Пример #1
0
GroupJoinBattlegroundResult Group::CanJoinBattleGroundQueue(BattleGround const* bgOrTemplate, BattleGroundQueueTypeId bgQueueTypeId, uint32 MinPlayerCount, uint32 /*MaxPlayerCount*/, bool isRated, uint32 arenaSlot)
{
    BattlemasterListEntry const* bgEntry = sBattlemasterListStore.LookupEntry(bgOrTemplate->GetTypeID());
    if (!bgEntry)
        return ERR_GROUP_JOIN_BATTLEGROUND_FAIL;            // shouldn't happen

    // check for min / max count
    uint32 memberscount = GetMembersCount();

    // only check for MinPlayerCount since MinPlayerCount == MaxPlayerCount for arenas...
    if (bgOrTemplate->isArena() && memberscount != MinPlayerCount)
        return ERR_ARENA_TEAM_PARTY_SIZE;

    if (memberscount > bgEntry->maxGroupSize)               // no MinPlayerCount for battlegrounds
        return ERR_BATTLEGROUND_NONE;                       // ERR_GROUP_JOIN_BATTLEGROUND_TOO_MANY handled on client side

    // get a player as reference, to compare other players' stats to (arena team id, queue id based on level, etc.)
    Player* reference = GetFirstMember()->getSource();
    // no reference found, can't join this way
    if (!reference)
        return ERR_BATTLEGROUND_JOIN_FAILED;

    PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(bgOrTemplate->GetMapId(), reference->getLevel());
    if (!bracketEntry)
        return ERR_BATTLEGROUND_JOIN_FAILED;

    uint32 arenaTeamId = reference->GetArenaTeamId(arenaSlot);
    Team team = reference->GetTeam();

    // check every member of the group to be able to join
    for (GroupReference* itr = GetFirstMember(); itr != nullptr; itr = itr->next())
    {
        Player* member = itr->getSource();
        // offline member? don't let join
        if (!member)
            return ERR_BATTLEGROUND_JOIN_FAILED;
        // don't allow cross-faction join as group
        if (member->GetTeam() != team)
            return ERR_BATTLEGROUND_JOIN_TIMED_OUT;
        // not in the same battleground level bracket, don't let join
        PvPDifficultyEntry const* memberBracketEntry = GetBattlegroundBracketByLevel(bracketEntry->mapId, member->getLevel());
        if (memberBracketEntry != bracketEntry)
            return ERR_BATTLEGROUND_JOIN_RANGE_INDEX;
        // don't let join rated matches if the arena team id doesn't match
        if (isRated && member->GetArenaTeamId(arenaSlot) != arenaTeamId)
            return ERR_BATTLEGROUND_JOIN_FAILED;
        // don't let join if someone from the group is already in that bg queue
        if (member->InBattleGroundQueueForBattleGroundQueueType(bgQueueTypeId))
            return ERR_BATTLEGROUND_JOIN_FAILED;            // not blizz-like
        // check for deserter debuff in case not arena queue
        if (bgOrTemplate->GetTypeID() != BATTLEGROUND_AA && !member->CanJoinToBattleground())
            return ERR_GROUP_JOIN_BATTLEGROUND_DESERTERS;
        // check if member can join any more battleground queues
        if (!member->HasFreeBattleGroundQueueId())
            return ERR_BATTLEGROUND_TOO_MANY_QUEUES;        // not blizz-like
    }
    return GroupJoinBattlegroundResult(bgOrTemplate->GetTypeID());
}
Пример #2
0
void WorldSession::HandleBattlemasterJoinOpcode(WorldPacket & recvData)
{
    uint64 guid;
    uint32 bgTypeId_;
    uint32 instanceId;                                     // sent to queue for particular bg from battlemaster's list, currently not used
    uint8 joinAsGroup;

    recvData >> guid;                                      // battlemaster guid
    recvData >> bgTypeId_;                                 // battleground type id (DBC id)
    recvData >> instanceId;                                // instance id, 0 if First Available selected
    recvData >> joinAsGroup;                               // join as group

	// entry not found
    if (!sBattlemasterListStore.LookupEntry(bgTypeId_))
        return;

	// chosen battleground type is disabled
    if (DisableMgr::IsDisabledFor(DISABLE_TYPE_BATTLEGROUND, bgTypeId_, NULL))
    {
        ChatHandler(this).PSendSysMessage(LANG_BG_DISABLED);
        return;
    }

	// get queue typeid and random typeid to check if already queued for them
    BattlegroundTypeId bgTypeId = BattlegroundTypeId(bgTypeId_);
    BattlegroundQueueTypeId bgQueueTypeId = BattlegroundMgr::BGQueueTypeId(bgTypeId, 0);
    BattlegroundQueueTypeId bgQueueTypeIdRandom = BattlegroundMgr::BGQueueTypeId(BATTLEGROUND_RB, 0);

	// safety check - bgQueueTypeId == BATTLEGROUND_QUEUE_NONE if tried to queue for arena using this function
	if (bgQueueTypeId == BATTLEGROUND_QUEUE_NONE)
		return;

    // get bg template
    Battleground* bgt = sBattlegroundMgr->GetBattlegroundTemplate(bgTypeId);
    if (!bgt)
        return;

    // expected bracket entry
    PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(bgt->GetMapId(), _player->getLevel());
    if (!bracketEntry)
        return;

	// pussywizard: if trying to queue for already queued
	// just remove from queue and it will requeue!
	uint32 qSlot = _player->GetBattlegroundQueueIndex(bgQueueTypeId);
	if (qSlot < PLAYER_MAX_BATTLEGROUND_QUEUES)
	{
		BattlegroundQueue& bgQueue = sBattlegroundMgr->GetBattlegroundQueue(bgQueueTypeId);

		if (bgQueue.IsPlayerInvitedToRatedArena(_player->GetGUID()))
		{
			WorldPacket data;
			sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, ERR_BATTLEGROUND_JOIN_FAILED);
			SendPacket(&data);
			return;
		}

		bgQueue.RemovePlayer(_player->GetGUID(), false, qSlot);
		_player->RemoveBattlegroundQueueId(bgQueueTypeId);
	}

	// must have free queue slot
	if (!_player->HasFreeBattlegroundQueueId())
	{
        WorldPacket data;
        sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, ERR_BATTLEGROUND_TOO_MANY_QUEUES);
        SendPacket(&data);
        return;
	}

	// queue result (default ok)
	GroupJoinBattlegroundResult err = GroupJoinBattlegroundResult(bgt->GetBgTypeID());

    // check if player can queue:
    if (!joinAsGroup)
    {
		if (GetPlayer()->InBattleground()) // currently in battleground
            err = ERR_BATTLEGROUND_NOT_IN_BATTLEGROUND;
		else if (GetPlayer()->isUsingLfg()) // using lfg system
            err = ERR_LFG_CANT_USE_BATTLEGROUND;
		else if (!_player->CanJoinToBattleground()) // has deserter debuff
            err = ERR_GROUP_JOIN_BATTLEGROUND_DESERTERS;
		else if (_player->InBattlegroundQueueForBattlegroundQueueType(bgQueueTypeIdRandom)) // queued for random bg, so can't queue for anything else
            err = ERR_IN_RANDOM_BG;
		else if (_player->InBattlegroundQueue() && bgTypeId == BATTLEGROUND_RB) // already in queue, so can't queue for random
            err = ERR_IN_NON_RANDOM_BG;
		else if (_player->InBattlegroundQueueForBattlegroundQueueType(BATTLEGROUND_QUEUE_2v2) ||
				 _player->InBattlegroundQueueForBattlegroundQueueType(BATTLEGROUND_QUEUE_3v3) ||
				 _player->InBattlegroundQueueForBattlegroundQueueType(BATTLEGROUND_QUEUE_5v5)) // can't be already queued for arenas
			err = ERR_BATTLEGROUND_QUEUED_FOR_RATED;

		if (err <= 0)
		{
            WorldPacket data;
            sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, err);
            SendPacket(&data);
            return;
		}

        BattlegroundQueue& bgQueue = sBattlegroundMgr->GetBattlegroundQueue(bgQueueTypeId);
        GroupQueueInfo* ginfo = bgQueue.AddGroup(_player, NULL, bracketEntry, false, false, 0, 0, 0);
        uint32 avgWaitTime = bgQueue.GetAverageQueueWaitTime(ginfo);

        uint32 queueSlot = _player->AddBattlegroundQueueId(bgQueueTypeId);

		// send status packet
        WorldPacket data;
        sBattlegroundMgr->BuildBattlegroundStatusPacket(&data, bgt, queueSlot, STATUS_WAIT_QUEUE, avgWaitTime, 0, 0, TEAM_NEUTRAL);
        SendPacket(&data);
    }
	// check if group can queue:
    else
    {
        Group* grp = _player->GetGroup();
        // no group or not a leader
        if (!grp || grp->GetLeaderGUID() != _player->GetGUID())
            return;

		// pussywizard: for party members - remove queues for which leader is not queued to!
		std::set<uint32> leaderQueueTypeIds;
		for (uint32 i=0; i<PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
			leaderQueueTypeIds.insert((uint32)_player->GetBattlegroundQueueTypeId(i));
		for (GroupReference* itr = grp->GetFirstMember(); itr != NULL; itr = itr->next())
			if (Player* member = itr->GetSource())
				for (uint32 i=0; i<PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
					if (BattlegroundQueueTypeId mqtid = member->GetBattlegroundQueueTypeId(i))
						if (leaderQueueTypeIds.count((uint32)mqtid) == 0)
						{
							BattlegroundQueue& bgQueue = sBattlegroundMgr->GetBattlegroundQueue(mqtid);

							if (bgQueue.IsPlayerInvitedToRatedArena(member->GetGUID()))
							{
								WorldPacket data;
								sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, ERR_BATTLEGROUND_JOIN_FAILED);
								SendPacket(&data);
								return;
							}

							bgQueue.RemovePlayer(member->GetGUID(), false, i);
							member->RemoveBattlegroundQueueId(mqtid);
						}

		if (_player->InBattlegroundQueueForBattlegroundQueueType(bgQueueTypeIdRandom)) // queued for random bg, so can't queue for anything else
            err = ERR_IN_RANDOM_BG;
		else if (_player->InBattlegroundQueue() && bgTypeId == BATTLEGROUND_RB) // already in queue, so can't queue for random
            err = ERR_IN_NON_RANDOM_BG;
		else if (_player->InBattlegroundQueueForBattlegroundQueueType(BATTLEGROUND_QUEUE_2v2) ||
				 _player->InBattlegroundQueueForBattlegroundQueueType(BATTLEGROUND_QUEUE_3v3) ||
				 _player->InBattlegroundQueueForBattlegroundQueueType(BATTLEGROUND_QUEUE_5v5)) // can't be already queued for arenas
			err = ERR_BATTLEGROUND_QUEUED_FOR_RATED;

		if (err > 0)
			err = grp->CanJoinBattlegroundQueue(bgt, bgQueueTypeId, 0, bgt->GetMaxPlayersPerTeam(), false, 0);

        bool isPremade = (grp->GetMembersCount() >= bgt->GetMinPlayersPerTeam() && bgTypeId != BATTLEGROUND_RB);
        uint32 avgWaitTime = 0;

        if (err > 0)
        {
			BattlegroundQueue& bgQueue = sBattlegroundMgr->GetBattlegroundQueue(bgQueueTypeId);
            GroupQueueInfo* ginfo = bgQueue.AddGroup(_player, grp, bracketEntry, false, isPremade, 0, 0, 0);
            avgWaitTime = bgQueue.GetAverageQueueWaitTime(ginfo);
        }

        WorldPacket data;
        for (GroupReference* itr = grp->GetFirstMember(); itr != NULL; itr = itr->next())
        {
            Player* member = itr->GetSource();
            if (!member)
                continue;

            if (err <= 0)
            {
                sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, err);
                member->GetSession()->SendPacket(&data);
                continue;
            }

            uint32 queueSlot = member->AddBattlegroundQueueId(bgQueueTypeId);

            // send status packet
            sBattlegroundMgr->BuildBattlegroundStatusPacket(&data, bgt, queueSlot, STATUS_WAIT_QUEUE, avgWaitTime, 0, 0, TEAM_NEUTRAL);
            member->GetSession()->SendPacket(&data);

            sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, err);
            member->GetSession()->SendPacket(&data);
        }
    }
}
Пример #3
0
void WorldSession::HandleBattlemasterJoinArena(WorldPacket & recvData)
{
    uint64 guid;                                            // arena Battlemaster guid
    uint8 arenaslot;                                        // 2v2, 3v3 or 5v5
    uint8 asGroup;                                          // asGroup
    uint8 isRated;                                          // isRated

    recvData >> guid >> arenaslot >> asGroup >> isRated;

	// can't queue for rated without a group
	if (isRated && !asGroup)
		return;

	// find creature by guid
    Creature* unit = GetPlayer()->GetMap()->GetCreature(guid);
	if (!unit || !unit->IsBattleMaster())
        return;

	// get arena type
    uint8 arenatype = 0;
    switch (arenaslot)
    {
        case 0:
            arenatype = ARENA_TYPE_2v2;
            break;
        case 1:
            arenatype = ARENA_TYPE_3v3;
            break;
        case 2:
            arenatype = ARENA_TYPE_5v5;
            break;
        default:
            return;
    }

    // get template for all arenas
    Battleground* bgt = sBattlegroundMgr->GetBattlegroundTemplate(BATTLEGROUND_AA);
    if (!bgt)
        return;

	// arenas disabled
    if (DisableMgr::IsDisabledFor(DISABLE_TYPE_BATTLEGROUND, BATTLEGROUND_AA, NULL))
    {
        ChatHandler(this).PSendSysMessage(LANG_ARENA_DISABLED);
        return;
    }

    BattlegroundTypeId bgTypeId = bgt->GetBgTypeID();
    BattlegroundQueueTypeId bgQueueTypeId = BattlegroundMgr::BGQueueTypeId(bgTypeId, arenatype);

	// expected bracket entry
    PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(bgt->GetMapId(), _player->getLevel());
    if (!bracketEntry)
        return;

	// pussywizard: if trying to queue for already queued
	// just remove from queue and it will requeue!
	uint32 qSlot = _player->GetBattlegroundQueueIndex(bgQueueTypeId);
	if (qSlot < PLAYER_MAX_BATTLEGROUND_QUEUES)
	{
		BattlegroundQueue& bgQueue = sBattlegroundMgr->GetBattlegroundQueue(bgQueueTypeId);

		if (bgQueue.IsPlayerInvitedToRatedArena(_player->GetGUID()))
		{
			WorldPacket data;
			sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, ERR_BATTLEGROUND_JOIN_FAILED);
			SendPacket(&data);
			return;
		}

		bgQueue.RemovePlayer(_player->GetGUID(), false, qSlot);
		_player->RemoveBattlegroundQueueId(bgQueueTypeId);
	}

	// must have free queue slot
	// pussywizard: allow being queued only in one arena queue, and it even cannot be together with bg queues
	if (_player->InBattlegroundQueue())
	{
        WorldPacket data;
        sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, ERR_BATTLEGROUND_CANNOT_QUEUE_FOR_RATED);
        SendPacket(&data);
        return;
	}

	// queue result (default ok)
    GroupJoinBattlegroundResult err = GroupJoinBattlegroundResult(bgt->GetBgTypeID());

	// check if player can queue:
	if (!asGroup)
    {
		if (GetPlayer()->InBattleground()) // currently in battleground
            err = ERR_BATTLEGROUND_NOT_IN_BATTLEGROUND;
		else if (GetPlayer()->isUsingLfg()) // using lfg system
            err = ERR_LFG_CANT_USE_BATTLEGROUND;

		if (err <= 0)
		{
            WorldPacket data;
            sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, err);
            SendPacket(&data);
            return;
		}

		BattlegroundQueue& bgQueue = sBattlegroundMgr->GetBattlegroundQueue(bgQueueTypeId);
        GroupQueueInfo* ginfo = bgQueue.AddGroup(_player, NULL, bracketEntry, false, false, 0, 0, 0);
        uint32 avgWaitTime = bgQueue.GetAverageQueueWaitTime(ginfo);

        uint32 queueSlot = _player->AddBattlegroundQueueId(bgQueueTypeId);

        WorldPacket data;
        sBattlegroundMgr->BuildBattlegroundStatusPacket(&data, bgt, queueSlot, STATUS_WAIT_QUEUE, avgWaitTime, 0, arenatype, TEAM_NEUTRAL);
        SendPacket(&data);
    }
	// check if group can queue:
	else
    {
		Group* grp = _player->GetGroup();
        // no group or not a leader
        if (!grp || grp->GetLeaderGUID() != _player->GetGUID())
            return;

		// pussywizard: for party members - remove queues for which leader is not queued to!
		std::set<uint32> leaderQueueTypeIds;
		for (uint32 i=0; i<PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
			leaderQueueTypeIds.insert((uint32)_player->GetBattlegroundQueueTypeId(i));
		for (GroupReference* itr = grp->GetFirstMember(); itr != NULL; itr = itr->next())
			if (Player* member = itr->GetSource())
				for (uint32 i=0; i<PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
					if (BattlegroundQueueTypeId mqtid = member->GetBattlegroundQueueTypeId(i))
						if (leaderQueueTypeIds.count((uint32)mqtid) == 0)
						{
							BattlegroundQueue& bgQueue = sBattlegroundMgr->GetBattlegroundQueue(mqtid);

							if (bgQueue.IsPlayerInvitedToRatedArena(member->GetGUID()))
							{
								WorldPacket data;
								sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, ERR_BATTLEGROUND_JOIN_FAILED);
								SendPacket(&data);
								return;
							}

							bgQueue.RemovePlayer(member->GetGUID(), false, i);
							member->RemoveBattlegroundQueueId(mqtid);
						}


		uint32 ateamId = 0;
		uint32 arenaRating = 0;
		uint32 matchmakerRating = 0;

		// additional checks for rated arenas
		if (isRated)
		{
			// pussywizard: for rated matches check if season is in progress!
			if (!sWorld->getBoolConfig(CONFIG_ARENA_SEASON_IN_PROGRESS))
				return;

			ateamId = _player->GetArenaTeamId(arenaslot);

			// check team existence
			ArenaTeam* at = sArenaTeamMgr->GetArenaTeamById(ateamId);
			if (!at)
			{
				SendNotInArenaTeamPacket(arenatype);
				return;
			}

			// get team rating for queueing
			arenaRating = at->GetRating();
			matchmakerRating = at->GetAverageMMR(grp);
			if (arenaRating <= 0)
				arenaRating = 1;
		}

        err = grp->CanJoinBattlegroundQueue(bgt, bgQueueTypeId, arenatype, arenatype, (bool)isRated, arenaslot);

        uint32 avgWaitTime = 0;
        if (err > 0)
        {
			BattlegroundQueue& bgQueue = sBattlegroundMgr->GetBattlegroundQueue(bgQueueTypeId);
            GroupQueueInfo* ginfo = bgQueue.AddGroup(_player, grp, bracketEntry, isRated, false, arenaRating, matchmakerRating, ateamId);
            avgWaitTime = bgQueue.GetAverageQueueWaitTime(ginfo);
        }

        WorldPacket data;
        for (GroupReference* itr = grp->GetFirstMember(); itr != NULL; itr = itr->next())
        {
            Player* member = itr->GetSource();
            if (!member)
                continue;

            if (err <= 0)
            {
                sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, err);
                member->GetSession()->SendPacket(&data);
                continue;
            }

            uint32 queueSlot = member->AddBattlegroundQueueId(bgQueueTypeId);

            // send status packet
            sBattlegroundMgr->BuildBattlegroundStatusPacket(&data, bgt, queueSlot, STATUS_WAIT_QUEUE, avgWaitTime, 0, arenatype, TEAM_NEUTRAL, isRated);
            member->GetSession()->SendPacket(&data);

            sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, err);
            member->GetSession()->SendPacket(&data);
        }

		// pussywizard: schedule update for rated arena
		if (ateamId)
			sBattlegroundMgr->ScheduleArenaQueueUpdate(ateamId, bgQueueTypeId, bracketEntry->GetBracketId());
    }
}