예제 #1
0
void BattleGroundEY::Update(uint32 diff)
{
    BattleGround::Update(diff);

    if (GetStatus() == STATUS_IN_PROGRESS)
    {
        m_PointAddingTimer -= diff;
        if (m_PointAddingTimer <= 0)
        {
            m_PointAddingTimer = BG_EY_FPOINTS_TICK_TIME;
            if (m_TeamPointsCount[BG_TEAM_ALLIANCE] > 0)
                AddPoints(ALLIANCE, BG_EY_TickPoints[m_TeamPointsCount[BG_TEAM_ALLIANCE] - 1]);
            if (m_TeamPointsCount[BG_TEAM_HORDE] > 0)
                AddPoints(HORDE, BG_EY_TickPoints[m_TeamPointsCount[BG_TEAM_HORDE] - 1]);
        }

        if (m_FlagState == BG_EY_FLAG_STATE_WAIT_RESPAWN || m_FlagState == BG_EY_FLAG_STATE_ON_GROUND)
        {
            m_FlagsTimer -= diff;

            if (m_FlagsTimer < 0)
            {
                m_FlagsTimer = 0;
                if (m_FlagState == BG_EY_FLAG_STATE_WAIT_RESPAWN)
                    RespawnFlag(true);
                else
                    RespawnFlagAfterDrop();
            }
        }

        m_TowerCapCheckTimer -= diff;
        if (m_TowerCapCheckTimer <= 0)
        {
            //check if player joined point
            /*I used this order of calls, because although we will check if one player is in gameobject's distance 2 times
              but we can count of players on current point in CheckSomeoneLeftPoint
            */
            CheckSomeoneJoinedPoint();
            //check if player left point
            CheckSomeoneLeftPoint();
            UpdatePointStatuses();
            m_TowerCapCheckTimer = BG_EY_FPOINTS_TICK_TIME;
        }
		
        // areatrigger for Fel Reaver was removed? so:
        if (m_FlagState)
            if(Player* plr = sObjectMgr.GetPlayer(GetFlagPickerGuid()))
                if(plr->GetDistance2d(2043.99f, 1729.91f) < 2)
                    if(m_PointState[BG_EY_NODE_FEL_REAVER] == EY_POINT_UNDER_CONTROL && m_PointOwnedByTeam[BG_EY_NODE_FEL_REAVER] == plr->GetTeam())
                        EventPlayerCapturedFlag(plr, BG_EY_NODE_FEL_REAVER);

    }
}
예제 #2
0
void BattleGroundEY::Update(uint32 diff)
{
    BattleGround::Update(diff);

    if (GetStatus() == STATUS_IN_PROGRESS)
    {
        m_PointAddingTimer -= diff;
        if (m_PointAddingTimer <= 0)
        {
            m_PointAddingTimer = BG_EY_FPOINTS_TICK_TIME;
            if (m_TeamPointsCount[BG_TEAM_ALLIANCE] > 0)
                AddPoints(ALLIANCE, BG_EY_TickPoints[m_TeamPointsCount[BG_TEAM_ALLIANCE] - 1]);
            if (m_TeamPointsCount[BG_TEAM_HORDE] > 0)
                AddPoints(HORDE, BG_EY_TickPoints[m_TeamPointsCount[BG_TEAM_HORDE] - 1]);
        }

        if (m_FlagState == BG_EY_FLAG_STATE_WAIT_RESPAWN || m_FlagState == BG_EY_FLAG_STATE_ON_GROUND)
        {
            m_FlagsTimer -= diff;

            if (m_FlagsTimer < 0)
            {
                m_FlagsTimer = 0;
                if (m_FlagState == BG_EY_FLAG_STATE_WAIT_RESPAWN)
                    RespawnFlag(true);
                else
                    RespawnFlagAfterDrop();
            }
        }

        m_TowerCapCheckTimer -= diff;
        if (m_TowerCapCheckTimer <= 0)
        {
            //check if player joined point
            /*I used this order of calls, because although we will check if one player is in gameobject's distance 2 times
              but we can count of players on current point in CheckSomeoneLeftPoint
            */
            CheckSomeoneJoinedPoint();
            //check if player left point
            CheckSomeoneLeftPoint();
            UpdatePointStatuses();
            m_TowerCapCheckTimer = BG_EY_FPOINTS_TICK_TIME;
        }
    }
}
예제 #3
0
void BattleGroundEY::Update(uint32 diff)
{
    BattleGround::Update(diff);
    // after bg start we get there (once)
    if (GetStatus() == STATUS_WAIT_JOIN && GetPlayersSize())
    {
        ModifyStartDelayTime(diff);

        if(!(m_Events & 0x01))
        {
            m_Events |= 0x01;

            // setup here, only when at least one player has ported to the map
            if(!SetupBattleGround())
            {
                EndNow();
                return;
            }

            SpawnBGObject(BG_EY_OBJECT_DOOR_A, RESPAWN_IMMEDIATELY);
            SpawnBGObject(BG_EY_OBJECT_DOOR_H, RESPAWN_IMMEDIATELY);

//            SpawnBGCreature(EY_SPIRIT_MAIN_ALLIANCE, RESPAWN_IMMEDIATELY);
//            SpawnBGCreature(EY_SPIRIT_MAIN_HORDE, RESPAWN_IMMEDIATELY);
            for(uint32 i = BG_EY_OBJECT_A_BANNER_FEL_REALVER_CENTER; i < BG_EY_OBJECT_MAX; ++i)
                SpawnBGObject(i, RESPAWN_ONE_DAY);

            SetStartDelayTime(START_DELAY0);
        }
        // After 1 minute, warning is signalled
        else if(GetStartDelayTime() <= START_DELAY1 && !(m_Events & 0x04))
        {
            m_Events |= 0x04;
            SendMessageToAll(GetMangosString(LANG_BG_EY_ONE_MINUTE));
        }
        // After 1,5 minute, warning is signalled
        else if(GetStartDelayTime() <= START_DELAY2 && !(m_Events & 0x08))
        {
            m_Events |= 0x08;
            SendMessageToAll(GetMangosString(LANG_BG_EY_HALF_MINUTE));
        }
        // After 2 minutes, gates OPEN ! x)
        else if(GetStartDelayTime() < 0 && !(m_Events & 0x10))
        {
            m_Events |= 0x10;
            SpawnBGObject(BG_EY_OBJECT_DOOR_A, RESPAWN_ONE_DAY);
            SpawnBGObject(BG_EY_OBJECT_DOOR_H, RESPAWN_ONE_DAY);

            for(uint32 i = BG_EY_OBJECT_N_BANNER_FEL_REALVER_CENTER; i <= BG_EY_OBJECT_FLAG_NETHERSTORM; ++i)
                SpawnBGObject(i, RESPAWN_IMMEDIATELY);
            for(uint32 i = 0; i < EY_POINTS_MAX; ++i)
            {
                //randomly spawn buff
                uint8 buff = urand(0, 2);
                SpawnBGObject(BG_EY_OBJECT_SPEEDBUFF_FEL_REALVER + buff + i * 3, RESPAWN_IMMEDIATELY);
            }

            SendMessageToAll(GetMangosString(LANG_BG_EY_BEGIN));

            PlaySoundToAll(SOUND_BG_START);
            SetStatus(STATUS_IN_PROGRESS);

            for(BattleGroundPlayerMap::const_iterator itr = GetPlayers().begin(); itr != GetPlayers().end(); ++itr)
                if(Player *plr = objmgr.GetPlayer(itr->first))
                    plr->RemoveAurasDueToSpell(SPELL_PREPARATION);
        }
    }
    else if(GetStatus() == STATUS_IN_PROGRESS)
    {
        m_PointAddingTimer -= diff;
        if(m_PointAddingTimer <= 0)
        {
            m_PointAddingTimer = BG_EY_FPOINTS_TICK_TIME;
            if (m_TeamPointsCount[BG_TEAM_ALLIANCE] > 0)
                AddPoints(ALLIANCE, BG_EY_TickPoints[m_TeamPointsCount[BG_TEAM_ALLIANCE] - 1]);
            if (m_TeamPointsCount[BG_TEAM_HORDE] > 0)
                AddPoints(HORDE, BG_EY_TickPoints[m_TeamPointsCount[BG_TEAM_HORDE] - 1]);
        }

        if(m_FlagState == BG_EY_FLAG_STATE_WAIT_RESPAWN || m_FlagState == BG_EY_FLAG_STATE_ON_GROUND)
        {
            m_FlagsTimer -= diff;

            if(m_FlagsTimer < 0)
            {
                m_FlagsTimer = 0;
                if (m_FlagState == BG_EY_FLAG_STATE_WAIT_RESPAWN)
                    RespawnFlag(true);
                else
                    RespawnFlagAfterDrop();
            }
        }

        m_TowerCapCheckTimer -= diff;
        if(m_TowerCapCheckTimer <= 0)
        {
            //check if player joined point
            /*I used this order of calls, because although we will check if one player is in gameobject's distance 2 times
              but we can count of players on current point in CheckSomeoneLeftPoint
            */
            CheckSomeoneJoinedPoint();
            //check if player left point
            CheckSomeoneLeftPoint();
            UpdatePointStatuses();
            m_TowerCapCheckTimer = BG_EY_FPOINTS_TICK_TIME;
        }
    }
}
예제 #4
0
void BattlegroundEY::PostUpdateImpl(uint32 diff)
{
    if (GetStatus() == STATUS_IN_PROGRESS)
    {
        m_PointAddingTimer -= diff;

        if (m_PointAddingTimer <= 0)
        {
            m_PointAddingTimer = BG_EY_FPOINTS_TICK_TIME;

            if (m_TeamPointsCount[BG_TEAM_ALLIANCE] > 0)
                AddPoints(ALLIANCE, BG_EY_TickPoints[m_TeamPointsCount[BG_TEAM_ALLIANCE] - 1]);
            if (m_TeamPointsCount[BG_TEAM_HORDE] > 0)
                AddPoints(HORDE, BG_EY_TickPoints[m_TeamPointsCount[BG_TEAM_HORDE] - 1]);
        }

        if (m_FlagState == BG_EY_FLAG_STATE_WAIT_RESPAWN || m_FlagState == BG_EY_FLAG_STATE_ON_GROUND)
        {
            m_FlagsTimer -= diff;

            if (m_FlagsTimer < 0)
            {
                m_FlagsTimer = 0;

                if (m_FlagState == BG_EY_FLAG_STATE_WAIT_RESPAWN)
                    RespawnFlag(true);
                else
                    RespawnFlagAfterDrop();
            }
        }

        m_TowerCapCheckTimer -= diff;

        if (m_TowerCapCheckTimer <= 0)
        {
            // Check if the player joined the point.
            CheckSomeoneJoinedPoint();
            // Check if the player left the point.
            CheckSomeoneLeftPoint();

            UpdatePointStatuses();

            m_TowerCapCheckTimer = BG_EY_FPOINTS_TICK_TIME;
        }
    }

    // Check for players below map / cheaters.
    if (GetStatus() == STATUS_WAIT_JOIN)
    {
        m_CheatersCheckTimer -= diff;

        if (m_CheatersCheckTimer <= 0)
        {
            if (!GetPlayers().empty())
            {
                for (BattlegroundPlayerMap::const_iterator itr = GetPlayers().begin(); itr != GetPlayers().end(); ++itr)
                {
                    Player * plr = ObjectAccessor::FindPlayer(itr->first);
                    if (!plr || !plr->IsInWorld())
                        continue;

                    if (plr->GetPositionZ() < 1244.0f)
                    {
                        if (plr->GetBGTeam() == HORDE)
                            plr->TeleportTo(566, 1807.98f, 1539.42f, 1247.52f, plr->GetOrientation(), 0);
                        else
                            plr->TeleportTo(566, 2527.18f, 1597.31f, 1248.78f, plr->GetOrientation(), 0);
                    }
                }
            }

            m_CheatersCheckTimer = 4000;
        }
    }
}