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https://github.com/mod-playerbots/azerothcore-wotlk.git
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fix(Core/Battlegrounds): Delay a little bit relocation of dead players. (#9302)
Fixes #8958
This commit is contained in:
@@ -566,78 +566,89 @@ void BattlegroundIC::EventPlayerClickedOnFlag(Player* player, GameObject* gameOb
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// All the node points are iterated to find the clicked one
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for (uint8 i = 0; i < MAX_NODE_TYPES; ++i)
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{
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if (nodePoint[i].gameobject_entry == gameObject->GetEntry())
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ICNodePoint& point = nodePoint[i];
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if (point.gameobject_entry == gameObject->GetEntry())
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{
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// THIS SHOULD NEEVEER HAPPEN
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if (nodePoint[i].faction == player->GetTeamId())
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if (point.faction == player->GetTeamId())
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{
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return;
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}
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// Prevent capturing of keep if none of gates was destroyed
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if (nodePoint[i].gameobject_entry == GO_ALLIANCE_BANNER)
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if (point.gameobject_entry == GO_ALLIANCE_BANNER)
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{
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if (GateStatus[BG_IC_A_FRONT] != BG_IC_GATE_DESTROYED &&
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GateStatus[BG_IC_A_WEST] != BG_IC_GATE_DESTROYED &&
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GateStatus[BG_IC_A_EAST] != BG_IC_GATE_DESTROYED)
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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)
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{
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return;
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}
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}
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else if (nodePoint[i].gameobject_entry == GO_HORDE_BANNER)
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else if (point.gameobject_entry == GO_HORDE_BANNER)
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{
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if (GateStatus[BG_IC_H_FRONT] != BG_IC_GATE_DESTROYED &&
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GateStatus[BG_IC_H_WEST] != BG_IC_GATE_DESTROYED &&
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GateStatus[BG_IC_H_EAST] != BG_IC_GATE_DESTROYED)
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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)
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{
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return;
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}
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}
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uint32 nextBanner = GetNextBanner(&nodePoint[i], player->GetTeamId(), false);
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uint32 nextBanner = GetNextBanner(&point, player->GetTeamId(), false);
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// we set the new settings of the nodePoint
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nodePoint[i].faction = player->GetTeamId();
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nodePoint[i].last_entry = nodePoint[i].gameobject_entry;
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nodePoint[i].gameobject_entry = nextBanner;
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point.faction = player->GetTeamId();
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point.last_entry = point.gameobject_entry;
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point.gameobject_entry = nextBanner;
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// this is just needed if the next banner is grey
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if (nodePoint[i].banners[BANNER_A_CONTESTED] == nextBanner || nodePoint[i].banners[BANNER_H_CONTESTED] == nextBanner)
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if (point.banners[BANNER_A_CONTESTED] == nextBanner || point.banners[BANNER_H_CONTESTED] == nextBanner)
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{
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nodePoint[i].timer = BANNER_STATE_CHANGE_TIME; // 1 minute for last change (real faction banner)
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nodePoint[i].needChange = true;
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point.timer = BANNER_STATE_CHANGE_TIME; // 1 minute for last change (real faction banner)
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point.needChange = true;
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RelocateDeadPlayers(BgCreatures[static_cast<uint16>(BG_IC_NPC_SPIRIT_GUIDE_1) + nodePoint[i].nodeType - 2]);
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_reviveEvents.AddEventAtOffset([this, point]()
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{
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RelocateDeadPlayers(BgCreatures[static_cast<uint16>(BG_IC_NPC_SPIRIT_GUIDE_1) + point.nodeType - 2]);
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// if we are here means that the point has been lost, or it is the first capture
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if (nodePoint[i].nodeType != NODE_TYPE_REFINERY && nodePoint[i].nodeType != NODE_TYPE_QUARRY)
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if (BgCreatures[static_cast<uint16>(BG_IC_NPC_SPIRIT_GUIDE_1) + (nodePoint[i].nodeType) - 2])
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DelCreature(static_cast<uint16>(BG_IC_NPC_SPIRIT_GUIDE_1) + (nodePoint[i].nodeType) - 2);
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// if we are here means that the point has been lost, or it is the first capture
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if (point.nodeType != NODE_TYPE_REFINERY && point.nodeType != NODE_TYPE_QUARRY)
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{
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if (BgCreatures[static_cast<uint16>(BG_IC_NPC_SPIRIT_GUIDE_1) + (point.nodeType) - 2])
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{
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DelCreature(static_cast<uint16>(BG_IC_NPC_SPIRIT_GUIDE_1) + (point.nodeType) - 2);
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}
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}
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}, 500ms);
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UpdatePlayerScore(player, SCORE_BASES_ASSAULTED, 1);
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SendMessage2ToAll(LANG_BG_IC_TEAM_ASSAULTED_NODE_1, CHAT_MSG_BG_SYSTEM_NEUTRAL, player, nodePoint[i].string);
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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));
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HandleContestedNodes(&nodePoint[i]);
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SendMessage2ToAll(LANG_BG_IC_TEAM_ASSAULTED_NODE_1, CHAT_MSG_BG_SYSTEM_NEUTRAL, player, point.string);
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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));
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HandleContestedNodes(&point);
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}
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else if (nextBanner == nodePoint[i].banners[BANNER_A_CONTROLLED] || nextBanner == nodePoint[i].banners[BANNER_H_CONTROLLED])
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else if (nextBanner == point.banners[BANNER_A_CONTROLLED] || nextBanner == point.banners[BANNER_H_CONTROLLED])
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// if we are going to spawn the definitve faction banner, we dont need the timer anymore
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{
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nodePoint[i].timer = BANNER_STATE_CHANGE_TIME;
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nodePoint[i].needChange = false;
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SendMessage2ToAll(LANG_BG_IC_TEAM_DEFENDED_NODE, CHAT_MSG_BG_SYSTEM_NEUTRAL, player, nodePoint[i].string);
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HandleCapturedNodes(&nodePoint[i], true);
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point.timer = BANNER_STATE_CHANGE_TIME;
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point.needChange = false;
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SendMessage2ToAll(LANG_BG_IC_TEAM_DEFENDED_NODE, CHAT_MSG_BG_SYSTEM_NEUTRAL, player, point.string);
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HandleCapturedNodes(&point, true);
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UpdatePlayerScore(player, SCORE_BASES_DEFENDED, 1);
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}
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GameObject* banner = GetBGObject(nodePoint[i].gameobject_type);
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GameObject* banner = GetBGObject(point.gameobject_type);
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if (!banner) // this should never happen
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{
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return;
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}
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float cords[4] = {banner->GetPositionX(), banner->GetPositionY(), banner->GetPositionZ(), banner->GetOrientation() };
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DelObject(nodePoint[i].gameobject_type);
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AddObject(nodePoint[i].gameobject_type, nodePoint[i].gameobject_entry, cords[0], cords[1], cords[2], cords[3], 0, 0, 0, 0, RESPAWN_ONE_DAY);
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DelObject(point.gameobject_type);
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AddObject(point.gameobject_type, point.gameobject_entry, cords[0], cords[1], cords[2], cords[3], 0, 0, 0, 0, RESPAWN_ONE_DAY);
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GetBGObject(nodePoint[i].gameobject_type)->SetUInt32Value(GAMEOBJECT_FACTION, nodePoint[i].faction == TEAM_ALLIANCE ? BG_IC_Factions[1] : BG_IC_Factions[0]);
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GetBGObject(point.gameobject_type)->SetUInt32Value(GAMEOBJECT_FACTION, point.faction == TEAM_ALLIANCE ? BG_IC_Factions[1] : BG_IC_Factions[0]);
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UpdateNodeWorldState(&nodePoint[i]);
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UpdateNodeWorldState(&point);
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// we dont need iterating if we are here
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// If the needChange bool was set true, we will handle the rest in the Update Map function.
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return;
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