Esempio n. 1
0
void WorldSession::SendLfgRoleCheckUpdate(const LfgRoleCheck* pRoleCheck)
{
    ASSERT(pRoleCheck);
    LfgDungeonSet dungeons;
    if (pRoleCheck->rDungeonId)
        dungeons.insert(pRoleCheck->rDungeonId);
    else
        dungeons = pRoleCheck->dungeons;

    Log.Debug("LfgHandler", "SMSG_LFG_ROLE_CHECK_UPDATE %u", GetPlayer()->GetGUID());

    WorldPacket data(SMSG_LFG_ROLE_CHECK_UPDATE, 4 + 1 + 1 + dungeons.size() * 4 + 1 + pRoleCheck->roles.size() * (8 + 1 + 4 + 1));

    data << uint32(pRoleCheck->state);                     // Check result
    data << uint8(pRoleCheck->state == LFG_ROLECHECK_INITIALITING);
    data << uint8(dungeons.size());                        // Number of dungeons
    if (!dungeons.empty())
    {
        for (LfgDungeonSet::iterator it = dungeons.begin(); it != dungeons.end(); ++it)
        {
            DBC::Structures::LFGDungeonEntry const* dungeon = sLFGDungeonStore.LookupEntry(*it);
            data << uint32(dungeon ? dungeon->Entry() : 0); // Dungeon
        }
    }

    data << uint8(pRoleCheck->roles.size());               // Players in group
    if (!pRoleCheck->roles.empty())
    {
        // Leader info MUST be sent 1st :S
        uint64 guid = pRoleCheck->leader;
        uint8 roles = pRoleCheck->roles.find(guid)->second;
        data << uint64(guid);                              // Guid
        data << uint8(roles > 0);                          // Ready
        data << uint32(roles);                             // Roles

        Player* player = objmgr.GetPlayer(GET_LOWGUID_PART(guid));
        data << uint8(player ? player->getLevel() : 0);    // Level

        for (LfgRolesMap::const_iterator it = pRoleCheck->roles.begin(); it != pRoleCheck->roles.end(); ++it)
        {
            if (it->first == pRoleCheck->leader)
                continue;

            guid = it->first;
            roles = it->second;
            data << uint64(guid);                          // Guid
            data << uint8(roles > 0);                      // Ready
            data << uint32(roles);                         // Roles

            player = objmgr.GetPlayer(GET_LOWGUID_PART(guid));
            data << uint8(player ? player->getLevel() : 0);     // Level
        }
    }
    SendPacket(&data);
}
Esempio n. 2
0
void WorldSession::SendLfgRoleCheckUpdate(const LfgRoleCheck* pRoleCheck)
{
    ASSERT(pRoleCheck);
    LfgDungeonSet dungeons;
    if (pRoleCheck->rDungeonId)
        dungeons.insert(pRoleCheck->rDungeonId);
    else
        dungeons = pRoleCheck->dungeons;

    sLog->outDebug(LOG_FILTER_NETWORKIO, "SMSG_LFG_ROLE_CHECK_UPDATE [" UI64FMTD "]", GetPlayer()->GetGUID());
    WorldPacket data(SMSG_LFG_ROLE_CHECK_UPDATE, 4 + 1 + 1 + dungeons.size() * 4 + 1 + pRoleCheck->roles.size() * (8 + 1 + 4 + 1));

    data << uint32(pRoleCheck->state);                     // Check result
    data << uint8(pRoleCheck->state == LFG_ROLECHECK_INITIALITING);
    data << uint8(dungeons.size());                        // Number of dungeons
    if (!dungeons.empty())
    {
        for (LfgDungeonSet::iterator it = dungeons.begin(); it != dungeons.end(); ++it)
        {
            LFGDungeonEntry const* dungeon = sLFGDungeonStore.LookupEntry(*it);
            data << uint32(dungeon ? dungeon->Entry() : 0); // Dungeon
        }
    }

    data << uint8(pRoleCheck->roles.size());               // Players in group
    if (!pRoleCheck->roles.empty())
    {
        // Leader info MUST be sent 1st :S
        uint64 guid = pRoleCheck->leader;
        uint8 roles = pRoleCheck->roles.find(guid)->second;
        data << uint64(guid);                              // Guid
        data << uint8(roles > 0);                          // Ready
        data << uint32(roles);                             // Roles
        Player* plr = ObjectAccessor::FindPlayer(guid);
        data << uint8(plr ? plr->getLevel() : 0);          // Level

        for (LfgRolesMap::const_iterator it = pRoleCheck->roles.begin(); it != pRoleCheck->roles.end(); ++it)
        {
            if (it->first == pRoleCheck->leader)
                continue;

            guid = it->first;
            roles = it->second;
            data << uint64(guid);                          // Guid
            data << uint8(roles > 0);                      // Ready
            data << uint32(roles);                         // Roles
            plr = ObjectAccessor::FindPlayer(guid);
            data << uint8(plr ? plr->getLevel() : 0);      // Level
        }
    }
    SendPacket(&data);
}
Esempio n. 3
0
void WorldSession::SendLfgRoleCheckUpdate(const LfgRoleCheck& roleCheck)
{
    LfgDungeonSet dungeons;
    if (roleCheck.rDungeonId)
        dungeons.insert(roleCheck.rDungeonId);
    else
        dungeons = roleCheck.dungeons;

    sLog->outDebug(LOG_FILTER_LFG, "SMSG_LFG_ROLE_CHECK_UPDATE %s", GetPlayerInfo().c_str());
    WorldPacket data(SMSG_LFG_ROLE_CHECK_UPDATE, 4 + 1 + 1 + dungeons.size() * 4 + 1 + roleCheck.roles.size() * (8 + 1 + 4 + 1));

    data << uint32(roleCheck.state);                       // Check result
    data << uint8(roleCheck.state == LFG_ROLECHECK_INITIALITING);
    data << uint8(dungeons.size());                        // Number of dungeons
    if (!dungeons.empty())
    {
        for (LfgDungeonSet::iterator it = dungeons.begin(); it != dungeons.end(); ++it)
        {
            LFGDungeonData const* dungeon = sLFGMgr->GetLFGDungeon(*it);
            data << uint32(dungeon ? dungeon->Entry() : 0); // Dungeon
        }
    }

    data << uint8(roleCheck.roles.size());                 // Players in group
    if (!roleCheck.roles.empty())
    {
        // Leader info MUST be sent 1st :S
        uint64 guid = roleCheck.leader;
        uint8 roles = roleCheck.roles.find(guid)->second;
        data << uint64(guid);                              // Guid
        data << uint8(roles > 0);                          // Ready
        data << uint32(roles);                             // Roles
        Player* player = ObjectAccessor::FindPlayer(guid);
        data << uint8(player ? player->getLevel() : 0);    // Level

        for (LfgRolesMap::const_iterator it = roleCheck.roles.begin(); it != roleCheck.roles.end(); ++it)
        {
            if (it->first == roleCheck.leader)
                continue;

            guid = it->first;
            roles = it->second;
            data << uint64(guid);                          // Guid
            data << uint8(roles > 0);                      // Ready
            data << uint32(roles);                         // Roles
            player = ObjectAccessor::FindPlayer(guid);
            data << uint8(player ? player->getLevel() : 0);// Level
        }
    }
    SendPacket(&data);
}
Esempio n. 4
0
std::string ConcatenateDungeons(LfgDungeonSet const& dungeons)
{
    std::string dungeonstr = "";
    if (!dungeons.empty())
    {
        std::ostringstream o;
        LfgDungeonSet::const_iterator it = dungeons.begin();
        o << (*it);
        for (++it; it != dungeons.end(); ++it)
            o << ", " << uint32(*it);
        dungeonstr = o.str();
    }
    return dungeonstr;
}
Esempio n. 5
0
/**
   Check compatibilities between groups. If group is Matched proposal will be created

   @param[in]     check List of guids to check compatibilities
   @return LfgCompatibility type of compatibility
*/
LfgCompatibility LFGQueue::CheckCompatibility(LfgGuidList check)
{
    std::string strGuids = ConcatenateGuids(check);
    LfgProposal proposal;
    LfgDungeonSet proposalDungeons;
    LfgGroupsMap proposalGroups;
    LfgRolesMap proposalRoles;

    // Check for correct size
    if (check.size() > MAXGROUPSIZE || check.empty())
    {
        TC_LOG_DEBUG("lfg.queue.match.compatibility.check", "Guids: (%s): Size wrong - Not compatibles", strGuids.c_str());
        return LFG_INCOMPATIBLES_WRONG_GROUP_SIZE;
    }

    // Check all-but-new compatiblitity
    if (check.size() > 2)
    {
        uint64 frontGuid = check.front();
        check.pop_front();

        // Check all-but-new compatibilities (New, A, B, C, D) --> check(A, B, C, D)
        LfgCompatibility child_compatibles = CheckCompatibility(check);
        if (child_compatibles < LFG_COMPATIBLES_WITH_LESS_PLAYERS) // Group not compatible
        {
            TC_LOG_DEBUG("lfg.queue.match.compatibility.check", "Guids: (%s) child %s not compatibles", strGuids.c_str(), ConcatenateGuids(check).c_str());
            SetCompatibles(strGuids, child_compatibles);
            return child_compatibles;
        }
        check.push_front(frontGuid);
    }

    // Check if more than one LFG group and number of players joining
    uint8 numPlayers = 0;
    uint8 numLfgGroups = 0;
    for (LfgGuidList::const_iterator it = check.begin(); it != check.end() && numLfgGroups < 2 && numPlayers <= MAXGROUPSIZE; ++it)
    {
        uint64 guid = (*it);
        LfgQueueDataContainer::iterator itQueue = QueueDataStore.find(guid);
        if (itQueue == QueueDataStore.end())
        {
            TC_LOG_ERROR("lfg.queue.match.compatibility.check", "Guid: [" UI64FMTD "] is not queued but listed as queued!", guid);
            RemoveFromQueue(guid);
            return LFG_COMPATIBILITY_PENDING;
        }

        // Store group so we don't need to call Mgr to get it later (if it's player group will be 0 otherwise would have joined as group)
        for (LfgRolesMap::const_iterator it2 = itQueue->second.roles.begin(); it2 != itQueue->second.roles.end(); ++it2)
            proposalGroups[it2->first] = IS_GROUP_GUID(itQueue->first) ? itQueue->first : 0;

        numPlayers += itQueue->second.roles.size();

        if (sLFGMgr->IsLfgGroup(guid))
        {
            if (!numLfgGroups)
                proposal.group = guid;
            ++numLfgGroups;
        }
    }

    // Group with less that MAXGROUPSIZE members always compatible
    if (check.size() == 1 && numPlayers != MAXGROUPSIZE)
    {
        TC_LOG_DEBUG("lfg.queue.match.compatibility.check", "Guids: (%s) sigle group. Compatibles", strGuids.c_str());
        LfgQueueDataContainer::iterator itQueue = QueueDataStore.find(check.front());

        LfgCompatibilityData data(LFG_COMPATIBLES_WITH_LESS_PLAYERS);
        data.roles = itQueue->second.roles;
        LFGMgr::CheckGroupRoles(data.roles);

        UpdateBestCompatibleInQueue(itQueue, strGuids, data.roles);
        SetCompatibilityData(strGuids, data);
        return LFG_COMPATIBLES_WITH_LESS_PLAYERS;
    }

    if (numLfgGroups > 1)
    {
        TC_LOG_DEBUG("lfg.queue.match.compatibility.check", "Guids: (%s) More than one Lfggroup (%u)", strGuids.c_str(), numLfgGroups);
        SetCompatibles(strGuids, LFG_INCOMPATIBLES_MULTIPLE_LFG_GROUPS);
        return LFG_INCOMPATIBLES_MULTIPLE_LFG_GROUPS;
    }

    if (numPlayers > MAXGROUPSIZE)
    {
        TC_LOG_DEBUG("lfg.queue.match.compatibility.check", "Guids: (%s) Too much players (%u)", strGuids.c_str(), numPlayers);
        SetCompatibles(strGuids, LFG_INCOMPATIBLES_TOO_MUCH_PLAYERS);
        return LFG_INCOMPATIBLES_TOO_MUCH_PLAYERS;
    }

    // If it's single group no need to check for duplicate players, ignores, bad roles or bad dungeons as it's been checked before joining
    if (check.size() > 1)
    {
        for (LfgGuidList::const_iterator it = check.begin(); it != check.end(); ++it)
        {
            const LfgRolesMap &roles = QueueDataStore[(*it)].roles;
            for (LfgRolesMap::const_iterator itRoles = roles.begin(); itRoles != roles.end(); ++itRoles)
            {
                LfgRolesMap::const_iterator itPlayer;
                for (itPlayer = proposalRoles.begin(); itPlayer != proposalRoles.end(); ++itPlayer)
                {
                    if (itRoles->first == itPlayer->first)
                        TC_LOG_ERROR("lfg.queue.match.compatibility.check", "Guids: ERROR! Player multiple times in queue! [" UI64FMTD "]", itRoles->first);
                    else if (sLFGMgr->HasIgnore(itRoles->first, itPlayer->first))
                        break;
                }
                if (itPlayer == proposalRoles.end())
                    proposalRoles[itRoles->first] = itRoles->second;
            }
        }

        if (uint8 playersize = numPlayers - proposalRoles.size())
        {
            TC_LOG_DEBUG("lfg.queue.match.compatibility.check", "Guids: (%s) not compatible, %u players are ignoring each other", strGuids.c_str(), playersize);
            SetCompatibles(strGuids, LFG_INCOMPATIBLES_HAS_IGNORES);
            return LFG_INCOMPATIBLES_HAS_IGNORES;
        }

        LfgRolesMap debugRoles = proposalRoles;
        if (!LFGMgr::CheckGroupRoles(proposalRoles))
        {
            std::ostringstream o;
            for (LfgRolesMap::const_iterator it = debugRoles.begin(); it != debugRoles.end(); ++it)
                o << ", " << it->first << ": " << GetRolesString(it->second);

            TC_LOG_DEBUG("lfg.queue.match.compatibility.check", "Guids: (%s) Roles not compatible%s", strGuids.c_str(), o.str().c_str());
            SetCompatibles(strGuids, LFG_INCOMPATIBLES_NO_ROLES);
            return LFG_INCOMPATIBLES_NO_ROLES;
        }

        LfgGuidList::iterator itguid = check.begin();
        proposalDungeons = QueueDataStore[*itguid].dungeons;
        std::ostringstream o;
        o << ", " << *itguid << ": (" << ConcatenateDungeons(proposalDungeons) << ")";
        for (++itguid; itguid != check.end(); ++itguid)
        {
            LfgDungeonSet temporal;
            LfgDungeonSet &dungeons = QueueDataStore[*itguid].dungeons;
            o << ", " << *itguid << ": (" << ConcatenateDungeons(dungeons) << ")";
            std::set_intersection(proposalDungeons.begin(), proposalDungeons.end(), dungeons.begin(), dungeons.end(), std::inserter(temporal, temporal.begin()));
            proposalDungeons = temporal;
        }

        if (proposalDungeons.empty())
        {
            TC_LOG_DEBUG("lfg.queue.match.compatibility.check", "Guids: (%s) No compatible dungeons%s", strGuids.c_str(), o.str().c_str());
            SetCompatibles(strGuids, LFG_INCOMPATIBLES_NO_DUNGEONS);
            return LFG_INCOMPATIBLES_NO_DUNGEONS;
        }
    }
    else
    {
        uint64 gguid = *check.begin();
        const LfgQueueData &queue = QueueDataStore[gguid];
        proposalDungeons = queue.dungeons;
        proposalRoles = queue.roles;
        LFGMgr::CheckGroupRoles(proposalRoles);          // assing new roles
    }

    // Enough players?
    if (numPlayers != MAXGROUPSIZE)
    {
        TC_LOG_DEBUG("lfg.queue.match.compatibility.check", "Guids: (%s) Compatibles but not enough players(%u)", strGuids.c_str(), numPlayers);
        LfgCompatibilityData data(LFG_COMPATIBLES_WITH_LESS_PLAYERS);
        data.roles = proposalRoles;

        for (LfgGuidList::const_iterator itr = check.begin(); itr != check.end(); ++itr)
            UpdateBestCompatibleInQueue(QueueDataStore.find(*itr), strGuids, data.roles);

        SetCompatibilityData(strGuids, data);
        return LFG_COMPATIBLES_WITH_LESS_PLAYERS;
    }

    uint64 gguid = *check.begin();
    proposal.queues = check;
    proposal.isNew = numLfgGroups != 1 || sLFGMgr->GetOldState(gguid) != LFG_STATE_DUNGEON;

    if (!sLFGMgr->AllQueued(check))
    {
        TC_LOG_DEBUG("lfg.queue.match.compatibility.check", "Guids: (%s) Group MATCH but can't create proposal!", strGuids.c_str());
        SetCompatibles(strGuids, LFG_COMPATIBLES_BAD_STATES);
        return LFG_COMPATIBLES_BAD_STATES;
    }

    // Create a new proposal
    proposal.cancelTime = time(NULL) + LFG_TIME_PROPOSAL;
    proposal.state = LFG_PROPOSAL_INITIATING;
    proposal.leader = 0;
    proposal.dungeonId = Trinity::Containers::SelectRandomContainerElement(proposalDungeons);

    bool leader = false;
    for (LfgRolesMap::const_iterator itRoles = proposalRoles.begin(); itRoles != proposalRoles.end(); ++itRoles)
    {
        // Assing new leader
        if (itRoles->second & PLAYER_ROLE_LEADER)
        {
            if (!leader || !proposal.leader || urand(0, 1))
                proposal.leader = itRoles->first;
            leader = true;
        }
        else if (!leader && (!proposal.leader || urand(0, 1)))
            proposal.leader = itRoles->first;

        // Assing player data and roles
        LfgProposalPlayer &data = proposal.players[itRoles->first];
        data.role = itRoles->second;
        data.group = proposalGroups.find(itRoles->first)->second;
        if (!proposal.isNew && data.group && data.group == proposal.group) // Player from existing group, autoaccept
            data.accept = LFG_ANSWER_AGREE;
    }

    // Mark proposal members as not queued (but not remove queue data)
    for (LfgGuidList::const_iterator itQueue = proposal.queues.begin(); itQueue != proposal.queues.end(); ++itQueue)
    {
        uint64 guid = (*itQueue);
        RemoveFromNewQueue(guid);
        RemoveFromCurrentQueue(guid);
    }

    sLFGMgr->AddProposal(proposal);

    TC_LOG_DEBUG("lfg.queue.match.compatibility.check", "Guids: (%s) MATCH! Group formed", strGuids.c_str());
    SetCompatibles(strGuids, LFG_COMPATIBLES_MATCH);
    return LFG_COMPATIBLES_MATCH;
}
Esempio n. 6
0
void WorldSession::SendLfgRoleCheckUpdate(const LfgRoleCheck* pRoleCheck)
{
    ASSERT(pRoleCheck);
    LfgDungeonSet dungeons;
    if (pRoleCheck->rDungeonId)
        dungeons.insert(pRoleCheck->rDungeonId);
    else
        dungeons = pRoleCheck->dungeons;

    ObjectGuid unkGuid = 0;

    sLog->outDebug(LOG_FILTER_NETWORKIO, "SMSG_LFG_ROLE_CHECK_UPDATE [" UI64FMTD "]", GetPlayer()->GetGUID());
    
    WorldPacket data(SMSG_LFG_ROLE_CHECK_UPDATE, 4 + 1 + 1 + dungeons.size() * 4 + 1 + pRoleCheck->roles.size() * (8 + 1 + 4 + 1));
    ByteBuffer dataBuffer;

    data.WriteBit(unkGuid[0]);
    data.WriteBit(unkGuid[1]);
    data.WriteBit(unkGuid[6]);
    data.WriteBits(pRoleCheck->roles.size(), 21);
    if (!pRoleCheck->roles.empty())
    {
        ObjectGuid guid = pRoleCheck->leader;
        uint8 roles = pRoleCheck->roles.find(guid)->second;
        Player* player = ObjectAccessor::FindPlayer(guid);

        data.WriteBit(guid[4]);
        data.WriteBit(guid[1]);
        data.WriteBit(guid[2]);
        data.WriteBit(guid[6]);
        data.WriteBit(roles > 0);
        data.WriteBit(guid[5]);
        data.WriteBit(guid[7]);
        data.WriteBit(guid[0]);
        data.WriteBit(guid[3]);

        dataBuffer << uint32(roles);                                   // Roles
        dataBuffer.WriteByteSeq(guid[0]);
        dataBuffer.WriteByteSeq(guid[2]);
        dataBuffer.WriteByteSeq(guid[5]);
        dataBuffer.WriteByteSeq(guid[4]);
        dataBuffer.WriteByteSeq(guid[7]);
        dataBuffer.WriteByteSeq(guid[6]);
        dataBuffer.WriteByteSeq(guid[1]);
        dataBuffer.WriteByteSeq(guid[3]);
        dataBuffer << uint8(player ? player->getLevel() : 0);          // Level

        for (LfgRolesMap::const_reverse_iterator it = pRoleCheck->roles.rbegin(); it != pRoleCheck->roles.rend(); ++it)
        {
            if (it->first == pRoleCheck->leader)
                continue;

            guid = it->first;
            roles = it->second;
            player = ObjectAccessor::FindPlayer(guid);

            data.WriteBit(guid[4]);
            data.WriteBit(guid[1]);
            data.WriteBit(guid[2]);
            data.WriteBit(guid[6]);
            data.WriteBit(roles > 0);
            data.WriteBit(guid[5]);
            data.WriteBit(guid[7]);
            data.WriteBit(guid[0]);
            data.WriteBit(guid[3]);

            dataBuffer << uint32(roles);                                   // Roles
            dataBuffer.WriteByteSeq(guid[0]);
            dataBuffer.WriteByteSeq(guid[2]);
            dataBuffer.WriteByteSeq(guid[5]);
            dataBuffer.WriteByteSeq(guid[4]);
            dataBuffer.WriteByteSeq(guid[7]);
            dataBuffer.WriteByteSeq(guid[6]);
            dataBuffer.WriteByteSeq(guid[1]);
            dataBuffer.WriteByteSeq(guid[3]);
            dataBuffer << uint8(player ? player->getLevel() : 0);          // Level
        }
    }

    data.WriteBit(unkGuid[7]);
    data.WriteBits(dungeons.size(), 22);
    data.WriteBit(pRoleCheck->state == LFG_ROLECHECK_INITIALITING);
    data.WriteBit(unkGuid[3]);
    data.WriteBit(unkGuid[5]);
    data.WriteBit(unkGuid[4]);
    data.WriteBit(unkGuid[2]);
    data.FlushBits();
    data.append(dataBuffer);
    data.WriteByteSeq(unkGuid[4]);
    if (!dungeons.empty())
    {
        for (LfgDungeonSet::iterator it = dungeons.begin(); it != dungeons.end(); ++it)
        {
            LFGDungeonEntry const* dungeon = sLFGDungeonStore.LookupEntry(*it);
            data << uint32(dungeon ? dungeon->Entry() : 0); // Dungeon
        }
    }
    data.WriteByteSeq(unkGuid[6]);
    data.WriteByteSeq(unkGuid[7]);
    data.WriteByteSeq(unkGuid[0]);
    data.WriteByteSeq(unkGuid[3]);
    data << uint8(1);
    data.WriteByteSeq(unkGuid[5]);
    data << uint8(pRoleCheck->state);
    data.WriteByteSeq(unkGuid[2]);
    data.WriteByteSeq(unkGuid[1]);

    SendPacket(&data);
}
Esempio n. 7
0
bool LfgJoinAction::JoinProposal()
{
    ItemCountByQuality visitor;
    IterateItems(&visitor, ITERATE_ITEMS_IN_EQUIP);
	bool heroic = urand(0, 100) < 50 && (visitor.count[ITEM_QUALITY_EPIC] >= 3 || visitor.count[ITEM_QUALITY_RARE] >= 10) && bot->getLevel() >= 70;
    bool random = urand(0, 100) < 25;
    bool raid = !heroic && (urand(0, 100) < 50 && visitor.count[ITEM_QUALITY_EPIC] >= 5 && (bot->getLevel() == 60 || bot->getLevel() == 70 || bot->getLevel() == 80));

    LfgDungeonSet list;
    vector<uint32> idx;
    for (uint32 i = 0; i < sLFGDungeonStore.GetNumRows(); ++i)
    {
        LFGDungeonEntry const* dungeon = sLFGDungeonStore.LookupEntry(i);
        if (!dungeon || (dungeon->type != LFG_TYPE_RANDOM && dungeon->type != LFG_TYPE_DUNGEON && dungeon->type != LFG_TYPE_HEROIC &&
                dungeon->type != LFG_TYPE_RAID))
            continue;

        int botLevel = (int)bot->getLevel();
        if (dungeon->minlevel && botLevel < (int)dungeon->minlevel)
            continue;

        if (dungeon->minlevel && botLevel > (int)dungeon->minlevel + 10)
            continue;

        if (dungeon->maxlevel && botLevel > (int)dungeon->maxlevel)
            continue;

        if (heroic && !dungeon->difficulty)
            continue;

        if (raid && dungeon->type != LFG_TYPE_RAID)
            continue;

        if (random && dungeon->type != LFG_TYPE_RANDOM)
            continue;

        if (!random && !raid && !heroic && dungeon->type != LFG_TYPE_DUNGEON)
            continue;

        if (!random)
            list.insert(dungeon->ID);
        else
            idx.push_back(dungeon->ID);
    }

    if (list.empty())
        return false;

    uint8 roles = GetRoles();
    if (random)
	{
        list.insert(idx[urand(0, idx.size() - 1)]);
        sLFGMgr->JoinLfg(bot, roles, list, "bot");

        sLog->outMessage("playerbot", LOG_LEVEL_DEBUG, "Bot %s joined to LFG_TYPE_RANDOM as %d", bot->GetName().c_str(), (uint32)roles);
		return true;
	}
    else if (heroic)
	{
		sLog->outMessage("playerbot", LOG_LEVEL_DEBUG, "Bot %s joined to LFG_TYPE_HEROIC_DUNGEON as %d", bot->GetName().c_str(), (uint32)roles);
	}
    else if (raid)
	{
		sLog->outMessage("playerbot", LOG_LEVEL_DEBUG, "Bot %s joined to LFG_TYPE_RAID as %d", bot->GetName().c_str(), (uint32)roles);
	}
    else
	{
		sLog->outMessage("playerbot", LOG_LEVEL_DEBUG, "Bot %s joined to LFG_TYPE_DUNGEON as %d", bot->GetName().c_str(), (uint32)roles);
	}

    sLFGMgr->JoinLfg(bot, roles, list, "bot");
    return true;
}