bool Battlefield::Update(uint32 diff)
{
    if (m_Timer <= diff)
    {
        // Battlefield ends on time
        if (IsWarTime())
            EndBattle(true);
        else // Time to start a new battle!
            StartBattle();
    }
    else
        m_Timer -= diff;

    // Invite players a few minutes before the battle's beginning
    if (!IsWarTime() && !m_StartGrouping && m_Timer <= m_StartGroupingTimer)
    {
        m_StartGrouping = true;
        InvitePlayersInZoneToQueue();
        OnStartGrouping();
    }

    bool objective_changed = false;
    if (IsWarTime())
    {
        if (m_uiKickAfkPlayersTimer <= diff)
        {
            m_uiKickAfkPlayersTimer = 1000;
            KickAfkPlayers();
        }
        else
            m_uiKickAfkPlayersTimer -= diff;

        // Kick players who chose not to accept invitation to the battle
        if (m_uiKickDontAcceptTimer <= diff)
        {
            time_t now = time(NULL);
            for (int team = 0; team < 2; team++)
                for (PlayerTimerMap::iterator itr = m_InvitedPlayers[team].begin(); itr != m_InvitedPlayers[team].end(); ++itr)
                    if (itr->second <= now)
                        KickPlayerFromBattlefield(itr->first);

            InvitePlayersInZoneToWar();
            for (int team = 0; team < 2; team++)
                for (PlayerTimerMap::iterator itr = m_PlayersWillBeKick[team].begin(); itr != m_PlayersWillBeKick[team].end(); ++itr)
                    if (itr->second <= now)
                        KickPlayerFromBattlefield(itr->first);

            m_uiKickDontAcceptTimer = 1000;
        }
        else
            m_uiKickDontAcceptTimer -= diff;

        for (BfCapturePointMap::iterator itr = m_capturePoints.begin(); itr != m_capturePoints.end(); ++itr)
            if (itr->second->Update(diff))
                objective_changed = true;
    }


    if (m_LastResurrectTimer <= diff)
    {
        for (uint8 i = 0; i < m_GraveyardList.size(); i++)
            if (GetGraveyardById(i))
                m_GraveyardList[i]->Resurrect();
        m_LastResurrectTimer = RESURRECTION_INTERVAL;
    }
    else
        m_LastResurrectTimer -= diff;

    return objective_changed;
}
Beispiel #2
0
bool Battlefield::Update(uint32 diff)
{
    // When global timer is end
    if (m_Timer <= diff)
    {
        // Here end of battle by timer
        if (IsWarTime())
        {
            EndBattle(true);
        }
        // Start of battle
        else
        {
            StartBattle();
        }
    }
    else m_Timer -= diff;

    //Some times before battle start invite player to queue
    if (!m_StartGrouping && m_Timer <= m_StartGroupingTimer)
    {
        m_StartGrouping = true;
        InvitePlayerInZoneToQueue();
        OnStartGrouping();                                  // for scripting
    }

    bool objective_changed = false;
    if (IsWarTime())
    {
        if (m_uiKickAfkTimer <= diff)
        {
            m_uiKickAfkTimer = 1000;
            KickAfk();
        }
        else
            m_uiKickAfkTimer -= diff;

        //Here kick player witch dont have accept invitation to join the war when time is end (time of windows)
        if (m_uiKickDontAcceptTimer <= diff)
        {
            for (int team = 0; team < 2; team++)
                for (PlayerTimerMap::iterator itr = m_InvitedPlayers[team].begin(); itr != m_InvitedPlayers[team].end(); itr++)
                    if ((*itr).second <= time(NULL))
                        KickPlayerFromBf((*itr).first);
            InvitePlayerInZoneToWar();
            for (int team = 0; team < 2; team++)
                for (PlayerTimerMap::iterator itr = m_PlayersWillBeKick[team].begin(); itr != m_PlayersWillBeKick[team].end(); itr++)
                    if ((*itr).second <= time(NULL))
                        KickPlayerFromBf((*itr).first);

            m_uiKickDontAcceptTimer = 1000;
        }
        else
            m_uiKickDontAcceptTimer -= diff;

        for (BfCapturePointMap::iterator itr = m_capturePoints.begin(); itr != m_capturePoints.end(); ++itr)
            if (itr->second->Update(diff))
                objective_changed = true;
    }

    if (m_LastResurectTimer <= diff)
    {
        for (uint8 i = 0; i < m_GraveYardList.size(); i++)
            if (GetGraveYardById(i))
                m_GraveYardList[i]->Resurrect();
        m_LastResurectTimer = RESURRECTION_INTERVAL;
    }
    else
        m_LastResurectTimer -= diff;

    return objective_changed;
}