Files
azerothcore-wotlk/src/server/game/Battlegrounds/Zones/BattlegroundIC.cpp
Kargatum 5969df4e30 refactor(Core/Logging): switch to fmt style for LOG_ (#10366)
* feat(Core/Common): add support fmt style for ASSERT and ABORT

* correct CheckCompactArrayMaskOverflow

* 1

* Update src/server/game/Spells/Spell.cpp

* rework logging

* add fmt replace logs

* logging

* FMT_LOG_

* settings

* fix startup

* 1

* 2

* 3

* 4

* 5

* fmt::print

* to fmt
2022-01-27 16:44:41 +01:00

1013 lines
47 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 "BattlegroundIC.h"
#include "Battleground.h"
#include "GameGraveyard.h"
#include "GameObject.h"
#include "GameTime.h"
#include "Language.h"
#include "ObjectMgr.h"
#include "Player.h"
#include "ScriptedCreature.h"
#include "Transport.h"
#include "Vehicle.h"
#include "WorldPacket.h"
#include "WorldSession.h"
BattlegroundIC::BattlegroundIC()
{
BgObjects.resize(MAX_NORMAL_GAMEOBJECTS_SPAWNS + MAX_AIRSHIPS_SPAWNS + MAX_HANGAR_TELEPORTERS_SPAWNS + MAX_FORTRESS_TELEPORTERS_SPAWNS + MAX_HANGAR_TELEPORTER_EFFECTS_SPAWNS + MAX_FORTRESS_TELEPORTER_EFFECTS_SPAWNS);
BgCreatures.resize(MAX_NORMAL_NPCS_SPAWNS + MAX_WORKSHOP_SPAWNS + MAX_DOCKS_SPAWNS + MAX_SPIRIT_GUIDES_SPAWNS + MAX_HANGAR_NPCS_SPAWNS);
StartMessageIds[BG_STARTING_EVENT_FIRST] = LANG_BG_IC_START_TWO_MINUTES;
StartMessageIds[BG_STARTING_EVENT_SECOND] = LANG_BG_IC_START_ONE_MINUTE;
StartMessageIds[BG_STARTING_EVENT_THIRD] = LANG_BG_IC_START_HALF_MINUTE;
StartMessageIds[BG_STARTING_EVENT_FOURTH] = LANG_BG_IC_HAS_BEGUN;
for (uint8 i = 0; i < 2; ++i)
factionReinforcements[i] = MAX_REINFORCEMENTS;
for (uint8 i = 0; i < BG_IC_MAXDOOR; ++i)
GateStatus[i] = BG_IC_GATE_OK;
closeFortressDoorsTimer = CLOSE_DOORS_TIME; // the doors are closed again... in a special way
doorsClosed = false;
docksTimer = DOCKS_UPDATE_TIME;
resourceTimer = IC_RESOURCE_TIME;
for (uint8 i = NODE_TYPE_REFINERY; i < MAX_NODE_TYPES; ++i)
nodePoint[i] = nodePointInitial[i];
siegeEngineWorkshopTimer = WORKSHOP_UPDATE_TIME;
gunshipHorde = nullptr;
gunshipAlliance = nullptr;
respawnMap.clear();
}
BattlegroundIC::~BattlegroundIC()
{
}
void BattlegroundIC::DoAction(uint32 action, ObjectGuid guid)
{
if (action != ACTION_TELEPORT_PLAYER_TO_TRANSPORT)
return;
if (!gunshipAlliance || !gunshipHorde)
return;
Player* player = ObjectAccessor::GetPlayer(*gunshipAlliance, guid);
if (!player)
return;
MotionTransport* transport = player->GetTeamId() == TEAM_ALLIANCE ? gunshipAlliance : gunshipHorde;
float x = BG_IC_HangarTrigger[player->GetTeamId()].GetPositionX();
float y = BG_IC_HangarTrigger[player->GetTeamId()].GetPositionY();
float z = BG_IC_HangarTrigger[player->GetTeamId()].GetPositionZ();
transport->CalculatePassengerPosition(x, y, z);
player->TeleportTo(GetMapId(), x, y, z, player->GetOrientation(), TELE_TO_NOT_LEAVE_TRANSPORT);
}
void BattlegroundIC::HandlePlayerResurrect(Player* player)
{
if (nodePoint[NODE_TYPE_QUARRY].nodeState == (player->GetTeamId() == TEAM_ALLIANCE ? NODE_STATE_CONTROLLED_A : NODE_STATE_CONTROLLED_H))
player->CastSpell(player, SPELL_QUARRY, true);
if (nodePoint[NODE_TYPE_REFINERY].nodeState == (player->GetTeamId() == TEAM_ALLIANCE ? NODE_STATE_CONTROLLED_A : NODE_STATE_CONTROLLED_H))
player->CastSpell(player, SPELL_OIL_REFINERY, true);
}
void BattlegroundIC::PostUpdateImpl(uint32 diff)
{
if (GetStatus() != STATUS_IN_PROGRESS)
return;
if (!doorsClosed)
{
if (closeFortressDoorsTimer <= diff)
{
GetBGObject(BG_IC_GO_DOODAD_ND_HUMAN_GATE_CLOSEDFX_DOOR01)->RemoveFromWorld();
GetBGObject(BG_IC_GO_DOODAD_ND_WINTERORC_WALL_GATEFX_DOOR01)->RemoveFromWorld();
GetBGObject(BG_IC_GO_DOODAD_ND_HUMAN_GATE_CLOSEDFX_DOOR02)->RemoveFromWorld();
GetBGObject(BG_IC_GO_DOODAD_ND_WINTERORC_WALL_GATEFX_DOOR02)->RemoveFromWorld();
GetBGObject(BG_IC_GO_DOODAD_ND_HUMAN_GATE_CLOSEDFX_DOOR03)->RemoveFromWorld();
GetBGObject(BG_IC_GO_DOODAD_ND_WINTERORC_WALL_GATEFX_DOOR03)->RemoveFromWorld();
GetBGObject(BG_IC_GO_ALLIANCE_GATE_1)->SetDestructibleState(GO_DESTRUCTIBLE_DAMAGED);
GetBGObject(BG_IC_GO_HORDE_GATE_1)->SetDestructibleState(GO_DESTRUCTIBLE_DAMAGED);
GetBGObject(BG_IC_GO_ALLIANCE_GATE_2)->SetDestructibleState(GO_DESTRUCTIBLE_DAMAGED);
GetBGObject(BG_IC_GO_HORDE_GATE_2)->SetDestructibleState(GO_DESTRUCTIBLE_DAMAGED);
GetBGObject(BG_IC_GO_ALLIANCE_GATE_3)->SetDestructibleState(GO_DESTRUCTIBLE_DAMAGED);
GetBGObject(BG_IC_GO_HORDE_GATE_3)->SetDestructibleState(GO_DESTRUCTIBLE_DAMAGED);
doorsClosed = true;
}
else closeFortressDoorsTimer -= diff;
}
for (uint8 i = NODE_TYPE_REFINERY; i < MAX_NODE_TYPES; ++i)
{
if (nodePoint[i].nodeType == NODE_TYPE_DOCKS)
{
if (nodePoint[i].nodeState == NODE_STATE_CONTROLLED_A ||
nodePoint[i].nodeState == NODE_STATE_CONTROLLED_H)
{
if (nodePoint[i].timer <= diff)
{
// we need to confirm this, i am not sure if this every 3 minutes
for (uint8 j = 0; j < MAX_CATAPULTS_SPAWNS_PER_FACTION; ++j)
{
uint8 type = (nodePoint[i].faction == TEAM_ALLIANCE ? BG_IC_NPC_CATAPULT_1_A : BG_IC_NPC_CATAPULT_1_H) + j;
if (Creature* catapult = GetBgMap()->GetCreature(BgCreatures[type]))
if (!catapult->IsAlive())
{
// Check if creature respawn time is properly saved
RespawnMap::iterator itr = respawnMap.find(catapult->GetGUID());
if (itr == respawnMap.end() || GameTime::GetGameTime().count() < itr->second)
continue;
catapult->Relocate(BG_IC_DocksVehiclesCatapults[j].GetPositionX(), BG_IC_DocksVehiclesCatapults[j].GetPositionY(), BG_IC_DocksVehiclesCatapults[j].GetPositionZ(), BG_IC_DocksVehiclesCatapults[j].GetOrientation());
catapult->Respawn(true);
respawnMap.erase(itr);
}
}
// we need to confirm this is blizzlike, not sure if it is every 3 minutes
for (uint8 j = 0; j < MAX_GLAIVE_THROWERS_SPAWNS_PER_FACTION; ++j)
{
uint8 type = (nodePoint[i].faction == TEAM_ALLIANCE ? BG_IC_NPC_GLAIVE_THROWER_1_A : BG_IC_NPC_GLAIVE_THROWER_1_H) + j;
if (Creature* glaiveThrower = GetBgMap()->GetCreature(BgCreatures[type]))
if (!glaiveThrower->IsAlive())
{
// Check if creature respawn time is properly saved
RespawnMap::iterator itr = respawnMap.find(glaiveThrower->GetGUID());
if (itr == respawnMap.end() || GameTime::GetGameTime().count() < itr->second)
continue;
glaiveThrower->Relocate(BG_IC_DocksVehiclesGlaives[j].GetPositionX(), BG_IC_DocksVehiclesGlaives[j].GetPositionY(), BG_IC_DocksVehiclesGlaives[j].GetPositionZ(), BG_IC_DocksVehiclesGlaives[j].GetOrientation());
glaiveThrower->Respawn(true);
respawnMap.erase(itr);
}
}
docksTimer = DOCKS_UPDATE_TIME;
}
else
nodePoint[i].timer -= diff;
}
}
if (nodePoint[i].nodeType == NODE_TYPE_WORKSHOP)
{
if (nodePoint[i].nodeState == NODE_STATE_CONTROLLED_A ||
nodePoint[i].nodeState == NODE_STATE_CONTROLLED_H)
{
if (siegeEngineWorkshopTimer <= diff)
{
uint8 siegeType = (nodePoint[i].faction == TEAM_ALLIANCE ? BG_IC_NPC_SIEGE_ENGINE_A : BG_IC_NPC_SIEGE_ENGINE_H);
if (Creature* siege = GetBGCreature(siegeType)) // this always should be true
if (!siege->IsAlive())
{
// Check if creature respawn time is properly saved
RespawnMap::iterator itr = respawnMap.find(siege->GetGUID());
if (itr == respawnMap.end() || GameTime::GetGameTime().count() < itr->second)
continue;
siege->Relocate(BG_IC_WorkshopVehicles[4].GetPositionX(), BG_IC_WorkshopVehicles[4].GetPositionY(), BG_IC_WorkshopVehicles[4].GetPositionZ(), BG_IC_WorkshopVehicles[4].GetOrientation());
siege->Respawn(true);
respawnMap.erase(itr);
}
// we need to confirm this, i am not sure if this every 3 minutes
for (uint8 u = 0; u < MAX_DEMOLISHERS_SPAWNS_PER_FACTION; ++u)
{
uint8 type = (nodePoint[i].faction == TEAM_ALLIANCE ? BG_IC_NPC_DEMOLISHER_1_A : BG_IC_NPC_DEMOLISHER_1_H) + u;
if (Creature* demolisher = GetBgMap()->GetCreature(BgCreatures[type]))
if (!demolisher->IsAlive())
{
// Check if creature respawn time is properly saved
RespawnMap::iterator itr = respawnMap.find(demolisher->GetGUID());
if (itr == respawnMap.end() || GameTime::GetGameTime().count() < itr->second)
continue;
demolisher->Relocate(BG_IC_WorkshopVehicles[u].GetPositionX(), BG_IC_WorkshopVehicles[u].GetPositionY(), BG_IC_WorkshopVehicles[u].GetPositionZ(), BG_IC_WorkshopVehicles[u].GetOrientation());
demolisher->Respawn(true);
respawnMap.erase(itr);
}
}
siegeEngineWorkshopTimer = WORKSHOP_UPDATE_TIME;
}
else
siegeEngineWorkshopTimer -= diff;
}
}
// the point is waiting for a change on its banner
if (nodePoint[i].needChange)
{
if (nodePoint[i].timer <= diff)
{
uint32 nextBanner = GetNextBanner(&nodePoint[i], nodePoint[i].faction, true);
nodePoint[i].last_entry = nodePoint[i].gameobject_entry;
nodePoint[i].gameobject_entry = nextBanner;
// nodePoint[i].faction = the faction should be the same one...
GameObject* banner = GetBGObject(nodePoint[i].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);
GetBGObject(nodePoint[i].gameobject_type)->SetUInt32Value(GAMEOBJECT_FACTION, nodePoint[i].faction == TEAM_ALLIANCE ? BG_IC_Factions[1] : BG_IC_Factions[0]);
UpdateNodeWorldState(&nodePoint[i]);
HandleCapturedNodes(&nodePoint[i], false);
SendMessage2ToAll(LANG_BG_IC_TEAM_HAS_TAKEN_NODE, CHAT_MSG_BG_SYSTEM_NEUTRAL, nullptr, (nodePoint[i].faction == TEAM_ALLIANCE ? LANG_BG_IC_ALLIANCE : LANG_BG_IC_HORDE), nodePoint[i].string);
nodePoint[i].needChange = false;
nodePoint[i].timer = BANNER_STATE_CHANGE_TIME;
}
else nodePoint[i].timer -= diff;
}
}
if (resourceTimer <= diff)
{
for (uint8 i = 0; i < NODE_TYPE_DOCKS; ++i)
{
if (nodePoint[i].nodeState == NODE_STATE_CONTROLLED_A ||
nodePoint[i].nodeState == NODE_STATE_CONTROLLED_H)
{
factionReinforcements[nodePoint[i].faction] += 1;
RewardHonorToTeam(RESOURCE_HONOR_AMOUNT, nodePoint[i].faction);
UpdateWorldState((nodePoint[i].faction == TEAM_ALLIANCE ? BG_IC_ALLIANCE_RENFORT : BG_IC_HORDE_RENFORT), factionReinforcements[nodePoint[i].faction]);
}
}
resourceTimer = IC_RESOURCE_TIME;
}
else resourceTimer -= diff;
}
void BattlegroundIC::StartingEventCloseDoors()
{
}
void BattlegroundIC::StartingEventOpenDoors()
{
//after 20 seconds they should be despawned
DoorOpen(BG_IC_GO_DOODAD_ND_HUMAN_GATE_CLOSEDFX_DOOR01);
DoorOpen(BG_IC_GO_DOODAD_ND_WINTERORC_WALL_GATEFX_DOOR01);
DoorOpen(BG_IC_GO_DOODAD_ND_HUMAN_GATE_CLOSEDFX_DOOR02);
DoorOpen(BG_IC_GO_DOODAD_ND_WINTERORC_WALL_GATEFX_DOOR02);
DoorOpen(BG_IC_GO_DOODAD_ND_HUMAN_GATE_CLOSEDFX_DOOR03);
DoorOpen(BG_IC_GO_DOODAD_ND_WINTERORC_WALL_GATEFX_DOOR03);
DoorOpen(BG_IC_GO_DOODAD_HU_PORTCULLIS01_1);
DoorOpen(BG_IC_GO_DOODAD_HU_PORTCULLIS01_2);
DoorOpen(BG_IC_GO_DOODAD_VR_PORTCULLIS01_1);
DoorOpen(BG_IC_GO_DOODAD_VR_PORTCULLIS01_2);
for (uint8 i = 0; i < MAX_FORTRESS_TELEPORTERS_SPAWNS; ++i)
GetBGObject(BG_IC_Teleporters[i].type)->RemoveFlag(GAMEOBJECT_FLAGS, GO_FLAG_NOT_SELECTABLE);
for (uint8 i = 0; i < MAX_FORTRESS_TELEPORTER_EFFECTS_SPAWNS; ++i)
GetBGObject(BG_IC_TeleporterEffects[i].type)->SetGoState(GO_STATE_ACTIVE);
}
bool BattlegroundIC::AllNodesConrolledByTeam(TeamId teamId) const
{
uint32 count = 0;
ICNodeState controlledState = teamId == TEAM_ALLIANCE ? NODE_STATE_CONTROLLED_A : NODE_STATE_CONTROLLED_H;
for (int i = 0; i < NODE_TYPE_WORKSHOP; ++i)
{
if (nodePoint[i].nodeState == controlledState)
++count;
}
return count == NODE_TYPE_WORKSHOP;
}
bool BattlegroundIC::IsResourceGlutAllowed(TeamId teamId) const
{
ICNodeState controlledState = teamId == TEAM_ALLIANCE ? NODE_STATE_CONTROLLED_A : NODE_STATE_CONTROLLED_H;
return nodePoint[NODE_TYPE_QUARRY].nodeState == controlledState && nodePoint[NODE_TYPE_REFINERY].nodeState == controlledState;
}
void BattlegroundIC::AddPlayer(Player* player)
{
Battleground::AddPlayer(player);
PlayerScores[player->GetGUID()] = new BattlegroundICScore(player);
if (nodePoint[NODE_TYPE_QUARRY].nodeState == (player->GetTeamId() == TEAM_ALLIANCE ? NODE_STATE_CONTROLLED_A : NODE_STATE_CONTROLLED_H))
player->CastSpell(player, SPELL_QUARRY, true);
if (nodePoint[NODE_TYPE_REFINERY].nodeState == (player->GetTeamId() == TEAM_ALLIANCE ? NODE_STATE_CONTROLLED_A : NODE_STATE_CONTROLLED_H))
player->CastSpell(player, SPELL_OIL_REFINERY, true);
}
void BattlegroundIC::RemovePlayer(Player* player)
{
player->RemoveAura(SPELL_QUARRY);
player->RemoveAura(SPELL_OIL_REFINERY);
}
void BattlegroundIC::HandleAreaTrigger(Player* player, uint32 trigger)
{
// this is wrong way to implement these things. On official it done by gameobject spell cast.
if (GetStatus() != STATUS_IN_PROGRESS)
return;
switch (trigger)
{
case AREA_TRIGGER_HORDE_KEEP:
if (player->GetTeamId() != TEAM_ALLIANCE)
return;
for (uint8 i = BG_IC_H_FRONT; i < BG_IC_A_FRONT; ++i)
if (GateStatus[i] == BG_IC_GATE_DESTROYED)
return;
if (!player->HasAchieved(3854)) // ACHIEVEMENT_BACK_DOOR_JOB
player->CastSpell(player, SPELL_BACK_DOOR_JOB, true);
break;
case AREA_TRIGGER_ALLIANCE_KEEP:
if (player->GetTeamId() != TEAM_HORDE)
return;
for (uint8 i = BG_IC_A_FRONT; i < BG_IC_MAXDOOR; ++i)
if (GateStatus[i] == BG_IC_GATE_DESTROYED)
return;
if (!player->HasAchieved(3854)) // ACHIEVEMENT_BACK_DOOR_JOB
player->CastSpell(player, SPELL_BACK_DOOR_JOB, true);
break;
}
}
void BattlegroundIC::UpdatePlayerScore(Player* player, uint32 type, uint32 value, bool doAddHonor)
{
BattlegroundScoreMap::iterator itr = PlayerScores.find(player->GetGUID());
if (itr == PlayerScores.end())
return;
switch (type)
{
case SCORE_BASES_ASSAULTED:
((BattlegroundICScore*)itr->second)->BasesAssaulted += value;
player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_BG_OBJECTIVE_CAPTURE, IC_OBJECTIVE_ASSAULT_BASE);
break;
case SCORE_BASES_DEFENDED:
((BattlegroundICScore*)itr->second)->BasesDefended += value;
player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_BG_OBJECTIVE_CAPTURE, IC_OBJECTIVE_DEFEND_BASE);
break;
default:
Battleground::UpdatePlayerScore(player, type, value, doAddHonor);
break;
}
}
void BattlegroundIC::FillInitialWorldStates(WorldPacket& data)
{
data << uint32(BG_IC_ALLIANCE_RENFORT_SET) << uint32(1);
data << uint32(BG_IC_HORDE_RENFORT_SET) << uint32(1);
data << uint32(BG_IC_ALLIANCE_RENFORT) << uint32(factionReinforcements[TEAM_ALLIANCE]);
data << uint32(BG_IC_HORDE_RENFORT) << uint32(factionReinforcements[TEAM_HORDE]);
for (uint8 i = 0; i < MAX_FORTRESS_GATES_SPAWNS; ++i)
{
uint32 uws = GetWorldStateFromGateEntry(BG_IC_ObjSpawnlocs[i].entry, (GateStatus[GetGateIDFromEntry(BG_IC_ObjSpawnlocs[i].entry)] == BG_IC_GATE_DESTROYED));
data << uint32(uws) << uint32(1);
}
for (uint8 i = 0; i < MAX_NODE_TYPES; ++i)
data << uint32(nodePoint[i].worldStates[nodePoint[i].nodeState]) << uint32(1);
}
bool BattlegroundIC::SetupBattleground()
{
for (uint8 i = 0; i < MAX_NORMAL_GAMEOBJECTS_SPAWNS; ++i)
{
if (!AddObject(BG_IC_ObjSpawnlocs[i].type, BG_IC_ObjSpawnlocs[i].entry, BG_IC_ObjSpawnlocs[i].x, BG_IC_ObjSpawnlocs[i].y, BG_IC_ObjSpawnlocs[i].z, BG_IC_ObjSpawnlocs[i].o, 0, 0, 0, 0, RESPAWN_ONE_DAY))
{
LOG_ERROR("bg.battleground", "Isle of Conquest: There was an error spawning gameobject {}", BG_IC_ObjSpawnlocs[i].entry);
return false;
}
// Horde / Alliance gates, set active
if (i < 6)
GetBGObject(BG_IC_ObjSpawnlocs[i].type)->setActive(true);
}
for (uint8 i = 0; i < MAX_FORTRESS_TELEPORTERS_SPAWNS; ++i)
{
if (!AddObject(BG_IC_Teleporters[i].type, BG_IC_Teleporters[i].entry, BG_IC_Teleporters[i].x, BG_IC_Teleporters[i].y, BG_IC_Teleporters[i].z, BG_IC_Teleporters[i].o, 0, 0, 0, 0, RESPAWN_ONE_DAY))
{
LOG_ERROR("bg.battleground", "Isle of Conquest | Starting Event Open Doors: There was an error spawning gameobject {}", BG_IC_Teleporters[i].entry);
return false;
}
}
for (uint8 i = 0; i < MAX_FORTRESS_TELEPORTER_EFFECTS_SPAWNS; ++i)
{
if (!AddObject(BG_IC_TeleporterEffects[i].type, BG_IC_TeleporterEffects[i].entry, BG_IC_TeleporterEffects[i].x, BG_IC_TeleporterEffects[i].y, BG_IC_TeleporterEffects[i].z, BG_IC_TeleporterEffects[i].o, 0, 0, 0, 0, RESPAWN_ONE_DAY))
{
LOG_ERROR("bg.battleground", "Isle of Conquest | Starting Event Open Doors: There was an error spawning gameobject {}", BG_IC_Teleporters[i].entry);
return false;
}
}
for (uint8 i = 0; i < MAX_NORMAL_NPCS_SPAWNS; ++i)
{
if (!AddCreature(BG_IC_NpcSpawnlocs[i].entry, BG_IC_NpcSpawnlocs[i].type, BG_IC_NpcSpawnlocs[i].x, BG_IC_NpcSpawnlocs[i].y, BG_IC_NpcSpawnlocs[i].z, BG_IC_NpcSpawnlocs[i].o, RESPAWN_ONE_DAY))
{
LOG_ERROR("bg.battleground", "Isle of Conquest: There was an error spawning creature {}", BG_IC_NpcSpawnlocs[i].entry);
return false;
}
}
if (!AddSpiritGuide(BG_IC_NPC_SPIRIT_GUIDE_1 + 3, BG_IC_SpiritGuidePos[5][0], BG_IC_SpiritGuidePos[5][1], BG_IC_SpiritGuidePos[5][2], BG_IC_SpiritGuidePos[5][3], TEAM_ALLIANCE)
|| !AddSpiritGuide(BG_IC_NPC_SPIRIT_GUIDE_1 + 4, BG_IC_SpiritGuidePos[6][0], BG_IC_SpiritGuidePos[6][1], BG_IC_SpiritGuidePos[6][2], BG_IC_SpiritGuidePos[6][3], TEAM_HORDE)
|| !AddSpiritGuide(BG_IC_NPC_SPIRIT_GUIDE_1 + 5, BG_IC_SpiritGuidePos[7][0], BG_IC_SpiritGuidePos[7][1], BG_IC_SpiritGuidePos[7][2], BG_IC_SpiritGuidePos[7][3], TEAM_ALLIANCE)
|| !AddSpiritGuide(BG_IC_NPC_SPIRIT_GUIDE_1 + 6, BG_IC_SpiritGuidePos[8][0], BG_IC_SpiritGuidePos[8][1], BG_IC_SpiritGuidePos[8][2], BG_IC_SpiritGuidePos[8][3], TEAM_HORDE))
{
LOG_ERROR("bg.battleground", "Isle of Conquest: Failed to spawn initial spirit guide!");
return false;
}
gunshipHorde = sTransportMgr->CreateTransport(GO_HORDE_GUNSHIP, 0, GetBgMap());
gunshipAlliance = sTransportMgr->CreateTransport(GO_ALLIANCE_GUNSHIP, 0, GetBgMap());
if (!gunshipAlliance || !gunshipHorde)
{
LOG_ERROR("bg.battleground", "Isle of Conquest: There was an error creating gunships!");
return false;
}
gunshipHorde->EnableMovement(false);
gunshipAlliance->EnableMovement(false);
// setting correct factions for Keep Cannons
for (uint8 i = BG_IC_NPC_KEEP_CANNON_1; i <= BG_IC_NPC_KEEP_CANNON_12; ++i)
GetBGCreature(i)->SetFaction(BG_IC_Factions[0]);
for (uint8 i = BG_IC_NPC_KEEP_CANNON_13; i <= BG_IC_NPC_KEEP_CANNON_25; ++i)
GetBGCreature(i)->SetFaction(BG_IC_Factions[1]);
// Flags
if (GameObject* go = GetBGObject(BG_IC_GO_ALLIANCE_BANNER))
{
go->SetUInt32Value(GAMEOBJECT_FACTION, BG_IC_Factions[1]);
go->SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_NOT_SELECTABLE);
}
if (GameObject* go = GetBGObject(BG_IC_GO_HORDE_BANNER))
{
go->SetUInt32Value(GAMEOBJECT_FACTION, BG_IC_Factions[0]);
go->SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_NOT_SELECTABLE);
}
// correcting spawn time for keeps bombs
for (uint8 i = BG_IC_GO_HUGE_SEAFORIUM_BOMBS_A_1; i < BG_IC_GO_HUGE_SEAFORIUM_BOMBS_H_4; ++i)
GetBGObject(i)->SetRespawnTime(10);
TurnBosses(false);
return true;
}
void BattlegroundIC::TurnBosses(bool on)
{
// Make Bosses invisible and passive
// or visible and active
if (Creature* boss = GetBGCreature(BG_IC_NPC_OVERLORD_AGMAR))
{
boss->SetVisible(on);
boss->SetReactState(on ? REACT_AGGRESSIVE : REACT_PASSIVE);
}
if (Creature* boss = GetBGCreature(BG_IC_NPC_HIGH_COMMANDER_HALFORD_WYRMBANE))
{
boss->SetVisible(on);
boss->SetReactState(on ? REACT_AGGRESSIVE : REACT_PASSIVE);
}
}
void BattlegroundIC::HandleKillUnit(Creature* unit, Player* killer)
{
if (GetStatus() != STATUS_IN_PROGRESS)
return;
uint32 entry = unit->GetEntry();
if (entry == NPC_HIGH_COMMANDER_HALFORD_WYRMBANE)
{
RewardHonorToTeam(WINNER_HONOR_AMOUNT, TEAM_HORDE);
EndBattleground(TEAM_HORDE);
}
else if (entry == NPC_OVERLORD_AGMAR)
{
RewardHonorToTeam(WINNER_HONOR_AMOUNT, TEAM_ALLIANCE);
EndBattleground(TEAM_ALLIANCE);
}
//Achievement Mowed Down
// TO-DO: This should be done on the script of each vehicle of the BG.
if (unit->IsVehicle())
{
killer->CastSpell(killer, SPELL_DESTROYED_VEHICLE_ACHIEVEMENT, true);
// Xinef: Add to respawn list
if (entry == NPC_DEMOLISHER || entry == NPC_SIEGE_ENGINE_H || entry == NPC_SIEGE_ENGINE_A ||
entry == NPC_GLAIVE_THROWER_A || entry == NPC_GLAIVE_THROWER_H || entry == NPC_CATAPULT)
respawnMap[unit->GetGUID()] = GameTime::GetGameTime().count() + VEHICLE_RESPAWN_TIME;
}
}
void BattlegroundIC::HandleKillPlayer(Player* player, Player* killer)
{
if (GetStatus() != STATUS_IN_PROGRESS)
return;
Battleground::HandleKillPlayer(player, killer);
factionReinforcements[player->GetTeamId()] -= 1;
UpdateWorldState((player->GetTeamId() == TEAM_ALLIANCE ? BG_IC_ALLIANCE_RENFORT : BG_IC_HORDE_RENFORT), factionReinforcements[player->GetTeamId()]);
// we must end the battleground
if (factionReinforcements[player->GetTeamId()] < 1)
EndBattleground(killer->GetTeamId());
}
void BattlegroundIC::EndBattleground(TeamId winnerTeamId)
{
SendMessage2ToAll(LANG_BG_IC_TEAM_WINS, CHAT_MSG_BG_SYSTEM_NEUTRAL, nullptr, (winnerTeamId == TEAM_ALLIANCE ? LANG_BG_IC_ALLIANCE : LANG_BG_IC_HORDE));
Battleground::EndBattleground(winnerTeamId);
}
void BattlegroundIC::EventPlayerClickedOnFlag(Player* player, GameObject* gameObject)
{
if (GetStatus() != STATUS_IN_PROGRESS)
return;
// All the node points are iterated to find the clicked one
for (uint8 i = 0; i < MAX_NODE_TYPES; ++i)
{
ICNodePoint& point = nodePoint[i];
if (point.gameobject_entry == gameObject->GetEntry())
{
// THIS SHOULD NEEVEER HAPPEN
if (point.faction == player->GetTeamId())
{
return;
}
// Prevent capturing of keep if none of gates was destroyed
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)
{
return;
}
}
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)
{
return;
}
}
uint32 nextBanner = GetNextBanner(&point, player->GetTeamId(), false);
// we set the new settings of the nodePoint
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 (point.banners[BANNER_A_CONTESTED] == nextBanner || point.banners[BANNER_H_CONTESTED] == nextBanner)
{
point.timer = BANNER_STATE_CHANGE_TIME; // 1 minute for last change (real faction banner)
point.needChange = true;
_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 (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, 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 == 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
{
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(point.gameobject_type);
if (!banner) // this should never happen
{
return;
}
float cords[4] = {banner->GetPositionX(), banner->GetPositionY(), banner->GetPositionZ(), banner->GetOrientation() };
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(point.gameobject_type)->SetUInt32Value(GAMEOBJECT_FACTION, point.faction == TEAM_ALLIANCE ? BG_IC_Factions[1] : BG_IC_Factions[0]);
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;
}
}
}
void BattlegroundIC::UpdateNodeWorldState(ICNodePoint* nodePoint)
{
//updating worldstate
if (nodePoint->gameobject_entry == nodePoint->banners[BANNER_A_CONTROLLED])
nodePoint->nodeState = NODE_STATE_CONTROLLED_A;
else if (nodePoint->gameobject_entry == nodePoint->banners[BANNER_A_CONTESTED])
nodePoint->nodeState = NODE_STATE_CONFLICT_A;
else if (nodePoint->gameobject_entry == nodePoint->banners[BANNER_H_CONTROLLED])
nodePoint->nodeState = NODE_STATE_CONTROLLED_H;
else if (nodePoint->gameobject_entry == nodePoint->banners[BANNER_H_CONTESTED])
nodePoint->nodeState = NODE_STATE_CONFLICT_H;
uint32 worldstate = nodePoint->worldStates[nodePoint->nodeState];
// with this we are sure we dont bug the client
for (uint8 i = 0; i < 5; ++i)
UpdateWorldState(nodePoint->worldStates[i], 0);
UpdateWorldState(worldstate, 1);
}
uint32 BattlegroundIC::GetNextBanner(ICNodePoint* nodePoint, uint32 team, bool returnDefinitve)
{
// this is only used in the update map function
if (returnDefinitve)
// here is a special case, here we must return the definitve faction banner after the grey banner was spawned 1 minute
return nodePoint->banners[(team == TEAM_ALLIANCE ? BANNER_A_CONTROLLED : BANNER_H_CONTROLLED)];
// there were no changes, this point has never been captured by any faction or at least clicked
if (nodePoint->last_entry == 0)
// 1 returns the CONTESTED ALLIANCE BANNER, 3 returns the HORDE one
return nodePoint->banners[(team == TEAM_ALLIANCE ? BANNER_A_CONTESTED : BANNER_H_CONTESTED)];
// If the actual banner is the definitive faction banner, we must return the grey banner of the player's faction
if (nodePoint->gameobject_entry == nodePoint->banners[BANNER_A_CONTROLLED] || nodePoint->gameobject_entry == nodePoint->banners[BANNER_H_CONTROLLED])
return nodePoint->banners[(team == TEAM_ALLIANCE ? BANNER_A_CONTESTED : BANNER_H_CONTESTED)];
// If the actual banner is the grey faction banner, we must return the previous banner
if (nodePoint->gameobject_entry == nodePoint->banners[BANNER_A_CONTESTED] || nodePoint->banners[BANNER_H_CONTESTED])
return nodePoint->last_entry;
// we should never be here...
LOG_ERROR("bg.battleground", "Isle Of Conquest: Unexpected return in GetNextBanner function");
return 0;
}
void BattlegroundIC::HandleContestedNodes(ICNodePoint* nodePoint)
{
if (nodePoint->nodeType == NODE_TYPE_HANGAR)
{
if (gunshipAlliance && gunshipHorde)
(nodePoint->faction == TEAM_ALLIANCE ? gunshipHorde : gunshipAlliance)->EnableMovement(false);
for (uint8 u = BG_IC_GO_HANGAR_TELEPORTER_1; u <= BG_IC_GO_HANGAR_TELEPORTER_3; ++u)
DelObject(u);
for (uint8 u = BG_IC_GO_HANGAR_TELEPORTER_EFFECT_1; u <= BG_IC_GO_HANGAR_TELEPORTER_EFFECT_3; ++u)
DelObject(u);
DelCreature(BG_IC_NPC_WORLD_TRIGGER_NOT_FLOATING);
for (uint8 u = 0; u < MAX_CAPTAIN_SPAWNS_PER_FACTION; ++u)
{
uint8 type = BG_IC_NPC_GUNSHIP_CAPTAIN_1 + u;
DelCreature(type);
}
std::list<Creature*> cannons;
if (nodePoint->faction == TEAM_HORDE)
gunshipAlliance->GetCreatureListWithEntryInGrid(cannons, NPC_ALLIANCE_GUNSHIP_CANNON, 150.0f);
else
gunshipHorde->GetCreatureListWithEntryInGrid(cannons, NPC_HORDE_GUNSHIP_CANNON, 150.0f);
for (std::list<Creature*>::const_iterator itr = cannons.begin(); itr != cannons.end(); ++itr)
{
(*itr)->GetVehicleKit()->RemoveAllPassengers();
(*itr)->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
}
}
else if (nodePoint->nodeType == NODE_TYPE_WORKSHOP)
{
DelObject(BG_IC_GO_SEAFORIUM_BOMBS_1);
DelObject(BG_IC_GO_SEAFORIUM_BOMBS_2);
}
}
void BattlegroundIC::HandleCapturedNodes(ICNodePoint* nodePoint, bool recapture)
{
if (nodePoint->nodeType != NODE_TYPE_REFINERY && nodePoint->nodeType != NODE_TYPE_QUARRY)
{
if (!AddSpiritGuide(static_cast<uint16>(BG_IC_NPC_SPIRIT_GUIDE_1) + nodePoint->nodeType - 2,
BG_IC_SpiritGuidePos[nodePoint->nodeType][0], BG_IC_SpiritGuidePos[nodePoint->nodeType][1],
BG_IC_SpiritGuidePos[nodePoint->nodeType][2], BG_IC_SpiritGuidePos[nodePoint->nodeType][3],
nodePoint->faction))
LOG_ERROR("bg.battleground", "Isle of Conquest: Failed to spawn spirit guide! point: {}, team: {}, ", nodePoint->nodeType, nodePoint->faction);
}
switch (nodePoint->gameobject_type)
{
case BG_IC_GO_HANGAR_BANNER:
{
if (!gunshipAlliance || !gunshipHorde)
break;
std::list<Creature*> cannons;
if (nodePoint->faction == TEAM_ALLIANCE)
gunshipAlliance->GetCreatureListWithEntryInGrid(cannons, NPC_ALLIANCE_GUNSHIP_CANNON, 150.0f);
else
gunshipHorde->GetCreatureListWithEntryInGrid(cannons, NPC_HORDE_GUNSHIP_CANNON, 150.0f);
for (std::list<Creature*>::const_iterator itr = cannons.begin(); itr != cannons.end(); ++itr)
(*itr)->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
for (uint8 u = 0; u < MAX_HANGAR_TELEPORTERS_SPAWNS; ++u)
{
uint8 type = BG_IC_GO_HANGAR_TELEPORTER_1 + u;
if (!AddObject(type, (nodePoint->faction == TEAM_ALLIANCE ? GO_ALLIANCE_GUNSHIP_PORTAL : GO_HORDE_GUNSHIP_PORTAL), BG_IC_HangarTeleporters[u].GetPositionX(), BG_IC_HangarTeleporters[u].GetPositionY(), BG_IC_HangarTeleporters[u].GetPositionZ(), BG_IC_HangarTeleporters[u].GetOrientation(), 0, 0, 0, 0, RESPAWN_ONE_DAY))
LOG_ERROR("bg.battleground", "Isle of Conquest: There was an error spawning a gunship portal. Type: {}", BG_IC_GO_HANGAR_TELEPORTER_1 + u);
}
for (uint8 u = 0; u < MAX_HANGAR_TELEPORTER_EFFECTS_SPAWNS; ++u)
{
uint8 type = BG_IC_GO_HANGAR_TELEPORTER_EFFECT_1 + u;
if (!AddObject(type, (nodePoint->faction == TEAM_ALLIANCE ? GO_ALLIANCE_GUNSHIP_PORTAL_EFFECTS : GO_HORDE_GUNSHIP_PORTAL_EFFECTS), BG_IC_HangarTeleporterEffects[u].GetPositionX(), BG_IC_HangarTeleporterEffects[u].GetPositionY(), BG_IC_HangarTeleporterEffects[u].GetPositionZ(), BG_IC_HangarTeleporterEffects[u].GetOrientation(), 0, 0, 0, 0, RESPAWN_ONE_DAY, GO_STATE_ACTIVE))
LOG_ERROR("bg.battleground", "Isle of Conquest: There was an error spawning a gunship portal effects. Type: {}", BG_IC_GO_HANGAR_TELEPORTER_1 + u);
}
for (uint8 u = 0; u < MAX_TRIGGER_SPAWNS_PER_FACTION; ++u)
{
if (!AddCreature(NPC_WORLD_TRIGGER_NOT_FLOATING, BG_IC_NPC_WORLD_TRIGGER_NOT_FLOATING, BG_IC_HangarTrigger[nodePoint->faction].GetPositionX(), BG_IC_HangarTrigger[nodePoint->faction].GetPositionY(), BG_IC_HangarTrigger[nodePoint->faction].GetPositionZ(), BG_IC_HangarTrigger[nodePoint->faction].GetOrientation(), RESPAWN_ONE_DAY, nodePoint->faction == TEAM_ALLIANCE ? gunshipAlliance : gunshipHorde))
LOG_ERROR("bg.battleground", "Isle of Conquest: There was an error spawning a world trigger. Type: {}", BG_IC_NPC_WORLD_TRIGGER_NOT_FLOATING);
}
for (uint8 u = 0; u < MAX_CAPTAIN_SPAWNS_PER_FACTION; ++u)
{
uint8 type = BG_IC_NPC_GUNSHIP_CAPTAIN_1 + u;
if (type == BG_IC_NPC_GUNSHIP_CAPTAIN_1)
if (AddCreature(nodePoint->faction == TEAM_ALLIANCE ? NPC_ALLIANCE_GUNSHIP_CAPTAIN : NPC_HORDE_GUNSHIP_CAPTAIN, type, BG_IC_HangarCaptains[nodePoint->faction == TEAM_ALLIANCE ? 2 : 0].GetPositionX(), BG_IC_HangarCaptains[nodePoint->faction == TEAM_ALLIANCE ? 2 : 0].GetPositionY(), BG_IC_HangarCaptains[nodePoint->faction == TEAM_ALLIANCE ? 2 : 0].GetPositionZ(), BG_IC_HangarCaptains[nodePoint->faction == TEAM_ALLIANCE ? 2 : 0].GetOrientation(), RESPAWN_ONE_DAY))
GetBGCreature(BG_IC_NPC_GUNSHIP_CAPTAIN_1)->GetAI()->DoAction(ACTION_GUNSHIP_READY);
if (type == BG_IC_NPC_GUNSHIP_CAPTAIN_2)
if (!AddCreature(nodePoint->faction == TEAM_ALLIANCE ? NPC_ALLIANCE_GUNSHIP_CAPTAIN : NPC_HORDE_GUNSHIP_CAPTAIN, type, BG_IC_HangarCaptains[nodePoint->faction == TEAM_ALLIANCE ? 3 : 1].GetPositionX(), BG_IC_HangarCaptains[nodePoint->faction == TEAM_ALLIANCE ? 3 : 1].GetPositionY(), BG_IC_HangarCaptains[nodePoint->faction == TEAM_ALLIANCE ? 3 : 1].GetPositionZ(), BG_IC_HangarCaptains[nodePoint->faction == TEAM_ALLIANCE ? 3 : 1].GetOrientation(), RESPAWN_ONE_DAY, nodePoint->faction == TEAM_ALLIANCE ? gunshipAlliance : gunshipHorde))
LOG_ERROR("bg.battleground", "Isle of Conquest: There was an error spawning a world trigger. Type: {}", BG_IC_NPC_GUNSHIP_CAPTAIN_2);
}
(nodePoint->faction == TEAM_ALLIANCE ? gunshipAlliance : gunshipHorde)->EnableMovement(true);
break;
}
case BG_IC_GO_QUARRY_BANNER:
RemoveAuraOnTeam(SPELL_QUARRY, GetOtherTeamId(nodePoint->faction));
CastSpellOnTeam(SPELL_QUARRY, nodePoint->faction);
break;
case BG_IC_GO_REFINERY_BANNER:
RemoveAuraOnTeam(SPELL_OIL_REFINERY, GetOtherTeamId(nodePoint->faction));
CastSpellOnTeam(SPELL_OIL_REFINERY, nodePoint->faction);
break;
case BG_IC_GO_DOCKS_BANNER:
if (recapture)
break;
if (docksTimer < DOCKS_UPDATE_TIME)
docksTimer = DOCKS_UPDATE_TIME;
// spawning glaive throwers
for (uint8 i = 0; i < MAX_GLAIVE_THROWERS_SPAWNS_PER_FACTION; ++i)
{
uint8 type = (nodePoint->faction == TEAM_ALLIANCE ? BG_IC_NPC_GLAIVE_THROWER_1_A : BG_IC_NPC_GLAIVE_THROWER_1_H) + i;
if (GetBgMap()->GetCreature(BgCreatures[type]))
continue;
if (AddCreature(nodePoint->faction == TEAM_ALLIANCE ? NPC_GLAIVE_THROWER_A : NPC_GLAIVE_THROWER_H, type,
BG_IC_DocksVehiclesGlaives[i].GetPositionX(), BG_IC_DocksVehiclesGlaives[i].GetPositionY(),
BG_IC_DocksVehiclesGlaives[i].GetPositionZ(), BG_IC_DocksVehiclesGlaives[i].GetOrientation(),
RESPAWN_ONE_DAY))
GetBGCreature(type)->SetFaction(BG_IC_Factions[nodePoint->faction]);
}
// spawning catapults
for (uint8 i = 0; i < MAX_CATAPULTS_SPAWNS_PER_FACTION; ++i)
{
uint8 type = (nodePoint->faction == TEAM_ALLIANCE ? BG_IC_NPC_CATAPULT_1_A : BG_IC_NPC_CATAPULT_1_H) + i;
if (GetBgMap()->GetCreature(BgCreatures[type]))
continue;
if (AddCreature(NPC_CATAPULT, type,
BG_IC_DocksVehiclesCatapults[i].GetPositionX(), BG_IC_DocksVehiclesCatapults[i].GetPositionY(),
BG_IC_DocksVehiclesCatapults[i].GetPositionZ(), BG_IC_DocksVehiclesCatapults[i].GetOrientation(),
RESPAWN_ONE_DAY))
GetBGCreature(type)->SetFaction(BG_IC_Factions[(nodePoint->faction == TEAM_ALLIANCE ? TEAM_ALLIANCE : TEAM_HORDE)]);
}
break;
case BG_IC_GO_WORKSHOP_BANNER:
{
if (siegeEngineWorkshopTimer < WORKSHOP_UPDATE_TIME)
siegeEngineWorkshopTimer = WORKSHOP_UPDATE_TIME;
if (!recapture)
{
for (uint8 i = 0; i < MAX_DEMOLISHERS_SPAWNS_PER_FACTION; ++i)
{
uint8 type = (nodePoint->faction == TEAM_ALLIANCE ? BG_IC_NPC_DEMOLISHER_1_A : BG_IC_NPC_DEMOLISHER_1_H) + i;
if (GetBgMap()->GetCreature(BgCreatures[type]))
continue;
if (AddCreature(NPC_DEMOLISHER, type,
BG_IC_WorkshopVehicles[i].GetPositionX(), BG_IC_WorkshopVehicles[i].GetPositionY(),
BG_IC_WorkshopVehicles[i].GetPositionZ(), BG_IC_WorkshopVehicles[i].GetOrientation(),
RESPAWN_ONE_DAY))
GetBGCreature(type)->SetFaction(BG_IC_Factions[(nodePoint->faction == TEAM_ALLIANCE ? TEAM_ALLIANCE : TEAM_HORDE)]);
}
uint8 siegeType = (nodePoint->faction == TEAM_ALLIANCE ? BG_IC_NPC_SIEGE_ENGINE_A : BG_IC_NPC_SIEGE_ENGINE_H);
if (!GetBgMap()->GetCreature(BgCreatures[siegeType]))
{
AddCreature((nodePoint->faction == TEAM_ALLIANCE ? NPC_SIEGE_ENGINE_A : NPC_SIEGE_ENGINE_H), siegeType,
BG_IC_WorkshopVehicles[4].GetPositionX(), BG_IC_WorkshopVehicles[4].GetPositionY(),
BG_IC_WorkshopVehicles[4].GetPositionZ(), BG_IC_WorkshopVehicles[4].GetOrientation(),
RESPAWN_ONE_DAY);
}
if (Creature* siegeEngine = GetBgMap()->GetCreature(BgCreatures[siegeType]))
{
siegeEngine->SetFaction(BG_IC_Factions[(nodePoint->faction == TEAM_ALLIANCE ? TEAM_ALLIANCE : TEAM_HORDE)]);
siegeEngine->SetCorpseDelay(5 * MINUTE);
if (siegeEngine->IsAlive())
if (Vehicle* siegeVehicle = siegeEngine->GetVehicleKit())
if (!siegeVehicle->IsVehicleInUse())
Unit::Kill(siegeEngine, siegeEngine);
respawnMap[siegeEngine->GetGUID()] = GameTime::GetGameTime().count() + VEHICLE_RESPAWN_TIME;
}
}
for (uint8 i = 0; i < MAX_WORKSHOP_BOMBS_SPAWNS_PER_FACTION; ++i)
{
AddObject(BG_IC_GO_SEAFORIUM_BOMBS_1 + i, GO_SEAFORIUM_BOMBS,
workshopBombs[i].GetPositionX(), workshopBombs[i].GetPositionY(),
workshopBombs[i].GetPositionZ(), workshopBombs[i].GetOrientation(),
0, 0, 0, 0, 10);
if (GameObject* seaforiumBombs = GetBGObject(BG_IC_GO_SEAFORIUM_BOMBS_1 + i))
{
seaforiumBombs->SetRespawnTime(10);
seaforiumBombs->SetUInt32Value(GAMEOBJECT_FACTION, BG_IC_Factions[(nodePoint->faction == TEAM_ALLIANCE ? 0 : 1)]);
}
}
break;
}
default:
break;
}
}
void BattlegroundIC::DestroyGate(Player* /*player*/, GameObject* go)
{
GateStatus[GetGateIDFromEntry(go->GetEntry())] = BG_IC_GATE_DESTROYED;
uint32 uws_open = GetWorldStateFromGateEntry(go->GetEntry(), true);
uint32 uws_close = GetWorldStateFromGateEntry(go->GetEntry(), false);
if (uws_open)
{
UpdateWorldState(uws_close, 0);
UpdateWorldState(uws_open, 1);
}
TeamId teamId = TEAM_ALLIANCE;
uint32 lang_entry = 0;
switch (go->GetEntry())
{
case GO_HORDE_GATE_1:
lang_entry = LANG_BG_IC_NORTH_GATE_DESTROYED;
break;
case GO_HORDE_GATE_2:
lang_entry = LANG_BG_IC_EAST_GATE_DESTROYED;
break;
case GO_HORDE_GATE_3:
lang_entry = LANG_BG_IC_WEST_GATE_DESTROYED;
break;
case GO_ALLIANCE_GATE_1:
teamId = TEAM_HORDE;
lang_entry = LANG_BG_IC_WEST_GATE_DESTROYED;
break;
case GO_ALLIANCE_GATE_2:
teamId = TEAM_HORDE;
lang_entry = LANG_BG_IC_EAST_GATE_DESTROYED;
break;
case GO_ALLIANCE_GATE_3:
teamId = TEAM_HORDE;
lang_entry = LANG_BG_IC_SOUTH_GATE_DESTROYED;
break;
default:
break;
}
if (teamId == TEAM_ALLIANCE)
{
DoorOpen(BG_IC_GO_HORDE_KEEP_PORTCULLIS);
GetBGObject(BG_IC_GO_HORDE_BANNER)->RemoveFlag(GAMEOBJECT_FLAGS, GO_FLAG_NOT_SELECTABLE);
}
else
{
DoorOpen(BG_IC_GO_DOODAD_PORTCULLISACTIVE02);
GetBGObject(BG_IC_GO_ALLIANCE_BANNER)->RemoveFlag(GAMEOBJECT_FLAGS, GO_FLAG_NOT_SELECTABLE);
}
TurnBosses(true);
SendMessage2ToAll(lang_entry, CHAT_MSG_BG_SYSTEM_NEUTRAL, nullptr, (teamId == TEAM_ALLIANCE ? LANG_BG_IC_HORDE_KEEP : LANG_BG_IC_ALLIANCE_KEEP));
}
void BattlegroundIC::EventPlayerDamagedGO(Player* /*player*/, GameObject* /*go*/, uint32 /*eventType*/)
{
}
GraveyardStruct const* BattlegroundIC::GetClosestGraveyard(Player* player)
{
// Is there any occupied node for this team?
std::vector<uint8> nodes;
for (uint8 i = 0; i < MAX_NODE_TYPES; ++i)
if (nodePoint[i].faction == player->GetTeamId() && !nodePoint[i].needChange) // xinef: controlled by faction and not contested!
nodes.push_back(i);
GraveyardStruct const* good_entry = nullptr;
// If so, select the closest node to place ghost on
if (!nodes.empty())
{
float plr_x = player->GetPositionX();
float plr_y = player->GetPositionY();
float mindist = 999999.0f;
for (uint8 i = 0; i < nodes.size(); ++i)
{
GraveyardStruct const* entry = sGraveyard->GetGraveyard(BG_IC_GraveyardIds[nodes[i]]);
if (!entry)
continue;
float dist = (entry->x - plr_x) * (entry->x - plr_x) + (entry->y - plr_y) * (entry->y - plr_y);
if (mindist > dist)
{
mindist = dist;
good_entry = entry;
}
}
nodes.clear();
}
// If not, place ghost on starting location
if (!good_entry)
good_entry = sGraveyard->GetGraveyard(BG_IC_GraveyardIds[player->GetTeamId() + static_cast<uint16>(MAX_NODE_TYPES)]);
return good_entry;
}