/// <summary> /// Ends the battle ground. /// </summary> /// <param name="winner">The winner.</param> void BattleGroundAB::EndBattleGround(Team winner) { // win reward if (winner == ALLIANCE) { RewardHonorToTeam(BG_AB_WinMatchHonor[GetBracketId()], ALLIANCE); } if (winner == HORDE) { RewardHonorToTeam(BG_AB_WinMatchHonor[GetBracketId()], HORDE); } BattleGround::EndBattleGround(winner); }
void BattleGroundWS::EndBattleGround(Team winner) { // win reward if (winner == ALLIANCE) RewardHonorToTeam(BG_WSG_WinMatchHonor[GetBracketId()], ALLIANCE); if (winner == HORDE) RewardHonorToTeam(BG_WSG_WinMatchHonor[GetBracketId()], HORDE); BattleGround::EndBattleGround(winner); }
void BattleGroundWS::EndBattleGround(Team winner) { if (BattleGroundMgr::IsBGWeekend(GetTypeID())) { if (winner == ALLIANCE) { RewardHonorToTeam(BG_WSG_WinMatchHonor_Holiday[GetBracketId()], ALLIANCE); RewardHonorToTeam(BG_WSG_LoseMatchHonor_Holiday[GetBracketId()], HORDE); } if (winner == HORDE) { RewardHonorToTeam(BG_WSG_WinMatchHonor_Holiday[GetBracketId()], HORDE); RewardHonorToTeam(BG_WSG_LoseMatchHonor_Holiday[GetBracketId()], ALLIANCE); } } else RewardHonorToTeam(BG_WSG_WinMatchHonor[GetBracketId()], winner); BattleGround::EndBattleGround(winner); }
BattleGround::~BattleGround() { // remove objects and creatures // (this is done automatically in mapmanager update, when the instance is reset after the reset time) sBattleGroundMgr.RemoveBattleGround(GetInstanceID(), GetTypeID()); // skip template bgs as they were never added to visible bg list BattleGroundBracketId bracketId = GetBracketId(); if (bracketId != BG_BRACKET_ID_TEMPLATE) sBattleGroundMgr.DeleteClientVisibleInstanceId(GetTypeID(), bracketId, GetClientInstanceID()); // unload map // map can be null at bg destruction if (m_Map) m_Map->SetUnload(); // remove from bg free slot queue this->RemoveFromBGFreeSlotQueue(); for (BattleGroundScoreMap::const_iterator itr = m_PlayerScores.begin(); itr != m_PlayerScores.end(); ++itr) delete itr->second; }
void BattleGroundWS::EventPlayerCapturedFlag(Player* source) { if (GetStatus() != STATUS_IN_PROGRESS) return; Team winner = TEAM_NONE; source->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_ENTER_PVP_COMBAT); if (source->GetTeam() == ALLIANCE) { if (!IsHordeFlagPickedUp()) return; ClearHordeFlagCarrier(); // must be before aura remove to prevent 2 events (drop+capture) at the same time // horde flag in base (but not respawned yet) m_FlagState[TEAM_INDEX_HORDE] = BG_WS_FLAG_STATE_WAIT_RESPAWN; // Drop Horde Flag from Player source->RemoveAurasDueToSpell(BG_WS_SPELL_WARSONG_FLAG); if (GetTeamScore(ALLIANCE) < BG_WS_MAX_TEAM_SCORE) AddPoint(ALLIANCE, 1); PlaySoundToAll(BG_WS_SOUND_FLAG_CAPTURED_ALLIANCE); RewardReputationToTeam(890, m_ReputationCapture, ALLIANCE); } else { if (!IsAllianceFlagPickedUp()) return; ClearAllianceFlagCarrier(); // must be before aura remove to prevent 2 events (drop+capture) at the same time // alliance flag in base (but not respawned yet) m_FlagState[TEAM_INDEX_ALLIANCE] = BG_WS_FLAG_STATE_WAIT_RESPAWN; // Drop Alliance Flag from Player source->RemoveAurasDueToSpell(BG_WS_SPELL_SILVERWING_FLAG); if (GetTeamScore(HORDE) < BG_WS_MAX_TEAM_SCORE) AddPoint(HORDE, 1); PlaySoundToAll(BG_WS_SOUND_FLAG_CAPTURED_HORDE); RewardReputationToTeam(889, m_ReputationCapture, HORDE); } // for flag capture is reward distributed according level range RewardHonorToTeam(BG_WSG_FlagCapturedHonor[GetBracketId()], source->GetTeam()); // despawn flags SpawnEvent(WS_EVENT_FLAG_A, 0, false); SpawnEvent(WS_EVENT_FLAG_H, 0, false); if (source->GetTeam() == ALLIANCE) SendMessageToAll(LANG_BG_WS_CAPTURED_HF, CHAT_MSG_BG_SYSTEM_ALLIANCE, source); else SendMessageToAll(LANG_BG_WS_CAPTURED_AF, CHAT_MSG_BG_SYSTEM_HORDE, source); UpdateFlagState(source->GetTeam(), 1); // flag state none UpdateTeamScore(source->GetTeam()); // only flag capture should be updated UpdatePlayerScore(source, SCORE_FLAG_CAPTURES, 1); // +1 flag captures if (GetTeamScore(ALLIANCE) == BG_WS_MAX_TEAM_SCORE) winner = ALLIANCE; if (GetTeamScore(HORDE) == BG_WS_MAX_TEAM_SCORE) winner = HORDE; if (winner) { UpdateWorldState(BG_WS_FLAG_UNK_ALLIANCE, 0); UpdateWorldState(BG_WS_FLAG_UNK_HORDE, 0); UpdateWorldState(BG_WS_FLAG_STATE_ALLIANCE, 1); UpdateWorldState(BG_WS_FLAG_STATE_HORDE, 1); EndBattleGround(winner); } else { m_FlagsTimer[GetOtherTeamIndex(GetTeamIndex(source->GetTeam()))] = BG_WS_FLAG_RESPAWN_TIME; } }
void BattleGround::RemovePlayerAtLeave(ObjectGuid guid, bool Transport, bool SendPacket) { Team team = GetPlayerTeam(guid); bool participant = false; // Remove from lists/maps BattleGroundPlayerMap::iterator itr = m_Players.find(guid); if (itr != m_Players.end()) { UpdatePlayersCountByTeam(team, true); // -1 player m_Players.erase(itr); // check if the player was a participant of the match, or only entered through gm command (goname) participant = true; } BattleGroundScoreMap::iterator itr2 = m_PlayerScores.find(guid); if (itr2 != m_PlayerScores.end()) { delete itr2->second; // delete player's score m_PlayerScores.erase(itr2); } Player* plr = sObjectMgr.GetPlayer(guid); if (plr) { // should remove spirit of redemption if (plr->HasAuraType(SPELL_AURA_SPIRIT_OF_REDEMPTION)) plr->RemoveSpellsCausingAura(SPELL_AURA_MOD_SHAPESHIFT); if (!plr->isAlive()) // resurrect on exit { plr->ResurrectPlayer(1.0f); plr->SpawnCorpseBones(); } } RemovePlayer(plr, guid); // BG subclass specific code if (participant) // if the player was a match participant, remove auras, calc rating, update queue { BattleGroundTypeId bgTypeId = GetTypeID(); BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(GetTypeID()); if (plr) { if (!team) team = plr->GetTeam(); if (SendPacket) { WorldPacket data; sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, this, plr->GetBattleGroundQueueIndex(bgQueueTypeId), STATUS_NONE, 0, 0); plr->GetSession()->SendPacket(&data); } // this call is important, because player, when joins to battleground, this method is not called, so it must be called when leaving bg plr->RemoveBattleGroundQueueId(bgQueueTypeId); } // remove from raid group if player is member if (Group* group = GetBgRaid(team)) { if (!group->RemoveMember(guid, 0)) // group was disbanded { SetBgRaid(team, NULL); delete group; } } DecreaseInvitedCount(team); // we should update battleground queue, but only if bg isn't ending if (GetStatus() < STATUS_WAIT_LEAVE) { // a player has left the battleground, so there are free slots -> add to queue AddToBGFreeSlotQueue(); sBattleGroundMgr.ScheduleQueueUpdate(bgQueueTypeId, bgTypeId, GetBracketId()); } // Let others know WorldPacket data; sBattleGroundMgr.BuildPlayerLeftBattleGroundPacket(&data, guid); SendPacketToTeam(team, &data, plr, false); } if (plr) { // Do next only if found in battleground plr->SetBattleGroundId(0, BATTLEGROUND_TYPE_NONE); // We're not in BG. // reset destination bg team plr->SetBGTeam(TEAM_NONE); if (Transport) plr->TeleportToBGEntryPoint(); DETAIL_LOG("BATTLEGROUND: Removed player %s from BattleGround.", plr->GetName()); } // battleground object will be deleted next BattleGround::Update() call }
void BattleGroundWS::EndBattleGround(Team winner) { // win reward if (winner == ALLIANCE) { RewardHonorToTeam(BattleGroundMgr::IsBGWeekend(GetTypeID()) ? BG_WSG_WinMatchHonorBonus[GetBracketId()] : BG_WSG_WinMatchHonor[GetBracketId()], ALLIANCE); RewardHonorToTeam(BattleGroundMgr::IsBGWeekend(GetTypeID()) ? BG_WSG_LoseMatchHonorBonus[GetBracketId()] : 0, HORDE); } if (winner == HORDE) { RewardHonorToTeam(BattleGroundMgr::IsBGWeekend(GetTypeID()) ? BG_WSG_WinMatchHonorBonus[GetBracketId()] : BG_WSG_WinMatchHonor[GetBracketId()], HORDE); RewardHonorToTeam(BattleGroundMgr::IsBGWeekend(GetTypeID()) ? BG_WSG_LoseMatchHonorBonus[GetBracketId()] : 0, ALLIANCE); } BattleGround::EndBattleGround(winner); }
/// <summary> /// Updates the specified diff. /// </summary> /// <param name="diff">The diff.</param> void BattleGroundAB::Update(uint32 diff) { BattleGround::Update(diff); if (GetStatus() == STATUS_IN_PROGRESS) { int team_points[BG_TEAMS_COUNT] = { 0, 0 }; for (uint8 node = 0; node < BG_AB_NODES_MAX; ++node) { // 3 sec delay to spawn new banner instead previous despawned one if (m_BannerTimers[node].timer) { if (m_BannerTimers[node].timer > diff) { m_BannerTimers[node].timer -= diff; } else { m_BannerTimers[node].timer = 0; _CreateBanner(node, m_BannerTimers[node].type, m_BannerTimers[node].teamIndex, false); } } // 1-minute to occupy a node from contested state if (m_NodeTimers[node]) { if (m_NodeTimers[node] > diff) { m_NodeTimers[node] -= diff; } else { m_NodeTimers[node] = 0; // Change from contested to occupied ! uint8 teamIndex = m_Nodes[node] - 1; m_prevNodes[node] = m_Nodes[node]; m_Nodes[node] += 2; // create new occupied banner _CreateBanner(node, BG_AB_NODE_TYPE_OCCUPIED, teamIndex, true); _SendNodeUpdate(node); _NodeOccupied(node, (teamIndex == 0) ? ALLIANCE : HORDE); // Message to chatlog if (teamIndex == 0) { SendMessage2ToAll(LANG_BG_AB_NODE_TAKEN, CHAT_MSG_BG_SYSTEM_ALLIANCE, NULL, LANG_BG_ALLY, _GetNodeNameId(node)); PlaySoundToAll(BG_AB_SOUND_NODE_CAPTURED_ALLIANCE); } else { SendMessage2ToAll(LANG_BG_AB_NODE_TAKEN, CHAT_MSG_BG_SYSTEM_HORDE, NULL, LANG_BG_HORDE, _GetNodeNameId(node)); PlaySoundToAll(BG_AB_SOUND_NODE_CAPTURED_HORDE); } } } for (uint8 team = 0; team < BG_TEAMS_COUNT; ++team) if (m_Nodes[node] == team + BG_AB_NODE_TYPE_OCCUPIED) { ++team_points[team]; } } // Accumulate points for (uint8 team = 0; team < BG_TEAMS_COUNT; ++team) { int points = team_points[team]; if (!points) { continue; } m_lastTick[team] += diff; if (m_lastTick[team] > BG_AB_TickIntervals[points]) { m_lastTick[team] -= BG_AB_TickIntervals[points]; m_TeamScores[team] += BG_AB_TickPoints[points]; m_honorScoreTicks[team] += BG_AB_TickPoints[points]; m_ReputationScoreTics[team] += BG_AB_TickPoints[points]; if (m_ReputationScoreTics[team] >= m_ReputationTics) { (team == BG_TEAM_ALLIANCE) ? RewardReputationToTeam(509, 10, ALLIANCE) : RewardReputationToTeam(510, 10, HORDE); m_ReputationScoreTics[team] -= m_ReputationTics; } if (m_honorScoreTicks[team] >= m_honorTicks) { RewardHonorToTeam(BG_AB_PerTickHonor[GetBracketId()], (team == BG_TEAM_ALLIANCE) ? ALLIANCE : HORDE); m_honorScoreTicks[team] -= m_honorTicks; } if (!m_IsInformedNearVictory && m_TeamScores[team] > BG_AB_WARNING_NEAR_VICTORY_SCORE) { if (team == BG_TEAM_ALLIANCE) { SendMessageToAll(LANG_BG_AB_A_NEAR_VICTORY, CHAT_MSG_BG_SYSTEM_NEUTRAL); } else { SendMessageToAll(LANG_BG_AB_H_NEAR_VICTORY, CHAT_MSG_BG_SYSTEM_NEUTRAL); } PlaySoundToAll(BG_AB_SOUND_NEAR_VICTORY); m_IsInformedNearVictory = true; } if (m_TeamScores[team] > BG_AB_MAX_TEAM_SCORE) { m_TeamScores[team] = BG_AB_MAX_TEAM_SCORE; } if (team == BG_TEAM_ALLIANCE) { UpdateWorldState(BG_AB_OP_RESOURCES_ALLY, m_TeamScores[team]); } if (team == BG_TEAM_HORDE) { UpdateWorldState(BG_AB_OP_RESOURCES_HORDE, m_TeamScores[team]); } } } // Test win condition if (m_TeamScores[BG_TEAM_ALLIANCE] >= BG_AB_MAX_TEAM_SCORE) { EndBattleGround(ALLIANCE); } if (m_TeamScores[BG_TEAM_HORDE] >= BG_AB_MAX_TEAM_SCORE) { EndBattleGround(HORDE); } } }
void BattleGround::RemovePlayerAtLeave(uint64 guid, bool Transport, bool SendPacket) { uint32 team = GetPlayerTeam(guid); bool participant = false; // Remove from lists/maps std::map<uint64, BattleGroundPlayer>::iterator itr = m_Players.find(guid); if(itr != m_Players.end()) { UpdatePlayersCountByTeam(team, true); // -1 player m_Players.erase(itr); // check if the player was a participant of the match, or only entered through gm command (goname) participant = true; } BattleGroundScoreMap::iterator itr2 = m_PlayerScores.find(guid); if(itr2 != m_PlayerScores.end()) { delete itr2->second; // delete player's score m_PlayerScores.erase(itr2); } Player *plr = sObjectMgr.GetPlayer(guid); // should remove spirit of redemption if(plr && plr->HasAuraType(SPELL_AURA_SPIRIT_OF_REDEMPTION)) plr->RemoveSpellsCausingAura(SPELL_AURA_MOD_SHAPESHIFT); if(plr && !plr->isAlive()) // resurrect on exit { plr->ResurrectPlayer(1.0f); plr->SpawnCorpseBones(); } RemovePlayer(plr, guid); // BG subclass specific code if(plr) { if(participant) // if the player was a match participant, remove auras, calc rating, update queue { if(!team) team = plr->GetTeam(); BattleGroundTypeId bgTypeId = GetTypeID(); uint32 bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(GetTypeID()); WorldPacket data; if(SendPacket) { sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, this, team, plr->GetBattleGroundQueueIndex(bgQueueTypeId), STATUS_NONE, 0, 0); plr->GetSession()->SendPacket(&data); } // this call is important, because player, when joins to battleground, this method is not called, so it must be called when leaving bg plr->RemoveBattleGroundQueueId(bgQueueTypeId); DecreaseInvitedCount(team); //we should update battleground queue, but only if bg isn't ending if (GetBracketId() < MAX_BATTLEGROUND_BRACKETS) sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId, GetBracketId()); Group * group = plr->GetGroup(); // remove from raid group if exist if(group && group == GetBgRaid(team)) { if(!group->RemoveMember(guid, 0)) // group was disbanded { SetBgRaid(team, NULL); delete group; } } // Let others know sBattleGroundMgr.BuildPlayerLeftBattleGroundPacket(&data, plr); SendPacketToTeam(team, &data, plr, false); } // Do next only if found in battleground plr->SetBattleGroundId(0); // We're not in BG. // reset destination bg team plr->SetBGTeam(0); if(Transport) plr->TeleportTo(plr->GetBattleGroundEntryPoint()); DETAIL_LOG("BATTLEGROUND: Removed player %s from BattleGround.", plr->GetName()); } if(!GetPlayersSize() && !GetInvitedCount(HORDE) && !GetInvitedCount(ALLIANCE)) { // if no players left AND no invitees left, set this bg to delete in next update // direct deletion could cause crashes m_SetDeleteThis = true; // return to prevent addition to freeslotqueue return; } // a player exited the battleground, so there are free slots. add to queue this->AddToBGFreeSlotQueue(); }