fix(Core/Battlegrounds): Delay a little bit relocation of dead players. (#9302)

Fixes #8958
This commit is contained in:
UltraNix
2021-12-08 22:10:26 +01:00
committed by GitHub
parent 6c1846ad8f
commit 85abfafb2b
6 changed files with 84 additions and 43 deletions

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@@ -204,6 +204,8 @@ Battleground::Battleground()
Battleground::~Battleground()
{
_reviveEvents.KillAllEvents(false);
// remove objects and creatures
// (this is done automatically in mapmanager update, when the instance is reset after the reset time)
uint32 size = uint32(BgCreatures.size());
@@ -325,6 +327,9 @@ inline void Battleground::_ProcessResurrect(uint32 diff)
// *** BATTLEGROUND RESURRECTION SYSTEM ***
// *********************************************************
// this should be handled by spell system
_reviveEvents.Update(diff);
m_LastResurrectTime += diff;
if (m_LastResurrectTime >= RESURRECTION_INTERVAL)
{

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@@ -668,6 +668,9 @@ protected:
// pussywizard:
uint32 m_UpdateTimer;
EventProcessor _reviveEvents;
private:
// Battleground
BattlegroundTypeId m_RealTypeID;

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@@ -281,9 +281,13 @@ void BattlegroundAB::NodeDeoccupied(uint8 node)
--_controlledPoints[_capturePointInfo[node]._ownerTeamId];
_capturePointInfo[node]._ownerTeamId = TEAM_NEUTRAL;
RelocateDeadPlayers(BgCreatures[node]);
DelCreature(node); // Delete spirit healer
_reviveEvents.AddEventAtOffset([this, node]()
{
RelocateDeadPlayers(BgCreatures[node]);
DelCreature(node); // Delete spirit healer
}, 500ms);
DelCreature(BG_AB_ALL_NODES_COUNT + node); // Delete aura trigger
}

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@@ -790,15 +790,22 @@ void BattlegroundAV::PopulateNode(BG_AV_Nodes node)
trigger->CastSpell(trigger, SPELL_HONORABLE_DEFENDER_25Y, false);
}
}
void BattlegroundAV::DePopulateNode(BG_AV_Nodes node)
void BattlegroundAV::DePopulateNode(BG_AV_Nodes node, bool ignoreSpiritGuide)
{
uint32 c_place = AV_CPLACE_DEFENSE_STORM_AID + (4 * node);
for (uint8 i = 0; i < 4; i++)
{
if (BgCreatures[c_place + i])
{
DelCreature(c_place + i);
}
}
//spiritguide
if (!IsTower(node) && BgCreatures[node])
if (!ignoreSpiritGuide && !IsTower(node))
{
DelCreature(node);
}
//remove bonus honor aura trigger creature when node is lost
if (node < BG_AV_NODES_MAX)//fail safe
@@ -1031,6 +1038,8 @@ void BattlegroundAV::EventPlayerAssaultsPoint(Player* player, uint32 object)
SpawnBGObject(object - 22, RESPAWN_IMMEDIATELY);
else
SpawnBGObject(object + 22, RESPAWN_IMMEDIATELY);
bool ignoreSpiritGuide = false;
if (IsTower(node))
{
//spawning/despawning of bigflag+aura
@@ -1045,9 +1054,18 @@ void BattlegroundAV::EventPlayerAssaultsPoint(Player* player, uint32 object)
SpawnBGObject(BG_AV_OBJECT_AURA_N_FIRSTAID_STATION + 3 * node, RESPAWN_IMMEDIATELY); //neutral aura spawn
SpawnBGObject(static_cast<uint8>(BG_AV_OBJECT_AURA_A_FIRSTAID_STATION) + prevOwnerId + 3 * node, RESPAWN_ONE_DAY); //teeamaura despawn
RelocateDeadPlayers(BgCreatures[node]);
ignoreSpiritGuide = true;
_reviveEvents.AddEventAtOffset([this, node]()
{
RelocateDeadPlayers(BgCreatures[node]);
if (!IsTower(node))
DelCreature(node); // Delete spirit healer
}, 500ms);
}
DePopulateNode(node);
DePopulateNode(node, ignoreSpiritGuide);
}
SpawnBGObject(object, RESPAWN_ONE_DAY); //delete old banner

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@@ -1621,7 +1621,7 @@ private:
void DefendNode(BG_AV_Nodes node, TeamId teamId);
void PopulateNode(BG_AV_Nodes node);
void DePopulateNode(BG_AV_Nodes node);
void DePopulateNode(BG_AV_Nodes node, bool ignoreSpiritGuid = false);
BG_AV_Nodes GetNodeThroughObject(uint32 object);
uint32 GetObjectThroughNode(BG_AV_Nodes node);

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@@ -566,78 +566,89 @@ void BattlegroundIC::EventPlayerClickedOnFlag(Player* player, GameObject* gameOb
// All the node points are iterated to find the clicked one
for (uint8 i = 0; i < MAX_NODE_TYPES; ++i)
{
if (nodePoint[i].gameobject_entry == gameObject->GetEntry())
ICNodePoint& point = nodePoint[i];
if (point.gameobject_entry == gameObject->GetEntry())
{
// THIS SHOULD NEEVEER HAPPEN
if (nodePoint[i].faction == player->GetTeamId())
if (point.faction == player->GetTeamId())
{
return;
}
// Prevent capturing of keep if none of gates was destroyed
if (nodePoint[i].gameobject_entry == GO_ALLIANCE_BANNER)
if (point.gameobject_entry == GO_ALLIANCE_BANNER)
{
if (GateStatus[BG_IC_A_FRONT] != BG_IC_GATE_DESTROYED &&
GateStatus[BG_IC_A_WEST] != BG_IC_GATE_DESTROYED &&
GateStatus[BG_IC_A_EAST] != BG_IC_GATE_DESTROYED)
if (GateStatus[BG_IC_A_FRONT] != BG_IC_GATE_DESTROYED && GateStatus[BG_IC_A_WEST] != BG_IC_GATE_DESTROYED && GateStatus[BG_IC_A_EAST] != BG_IC_GATE_DESTROYED)
{
return;
}
}
else if (nodePoint[i].gameobject_entry == GO_HORDE_BANNER)
else if (point.gameobject_entry == GO_HORDE_BANNER)
{
if (GateStatus[BG_IC_H_FRONT] != BG_IC_GATE_DESTROYED &&
GateStatus[BG_IC_H_WEST] != BG_IC_GATE_DESTROYED &&
GateStatus[BG_IC_H_EAST] != BG_IC_GATE_DESTROYED)
if (GateStatus[BG_IC_H_FRONT] != BG_IC_GATE_DESTROYED && GateStatus[BG_IC_H_WEST] != BG_IC_GATE_DESTROYED && GateStatus[BG_IC_H_EAST] != BG_IC_GATE_DESTROYED)
{
return;
}
}
uint32 nextBanner = GetNextBanner(&nodePoint[i], player->GetTeamId(), false);
uint32 nextBanner = GetNextBanner(&point, player->GetTeamId(), false);
// we set the new settings of the nodePoint
nodePoint[i].faction = player->GetTeamId();
nodePoint[i].last_entry = nodePoint[i].gameobject_entry;
nodePoint[i].gameobject_entry = nextBanner;
point.faction = player->GetTeamId();
point.last_entry = point.gameobject_entry;
point.gameobject_entry = nextBanner;
// this is just needed if the next banner is grey
if (nodePoint[i].banners[BANNER_A_CONTESTED] == nextBanner || nodePoint[i].banners[BANNER_H_CONTESTED] == nextBanner)
if (point.banners[BANNER_A_CONTESTED] == nextBanner || point.banners[BANNER_H_CONTESTED] == nextBanner)
{
nodePoint[i].timer = BANNER_STATE_CHANGE_TIME; // 1 minute for last change (real faction banner)
nodePoint[i].needChange = true;
point.timer = BANNER_STATE_CHANGE_TIME; // 1 minute for last change (real faction banner)
point.needChange = true;
RelocateDeadPlayers(BgCreatures[static_cast<uint16>(BG_IC_NPC_SPIRIT_GUIDE_1) + nodePoint[i].nodeType - 2]);
_reviveEvents.AddEventAtOffset([this, point]()
{
RelocateDeadPlayers(BgCreatures[static_cast<uint16>(BG_IC_NPC_SPIRIT_GUIDE_1) + point.nodeType - 2]);
// if we are here means that the point has been lost, or it is the first capture
if (nodePoint[i].nodeType != NODE_TYPE_REFINERY && nodePoint[i].nodeType != NODE_TYPE_QUARRY)
if (BgCreatures[static_cast<uint16>(BG_IC_NPC_SPIRIT_GUIDE_1) + (nodePoint[i].nodeType) - 2])
DelCreature(static_cast<uint16>(BG_IC_NPC_SPIRIT_GUIDE_1) + (nodePoint[i].nodeType) - 2);
// if we are here means that the point has been lost, or it is the first capture
if (point.nodeType != NODE_TYPE_REFINERY && point.nodeType != NODE_TYPE_QUARRY)
{
if (BgCreatures[static_cast<uint16>(BG_IC_NPC_SPIRIT_GUIDE_1) + (point.nodeType) - 2])
{
DelCreature(static_cast<uint16>(BG_IC_NPC_SPIRIT_GUIDE_1) + (point.nodeType) - 2);
}
}
}, 500ms);
UpdatePlayerScore(player, SCORE_BASES_ASSAULTED, 1);
SendMessage2ToAll(LANG_BG_IC_TEAM_ASSAULTED_NODE_1, CHAT_MSG_BG_SYSTEM_NEUTRAL, player, nodePoint[i].string);
SendMessage2ToAll(LANG_BG_IC_TEAM_ASSAULTED_NODE_2, CHAT_MSG_BG_SYSTEM_NEUTRAL, player, nodePoint[i].string, (player->GetTeamId() == TEAM_ALLIANCE ? LANG_BG_IC_ALLIANCE : LANG_BG_IC_HORDE));
HandleContestedNodes(&nodePoint[i]);
SendMessage2ToAll(LANG_BG_IC_TEAM_ASSAULTED_NODE_1, CHAT_MSG_BG_SYSTEM_NEUTRAL, player, point.string);
SendMessage2ToAll(LANG_BG_IC_TEAM_ASSAULTED_NODE_2, CHAT_MSG_BG_SYSTEM_NEUTRAL, player, point.string, (player->GetTeamId() == TEAM_ALLIANCE ? LANG_BG_IC_ALLIANCE : LANG_BG_IC_HORDE));
HandleContestedNodes(&point);
}
else if (nextBanner == nodePoint[i].banners[BANNER_A_CONTROLLED] || nextBanner == nodePoint[i].banners[BANNER_H_CONTROLLED])
else if (nextBanner == point.banners[BANNER_A_CONTROLLED] || nextBanner == point.banners[BANNER_H_CONTROLLED])
// if we are going to spawn the definitve faction banner, we dont need the timer anymore
{
nodePoint[i].timer = BANNER_STATE_CHANGE_TIME;
nodePoint[i].needChange = false;
SendMessage2ToAll(LANG_BG_IC_TEAM_DEFENDED_NODE, CHAT_MSG_BG_SYSTEM_NEUTRAL, player, nodePoint[i].string);
HandleCapturedNodes(&nodePoint[i], true);
point.timer = BANNER_STATE_CHANGE_TIME;
point.needChange = false;
SendMessage2ToAll(LANG_BG_IC_TEAM_DEFENDED_NODE, CHAT_MSG_BG_SYSTEM_NEUTRAL, player, point.string);
HandleCapturedNodes(&point, true);
UpdatePlayerScore(player, SCORE_BASES_DEFENDED, 1);
}
GameObject* banner = GetBGObject(nodePoint[i].gameobject_type);
GameObject* banner = GetBGObject(point.gameobject_type);
if (!banner) // this should never happen
{
return;
}
float cords[4] = {banner->GetPositionX(), banner->GetPositionY(), banner->GetPositionZ(), banner->GetOrientation() };
DelObject(nodePoint[i].gameobject_type);
AddObject(nodePoint[i].gameobject_type, nodePoint[i].gameobject_entry, cords[0], cords[1], cords[2], cords[3], 0, 0, 0, 0, RESPAWN_ONE_DAY);
DelObject(point.gameobject_type);
AddObject(point.gameobject_type, point.gameobject_entry, cords[0], cords[1], cords[2], cords[3], 0, 0, 0, 0, RESPAWN_ONE_DAY);
GetBGObject(nodePoint[i].gameobject_type)->SetUInt32Value(GAMEOBJECT_FACTION, nodePoint[i].faction == TEAM_ALLIANCE ? BG_IC_Factions[1] : BG_IC_Factions[0]);
GetBGObject(point.gameobject_type)->SetUInt32Value(GAMEOBJECT_FACTION, point.faction == TEAM_ALLIANCE ? BG_IC_Factions[1] : BG_IC_Factions[0]);
UpdateNodeWorldState(&nodePoint[i]);
UpdateNodeWorldState(&point);
// we dont need iterating if we are here
// If the needChange bool was set true, we will handle the rest in the Update Map function.
return;