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azerothcore-wotlk/src/server/game/Battlegrounds/Battleground.h

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/*
* 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/>.
*/
#ifndef __BATTLEGROUND_H
#define __BATTLEGROUND_H
#include "ArenaScore.h"
#include "Common.h"
#include "DBCEnums.h"
#include "GameObject.h"
#include "SharedDefines.h"
#include "World.h"
#include "WorldStatePackets.h"
class Creature;
class GameObject;
class Group;
class Player;
class WorldPacket;
class BattlegroundMap;
class BattlegroundAV;
class BattlegroundWS;
class BattlegroundAB;
class BattlegroundNA;
class BattlegroundBE;
class BattlegroundEY;
class BattlegroundRL;
class BattlegroundSA;
class BattlegroundDS;
class BattlegroundRV;
class BattlegroundIC;
struct PvPDifficultyEntry;
struct GraveyardStruct;
enum BattlegroundDesertionType : uint8
{
BG_DESERTION_TYPE_LEAVE_BG = 0, // player leaves the BG
BG_DESERTION_TYPE_OFFLINE = 1, // player is kicked from BG because offline
BG_DESERTION_TYPE_LEAVE_QUEUE = 2, // player is invited to join and refuses to do it
BG_DESERTION_TYPE_NO_ENTER_BUTTON = 3, // player is invited to join and do nothing (time expires)
BG_DESERTION_TYPE_INVITE_LOGOUT = 4, // player is invited to join and logs out
ARENA_DESERTION_TYPE_LEAVE_BG = 5, // player leaves the Arena
ARENA_DESERTION_TYPE_LEAVE_QUEUE = 6, // player is invited to join arena and refuses to do it
ARENA_DESERTION_TYPE_NO_ENTER_BUTTON = 7, // player is invited to join arena and do nothing (time expires)
ARENA_DESERTION_TYPE_INVITE_LOGOUT = 8, // player is invited to join arena and logs out
};
enum BattlegroundBroadcastTexts
{
BG_TEXT_ALLIANCE_WINS = 10633,
BG_TEXT_HORDE_WINS = 10634,
BG_TEXT_START_TWO_MINUTES = 18193,
BG_TEXT_START_ONE_MINUTE = 18194,
BG_TEXT_START_HALF_MINUTE = 18195,
BG_TEXT_BATTLE_HAS_BEGUN = 18196,
};
enum BattlegroundSounds
{
SOUND_HORDE_WINS = 8454,
SOUND_ALLIANCE_WINS = 8455,
SOUND_BG_START = 3439,
SOUND_BG_START_L70ETC = 11803,
};
enum BattlegroundQuests
{
SPELL_WS_QUEST_REWARD = 43483,
SPELL_AB_QUEST_REWARD = 43484,
SPELL_AV_QUEST_REWARD = 43475,
SPELL_AV_QUEST_KILLED_BOSS = 23658,
SPELL_EY_QUEST_REWARD = 43477,
SPELL_SA_QUEST_REWARD = 61213,
SPELL_AB_QUEST_REWARD_4_BASES = 24061,
SPELL_AB_QUEST_REWARD_5_BASES = 24064
};
enum BattlegroundMarks
{
SPELL_WS_MARK_LOSER = 24950,
SPELL_WS_MARK_WINNER = 24951,
SPELL_WS_MARK_TIE = 66126,
SPELL_AB_MARK_LOSER = 24952,
SPELL_AB_MARK_WINNER = 24953,
SPELL_AV_MARK_LOSER = 24954,
SPELL_AV_MARK_WINNER = 24955,
SPELL_SA_MARK_WINNER = 61160,
SPELL_SA_MARK_LOSER = 61159,
SPELL_WG_MARK_WINNER = 56902,
ITEM_AV_MARK_OF_HONOR = 20560,
ITEM_WS_MARK_OF_HONOR = 20558,
ITEM_AB_MARK_OF_HONOR = 20559,
ITEM_EY_MARK_OF_HONOR = 29024,
ITEM_SA_MARK_OF_HONOR = 42425,
ITEM_IC_MARK_OF_HONOR = 47395,
};
enum BattlegroundMarksCount
{
ITEM_WINNER_COUNT = 3,
ITEM_LOSER_COUNT = 1
};
enum BattlegroundCreatures
{
BG_CREATURE_ENTRY_A_SPIRITGUIDE = 13116, // alliance
BG_CREATURE_ENTRY_H_SPIRITGUIDE = 13117, // horde
};
enum BattlegroundSpells
{
SPELL_WAITING_FOR_RESURRECT = 2584, // Waiting to Resurrect
SPELL_SPIRIT_HEAL_CHANNEL = 22011, // Spirit Heal Channel
SPELL_SPIRIT_HEAL = 22012, // Spirit Heal
SPELL_RESURRECTION_VISUAL = 24171, // Resurrection Impact Visual
SPELL_ARENA_PREPARATION = 32727, // use this one, 32728 not correct
SPELL_PREPARATION = 44521, // Preparation
SPELL_SPIRIT_HEAL_MANA = 44535, // Spirit Heal
SPELL_RECENTLY_DROPPED_FLAG = 42792, // Recently Dropped Flag
SPELL_AURA_PLAYER_INACTIVE = 43681, // Inactive
SPELL_HONORABLE_DEFENDER_25Y = 68652, // +50% honor when standing at a capture point that you control, 25yards radius (added in 3.2)
SPELL_HONORABLE_DEFENDER_60Y = 66157 // +50% honor when standing at a capture point that you control, 60yards radius (added in 3.2), probably for 40+ player battlegrounds
};
enum BattlegroundReputations
{
BG_REP_AV_HORDE = 729,
BG_REP_AV_ALLIANCE = 730,
BG_REP_AB_HORDE = 510,
BG_REP_AB_ALLIANCE = 509,
BG_REP_WS_HORDE = 889,
BG_REP_WS_ALLIANCE = 890,
};
enum BattlegroundTimeIntervals
{
CHECK_PLAYER_POSITION_INVERVAL = 9000, // ms
//REMIND_INTERVAL = 10000, // ms
INVITATION_REMIND_TIME = 20000, // ms
INVITE_ACCEPT_WAIT_TIME = 60000, // ms
TIME_TO_AUTOREMOVE = 120000, // ms
MAX_OFFLINE_TIME = 300, // secs
RESPAWN_ONE_DAY = 86400, // secs
RESPAWN_IMMEDIATELY = 0, // secs
};
#define RESURRECTION_INTERVAL (sWorld->getIntConfig(CONFIG_BATTLEGROUND_PLAYER_RESPAWN) * IN_MILLISECONDS)
#define RESTORATION_BUFF_RESPAWN_TIME (sWorld->getIntConfig(CONFIG_BATTLEGROUND_RESTORATION_BUFF_RESPAWN))
#define BERSERKING_BUFF_RESPAWN_TIME (sWorld->getIntConfig(CONFIG_BATTLEGROUND_BERSERKING_BUFF_RESPAWN))
#define SPEED_BUFF_RESPAWN_TIME (sWorld->getIntConfig(CONFIG_BATTLEGROUND_SPEED_BUFF_RESPAWN))
enum BattlegroundStartTimeIntervals
{
BG_START_DELAY_2M = 120000, // ms (2 minutes)
BG_START_DELAY_1M = 60000, // ms (1 minute)
BG_START_DELAY_30S = 30000, // ms (30 seconds)
BG_START_DELAY_15S = 15000, // ms (15 seconds) Used only in arena
BG_START_DELAY_NONE = 0, // ms
};
#define BATTLEGROUND_UPDATE_INTERVAL 1000
enum BattlegroundBuffObjects
{
BG_OBJECTID_SPEEDBUFF_ENTRY = 179871,
BG_OBJECTID_REGENBUFF_ENTRY = 179904,
BG_OBJECTID_BERSERKERBUFF_ENTRY = 179905
};
const uint32 Buff_Entries[3] = { BG_OBJECTID_SPEEDBUFF_ENTRY, BG_OBJECTID_REGENBUFF_ENTRY, BG_OBJECTID_BERSERKERBUFF_ENTRY };
enum BattlegroundStatus
{
STATUS_NONE = 0, // first status, should mean bg is not instance
STATUS_WAIT_QUEUE = 1, // means bg is empty and waiting for queue
STATUS_WAIT_JOIN = 2, // this means, that BG has already started and it is waiting for more players
STATUS_IN_PROGRESS = 3, // means bg is running
STATUS_WAIT_LEAVE = 4 // means some faction has won BG and it is ending
};
struct BattlegroundObjectInfo
{
BattlegroundObjectInfo() = default;
GameObject* object{nullptr};
int32 timer{0};
uint32 spellid{0};
};
enum ArenaType : uint8
{
ARENA_TYPE_2v2 = 2,
ARENA_TYPE_3v3 = 3,
ARENA_TYPE_5v5 = 5
};
enum BattlegroundType
{
TYPE_BATTLEGROUND = 3,
TYPE_ARENA = 4
};
enum BattlegroundStartingEvents
{
BG_STARTING_EVENT_NONE = 0x00,
BG_STARTING_EVENT_1 = 0x01,
BG_STARTING_EVENT_2 = 0x02,
BG_STARTING_EVENT_3 = 0x04,
BG_STARTING_EVENT_4 = 0x08
};
enum BattlegroundStartingEventsIds
{
BG_STARTING_EVENT_FIRST = 0,
BG_STARTING_EVENT_SECOND = 1,
BG_STARTING_EVENT_THIRD = 2,
BG_STARTING_EVENT_FOURTH = 3
};
enum SpiritOfCompetitionEvent
{
EVENT_SPIRIT_OF_COMPETITION = 46,
QUEST_FLAG_PARTICIPANT = 12187,
QUEST_FLAG_WINNER = 12186,
SPELL_SPIRIT_OF_COMPETITION_PARTICIPANT = 48163,
SPELL_SPIRIT_OF_COMPETITION_WINNER = 48164,
};
constexpr auto BG_STARTING_EVENT_COUNT = 4;
class ArenaLogEntryData
{
public:
ArenaLogEntryData() = default;
void Fill(std::string_view name, ObjectGuid::LowType guid, uint32 acc, uint32 arenaTeamId, std::string ip)
{
Name = std::string(name);
Guid = guid;
Acc = acc;
ArenaTeamId = arenaTeamId;
IP = ip;
}
std::string Name{};
ObjectGuid::LowType Guid{0};
uint32 Acc{0};
uint32 ArenaTeamId{0};
std::string IP{};
};
enum BGHonorMode
{
BG_NORMAL = 0,
BG_HOLIDAY,
BG_HONOR_MODE_NUM
};
#define ARENA_TIMELIMIT_POINTS_LOSS -16
#define ARENA_READY_MARKER_ENTRY 301337
/*
This class is used to:
1. Add player to battleground
2. Remove player from battleground
3. some certain cases, same for all battlegrounds
4. It has properties same for all battlegrounds
*/
enum BattlegroundQueueInvitationType
{
BG_QUEUE_INVITATION_TYPE_NO_BALANCE = 0, // no balance: N+M vs N players
BG_QUEUE_INVITATION_TYPE_BALANCED = 1, // teams balanced: N+1 vs N players
BG_QUEUE_INVITATION_TYPE_EVEN = 2 // teams even: N vs N players
};
class Battleground
{
public:
Battleground();
virtual ~Battleground();
void Update(uint32 diff);
virtual bool SetupBattleground() // must be implemented in BG subclass
{
return true;
}
virtual void Init();
virtual void StartingEventCloseDoors() { }
virtual void StartingEventOpenDoors() { }
virtual void ResetBGSubclass() { } // must be implemented in BG subclass
virtual void DestroyGate(Player* /*player*/, GameObject* /*go*/) {}
/* achievement req. */
[[nodiscard]] virtual bool AllNodesConrolledByTeam(TeamId /*teamId*/) const { return false; }
void StartTimedAchievement(AchievementCriteriaTimedTypes type, uint32 entry);
/* Battleground */
// Get methods:
[[nodiscard]] std::string GetName() const { return m_Name; }
[[nodiscard]] BattlegroundTypeId GetBgTypeID(bool GetRandom = false) const { return GetRandom ? m_RandomTypeID : m_RealTypeID; }
[[nodiscard]] BattlegroundBracketId GetBracketId() const { return m_BracketId; }
[[nodiscard]] uint32 GetInstanceID() const { return m_InstanceID; }
[[nodiscard]] BattlegroundStatus GetStatus() const { return m_Status; }
[[nodiscard]] uint32 GetClientInstanceID() const { return m_ClientInstanceID; }
[[nodiscard]] uint32 GetStartTime() const { return m_StartTime; }
[[nodiscard]] uint32 GetEndTime() const { return m_EndTime; }
[[nodiscard]] uint32 GetLastResurrectTime() const { return m_LastResurrectTime; }
[[nodiscard]] uint32 GetMinLevel() const { return m_LevelMin; }
[[nodiscard]] uint32 GetMaxLevel() const { return m_LevelMax; }
[[nodiscard]] bool isTemplate() const { return m_IsTemplate; }
[[nodiscard]] bool isMaxLevel() const
{
// NOTE: this only works when the BG is not a template but the real BG
auto maxPlayerLevel = sWorld->getIntConfig(CONFIG_MAX_PLAYER_LEVEL);
return GetMinLevel() <= maxPlayerLevel && maxPlayerLevel <= GetMaxLevel();
}
[[nodiscard]] uint32 GetMaxPlayersPerTeam() const { return m_MaxPlayersPerTeam; }
[[nodiscard]] uint32 GetMinPlayersPerTeam() const
{
auto lowLevelsOverride = sWorld->getIntConfig(CONFIG_BATTLEGROUND_OVERRIDE_LOWLEVELS_MINPLAYERS);
return (lowLevelsOverride && !isTemplate() && !isMaxLevel() && !isArena()) ? lowLevelsOverride : m_MinPlayersPerTeam;
}
[[nodiscard]] int32 GetStartDelayTime() const { return m_StartDelayTime; }
[[nodiscard]] uint8 GetArenaType() const { return m_ArenaType; }
[[nodiscard]] PvPTeamId GetWinner() const { return m_WinnerId; }
[[nodiscard]] uint32 GetScriptId() const { return ScriptId; }
[[nodiscard]] uint32 GetBonusHonorFromKill(uint32 kills) const;
// Spirit of Competition event
void SpiritOfCompetitionEvent(PvPTeamId winnerTeamId) const;
bool IsRandom() { return m_IsRandom; }
// Set methods:
void SetName(std::string_view name) { m_Name = std::string(name); }
void SetBgTypeID(BattlegroundTypeId TypeID) { m_RealTypeID = TypeID; }
void SetRandomTypeID(BattlegroundTypeId TypeID) { m_RandomTypeID = TypeID; }
void SetBracket(PvPDifficultyEntry const* bracketEntry);
void SetInstanceID(uint32 InstanceID) { m_InstanceID = InstanceID; }
void SetStatus(BattlegroundStatus Status) { m_Status = Status; }
void SetClientInstanceID(uint32 InstanceID) { m_ClientInstanceID = InstanceID; }
void SetStartTime(uint32 Time) { m_StartTime = Time; }
void SetEndTime(uint32 Time) { m_EndTime = Time; }
void SetLastResurrectTime(uint32 Time) { m_LastResurrectTime = Time; }
void SetLevelRange(uint32 min, uint32 max) { m_LevelMin = min; m_LevelMax = max; }
void SetRated(bool state) { m_IsRated = state; }
void SetArenaType(uint8 type) { m_ArenaType = type; }
void SetArenaorBGType(bool _isArena) { m_IsArena = _isArena; }
void SetWinner(PvPTeamId winner) { m_WinnerId = winner; }
void SetScriptId(uint32 scriptId) { ScriptId = scriptId; }
void SetRandom(bool isRandom) { m_IsRandom = isRandom; }
void ModifyStartDelayTime(int32 diff) { m_StartDelayTime -= diff; }
void SetStartDelayTime(int32 Time) { m_StartDelayTime = Time; }
void SetMaxPlayersPerTeam(uint32 MaxPlayers) { m_MaxPlayersPerTeam = MaxPlayers; }
void SetMinPlayersPerTeam(uint32 MinPlayers) { m_MinPlayersPerTeam = MinPlayers; }
void AddToBGFreeSlotQueue(); // this queue will be useful when more battlegrounds instances will be available
void RemoveFromBGFreeSlotQueue(); // this method could delete whole BG instance, if another free is available
void DecreaseInvitedCount(TeamId teamId) { if (m_BgInvitedPlayers[teamId]) --m_BgInvitedPlayers[teamId]; }
void IncreaseInvitedCount(TeamId teamId) { ++m_BgInvitedPlayers[teamId]; }
[[nodiscard]] uint32 GetInvitedCount(TeamId teamId) const { return m_BgInvitedPlayers[teamId]; }
[[nodiscard]] bool HasFreeSlots() const;
[[nodiscard]] uint32 GetFreeSlotsForTeam(TeamId teamId) const;
[[nodiscard]] uint32 GetMaxFreeSlots() const;
typedef std::set<Player*> SpectatorList;
typedef std::map<ObjectGuid, ObjectGuid> ToBeTeleportedMap;
void AddSpectator(Player* p) { m_Spectators.insert(p); }
void RemoveSpectator(Player* p) { m_Spectators.erase(p); }
bool HaveSpectators() { return !m_Spectators.empty(); }
[[nodiscard]] const SpectatorList& GetSpectators() const { return m_Spectators; }
void AddToBeTeleported(ObjectGuid spectator, ObjectGuid participant) { m_ToBeTeleported[spectator] = participant; }
void RemoveToBeTeleported(ObjectGuid spectator) { ToBeTeleportedMap::iterator itr = m_ToBeTeleported.find(spectator); if (itr != m_ToBeTeleported.end()) m_ToBeTeleported.erase(itr); }
void SpectatorsSendPacket(WorldPacket& data);
[[nodiscard]] bool isArena() const { return m_IsArena; }
[[nodiscard]] bool isBattleground() const { return !m_IsArena; }
[[nodiscard]] bool isRated() const { return m_IsRated; }
typedef std::map<ObjectGuid, Player*> BattlegroundPlayerMap;
[[nodiscard]] BattlegroundPlayerMap const& GetPlayers() const { return m_Players; }
[[nodiscard]] uint32 GetPlayersSize() const { return m_Players.size(); }
void ReadyMarkerClicked(Player* p); // pussywizard
GuidSet readyMarkerClickedSet; // pussywizard
typedef std::unordered_map<ObjectGuid::LowType, BattlegroundScore*> BattlegroundScoreMap;
typedef std::unordered_map<ObjectGuid, ArenaLogEntryData> ArenaLogEntryDataMap; // pussywizard
ArenaLogEntryDataMap ArenaLogEntries; // pussywizard
[[nodiscard]] BattlegroundScoreMap const* GetPlayerScores() const { return &PlayerScores; }
[[nodiscard]] std::size_t GetPlayerScoresSize() const { return PlayerScores.size(); }
[[nodiscard]] uint32 GetReviveQueueSize() const { return m_ReviveQueue.size(); }
void AddPlayerToResurrectQueue(ObjectGuid npc_guid, ObjectGuid player_guid);
void RemovePlayerFromResurrectQueue(Player* player);
/// Relocate all players in ReviveQueue to the closest graveyard
void RelocateDeadPlayers(ObjectGuid queueIndex);
void StartBattleground();
GameObject* GetBGObject(uint32 type);
Creature* GetBGCreature(uint32 type);
// Location
void SetMapId(uint32 MapID) { m_MapId = MapID; }
[[nodiscard]] uint32 GetMapId() const { return m_MapId; }
// Map pointers
void SetBgMap(BattlegroundMap* map) { m_Map = map; }
[[nodiscard]] BattlegroundMap* GetBgMap() const { ASSERT(m_Map); return m_Map; }
[[nodiscard]] BattlegroundMap* FindBgMap() const { return m_Map; }
void SetTeamStartPosition(TeamId teamId, Position const& pos);
Position const* GetTeamStartPosition(TeamId teamId) const;
void SetStartMaxDist(float startMaxDist) { m_StartMaxDist = startMaxDist; }
[[nodiscard]] float GetStartMaxDist() const { return m_StartMaxDist; }
// Packet Transfer
// method that should fill worldpacket with actual world states (not yet implemented for all battlegrounds!)
virtual void FillInitialWorldStates(WorldPackets::WorldState::InitWorldStates& /*packet*/) { }
void SendPacketToTeam(TeamId teamId, WorldPacket const* packet, Player* sender = nullptr, bool self = true);
void SendPacketToAll(WorldPacket const* packet);
void YellToAll(Creature* creature, const char* text, uint32 language);
void SendChatMessage(Creature* source, uint8 textId, WorldObject* target = nullptr);
void SendBroadcastText(uint32 id, ChatMsg msgType, WorldObject const* target = nullptr);
template<class Do>
void BroadcastWorker(Do& _do);
void PlaySoundToAll(uint32 soundId);
void CastSpellOnTeam(uint32 spellId, TeamId teamId);
void RemoveAuraOnTeam(uint32 spellId, TeamId teamId);
void RewardHonorToTeam(uint32 honor, TeamId teamId);
void RewardReputationToTeam(uint32 factionId, uint32 reputation, TeamId teamId);
uint32 GetRealRepFactionForPlayer(uint32 factionId, Player* player);
void UpdateWorldState(uint32 variable, uint32 value);
void EndBattleground(PvPTeamId winnerTeamId);
/// @deprecated need delete
virtual void EndBattleground(TeamId winnerTeamId)
{
EndBattleground(GetPvPTeamId(winnerTeamId));
}
void BlockMovement(Player* player);
// Raid Group
[[nodiscard]] Group* GetBgRaid(TeamId teamId) const { return m_BgRaids[teamId]; }
void SetBgRaid(TeamId teamId, Group* bg_raid);
void BuildPvPLogDataPacket(WorldPacket& data);
virtual bool UpdatePlayerScore(Player* player, uint32 type, uint32 value, bool doAddHonor = true);
[[nodiscard]] uint32 GetPlayersCountByTeam(TeamId teamId) const { return m_PlayersCount[teamId]; }
[[nodiscard]] uint32 GetAlivePlayersCountByTeam(TeamId teamId) const; // used in arenas to correctly handle death in spirit of redemption / last stand etc. (killer = killed) cases
void UpdatePlayersCountByTeam(TeamId teamId, bool remove)
{
if (remove)
--m_PlayersCount[teamId];
else
++m_PlayersCount[teamId];
}
virtual void CheckWinConditions() { }
// used for rated arena battles
void SetArenaTeamIdForTeam(TeamId teamId, uint32 ArenaTeamId) { m_ArenaTeamIds[teamId] = ArenaTeamId; }
[[nodiscard]] uint32 GetArenaTeamIdForTeam(TeamId teamId) const { return m_ArenaTeamIds[teamId]; }
void SetArenaMatchmakerRating(TeamId teamId, uint32 MMR) { m_ArenaTeamMMR[teamId] = MMR; }
[[nodiscard]] uint32 GetArenaMatchmakerRating(TeamId teamId) const { return m_ArenaTeamMMR[teamId]; }
// Triggers handle
// must be implemented in BG subclass
virtual void HandleAreaTrigger(Player* /*player*/, uint32 /*trigger*/) {}
// must be implemented in BG subclass if need AND call base class generic code
virtual void HandleKillPlayer(Player* player, Player* killer);
virtual void HandleKillUnit(Creature* /*unit*/, Player* /*killer*/) { }
// Battleground events
virtual void EventPlayerDroppedFlag(Player* /*player*/) {}
virtual void EventPlayerClickedOnFlag(Player* /*player*/, GameObject* /*gameObject*/) {}
virtual void EventPlayerDamagedGO(Player* /*player*/, GameObject* /*go*/, uint32 /*eventType*/) {}
virtual void EventPlayerUsedGO(Player* /*player*/, GameObject* /*go*/) {}
// this function can be used by spell to interact with the BG map
virtual void DoAction(uint32 /*action*/, ObjectGuid /*var*/) {}
virtual void HandlePlayerResurrect(Player* /*player*/) {}
// Death related
virtual GraveyardStruct const* GetClosestGraveyard(Player* player);
virtual void AddPlayer(Player* player); // must be implemented in BG subclass
void AddOrSetPlayerToCorrectBgGroup(Player* player, TeamId teamId);
virtual void RemovePlayerAtLeave(Player* player);
// can be extended in in BG subclass
void HandleTriggerBuff(GameObject* gameObject);
void SetHoliday(bool is_holiday);
/// @todo: make this protected:
typedef GuidVector BGObjects;
typedef GuidVector BGCreatures;
BGObjects BgObjects;
BGCreatures BgCreatures;
void SpawnBGObject(uint32 type, uint32 respawntime, uint32 forceRespawnDelay = 0);
bool AddObject(uint32 type, uint32 entry, float x, float y, float z, float o, float rotation0, float rotation1, float rotation2, float rotation3, uint32 respawnTime = 0, GOState goState = GO_STATE_READY);
Creature* AddCreature(uint32 entry, uint32 type, float x, float y, float z, float o, uint32 respawntime = 0, MotionTransport* transport = nullptr);
bool DelCreature(uint32 type);
bool DelObject(uint32 type);
bool AddSpiritGuide(uint32 type, float x, float y, float z, float o, TeamId teamId);
int32 GetObjectType(ObjectGuid guid);
void DoorOpen(uint32 type);
void DoorClose(uint32 type);
virtual bool HandlePlayerUnderMap(Player* /*player*/) { return false; }
// since arenas can be AvA or Hvh, we have to get the "temporary" team of a player
static TeamId GetOtherTeamId(TeamId teamId);
[[nodiscard]] bool IsPlayerInBattleground(ObjectGuid guid) const;
[[nodiscard]] bool ToBeDeleted() const { return m_SetDeleteThis; }
//void SetDeleteThis() { m_SetDeleteThis = true; }
void RewardXPAtKill(Player* killer, Player* victim);
[[nodiscard]] virtual ObjectGuid GetFlagPickerGUID(TeamId /*teamId*/ = TEAM_NEUTRAL) const { return ObjectGuid::Empty; }
virtual void SetDroppedFlagGUID(ObjectGuid /*guid*/, TeamId /*teamId*/ = TEAM_NEUTRAL) {}
[[nodiscard]] uint32 GetTeamScore(TeamId teamId) const;
virtual TeamId GetPrematureWinner();
// because BattleGrounds with different types and same level range has different m_BracketId
[[nodiscard]] uint8 GetUniqueBracketId() const;
BattlegroundAV* ToBattlegroundAV() { if (GetBgTypeID(true) == BATTLEGROUND_AV) return reinterpret_cast<BattlegroundAV*>(this); else return nullptr; }
[[nodiscard]] BattlegroundAV const* ToBattlegroundAV() const { if (GetBgTypeID(true) == BATTLEGROUND_AV) return reinterpret_cast<const BattlegroundAV*>(this); else return nullptr; }
BattlegroundWS* ToBattlegroundWS() { if (GetBgTypeID(true) == BATTLEGROUND_WS) return reinterpret_cast<BattlegroundWS*>(this); else return nullptr; }
[[nodiscard]] BattlegroundWS const* ToBattlegroundWS() const { if (GetBgTypeID(true) == BATTLEGROUND_WS) return reinterpret_cast<const BattlegroundWS*>(this); else return nullptr; }
BattlegroundAB* ToBattlegroundAB() { if (GetBgTypeID(true) == BATTLEGROUND_AB) return reinterpret_cast<BattlegroundAB*>(this); else return nullptr; }
[[nodiscard]] BattlegroundAB const* ToBattlegroundAB() const { if (GetBgTypeID(true) == BATTLEGROUND_AB) return reinterpret_cast<const BattlegroundAB*>(this); else return nullptr; }
BattlegroundNA* ToBattlegroundNA() { if (GetBgTypeID(true) == BATTLEGROUND_NA) return reinterpret_cast<BattlegroundNA*>(this); else return nullptr; }
[[nodiscard]] BattlegroundNA const* ToBattlegroundNA() const { if (GetBgTypeID(true) == BATTLEGROUND_NA) return reinterpret_cast<const BattlegroundNA*>(this); else return nullptr; }
BattlegroundBE* ToBattlegroundBE() { if (GetBgTypeID(true) == BATTLEGROUND_BE) return reinterpret_cast<BattlegroundBE*>(this); else return nullptr; }
[[nodiscard]] BattlegroundBE const* ToBattlegroundBE() const { if (GetBgTypeID(true) == BATTLEGROUND_BE) return reinterpret_cast<const BattlegroundBE*>(this); else return nullptr; }
BattlegroundEY* ToBattlegroundEY() { if (GetBgTypeID(true) == BATTLEGROUND_EY) return reinterpret_cast<BattlegroundEY*>(this); else return nullptr; }
[[nodiscard]] BattlegroundEY const* ToBattlegroundEY() const { if (GetBgTypeID(true) == BATTLEGROUND_EY) return reinterpret_cast<const BattlegroundEY*>(this); else return nullptr; }
BattlegroundRL* ToBattlegroundRL() { if (GetBgTypeID(true) == BATTLEGROUND_RL) return reinterpret_cast<BattlegroundRL*>(this); else return nullptr; }
[[nodiscard]] BattlegroundRL const* ToBattlegroundRL() const { if (GetBgTypeID(true) == BATTLEGROUND_RL) return reinterpret_cast<const BattlegroundRL*>(this); else return nullptr; }
BattlegroundSA* ToBattlegroundSA() { if (GetBgTypeID(true) == BATTLEGROUND_SA) return reinterpret_cast<BattlegroundSA*>(this); else return nullptr; }
[[nodiscard]] BattlegroundSA const* ToBattlegroundSA() const { if (GetBgTypeID(true) == BATTLEGROUND_SA) return reinterpret_cast<const BattlegroundSA*>(this); else return nullptr; }
BattlegroundDS* ToBattlegroundDS() { if (GetBgTypeID(true) == BATTLEGROUND_DS) return reinterpret_cast<BattlegroundDS*>(this); else return nullptr; }
[[nodiscard]] BattlegroundDS const* ToBattlegroundDS() const { if (GetBgTypeID(true) == BATTLEGROUND_DS) return reinterpret_cast<const BattlegroundDS*>(this); else return nullptr; }
BattlegroundRV* ToBattlegroundRV() { if (GetBgTypeID(true) == BATTLEGROUND_RV) return reinterpret_cast<BattlegroundRV*>(this); else return nullptr; }
[[nodiscard]] BattlegroundRV const* ToBattlegroundRV() const { if (GetBgTypeID(true) == BATTLEGROUND_RV) return reinterpret_cast<const BattlegroundRV*>(this); else return nullptr; }
BattlegroundIC* ToBattlegroundIC() { if (GetBgTypeID(true) == BATTLEGROUND_IC) return reinterpret_cast<BattlegroundIC*>(this); else return nullptr; }
[[nodiscard]] BattlegroundIC const* ToBattlegroundIC() const { if (GetBgTypeID(true) == BATTLEGROUND_IC) return reinterpret_cast<const BattlegroundIC*>(this); else return nullptr; }
protected:
// this method is called, when BG cannot spawn its own spirit guide, or something is wrong, It correctly ends Battleground
void EndNow();
void PlayerAddedToBGCheckIfBGIsRunning(Player* player);
void _ProcessResurrect(uint32 diff);
void _ProcessProgress(uint32 diff);
void _ProcessLeave(uint32 diff);
void _ProcessJoin(uint32 diff);
void _CheckSafePositions(uint32 diff);
// Scorekeeping
BattlegroundScoreMap PlayerScores; // Player scores
// must be implemented in BG subclass
virtual void RemovePlayer(Player* /*player*/) {}
// Player lists, those need to be accessible by inherited classes
BattlegroundPlayerMap m_Players;
// Spirit Guide guid + Player list GUIDS
std::map<ObjectGuid, GuidVector> m_ReviveQueue;
// these are important variables used for starting messages
uint8 m_Events;
BattlegroundStartTimeIntervals StartDelayTimes[BG_STARTING_EVENT_COUNT];
// this must be filled in constructors!
uint32 StartMessageIds[BG_STARTING_EVENT_COUNT];
bool m_BuffChange;
bool m_IsRandom;
BGHonorMode m_HonorMode;
int32 m_TeamScores[PVP_TEAMS_COUNT];
ArenaTeamScore _arenaTeamScores[PVP_TEAMS_COUNT];
// pussywizard:
uint32 m_UpdateTimer;
EventProcessor _reviveEvents;
private:
// Battleground
BattlegroundTypeId m_RealTypeID;
BattlegroundTypeId m_RandomTypeID; // TypeID created from Random Battleground list
uint32 m_InstanceID; // Battleground Instance's GUID!
BattlegroundStatus m_Status;
uint32 m_ClientInstanceID; // the instance-id which is sent to the client and without any other internal use
uint32 m_StartTime;
uint32 m_ResetStatTimer;
uint32 m_ValidStartPositionTimer;
int32 m_EndTime; // it is set to 120000 when bg is ending and it decreases itself
uint32 m_LastResurrectTime;
BattlegroundBracketId m_BracketId{ BG_BRACKET_ID_FIRST };
uint8 m_ArenaType; // 2=2v2, 3=3v3, 5=5v5
bool _InBGFreeSlotQueue{ false }; // used to make sure that BG is only once inserted into the BattlegroundMgr.BGFreeSlotQueue[bgTypeId] deque
bool m_SetDeleteThis; // used for safe deletion of the bg after end / all players leave
bool m_IsArena;
bool m_IsTemplate;
PvPTeamId m_WinnerId;
int32 m_StartDelayTime;
bool m_IsRated; // is this battle rated?
bool m_PrematureCountDown;
uint32 m_PrematureCountDownTimer;
std::string m_Name{};
/* Pre- and post-update hooks */
/**
* @brief Pre-update hook.
*
* Will be called before battleground update is started. Depending on
* the result of this call actual update body may be skipped.
*
* @param diff a time difference between two worldserver update loops in
* milliseconds.
*
* @return @c true if update must be performed, @c false otherwise.
*
* @see Update(), PostUpdateImpl().
*/
virtual bool PreUpdateImpl(uint32 /* diff */) { return true; }
/**
* @brief Post-update hook.
*
* Will be called after battleground update has passed. May be used to
* implement custom update effects in subclasses.
*
* @param diff a time difference between two worldserver update loops in
* milliseconds.
*
* @see Update(), PreUpdateImpl().
*/
virtual void PostUpdateImpl(uint32 /* diff */) { }
// Player lists
GuidVector m_ResurrectQueue; // Player GUID
GuidDeque m_OfflineQueue; // Player GUID
// Invited counters are useful for player invitation to BG - do not allow, if BG is started to one faction to have 2 more players than another faction
// Invited counters will be changed only when removing already invited player from queue, removing player from battleground and inviting player to BG
// Invited players counters
uint32 m_BgInvitedPlayers[PVP_TEAMS_COUNT];
// Raid Group
Group* m_BgRaids[PVP_TEAMS_COUNT]; // 0 - alliance, 1 - horde
SpectatorList m_Spectators;
ToBeTeleportedMap m_ToBeTeleported;
// Players count by team
uint32 m_PlayersCount[PVP_TEAMS_COUNT];
// Arena team ids by team
uint32 m_ArenaTeamIds[PVP_TEAMS_COUNT];
uint32 m_ArenaTeamMMR[PVP_TEAMS_COUNT];
// Limits
uint32 m_LevelMin;
uint32 m_LevelMax;
uint32 m_MaxPlayersPerTeam;
uint32 m_MinPlayersPerTeam;
// Start location
uint32 m_MapId;
BattlegroundMap* m_Map;
float m_StartMaxDist;
std::array<Position, PVP_TEAMS_COUNT> _startPosition;
uint32 ScriptId;
};
#endif