Пример #1
0
// Add group or player into queue. If player has group and he's a leader then whole party will be added to queue.
void LFGQueue::AddToQueue(Player* leader, uint32 queAreaID)
{
    if(!leader)
        return;

    if (AreaTableEntry const* areaEntry = GetAreaEntryByAreaID(queAreaID))
    {
        if (DisableMgr::IsDisabledFor(DISABLE_TYPE_MAP, areaEntry->mapid))
        {
            ChatHandler(leader->GetSession()).SendSysMessage(LANG_MAP_IS_DISABLED);
            return;
        }
    }

    Group* grp = leader->GetGroup();

    //add players from group to queue list & group to group list
    // Calculate what roles group need and add it to the GroupQueueList, (DONT'ADD PLAYERS!)
    if (grp && grp->IsLeader(leader->GetObjectGuid()))
    {
        // Add group to queued groups list
        LFGGroupQueueInfo& i_Group = m_QueuedGroups[grp->GetId()];

        grp->CalculateLFGRoles(i_Group);
       i_Group.team = leader->GetTeam();
        i_Group.areaId = queAreaID;
        i_Group.groupTimer = 5 * MINUTE * IN_MILLISECONDS; // Minute timer for SMSG_MEETINGSTONE_IN_PROGRESS

        grp->SetLFGAreaId(queAreaID);

        WorldPacket data;
        BuildSetQueuePacket(data, queAreaID, MEETINGSTONE_STATUS_JOINED_QUEUE);

        grp->BroadcastPacket(&data, true);
    }
    else if(!grp)
    {
        // Add player to queued players list
        LFGPlayerQueueInfo& i_Player = m_QueuedPlayers[leader->GetObjectGuid()];

        i_Player.roleMask = CalculateRoles((Classes)leader->getClass());
       i_Player.team = leader->GetTeam();
        i_Player.areaId = queAreaID;
        i_Player.hasQueuePriority = false;

        leader->GetSession()->SendMeetingstoneSetqueue(queAreaID, MEETINGSTONE_STATUS_JOINED_QUEUE);
    }
    else                                                    // Player is in group, but it's not leader
        MANGOS_ASSERT(false && "LFGQueue::AddToQueue called while player is not leader and in group.");
}
Пример #2
0
void WorldSession::LFGLoop() {

	QueryResult *result = WorldDatabase.Query("SELECT guid,zoneid,is_group FROM lfg_queue");
	if (result)
	{

		do
		{
			Field* fields = result->Fetch();

			//is this entry a group?
			if(fields[2].GetUInt32() == 1) {
				//is there anyone in the queue looking for a group for this groups instance?
				QueryResult *resultLFG = WorldDatabase.PQuery("SELECT guid,zoneid,is_group,player_name FROM lfg_queue WHERE zoneid = '%u' AND is_group = 0", fields[1].GetUInt32());
				if (resultLFG) {
					do
					{
						Field* fieldsLFG = resultLFG->Fetch();
						Player *plr = sObjectAccessor.FindPlayerByName(fieldsLFG[3].GetString());
						Group *grp = sObjectMgr.GetGroupById(fields[0].GetUInt32());

						if(!grp->IsFull()) {
							//check for roles
							if(GroupHasRole(ROLE_TANK, grp) && GroupHasRole(ROLE_HEALER, grp)) {
								//group has both dps & tank, add anyone.
								grp->AddMember(plr->GetGUID(), plr->GetName());
								RemovePlayerFromQueue(plr->GetGUIDLow());

								if(grp->IsFull()) {
									SendMeetingStoneCompleteToParty(grp);
								}
							}
							else if(GroupHasRole(ROLE_TANK, grp) && !GroupHasRole(ROLE_HEALER, grp)) {
								//tank but healers missing
								//is player healer?
								if(isPlayerHealer(plr)) {

									grp->AddMember(plr->GetGUID(), plr->GetName());
									RemovePlayerFromQueue(plr->GetGUIDLow());
									if(grp->IsFull()) {
										SendMeetingStoneCompleteToParty(grp);
									}

								}
								//player is not healer but group can take one more random..
								else if(!isPlayerHealer(plr) && grp->GetMembersCount() < 4) {
									grp->AddMember(plr->GetGUID(), plr->GetName());
									RemovePlayerFromQueue(plr->GetGUIDLow());
									if(grp->IsFull()) {
										SendMeetingStoneCompleteToParty(grp);
									}
								}
							}
							else if(!GroupHasRole(ROLE_TANK, grp) && !GroupHasRole(ROLE_HEALER, grp)) {
								//group has neither tank or healer
								if(isPlayerHealer(plr) || isPlayerTank(plr)) {
									grp->AddMember(plr->GetGUID(), plr->GetName());
									RemovePlayerFromQueue(plr->GetGUIDLow());
									if(grp->IsFull()) {
										SendMeetingStoneCompleteToParty(grp);
									}
								}
								else {
									if(grp->GetMembersCount() < 3) {
										//theres room for 1 more random, let the player join.
										grp->AddMember(plr->GetGUID(), plr->GetName());
										RemovePlayerFromQueue(plr->GetGUIDLow());
										if(grp->IsFull()) {
											SendMeetingStoneCompleteToParty(grp);
										}
									}
								}

							}
						}
					}
					while (resultLFG->NextRow());
				}

			}
			else {
				//its a player, is there any other non-grouped players thats looking for the same instance?

				QueryResult *result_mp = WorldDatabase.PQuery("SELECT guid,zoneid,is_group,player_name FROM lfg_queue WHERE zoneid = '%u' AND is_group = 0", fields[1].GetUInt32());
				if(result_mp->GetRowCount() > 1) {
					int i = 1;
					Group* grp;
					grp = new Group;
					do {
						
						Field* fields_mp = result_mp->Fetch();
						Player *plr = sObjectAccessor.FindPlayerByName(fields_mp[3].GetString());

						if(!grp->IsCreated()) {
							if (grp->Create(plr->GetGUID(), plr->GetName())) {
								sObjectMgr.AddGroup(grp);
								RemovePlayerFromQueue(plr->GetGUIDLow());
							}
						}
						else {
							grp->AddMember(plr->GetGUID(), plr->GetName());
							RemovePlayerFromQueue(plr->GetGUIDLow());
						}


						plr = NULL;

					}
					while (result_mp->NextRow());

					//if this group did not fill up, add it into LFM queue

					if(!grp->IsFull()) {

						AddGroupToQueue(grp->GetId(), fields[1].GetUInt32());
					}
				}



			}
		}
		while (result->NextRow());

	}

}