++itr
)
413 if(itr
->second
.GroupInfo
->BgTypeId
== bgTypeId
)
415 switch(itr
->second
.GroupInfo
->Team
)
427 // Show queue status to player only (when joining queue)
428 if(sWorld
.getConfig(CONFIG_BATTLEGROUND_QUEUE_ANNOUNCER_PLAYERONLY
))
430 ChatHandler(plr
).PSendSysMessage(LANG_BG_QUEUE_ANNOUNCE_SELF
,
431 bgName
, q_min_level
, q_max_level
, qAlliance
, MinPlayers
, qHorde
, MinPlayers
);
436 sWorld
.SendWorldText(LANG_BG_QUEUE_ANNOUNCE_WORLD
,
437 bgName
, q_min_level
, q_max_level
, qAlliance
, MinPlayers
, qHorde
, MinPlayers
);
443 bool BattleGroundQueue::InviteGroupToBG(GroupQueueInfo
* ginfo
, BattleGround
* bg
, uint32 side
)
445 // set side if needed
449 if(!ginfo
->IsInvitedToBGInstanceGUID
)
453 ginfo
->IsInvitedToBGInstanceGUID
= bg
->GetInstanceID();
454 uint32 bgQueueTypeId
= sBattleGroundMgr
.BGQueueTypeId(bg
->GetTypeID(), bg
->GetArenaType());
455 // loop through the players
456 for(std::map
<uint64
,PlayerQueueInfo
*>::iterator itr
= ginfo
->Players
.begin(); itr
!= ginfo
->Players
.end(); ++itr
)
459 itr
->second
->InviteTime
= getMSTime();
460 itr
->second
->LastInviteTime
= getMSTime();
463 Player
* plr
= objmgr
.GetPlayer(itr
->first
);
464 // if offline, skip him
469 sBattleGroundMgr
.InvitePlayer(plr
, bg
->GetInstanceID(),ginfo
->Team
);
473 uint32 queueSlot
= plr
->GetBattleGroundQueueIndex(bgQueueTypeId
);
475 sLog
.outDebug("Battleground: invited plr %s (%u) to BG instance %u queueindex %u bgtype %u, I can't help it if they don't press the enter battle button.",plr
->GetName(),plr
->GetGUIDLow(),bg
->GetInstanceID(),queueSlot
,bg
->GetTypeID());
477 // send status packet
478 sBattleGroundMgr
.BuildBattleGroundStatusPacket(&data
, bg
, side
?side
:plr
->GetTeam(), queueSlot
, STATUS_WAIT_JOIN
, INVITE_ACCEPT_WAIT_TIME
, 0);
479 plr
->GetSession()->SendPacket(&data
);
487 // this function is responsible for the selection of queued groups when trying to create new battlegrounds
488 bool BattleGroundQueue::BuildSelectionPool(uint32 bgTypeId
, uint32 queue_id
, uint32 MinPlayers
, uint32 MaxPlayers
, SelectionPoolBuildMode mode
, uint8 ArenaType
, bool isRated
, uint32 MinRating
, uint32 MaxRating
, uint32 DisregardTime
, uint32 excludeTeam
)
493 case NORMAL_ALLIANCE
:
494 case ONESIDE_ALLIANCE_TEAM1
:
495 case ONESIDE_ALLIANCE_TEAM2
:
499 case ONESIDE_HORDE_TEAM1
:
500 case ONESIDE_HORDE_TEAM2
:
504 //unknown mode, return false
505 sLog
.outDebug("Battleground: unknown selection pool build mode, returning...");
510 // inititate the groups eligible to create the bg
511 m_EligibleGroups
.Init(&(m_QueuedGroups
[queue_id
]), bgTypeId
, side
, MaxPlayers
, ArenaType
, isRated
, MinRating
, MaxRating
, DisregardTime
, excludeTeam
);
512 // init the selected groups (clear)
513 m_SelectionPools
[mode
].Init();
514 while(!(m_EligibleGroups
.empty()))
516 sLog
.outDebug("m_EligibleGroups is not empty, continue building selection pool");
517 // in decreasing group size, add groups to join if they fit in the MaxPlayersPerTeam players
518 for(EligibleGroups::iterator itr
= m_EligibleGroups
.begin(); itr
!=m_EligibleGroups
.end(); ++itr
)
520 // get the maximal not yet checked group
521 GroupQueueInfo
* MaxGroup
= (*itr
);
522 // if it fits in the maxplayer size, add it
523 if( (m_SelectionPools
[mode
].GetPlayerCount() + MaxGroup
->Players
.size()) <= MaxPlayers
)
525 m_SelectionPools
[mode
].AddGroup(MaxGroup
);
528 if(m_SelectionPools
[mode
].GetPlayerCount()>=MinPlayers
)
530 // the selection pool is set, return
531 sLog
.outDebug("pool build succeeded, return true");
534 // if the selection pool's not set, then remove the group with the highest player count, and try again with the rest.
535 GroupQueueInfo
* MaxGroup
= m_SelectionPools
[mode
].GetMaximalGroup();
536 m_EligibleGroups
.RemoveGroup(MaxGroup
);
537 m_SelectionPools
[mode
].RemoveGroup(MaxGroup
);
539 // failed to build a selection pool matching the given values
543 // used to remove the Enter Battle window if the battle has already, but someone still has it
544 // (this can happen in arenas mainly, since the preparation is shorter than the timer for the bgqueueremove event
545 void BattleGroundQueue::BGEndedRemoveInvites(BattleGround
*bg
)
547 uint32 queue_id
= bg
->GetQueueType();
548 uint32 bgInstanceId
= bg
->GetInstanceID();
549 uint32 bgQueueTypeId
= sBattleGroundMgr
.BGQueueTypeId(bg
->GetTypeID(), bg
->GetArenaType());
550 QueuedGroupsList::iterator itr
, next
;
551 for(itr
= m_QueuedGroups
[queue_id
].begin(); itr
!= m_QueuedGroups
[queue_id
].end(); itr
= next
)
553 // must do this way, because the groupinfo will be deleted when all playerinfos are removed
554 GroupQueueInfo
* ginfo
= (*itr
);
557 // if group was invited to this bg instance, then remove all references
558 if(ginfo
->IsInvitedToBGInstanceGUID
== bgInstanceId
)
560 // after removing this much playerinfos, the ginfo will be deleted, so we'll use a for loop
561 uint32 to_remove
= ginfo
->Players
.size();
562 uint32 team
= ginfo
->Team
;
563 for(int i
= 0; i
< to_remove
; ++i
)
565 // always remove the first one in the group
566 std::map
<uint64
, PlayerQueueInfo
* >::iterator itr2
= ginfo
->Players
.begin();
567 if(itr2
== ginfo
->Players
.end())
569 sLog
.outError("Empty Players in ginfo, this should never happen!");
574 Player
* plr
= objmgr
.GetPlayer(itr2
->first
);
577 sLog
.outError("Player offline when trying to remove from GroupQueueInfo, this should never happen.");
582 uint32 queueSlot
= plr
->GetBattleGroundQueueIndex(bgQueueTypeId
);
583 if (queueSlot
< PLAYER_MAX_BATTLEGROUND_QUEUES
) // player is in queue
585 plr
->RemoveBattleGroundQueueId(bgQueueTypeId
);
586 // remove player from queue, this might delete the ginfo as well! don't use that pointer after this!
587 RemovePlayer(itr2
->first
, true);
588 // this is probably unneeded, since this player was already invited -> does not fit when initing eligible groups
589 // but updateing the queue can't hurt
590 Update(bgQueueTypeId
, bg
->GetQueueType());
591 // send info to client
593 sBattleGroundMgr
.BuildBattleGroundStatusPacket(&data
, bg
, team
, queueSlot
, STATUS_NONE
, 0, 0);
594 plr
->GetSession()->SendPacket(&data
);
602 this method is called when group is inserted, or player / group is removed from BG Queue - there is only one player's status changed, so we don't use while(true) cycles to invite whole queue
603 it must be called after fully adding the members of a group to ensure group joining
604 should be called after removeplayer functions in some cases
606 void BattleGroundQueue::Update(uint32 bgTypeId
, uint32 queue_id
, uint8 arenatype
, bool isRated
, uint32 arenaRating
)
608 if (queue_id
>= MAX_BATTLEGROUND_QUEUES
)
610 //this is error, that caused crashes (not in , but now it shouldn't)
611 sLog
.outError("BattleGroundQueue::Update() called for non existing queue type - this can cause crash, pls report problem, if this is the last line of error log before crash");
615 //if no players in queue ... do nothing
616 if (m_QueuedGroups
[queue_id
].empty())
619 uint32 bgQueueTypeId
= sBattleGroundMgr
.BGQueueTypeId(bgTypeId
, arenatype
);
621 //battleground with free slot for player should be always the last in this queue
622 BGFreeSlotQueueType::iterator itr
, next
;
623 for (itr
= sBattleGroundMgr
.BGFreeSlotQueue
[bgTypeId
].begin(); itr
!= sBattleGroundMgr
.BGFreeSlotQueue
[bgTypeId
].end(); itr
= next
)
627 // battleground is running, so if:
628 // DO NOT allow queue manager to invite new player to running arena
629 if ((*itr
)->isBattleGround() && (*itr
)->GetTypeID() == bgTypeId
&& (*itr
)->GetQueueType() == queue_id
&& (*itr
)->GetStatus() > STATUS_WAIT_QUEUE
&& (*itr
)->GetStatus() < STATUS_WAIT_LEAVE
)
631 //we must check both teams
632 BattleGround
* bg
= *itr
; //we have to store battleground pointer here, because when battleground is full, it is removed from free queue (not yet implemented!!)
633 // and iterator is invalid
635 for(QueuedGroupsList::iterator itr
= m_QueuedGroups
[queue_id
].begin(); itr
!= m_QueuedGroups
[queue_id
].end(); ++itr
)
637 // did the group join for this bg type?
638 if((*itr
)->BgTypeId
!= bgTypeId
)
640 // if so, check if fits in
641 if(bg
->GetFreeSlotsForTeam((*itr
)->Team
) >= (*itr
)->Players
.size())
643 // if group fits in, invite it
644 InviteGroupToBG((*itr
),bg
,(*itr
)->Team
);
648 if (!bg
->HasFreeSlots())
650 //remove BG from BGFreeSlotQueue
651 bg
->RemoveFromBGFreeSlotQueue();
656 // finished iterating through the bgs with free slots, maybe we need to create a new bg
658 BattleGround
* bg_template
= sBattleGroundMgr
.GetBattleGroundTemplate(bgTypeId
);
661 sLog
.outError("Battleground: Update: bg template not found for %u", bgTypeId
);
665 // get the min. players per team, properly for larger arenas as well. (must have full teams for arena matches!)
666 uint32 MinPlayersPerTeam
= bg_template
->GetMinPlayersPerTeam();
667 uint32 MaxPlayersPerTeam
= bg_template
->GetMaxPlayersPerTeam();
668 if(bg_template
->isArena())
670 if(sBattleGroundMgr
.isArenaTesting())
672 MaxPlayersPerTeam
= 1;
673 MinPlayersPerTeam
= 1;
680 MaxPlayersPerTeam
= 2;
681 MinPlayersPerTeam
= 2;
684 MaxPlayersPerTeam
= 3;
685 MinPlayersPerTeam
= 3;
688 MaxPlayersPerTeam
= 5;
689 MinPlayersPerTeam
= 5;
695 // found out the minimum and maximum ratings the newly added team should battle against
696 // arenaRating is the rating of the latest joined team
697 uint32 arenaMinRating
= (arenaRating
<= sBattleGroundMgr
.GetMaxRatingDifference()) ? 0 : arenaRating
- sBattleGroundMgr
.GetMaxRatingDifference();
698 // if no rating is specified, set maxrating to 0
699 uint32 arenaMaxRating
= (arenaRating
== 0)? 0 : arenaRating
+ sBattleGroundMgr
.GetMaxRatingDifference();
700 uint32 discardTime
= 0;
701 // if max rating difference is set and the time past since server startup is greater than the rating discard time
702 // (after what time the ratings aren't taken into account when making teams) then
703 // the discard time is current_time - time_to_discard, teams that joined after that, will have their ratings taken into account
704 // else leave the discard time on 0, this way all ratings will be discarded
705 if(sBattleGroundMgr
.GetMaxRatingDifference() && getMSTime() >= sBattleGroundMgr
.GetRatingDiscardTimer())
706 discardTime
= getMSTime() - sBattleGroundMgr
.GetRatingDiscardTimer();
708 // try to build the selection pools
709 bool bAllyOK
= BuildSelectionPool(bgTypeId
, queue_id
, MinPlayersPerTeam
, MaxPlayersPerTeam
, NORMAL_ALLIANCE
, arenatype
, isRated
, arenaMinRating
, arenaMaxRating
, discardTime
);
711 sLog
.outDebug("Battleground: ally pool succesfully build");
713 sLog
.outDebug("Battleground: ally pool wasn't created");
714 bool bHordeOK
= BuildSelectionPool(bgTypeId
, queue_id
, MinPlayersPerTeam
, MaxPlayersPerTeam
, NORMAL_HORDE
, arenatype
, isRated
, arenaMinRating
, arenaMaxRating
, discardTime
);
716 sLog
.outDebug("Battleground: horde pool succesfully built");
718 sLog
.outDebug("Battleground: horde pool wasn't created");
720 // if selection pools are ready, create the new bg
721 if (bAllyOK
&& bHordeOK
)
723 BattleGround
* bg2
= 0;
724 // special handling for arenas
725 if(bg_template
->isArena())
727 // Find a random arena, that can be created
728 uint8 arenas
[] = {BATTLEGROUND_NA
, BATTLEGROUND_BE
, BATTLEGROUND_RL
};
729 uint32 arena_num
= urand(0,2);
730 if( !(bg2
= sBattleGroundMgr
.CreateNewBattleGround(arenas
[arena_num
%3])) &&
731 !(bg2
= sBattleGroundMgr
.CreateNewBattleGround(arenas
[(arena_num
+1)%3])) &&
732 !(bg2
= sBattleGroundMgr
.CreateNewBattleGround(arenas
[(arena_num
+2)%3])) )
734 sLog
.outError("Battleground: couldn't create any arena instance!");
738 // set the MaxPlayersPerTeam values based on arenatype
739 // setting the min player values isn't needed, since we won't be using that value later on.
740 if(sBattleGroundMgr
.isArenaTesting())
742 bg2
->SetMaxPlayersPerTeam(1);
743 bg2
->SetMaxPlayers(2);
750 bg2
->SetMaxPlayersPerTeam(2);
751 bg2
->SetMaxPlayers(4);
754 bg2
->SetMaxPlayersPerTeam(3);
755 bg2
->SetMaxPlayers(6);
758 bg2
->SetMaxPlayersPerTeam(5);
759 bg2
->SetMaxPlayers(10);
768 // create new battleground
769 bg2
= sBattleGroundMgr
.CreateNewBattleGround(bgTypeId
);
770 if( sWorld
.getConfig(CONFIG_BATTLEGROUND_QUEUE_ANNOUNCER_ENABLE
) )
772 char const* bgName
= bg2
->GetName();
773 uint32 q_min_level
= Player::GetMinLevelForBattleGroundQueueId(queue_id
);
774 uint32 q_max_level
= Player::GetMaxLevelForBattleGroundQueueId(queue_id
);
775 if(q_max_level
> sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
))
776 q_max_level
= sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
);
777 sWorld
.SendWorldText(LANG_BG_STARTED_ANNOUNCE_WORLD
, bgName
, q_min_level
, q_max_level
);
783 sLog
.outError("Battleground: couldn't create bg %u",bgTypeId
);
787 // start the joining of the bg
788 bg2
->SetStatus(STATUS_WAIT_JOIN
);
789 bg2
->SetQueueType(queue_id
);
790 // initialize arena / rating info
791 bg2
->SetArenaType(arenatype
);
793 bg2
->SetRated(isRated
);
795 std::list
<GroupQueueInfo
* >::iterator itr
;
797 // invite groups from horde selection pool
798 for(itr
= m_SelectionPools
[NORMAL_HORDE
].SelectedGroups
.begin(); itr
!= m_SelectionPools
[NORMAL_HORDE
].SelectedGroups
.end(); ++itr
)
800 InviteGroupToBG((*itr
),bg2
,HORDE
);
803 // invite groups from ally selection pools
804 for(itr
= m_SelectionPools
[NORMAL_ALLIANCE
].SelectedGroups
.begin(); itr
!= m_SelectionPools
[NORMAL_ALLIANCE
].SelectedGroups
.end(); ++itr
)
806 InviteGroupToBG((*itr
),bg2
,ALLIANCE
);
811 std::list
<GroupQueueInfo
* >::iterator itr_alliance
= m_SelectionPools
[NORMAL_ALLIANCE
].SelectedGroups
.begin();
812 std::list
<GroupQueueInfo
* >::iterator itr_horde
= m_SelectionPools
[NORMAL_HORDE
].SelectedGroups
.begin();
813 (*itr_alliance
)->OpponentsTeamRating
= (*itr_horde
)->ArenaTeamRating
;
814 sLog
.outDebug("setting oposite teamrating for team %u to %u", (*itr_alliance
)->ArenaTeamId
, (*itr_alliance
)->OpponentsTeamRating
);
815 (*itr_horde
)->OpponentsTeamRating
= (*itr_alliance
)->ArenaTeamRating
;
816 sLog
.outDebug("setting oposite teamrating for team %u to %u", (*itr_horde
)->ArenaTeamId
, (*itr_horde
)->OpponentsTeamRating
);
819 // start the battleground
820 bg2
->StartBattleGround();
823 // there weren't enough players for a "normal" match
824 // if arena, enable horde versus horde or alliance versus alliance teams here
826 else if(bg_template
->isArena())
828 bool bOneSideHordeTeam1
= false, bOneSideHordeTeam2
= false;
829 bool bOneSideAllyTeam1
= false, bOneSideAllyTeam2
= false;
830 bOneSideHordeTeam1
= BuildSelectionPool(bgTypeId
, queue_id
,MaxPlayersPerTeam
,MaxPlayersPerTeam
,ONESIDE_HORDE_TEAM1
,arenatype
, isRated
, arenaMinRating
, arenaMaxRating
, discardTime
);
831 if(bOneSideHordeTeam1
)
833 // one team has been selected, find out if other can be selected too
834 std::list
<GroupQueueInfo
* >::iterator itr
;
835 // temporarily change the team side to enable building the next pool excluding the already selected groups
836 for(itr
= m_SelectionPools
[ONESIDE_HORDE_TEAM1
].SelectedGroups
.begin(); itr
!= m_SelectionPools
[ONESIDE_HORDE_TEAM1
].SelectedGroups
.end(); ++itr
)
837 (*itr
)->Team
=ALLIANCE
;
839 bOneSideHordeTeam2
= BuildSelectionPool(bgTypeId
, queue_id
,MaxPlayersPerTeam
,MaxPlayersPerTeam
,ONESIDE_HORDE_TEAM2
,arenatype
, isRated
, arenaMinRating
, arenaMaxRating
, discardTime
, (*(m_SelectionPools
[ONESIDE_HORDE_TEAM1
].SelectedGroups
.begin()))->ArenaTeamId
);
841 // change back the team to horde
842 for(itr
= m_SelectionPools
[ONESIDE_HORDE_TEAM1
].SelectedGroups
.begin(); itr
!= m_SelectionPools
[ONESIDE_HORDE_TEAM1
].SelectedGroups
.end(); ++itr
)
845 if(!bOneSideHordeTeam2
)
846 bOneSideHordeTeam1
= false;
848 if(!bOneSideHordeTeam1
)
850 // check for one sided ally
851 bOneSideAllyTeam1
= BuildSelectionPool(bgTypeId
, queue_id
,MaxPlayersPerTeam
,MaxPlayersPerTeam
,ONESIDE_ALLIANCE_TEAM1
,arenatype
, isRated
, arenaMinRating
, arenaMaxRating
, discardTime
);
852 if(bOneSideAllyTeam1
)
854 // one team has been selected, find out if other can be selected too
855 std::list
<GroupQueueInfo
* >::iterator itr
;
856 // temporarily change the team side to enable building the next pool excluding the already selected groups
857 for(itr
= m_SelectionPools
[ONESIDE_ALLIANCE_TEAM1
].SelectedGroups
.begin(); itr
!= m_SelectionPools
[ONESIDE_ALLIANCE_TEAM1
].SelectedGroups
.end(); ++itr
)
860 bOneSideAllyTeam2
= BuildSelectionPool(bgTypeId
, queue_id
,MaxPlayersPerTeam
,MaxPlayersPerTeam
,ONESIDE_ALLIANCE_TEAM2
,arenatype
, isRated
, arenaMinRating
, arenaMaxRating
, discardTime
,(*(m_SelectionPools
[ONESIDE_ALLIANCE_TEAM1
].SelectedGroups
.begin()))->ArenaTeamId
);
862 // change back the team to ally
863 for(itr
= m_SelectionPools
[ONESIDE_ALLIANCE_TEAM1
].SelectedGroups
.begin(); itr
!= m_SelectionPools
[ONESIDE_ALLIANCE_TEAM1
].SelectedGroups
.end(); ++itr
)
864 (*itr
)->Team
=ALLIANCE
;
867 if(!bOneSideAllyTeam2
)
868 bOneSideAllyTeam1
= false;
870 // 1-sided BuildSelectionPool() will work, because the MinPlayersPerTeam == MaxPlayersPerTeam in every arena!!!!
871 if( (bOneSideHordeTeam1
&& bOneSideHordeTeam2
) ||
872 (bOneSideAllyTeam1
&& bOneSideAllyTeam2
) )
874 // which side has enough players?
876 SelectionPoolBuildMode mode1
, mode2
;
877 // find out what pools are we using
878 if(bOneSideAllyTeam1
&& bOneSideAllyTeam2
)
881 mode1
= ONESIDE_ALLIANCE_TEAM1
;
882 mode2
= ONESIDE_ALLIANCE_TEAM2
;
887 mode1
= ONESIDE_HORDE_TEAM1
;
888 mode2
= ONESIDE_HORDE_TEAM2
;
891 // create random arena
892 uint8 arenas
[] = {BATTLEGROUND_NA
, BATTLEGROUND_BE
, BATTLEGROUND_RL
};
893 uint32 arena_num
= urand(0,2);
894 BattleGround
* bg2
= NULL
;
895 if( !(bg2
= sBattleGroundMgr
.CreateNewBattleGround(arenas
[arena_num
%3])) &&
896 !(bg2
= sBattleGroundMgr
.CreateNewBattleGround(arenas
[(arena_num
+1)%3])) &&
897 !(bg2
= sBattleGroundMgr
.CreateNewBattleGround(arenas
[(arena_num
+2)%3])) )
899 sLog
.outError("Could not create arena.");
903 sLog
.outDebug("Battleground: One-faction arena created.");
905 if(sBattleGroundMgr
.isArenaTesting())
907 bg2
->SetMaxPlayersPerTeam(1);
908 bg2
->SetMaxPlayers(2);
915 bg2
->SetMaxPlayersPerTeam(2);
916 bg2
->SetMaxPlayers(4);
919 bg2
->SetMaxPlayersPerTeam(3);
920 bg2
->SetMaxPlayers(6);
923 bg2
->SetMaxPlayersPerTeam(5);
924 bg2
->SetMaxPlayers(10);
931 bg2
->SetRated(isRated
);
933 // assigned team of the other group
938 other_side
= ALLIANCE
;
940 // start the joining of the bg
941 bg2
->SetStatus(STATUS_WAIT_JOIN
);
942 bg2
->SetQueueType(queue_id
);
943 // initialize arena / rating info
944 bg2
->SetArenaType(arenatype
);
946 std::list
<GroupQueueInfo
* >::iterator itr
;
948 // invite players from the first group as horde players (actually green team)
949 for(itr
= m_SelectionPools
[mode1
].SelectedGroups
.begin(); itr
!= m_SelectionPools
[mode1
].SelectedGroups
.end(); ++itr
)
951 InviteGroupToBG((*itr
),bg2
,HORDE
);
954 // invite players from the second group as ally players (actually gold team)
955 for(itr
= m_SelectionPools
[mode2
].SelectedGroups
.begin(); itr
!= m_SelectionPools
[mode2
].SelectedGroups
.end(); ++itr
)
957 InviteGroupToBG((*itr
),bg2
,ALLIANCE
);
962 std::list
<GroupQueueInfo
* >::iterator itr_alliance
= m_SelectionPools
[mode1
].SelectedGroups
.begin();
963 std::list
<GroupQueueInfo
* >::iterator itr_horde
= m_SelectionPools
[mode2
].SelectedGroups
.begin();
964 (*itr_alliance
)->OpponentsTeamRating
= (*itr_horde
)->ArenaTeamRating
;
965 (*itr_horde
)->OpponentsTeamRating
= (*itr_alliance
)->ArenaTeamRating
;
968 bg2
->StartBattleGround();
973 /*********************************************************/
974 /*** BATTLEGROUND QUEUE EVENTS ***/
975 /*********************************************************/
977 bool BGQueueInviteEvent::Execute(uint64
/*e_time*/, uint32
/*p_time*/)
979 Player
* plr
= objmgr
.GetPlayer( m_PlayerGuid
);
981 // player logged off (we should do nothing, he is correctly removed from queue in another procedure)
985 // Player can be in another BG queue and must be removed in normal way in any case
986 // // player is already in battleground ... do nothing (battleground queue status is deleted when player is teleported to BG)
987 // if (plr->GetBattleGroundId() > 0)
990 BattleGround
* bg
= sBattleGroundMgr
.GetBattleGround(m_BgInstanceGUID
);
994 uint32 queueSlot
= plr
->GetBattleGroundQueueIndex(bg
->GetTypeID());
995 if (queueSlot
< PLAYER_MAX_BATTLEGROUND_QUEUES
) // player is in queue
997 uint32 bgQueueTypeId
= sBattleGroundMgr
.BGQueueTypeId(bg
->GetTypeID(), bg
->GetArenaType());
998 uint32 queueSlot
= plr
->GetBattleGroundQueueIndex(bgQueueTypeId
);
999 if (queueSlot
< PLAYER_MAX_BATTLEGROUND_QUEUES
) // player is in queue
1001 // check if player is invited to this bg ... this check must be here, because when player leaves queue and joins another, it would cause a problems
1002 BattleGroundQueue::QueuedPlayersMap
const& qpMap
= sBattleGroundMgr
.m_BattleGroundQueues
[bgQueueTypeId
].m_QueuedPlayers
[plr
->GetBattleGroundQueueIdFromLevel()];
1003 BattleGroundQueue::QueuedPlayersMap::const_iterator qItr
= qpMap
.find(m_PlayerGuid
);
1004 if (qItr
!= qpMap
.end() && qItr
->second
.GroupInfo
->IsInvitedToBGInstanceGUID
== m_BgInstanceGUID
)
1007 sBattleGroundMgr
.BuildBattleGroundStatusPacket(&data
, bg
, qItr
->second
.GroupInfo
->Team
, queueSlot
, STATUS_WAIT_JOIN
, INVITE_ACCEPT_WAIT_TIME
/2, 0);
1008 plr
->GetSession()->SendPacket(&data
);
1012 return true; //event will be deleted
1015 void BGQueueInviteEvent::Abort(uint64
/*e_time*/)
1017 //this should not be called
1018 sLog
.outError("Battleground invite event ABORTED!");
1021 bool BGQueueRemoveEvent::Execute(uint64
/*e_time*/, uint32
/*p_time*/)
1023 Player
* plr
= objmgr
.GetPlayer( m_PlayerGuid
);
1025 // player logged off (we should do nothing, he is correctly removed from queue in another procedure)
1028 BattleGround
* bg
= sBattleGroundMgr
.GetBattleGround(m_BgInstanceGUID
);
1032 sLog
.outDebug("Battleground: removing player %u from bg queue for instance %u because of not pressing enter battle in time.",plr
->GetGUIDLow(),m_BgInstanceGUID
);
1034 uint32 bgQueueTypeId
= sBattleGroundMgr
.BGQueueTypeId(bg
->GetTypeID(), bg
->GetArenaType());
1035 uint32 queueSlot
= plr
->GetBattleGroundQueueIndex(bgQueueTypeId
);
1036 if (queueSlot
< PLAYER_MAX_BATTLEGROUND_QUEUES
) // player is in queue
1038 // check if player is invited to this bg ... this check must be here, because when player leaves queue and joins another, it would cause a problems
1039 BattleGroundQueue::QueuedPlayersMap::iterator qMapItr
= sBattleGroundMgr
.m_BattleGroundQueues
[bgQueueTypeId
].m_QueuedPlayers
[plr
->GetBattleGroundQueueIdFromLevel()].find(m_PlayerGuid
);
1040 if (qMapItr
!= sBattleGroundMgr
.m_BattleGroundQueues
[bgQueueTypeId
].m_QueuedPlayers
[plr
->GetBattleGroundQueueIdFromLevel()].end() && qMapItr
->second
.GroupInfo
&& qMapItr
->second
.GroupInfo
->IsInvitedToBGInstanceGUID
== m_BgInstanceGUID
)
1042 if (qMapItr
->second
.GroupInfo
->IsRated
)
1044 ArenaTeam
* at
= objmgr
.GetArenaTeamById(qMapItr
->second
.GroupInfo
->ArenaTeamId
);
1047 sLog
.outDebug("UPDATING memberLost's personal arena rating for %u by opponents rating: %u", GUID_LOPART(plr
->GetGUID()), qMapItr
->second
.GroupInfo
->OpponentsTeamRating
);
1048 at
->MemberLost(plr
, qMapItr
->second
.GroupInfo
->OpponentsTeamRating
);
1052 plr
->RemoveBattleGroundQueueId(bgQueueTypeId
);
1053 sBattleGroundMgr
.m_BattleGroundQueues
[bgQueueTypeId
].RemovePlayer(m_PlayerGuid
, true);
1054 sBattleGroundMgr
.m_BattleGroundQueues
[bgQueueTypeId
].Update(bgQueueTypeId
, bg
->GetQueueType());
1056 sBattleGroundMgr
.BuildBattleGroundStatusPacket(&data
, bg
, m_PlayersTeam
, queueSlot
, STATUS_NONE
, 0, 0);
1057 plr
->GetSession()->SendPacket(&data
);
1061 sLog
.outDebug("Battleground: Player was already removed from queue");
1063 //event will be deleted
1067 void BGQueueRemoveEvent::Abort(uint64
/*e_time*/)
1069 //this should not be called
1070 sLog
.outError("Battleground remove event ABORTED!");
1073 /*********************************************************/
1074 /*** BATTLEGROUND MANAGER ***/
1075 /*********************************************************/
1077 BattleGroundMgr::BattleGroundMgr() : m_AutoDistributionTimeChecker(0), m_ArenaTesting(false)
1079 m_BattleGrounds
.clear();
1080 m_NextRatingDiscardUpdate
= sWorld
.getConfig(CONFIG_ARENA_RATING_DISCARD_TIMER
);
1083 BattleGroundMgr::~BattleGroundMgr()
1085 BattleGroundSet::iterator itr
, next
;
1086 for(itr
= m_BattleGrounds
.begin(); itr
!= m_BattleGrounds
.end(); itr
= next
)
1090 BattleGround
* bg
= itr
->second
;
1091 m_BattleGrounds
.erase(itr
);
1094 m_BattleGrounds
.clear();
1097 // used to update running battlegrounds, and delete finished ones
1098 void BattleGroundMgr::Update(time_t diff
)
1100 BattleGroundSet::iterator itr
, next
;
1101 for(itr
= m_BattleGrounds
.begin(); itr
!= m_BattleGrounds
.end(); itr
= next
)
1105 itr
->second
->Update(diff
);
1106 // use the SetDeleteThis variable
1107 // direct deletion caused crashes
1108 if(itr
->second
->m_SetDeleteThis
)
1110 BattleGround
* bg
= itr
->second
;
1111 m_BattleGrounds
.erase(itr
);
1115 // if rating difference counts, maybe force-update queues
1116 if(sWorld
.getConfig(CONFIG_ARENA_MAX_RATING_DIFFERENCE
))
1118 // it's time to force update
1119 if(m_NextRatingDiscardUpdate
< diff
)
1121 // forced update for level 70 rated arenas
1122 m_BattleGroundQueues
[BATTLEGROUND_QUEUE_2v2
].Update(BATTLEGROUND_AA
,6,ARENA_TYPE_2v2
,true,0);
1123 m_BattleGroundQueues
[BATTLEGROUND_QUEUE_3v3
].Update(BATTLEGROUND_AA
,6,ARENA_TYPE_3v3
,true,0);
1124 m_BattleGroundQueues
[BATTLEGROUND_QUEUE_5v5
].Update(BATTLEGROUND_AA
,6,ARENA_TYPE_5v5
,true,0);
1125 m_NextRatingDiscardUpdate
= sWorld
.getConfig(CONFIG_ARENA_RATING_DISCARD_TIMER
);
1128 m_NextRatingDiscardUpdate
-= diff
;
1130 if(sWorld
.getConfig(CONFIG_ARENA_AUTO_DISTRIBUTE_POINTS
))
1132 if(m_AutoDistributionTimeChecker
< diff
)
1134 if(sWorld
.GetGameTime() > m_NextAutoDistributionTime
)
1136 DistributeArenaPoints();
1137 m_NextAutoDistributionTime
= sWorld
.GetGameTime() + BATTLEGROUND_ARENA_POINT_DISTRIBUTION_DAY
* sWorld
.getConfig(CONFIG_ARENA_AUTO_DISTRIBUTE_INTERVAL_DAYS
);
1138 CharacterDatabase
.PExecute("UPDATE saved_variables SET NextArenaPointDistributionTime = '"I64FMTD
"'", m_NextAutoDistributionTime
);
1140 m_AutoDistributionTimeChecker
= 600000; // check 10 minutes
1143 m_AutoDistributionTimeChecker
-= diff
;
1147 void BattleGroundMgr::BuildBattleGroundStatusPacket(WorldPacket
*data
, BattleGround
*bg
, uint32 team
, uint8 QueueSlot
, uint8 StatusID
, uint32 Time1
, uint32 Time2
, uint32 arenatype
, uint8 israted
)
1149 // we can be in 3 queues in same time...
1152 data
->Initialize(SMSG_BATTLEFIELD_STATUS
, 4*3);
1153 *data
<< uint32(QueueSlot
); // queue id (0...2)
1158 data
->Initialize(SMSG_BATTLEFIELD_STATUS
, (4+1+1+4+2+4+1+4+4+4));
1159 *data
<< uint32(QueueSlot
); // queue id (0...2) - player can be in 3 queues in time
1161 *data
<< uint64( uint64(arenatype
? arenatype
: bg
->GetArenaType()) | (uint64(0x0D) << 8) | (uint64(bg
->GetTypeID()) << 16) | (uint64(0x1F90) << 48) );
1162 *data
<< uint32(0); // unknown
1163 // alliance/horde for BG and skirmish/rated for Arenas
1164 *data
<< uint8(bg
->isArena() ? ( israted
? israted
: bg
->isRated() ) : bg
->GetTeamIndexByTeamId(team
));
1165 /* *data << uint8(arenatype ? arenatype : bg->GetArenaType()); // team type (0=BG, 2=2x2, 3=3x3, 5=5x5), for arenas // NOT PROPER VALUE IF ARENA ISN'T RUNNING YET!!!!
1166 switch(bg->GetTypeID()) // value depends on bg id
1168 case BATTLEGROUND_AV:
1171 case BATTLEGROUND_WS:
1174 case BATTLEGROUND_AB:
1177 case BATTLEGROUND_NA:
1180 case BATTLEGROUND_BE:
1183 case BATTLEGROUND_AA:
1186 case BATTLEGROUND_EY:
1189 case BATTLEGROUND_RL:
1192 case BATTLEGROUND_SA:
1195 case BATTLEGROUND_DS:
1198 case BATTLEGROUND_RV:
1206 if(bg->isArena() && (StatusID == STATUS_WAIT_QUEUE))
1207 *data << uint32(BATTLEGROUND_AA); // all arenas I don't think so.
1209 *data << uint32(bg->GetTypeID()); // BG id from DBC
1211 *data << uint16(0x1F90); // unk value 8080
1212 *data << uint32(bg->GetInstanceID()); // instance id
1214 if(bg->isBattleGround())
1215 *data << uint8(bg->GetTeamIndexByTeamId(team)); // team
1217 *data << uint8(israted?israted:bg->isRated()); // is rated battle
1219 *data
<< uint32(StatusID
); // status
1222 case STATUS_WAIT_QUEUE
: // status_in_queue
1223 *data
<< uint32(Time1
); // average wait time, milliseconds
1224 *data
<< uint32(Time2
); // time in queue, updated every minute?
1226 case STATUS_WAIT_JOIN
: // status_invite
1227 *data
<< uint32(bg
->GetMapId()); // map id
1228 *data
<< uint32(Time1
); // time to remove from queue, milliseconds
1230 case STATUS_IN_PROGRESS
: // status_in_progress
1231 *data
<< uint32(bg
->GetMapId()); // map id
1232 *data
<< uint32(Time1
); // 0 at bg start, 120000 after bg end, time to bg auto leave, milliseconds
1233 *data
<< uint32(Time2
); // time from bg start, milliseconds
1234 *data
<< uint8(0x1); // unk sometimes 0x0!
1237 sLog
.outError("Unknown BG status!");
1242 void BattleGroundMgr::BuildPvpLogDataPacket(WorldPacket
*data
, BattleGround
*bg
)
1244 uint8 type
= (bg
->isArena() ? 1 : 0);
1245 // last check on 2.4.1
1246 data
->Initialize(MSG_PVP_LOG_DATA
, (1+1+4+40*bg
->GetPlayerScoresSize()));
1247 *data
<< uint8(type
); // seems to be type (battleground=0/arena=1)
1251 // it seems this must be according to BG_WINNER_A/H and _NOT_ BG_TEAM_A/H
1252 for(int i
= 1; i
>= 0; --i
)
1254 *data
<< uint32(3000-bg
->m_ArenaTeamRatingChanges
[i
]); // rating change: showed value - 3000
1255 *data
<< uint32(3999); // huge thanks for TOM_RUS for this!
1256 sLog
.outDebug("rating change: %d", bg
->m_ArenaTeamRatingChanges
[i
]);
1258 for(int i
= 1; i
>= 0; --i
)
1260 uint32 at_id
= bg
->m_ArenaTeamIds
[i
];
1261 ArenaTeam
* at
= objmgr
.GetArenaTeamById(at_id
);
1263 *data
<< at
->GetName();
1269 if(bg
->GetWinner() == 2)
1271 *data
<< uint8(0); // bg in progress
1275 *data
<< uint8(1); // bg ended
1276 *data
<< uint8(bg
->GetWinner()); // who win
1279 *data
<< (int32
)(bg
->GetPlayerScoresSize());
1281 for(std::map
<uint64
, BattleGroundScore
*>::const_iterator itr
= bg
->GetPlayerScoresBegin(); itr
!= bg
->GetPlayerScoresEnd(); ++itr
)
1283 *data
<< (uint64
)itr
->first
;
1284 *data
<< (int32
)itr
->second
->KillingBlows
;
1285 Player
*plr
= objmgr
.GetPlayer(itr
->first
);
1286 uint32 team
= bg
->GetPlayerTeam(itr
->first
);
1287 if(!team
&& plr
) team
= plr
->GetTeam();
1290 *data
<< (int32
)itr
->second
->HonorableKills
;
1291 *data
<< (int32
)itr
->second
->Deaths
;
1292 *data
<< (int32
)(itr
->second
->BonusHonor
);
1296 // that part probably wrong
1301 else if(team
== ALLIANCE
)
1311 *data
<< (int32
)itr
->second
->DamageDone
; // damage done
1312 *data
<< (int32
)itr
->second
->HealingDone
; // healing done
1313 switch(bg
->GetTypeID()) // battleground specific things
1315 case BATTLEGROUND_AV
:
1316 *data
<< (uint32
)0x00000005; // count of next fields
1317 *data
<< (uint32
)((BattleGroundAVScore
*)itr
->second
)->GraveyardsAssaulted
; // GraveyardsAssaulted
1318 *data
<< (uint32
)((BattleGroundAVScore
*)itr
->second
)->GraveyardsDefended
; // GraveyardsDefended
1319 *data
<< (uint32
)((BattleGroundAVScore
*)itr
->second
)->TowersAssaulted
; // TowersAssaulted
1320 *data
<< (uint32
)((BattleGroundAVScore
*)itr
->second
)->TowersDefended
; // TowersDefended
1321 *data
<< (uint32
)((BattleGroundAVScore
*)itr
->second
)->MinesCaptured
; // MinesCaptured
1323 case BATTLEGROUND_WS
:
1324 *data
<< (uint32
)0x00000002; // count of next fields
1325 *data
<< (uint32
)((BattleGroundWGScore
*)itr
->second
)->FlagCaptures
; // flag captures
1326 *data
<< (uint32
)((BattleGroundWGScore
*)itr
->second
)->FlagReturns
; // flag returns
1328 case BATTLEGROUND_AB
:
1329 *data
<< (uint32
)0x00000002; // count of next fields
1330 *data
<< (uint32
)((BattleGroundABScore
*)itr
->second
)->BasesAssaulted
; // bases asssulted
1331 *data
<< (uint32
)((BattleGroundABScore
*)itr
->second
)->BasesDefended
; // bases defended
1333 case BATTLEGROUND_EY
:
1334 *data
<< (uint32
)0x00000001; // count of next fields
1335 *data
<< (uint32
)((BattleGroundEYScore
*)itr
->second
)->FlagCaptures
; // flag captures
1337 case BATTLEGROUND_NA
:
1338 case BATTLEGROUND_BE
:
1339 case BATTLEGROUND_AA
:
1340 case BATTLEGROUND_RL
:
1341 case BATTLEGROUND_SA
: // wotlk
1342 case BATTLEGROUND_DS
: // wotlk
1343 case BATTLEGROUND_RV
: // wotlk
1344 *data
<< (int32
)0; // 0
1347 sLog
.outDebug("Unhandled MSG_PVP_LOG_DATA for BG id %u", bg
->GetTypeID());
1354 void BattleGroundMgr::BuildGroupJoinedBattlegroundPacket(WorldPacket
*data
, uint32 bgTypeId
)
1357 0 - Your group has joined a battleground queue, but you are not eligible
1358 1 - Your group has joined the queue for AV
1359 2 - Your group has joined the queue for WS
1360 3 - Your group has joined the queue for AB
1361 4 - Your group has joined the queue for NA
1362 5 - Your group has joined the queue for BE Arena
1363 6 - Your group has joined the queue for All Arenas
1364 7 - Your group has joined the queue for EotS*/
1365 data
->Initialize(SMSG_GROUP_JOINED_BATTLEGROUND
, 4);
1366 *data
<< uint32(bgTypeId
);
1369 void BattleGroundMgr::BuildUpdateWorldStatePacket(WorldPacket
*data
, uint32 field
, uint32 value
)
1371 data
->Initialize(SMSG_UPDATE_WORLD_STATE
, 4+4);
1372 *data
<< uint32(field
);
1373 *data
<< uint32(value
);
1376 void BattleGroundMgr::BuildPlaySoundPacket(WorldPacket
*data
, uint32 soundid
)
1378 data
->Initialize(SMSG_PLAY_SOUND
, 4);
1379 *data
<< uint32(soundid
);
1382 void BattleGroundMgr::BuildPlayerLeftBattleGroundPacket(WorldPacket
*data
, Player
*plr
)
1384 data
->Initialize(SMSG_BATTLEGROUND_PLAYER_LEFT
, 8);
1385 *data
<< uint64(plr
->GetGUID());
1388 void BattleGroundMgr::BuildPlayerJoinedBattleGroundPacket(WorldPacket
*data
, Player
*plr
)
1390 data
->Initialize(SMSG_BATTLEGROUND_PLAYER_JOINED
, 8);
1391 *data
<< uint64(plr
->GetGUID());
1394 void BattleGroundMgr::InvitePlayer(Player
* plr
, uint32 bgInstanceGUID
, uint32 team
)
1396 // set invited player counters:
1397 BattleGround
* bg
= GetBattleGround(bgInstanceGUID
);
1400 bg
->IncreaseInvitedCount(team
);
1402 plr
->SetInviteForBattleGroundQueueType(BGQueueTypeId(bg
->GetTypeID(),bg
->GetArenaType()), bgInstanceGUID
);
1404 // set the arena teams for rated matches
1405 if(bg
->isArena() && bg
->isRated())
1407 switch(bg
->GetArenaType())
1409 case ARENA_TYPE_2v2
:
1410 bg
->SetArenaTeamIdForTeam(team
, plr
->GetArenaTeamId(0));
1412 case ARENA_TYPE_3v3
:
1413 bg
->SetArenaTeamIdForTeam(team
, plr
->GetArenaTeamId(1));
1415 case ARENA_TYPE_5v5
:
1416 bg
->SetArenaTeamIdForTeam(team
, plr
->GetArenaTeamId(2));
1423 // create invite events:
1424 //add events to player's counters ---- this is not good way - there should be something like global event processor, where we should add those events
1425 BGQueueInviteEvent
* inviteEvent
= new BGQueueInviteEvent(plr
->GetGUID(), bgInstanceGUID
);
1426 plr
->m_Events
.AddEvent(inviteEvent
, plr
->m_Events
.CalculateTime(INVITE_ACCEPT_WAIT_TIME
/2));
1427 BGQueueRemoveEvent
* removeEvent
= new BGQueueRemoveEvent(plr
->GetGUID(), bgInstanceGUID
, team
);
1428 plr
->m_Events
.AddEvent(removeEvent
, plr
->m_Events
.CalculateTime(INVITE_ACCEPT_WAIT_TIME
));
1431 BattleGround
* BattleGroundMgr::GetBattleGroundTemplate(uint32 bgTypeId
)
1433 return BGFreeSlotQueue
[bgTypeId
].empty() ? NULL
: BGFreeSlotQueue
[bgTypeId
].back();
1436 // create a new battleground that will really be used to play
1437 BattleGround
* BattleGroundMgr::CreateNewBattleGround(uint32 bgTypeId
)
1439 BattleGround
*bg
= NULL
;
1441 // get the template BG
1442 BattleGround
*bg_template
= GetBattleGroundTemplate(bgTypeId
);
1446 sLog
.outError("BattleGround: CreateNewBattleGround - bg template not found for %u", bgTypeId
);
1450 // create a copy of the BG template
1453 case BATTLEGROUND_AV
:
1454 bg
= new BattleGroundAV(*(BattleGroundAV
*)bg_template
);
1456 case BATTLEGROUND_WS
:
1457 bg
= new BattleGroundWS(*(BattleGroundWS
*)bg_template
);
1459 case BATTLEGROUND_AB
:
1460 bg
= new BattleGroundAB(*(BattleGroundAB
*)bg_template
);
1462 case BATTLEGROUND_NA
:
1463 bg
= new BattleGroundNA(*(BattleGroundNA
*)bg_template
);
1465 case BATTLEGROUND_BE
:
1466 bg
= new BattleGroundBE(*(BattleGroundBE
*)bg_template
);
1468 case BATTLEGROUND_AA
:
1469 bg
= new BattleGroundAA(*(BattleGroundAA
*)bg_template
);
1471 case BATTLEGROUND_EY
:
1472 bg
= new BattleGroundEY(*(BattleGroundEY
*)bg_template
);
1474 case BATTLEGROUND_RL
:
1475 bg
= new BattleGroundRL(*(BattleGroundRL
*)bg_template
);
1477 case BATTLEGROUND_SA
:
1478 bg
= new BattleGroundSA(*(BattleGroundSA
*)bg_template
);
1480 case BATTLEGROUND_DS
:
1481 bg
= new BattleGroundDS(*(BattleGroundDS
*)bg_template
);
1483 case BATTLEGROUND_RV
:
1484 bg
= new BattleGroundRV(*(BattleGroundRV
*)bg_template
);
1487 //bg = new BattleGround;
1489 break; // placeholder for non implemented BG
1492 // generate a new instance id
1493 bg
->SetInstanceID(MapManager::Instance().GenerateInstanceId()); // set instance id
1495 // reset the new bg (set status to status_wait_queue from status_none)
1498 /* will be setup in BG::Update() when the first player is ported in
1499 if(!(bg->SetupBattleGround()))
1501 sLog.outError("BattleGround: CreateNewBattleGround: SetupBattleGround failed for bg %u", bgTypeId);
1507 // add BG to free slot queue
1508 bg
->AddToBGFreeSlotQueue();
1510 // add bg to update list
1511 AddBattleGround(bg
->GetInstanceID(), bg
);
1516 // used to create the BG templates
1517 uint32
BattleGroundMgr::CreateBattleGround(uint32 bgTypeId
, uint32 MinPlayersPerTeam
, uint32 MaxPlayersPerTeam
, uint32 LevelMin
, uint32 LevelMax
, char* BattleGroundName
, uint32 MapID
, float Team1StartLocX
, float Team1StartLocY
, float Team1StartLocZ
, float Team1StartLocO
, float Team2StartLocX
, float Team2StartLocY
, float Team2StartLocZ
, float Team2StartLocO
)
1520 BattleGround
*bg
= NULL
;
1524 case BATTLEGROUND_AV
: bg
= new BattleGroundAV
; break;
1525 case BATTLEGROUND_WS
: bg
= new BattleGroundWS
; break;
1526 case BATTLEGROUND_AB
: bg
= new BattleGroundAB
; break;
1527 case BATTLEGROUND_NA
: bg
= new BattleGroundNA
; break;
1528 case BATTLEGROUND_BE
: bg
= new BattleGroundBE
; break;
1529 case BATTLEGROUND_AA
: bg
= new BattleGroundAA
; break;
1530 case BATTLEGROUND_EY
: bg
= new BattleGroundEY
; break;
1531 case BATTLEGROUND_RL
: bg
= new BattleGroundRL
; break;
1532 case BATTLEGROUND_SA
: bg
= new BattleGroundSA
; break;
1533 case BATTLEGROUND_DS
: bg
= new BattleGroundDS
; break;
1534 case BATTLEGROUND_RV
: bg
= new BattleGroundRV
; break;
1535 default:bg
= new BattleGround
; break; // placeholder for non implemented BG
1538 bg
->SetMapId(MapID
);
1542 BattlemasterListEntry
const *bl
= sBattlemasterListStore
.LookupEntry(bgTypeId
);
1543 //in previous method is checked if exists entry in sBattlemasterListStore, so no check needed
1546 bg
->SetArenaorBGType(bl
->type
== TYPE_ARENA
);
1549 bg
->SetTypeID(bgTypeId
);
1550 bg
->SetInstanceID(0); // template bg, instance id is 0
1551 bg
->SetMinPlayersPerTeam(MinPlayersPerTeam
);
1552 bg
->SetMaxPlayersPerTeam(MaxPlayersPerTeam
);
1553 bg
->SetMinPlayers(MinPlayersPerTeam
*2);
1554 bg
->SetMaxPlayers(MaxPlayersPerTeam
*2);
1555 bg
->SetName(BattleGroundName
);
1556 bg
->SetTeamStartLoc(ALLIANCE
, Team1StartLocX
, Team1StartLocY
, Team1StartLocZ
, Team1StartLocO
);
1557 bg
->SetTeamStartLoc(HORDE
, Team2StartLocX
, Team2StartLocY
, Team2StartLocZ
, Team2StartLocO
);
1558 bg
->SetLevelRange(LevelMin
, LevelMax
);
1560 //add BattleGround instance to FreeSlotQueue (.back() will return the template!)
1561 bg
->AddToBGFreeSlotQueue();
1563 // do NOT add to update list, since this is a template battleground!
1565 // return some not-null value, bgTypeId is good enough for me
1569 void BattleGroundMgr::CreateInitialBattleGrounds()
1573 uint32 MaxPlayersPerTeam
, MinPlayersPerTeam
, MinLvl
, MaxLvl
, start1
, start2
;
1574 BattlemasterListEntry
const *bl
;
1575 WorldSafeLocsEntry
const *start
;
1579 // 0 1 2 3 4 5 6 7 8
1580 QueryResult
*result
= WorldDatabase
.Query("SELECT id, MinPlayersPerTeam,MaxPlayersPerTeam,MinLvl,MaxLvl,AllianceStartLoc,AllianceStartO,HordeStartLoc,HordeStartO FROM battleground_template");
1589 sLog
.outErrorDb(">> Loaded 0 battlegrounds. DB table `battleground_template` is empty.");
1593 barGoLink
bar(result
->GetRowCount());
1597 Field
*fields
= result
->Fetch();
1600 uint32 bgTypeID
= fields
[0].GetUInt32();
1602 // can be overwrited by values from DB
1603 bl
= sBattlemasterListStore
.LookupEntry(bgTypeID
);
1606 sLog
.outError("Battleground ID %u not found in BattlemasterList.dbc. Battleground not created.",bgTypeID
);
1610 MaxPlayersPerTeam
= bl
->maxplayersperteam
;
1611 MinPlayersPerTeam
= bl
->maxplayersperteam
/2;
1612 MinLvl
= bl
->minlvl
;
1613 MaxLvl
= bl
->maxlvl
;
1615 if(fields
[1].GetUInt32())
1616 MinPlayersPerTeam
= fields
[1].GetUInt32();
1618 if(fields
[2].GetUInt32())
1619 MaxPlayersPerTeam
= fields
[2].GetUInt32();
1621 if(fields
[3].GetUInt32())
1622 MinLvl
= fields
[3].GetUInt32();
1624 if(fields
[4].GetUInt32())
1625 MaxLvl
= fields
[4].GetUInt32();
1627 start1
= fields
[5].GetUInt32();
1629 start
= sWorldSafeLocsStore
.LookupEntry(start1
);
1632 AStartLoc
[0] = start
->x
;
1633 AStartLoc
[1] = start
->y
;
1634 AStartLoc
[2] = start
->z
;
1635 AStartLoc
[3] = fields
[6].GetFloat();
1637 else if(bgTypeID
== BATTLEGROUND_AA
)
1642 AStartLoc
[3] = fields
[6].GetFloat();
1646 sLog
.outErrorDb("Table `battleground_template` for id %u have non-existed WorldSafeLocs.dbc id %u in field `AllianceStartLoc`. BG not created.",bgTypeID
,start1
);
1650 start2
= fields
[7].GetUInt32();
1652 start
= sWorldSafeLocsStore
.LookupEntry(start2
);
1655 HStartLoc
[0] = start
->x
;
1656 HStartLoc
[1] = start
->y
;
1657 HStartLoc
[2] = start
->z
;
1658 HStartLoc
[3] = fields
[8].GetFloat();
1660 else if(bgTypeID
== BATTLEGROUND_AA
)
1665 HStartLoc
[3] = fields
[8].GetFloat();
1669 sLog
.outErrorDb("Table `battleground_template` for id %u have non-existed WorldSafeLocs.dbc id %u in field `HordeStartLoc`. BG not created.",bgTypeID
,start2
);
1673 //sLog.outDetail("Creating battleground %s, %u-%u", bl->name[sWorld.GetDBClang()], MinLvl, MaxLvl);
1674 if(!CreateBattleGround(bgTypeID
, MinPlayersPerTeam
, MaxPlayersPerTeam
, MinLvl
, MaxLvl
, bl
->name
[sWorld
.GetDefaultDbcLocale()], bl
->mapid
[0], AStartLoc
[0], AStartLoc
[1], AStartLoc
[2], AStartLoc
[3], HStartLoc
[0], HStartLoc
[1], HStartLoc
[2], HStartLoc
[3]))
1678 } while (result
->NextRow());
1683 sLog
.outString( ">> Loaded %u battlegrounds", count
);
1686 void BattleGroundMgr::InitAutomaticArenaPointDistribution()
1688 if(sWorld
.getConfig(CONFIG_ARENA_AUTO_DISTRIBUTE_POINTS
))
1690 sLog
.outDebug("Initializing Automatic Arena Point Distribution");
1691 QueryResult
* result
= CharacterDatabase
.Query("SELECT NextArenaPointDistributionTime FROM saved_variables");
1694 sLog
.outDebug("Battleground: Next arena point distribution time not found in SavedVariables, reseting it now.");
1695 m_NextAutoDistributionTime
= sWorld
.GetGameTime() + BATTLEGROUND_ARENA_POINT_DISTRIBUTION_DAY
* sWorld
.getConfig(CONFIG_ARENA_AUTO_DISTRIBUTE_INTERVAL_DAYS
);
1696 CharacterDatabase
.PExecute("INSERT INTO saved_variables (NextArenaPointDistributionTime) VALUES ('"I64FMTD
"')", m_NextAutoDistributionTime
);
1700 m_NextAutoDistributionTime
= (*result
)[0].GetUInt64();
1703 sLog
.outDebug("Automatic Arena Point Distribution initialized.");
1707 void BattleGroundMgr::DistributeArenaPoints()
1709 // used to distribute arena points based on last week's stats
1710 sWorld
.SendGlobalText("Flushing Arena points based on team ratings, this may take a few minutes. Please stand by...", NULL
);
1712 sWorld
.SendGlobalText("Distributing arena points to players...", NULL
);
1714 //temporary structure for storing maximum points to add values for all players
1715 std::map
<uint32
, uint32
> PlayerPoints
;
1717 //at first update all points for all team members
1718 for(ObjectMgr::ArenaTeamMap::iterator team_itr
= objmgr
.GetArenaTeamMapBegin(); team_itr
!= objmgr
.GetArenaTeamMapEnd(); ++team_itr
)
1720 if(ArenaTeam
* at
= team_itr
->second
)
1722 at
->UpdateArenaPointsHelper(PlayerPoints
);
1726 //cycle that gives points to all players
1727 for (std::map
<uint32
, uint32
>::iterator plr_itr
= PlayerPoints
.begin(); plr_itr
!= PlayerPoints
.end(); ++plr_itr
)
1729 //update to database
1730 CharacterDatabase
.PExecute("UPDATE characters SET arena_pending_points = '%u' WHERE `guid` = '%u'", plr_itr
->second
, plr_itr
->first
);
1731 //add points if player is online
1732 Player
* pl
= objmgr
.GetPlayer(plr_itr
->first
);
1734 pl
->ModifyArenaPoints(plr_itr
->second
);
1737 PlayerPoints
.clear();
1739 sWorld
.SendGlobalText("Finished setting arena points for online players.", NULL
);
1741 sWorld
.SendGlobalText("Modifying played count, arena points etc. for loaded arena teams, sending updated stats to online players...", NULL
);
1742 for(ObjectMgr::ArenaTeamMap::iterator titr
= objmgr
.GetArenaTeamMapBegin(); titr
!= objmgr
.GetArenaTeamMapEnd(); ++titr
)
1744 if(ArenaTeam
* at
= titr
->second
)
1746 at
->FinishWeek(); // set played this week etc values to 0 in memory, too
1747 at
->SaveToDB(); // save changes
1748 at
->NotifyStatsChanged(); // notify the players of the changes
1752 sWorld
.SendGlobalText("Modification done.", NULL
);
1754 sWorld
.SendGlobalText("Done flushing Arena points.", NULL
);
1757 void BattleGroundMgr::BuildBattleGroundListPacket(WorldPacket
*data
, const uint64
& guid
, Player
* plr
, uint32 bgTypeId
)
1759 uint32 PlayerLevel
= 10;
1762 PlayerLevel
= plr
->getLevel();
1764 data
->Initialize(SMSG_BATTLEFIELD_LIST
);
1765 *data
<< uint64(guid
); // battlemaster guid
1766 *data
<< uint32(bgTypeId
); // battleground id
1767 if(bgTypeId
== BATTLEGROUND_AA
) // arena
1769 *data
<< uint8(5); // unk
1770 *data
<< uint32(0); // unk
1772 else // battleground
1774 *data
<< uint8(0x00); // unk
1776 size_t count_pos
= data
->wpos();
1778 *data
<< uint32(0x00); // number of bg instances
1780 for(std::map
<uint32
, BattleGround
*>::iterator itr
= m_BattleGrounds
.begin(); itr
!= m_BattleGrounds
.end(); ++itr
)
1782 if(itr
->second
->GetTypeID() == bgTypeId
&& (PlayerLevel
>= itr
->second
->GetMinLevel()) && (PlayerLevel
<= itr
->second
->GetMaxLevel()))
1784 *data
<< uint32(itr
->second
->GetInstanceID());
1788 data
->put
<uint32
>( count_pos
, count
);
1792 void BattleGroundMgr::SendToBattleGround(Player
*pl
, uint32 instanceId
)
1794 BattleGround
*bg
= GetBattleGround(instanceId
);
1797 uint32 mapid
= bg
->GetMapId();
1799 uint32 team
= pl
->GetBGTeam();
1801 team
= pl
->GetTeam();
1802 bg
->GetTeamStartLoc(team
, x
, y
, z
, O
);
1804 sLog
.outDetail("BATTLEGROUND: Sending %s to map %u, X %f, Y %f, Z %f, O %f", pl
->GetName(), mapid
, x
, y
, z
, O
);
1805 pl
->TeleportTo(mapid
, x
, y
, z
, O
);
1809 sLog
.outError("player %u trying to port to non-existent bg instance %u",pl
->GetGUIDLow(), instanceId
);
1813 void BattleGroundMgr::SendAreaSpiritHealerQueryOpcode(Player
*pl
, BattleGround
*bg
, const uint64
& guid
)
1815 WorldPacket
data(SMSG_AREA_SPIRIT_HEALER_TIME
, 12);
1816 uint32 time_
= 30000 - bg
->GetLastResurrectTime(); // resurrect every 30 seconds
1817 if(time_
== uint32(-1))
1819 data
<< guid
<< time_
;
1820 pl
->GetSession()->SendPacket(&data
);
1823 bool BattleGroundMgr::IsArenaType(uint32 bgTypeId
) const
1825 return ( bgTypeId
== BATTLEGROUND_AA
||
1826 bgTypeId
== BATTLEGROUND_BE
||
1827 bgTypeId
== BATTLEGROUND_NA
||
1828 bgTypeId
== BATTLEGROUND_RL
);
1831 bool BattleGroundMgr::IsBattleGroundType(uint32 bgTypeId
) const
1833 return !IsArenaType(bgTypeId
);
1836 uint32
BattleGroundMgr::BGQueueTypeId(uint32 bgTypeId
, uint8 arenaType
) const
1840 case BATTLEGROUND_WS
:
1841 return BATTLEGROUND_QUEUE_WS
;
1842 case BATTLEGROUND_AB
:
1843 return BATTLEGROUND_QUEUE_AB
;
1844 case BATTLEGROUND_AV
:
1845 return BATTLEGROUND_QUEUE_AV
;
1846 case BATTLEGROUND_EY
:
1847 return BATTLEGROUND_QUEUE_EY
;
1848 case BATTLEGROUND_SA
:
1849 return BATTLEGROUND_QUEUE_SA
;
1850 case BATTLEGROUND_AA
:
1851 case BATTLEGROUND_NA
:
1852 case BATTLEGROUND_RL
:
1853 case BATTLEGROUND_BE
:
1854 case BATTLEGROUND_DS
:
1855 case BATTLEGROUND_RV
:
1858 case ARENA_TYPE_2v2
:
1859 return BATTLEGROUND_QUEUE_2v2
;
1860 case ARENA_TYPE_3v3
:
1861 return BATTLEGROUND_QUEUE_3v3
;
1862 case ARENA_TYPE_5v5
:
1863 return BATTLEGROUND_QUEUE_5v5
;
1872 uint32
BattleGroundMgr::BGTemplateId(uint32 bgQueueTypeId
) const
1874 switch(bgQueueTypeId
)
1876 case BATTLEGROUND_QUEUE_WS
:
1877 return BATTLEGROUND_WS
;
1878 case BATTLEGROUND_QUEUE_AB
:
1879 return BATTLEGROUND_AB
;
1880 case BATTLEGROUND_QUEUE_AV
:
1881 return BATTLEGROUND_AV
;
1882 case BATTLEGROUND_QUEUE_EY
:
1883 return BATTLEGROUND_EY
;
1884 case BATTLEGROUND_QUEUE_SA
:
1885 return BATTLEGROUND_SA
;
1886 case BATTLEGROUND_QUEUE_2v2
:
1887 case BATTLEGROUND_QUEUE_3v3
:
1888 case BATTLEGROUND_QUEUE_5v5
:
1889 return BATTLEGROUND_AA
;
1895 uint8
BattleGroundMgr::BGArenaType(uint32 bgQueueTypeId
) const
1897 switch(bgQueueTypeId
)
1899 case BATTLEGROUND_QUEUE_2v2
:
1900 return ARENA_TYPE_2v2
;
1901 case BATTLEGROUND_QUEUE_3v3
:
1902 return ARENA_TYPE_3v3
;
1903 case BATTLEGROUND_QUEUE_5v5
:
1904 return ARENA_TYPE_5v5
;
1910 void BattleGroundMgr::ToggleArenaTesting()
1912 m_ArenaTesting
= !m_ArenaTesting
;
1914 sWorld
.SendGlobalText("Arenas are set to 1v1 for debugging. So, don't join as group.", NULL
);
1916 sWorld
.SendGlobalText("Arenas are set to normal playercount.", NULL
);