Use PVPDificulty.dbc for bg/arena bracket selection (levels and difficulty). Rename BG/arena queue_id to bracket_id and related functions/etc. Author: VladimirMangos.

--HG--
branch : trunk
This commit is contained in:
n0n4m3
2010-02-15 15:31:27 +01:00
parent 535068d740
commit 3dd6fdedf7
16 changed files with 516 additions and 491 deletions
+23 -23
View File
@@ -24,6 +24,7 @@
#include "Common.h"
#include "Policies/Singleton.h"
#include "DBCEnums.h"
#include "BattleGround.h"
typedef std::map<uint32, BattleGround*> BattleGroundSet;
@@ -74,20 +75,18 @@ class BattleGroundQueue
BattleGroundQueue();
~BattleGroundQueue();
void Update(BattleGroundTypeId bgTypeId, BGQueueIdBasedOnLevel queue_id, uint8 arenaType = 0, bool isRated = false, uint32 minRating = 0);
void Update(BattleGroundTypeId bgTypeId, BattleGroundBracketId bracket_id, uint8 arenaType = 0, bool isRated = false, uint32 minRating = 0);
void FillPlayersToBG(BattleGround* bg, BGQueueIdBasedOnLevel queue_id);
bool CheckPremadeMatch(BGQueueIdBasedOnLevel queue_id, uint32 MinPlayersPerTeam, uint32 MaxPlayersPerTeam);
bool CheckNormalMatch(BattleGround* bg_template, BGQueueIdBasedOnLevel queue_id, uint32 minPlayers, uint32 maxPlayers);
bool CheckSkirmishForSameFaction(BGQueueIdBasedOnLevel queue_id, uint32 minPlayersPerTeam);
GroupQueueInfo * AddGroup(Player * leader, BattleGroundTypeId bgTypeId, uint8 ArenaType, bool isRated, bool isPremade, uint32 ArenaRating, uint32 ArenaTeamId = 0);
void AddPlayer(Player *plr, GroupQueueInfo *ginfo);
void FillPlayersToBG(BattleGround* bg, BattleGroundBracketId bracket_id);
bool CheckPremadeMatch(BattleGroundBracketId bracket_id, uint32 MinPlayersPerTeam, uint32 MaxPlayersPerTeam);
bool CheckNormalMatch(BattleGround* bg_template, BattleGroundBracketId bracket_id, uint32 minPlayers, uint32 maxPlayers);
bool CheckSkirmishForSameFaction(BattleGroundBracketId bracket_id, uint32 minPlayersPerTeam);
GroupQueueInfo * AddGroup(Player* leader, Group* group, BattleGroundTypeId bgTypeId, PvPDifficultyEntry const* backetEntry, uint8 ArenaType, bool isRated, bool isPremade, uint32 ArenaRating, uint32 ArenaTeamId = 0);
void RemovePlayer(const uint64& guid, bool decreaseInvitedCount);
void PlayerInvitedToBGUpdateAverageWaitTime(GroupQueueInfo* ginfo, BGQueueIdBasedOnLevel queue_id);
uint32 GetAverageQueueWaitTime(GroupQueueInfo* ginfo, BGQueueIdBasedOnLevel queue_id);
void DecreaseGroupLength(uint32 queueId, uint32 AsGroup);
void AnnounceWorld(GroupQueueInfo *ginfo, const uint64& playerGUID, bool isAddedToQueue);
bool IsPlayerInvited(const uint64& pl_guid, const uint32 bgInstanceGuid, const uint32 removeTime);
bool GetPlayerGroupInfoData(const uint64& guid, GroupQueueInfo* ginfo);
void PlayerInvitedToBGUpdateAverageWaitTime(GroupQueueInfo* ginfo, BattleGroundBracketId bracket_id);
uint32 GetAverageQueueWaitTime(GroupQueueInfo* ginfo, BattleGroundBracketId bracket_id);
typedef std::map<uint64, PlayerQueueInfo> QueuedPlayersMap;
QueuedPlayersMap m_QueuedPlayers;
@@ -104,7 +103,7 @@ class BattleGroundQueue
BG_QUEUE_NORMAL_ALLIANCE is used for normal (or small) alliance groups or non-rated arena matches
BG_QUEUE_NORMAL_HORDE is used for normal (or small) horde groups or non-rated arena matches
*/
GroupsQueueType m_QueuedGroups[MAX_BATTLEGROUND_QUEUES][BG_QUEUE_GROUP_TYPES_COUNT];
GroupsQueueType m_QueuedGroups[MAX_BATTLEGROUND_BRACKETS][BG_QUEUE_GROUP_TYPES_COUNT];
// class to select and invite groups to bg
class SelectionPool
@@ -126,9 +125,9 @@ class BattleGroundQueue
private:
bool InviteGroupToBG(GroupQueueInfo * ginfo, BattleGround * bg, uint32 side);
uint32 m_WaitTimes[BG_TEAMS_COUNT][MAX_BATTLEGROUND_QUEUES][COUNT_OF_PLAYERS_TO_AVERAGE_WAIT_TIME];
uint32 m_WaitTimeLastPlayer[BG_TEAMS_COUNT][MAX_BATTLEGROUND_QUEUES];
uint32 m_SumOfWaitTimes[BG_TEAMS_COUNT][MAX_BATTLEGROUND_QUEUES];
uint32 m_WaitTimes[BG_TEAMS_COUNT][MAX_BATTLEGROUND_BRACKETS][COUNT_OF_PLAYERS_TO_AVERAGE_WAIT_TIME];
uint32 m_WaitTimeLastPlayer[BG_TEAMS_COUNT][MAX_BATTLEGROUND_BRACKETS];
uint32 m_SumOfWaitTimes[BG_TEAMS_COUNT][MAX_BATTLEGROUND_BRACKETS];
};
/*
@@ -138,8 +137,8 @@ class BattleGroundQueue
class BGQueueInviteEvent : public BasicEvent
{
public:
BGQueueInviteEvent(const uint64& pl_guid, uint32 BgInstanceGUID, BattleGroundTypeId BgTypeId, uint32 removeTime) :
m_PlayerGuid(pl_guid), m_BgInstanceGUID(BgInstanceGUID), m_BgTypeId(BgTypeId), m_RemoveTime(removeTime)
BGQueueInviteEvent(const uint64& pl_guid, uint32 BgInstanceGUID, BattleGroundTypeId BgTypeId, uint8 arenaType, uint32 removeTime) :
m_PlayerGuid(pl_guid), m_BgInstanceGUID(BgInstanceGUID), m_BgTypeId(BgTypeId), m_ArenaType(arenaType), m_RemoveTime(removeTime)
{
};
virtual ~BGQueueInviteEvent() {};
@@ -150,6 +149,7 @@ class BGQueueInviteEvent : public BasicEvent
uint64 m_PlayerGuid;
uint32 m_BgInstanceGUID;
BattleGroundTypeId m_BgTypeId;
uint8 m_ArenaType;
uint32 m_RemoveTime;
};
@@ -201,13 +201,13 @@ class BattleGroundMgr
BattleGround* GetBattleGround(uint32 InstanceID, BattleGroundTypeId bgTypeId); //there must be uint32 because MAX_BATTLEGROUND_TYPE_ID means unknown
BattleGround* GetBattleGroundTemplate(BattleGroundTypeId bgTypeId);
BattleGround* CreateNewBattleGround(BattleGroundTypeId bgTypeId, BGQueueIdBasedOnLevel queue_id, uint8 arenaType, bool isRated);
BattleGround* CreateNewBattleGround(BattleGroundTypeId bgTypeId, PvPDifficultyEntry const* bracketEntry, uint8 arenaType, bool isRated);
uint32 CreateBattleGround(BattleGroundTypeId bgTypeId, bool IsArena, uint32 MinPlayersPerTeam, uint32 MaxPlayersPerTeam, uint32 LevelMin, uint32 LevelMax, char* BattleGroundName, uint32 MapID, float Team1StartLocX, float Team1StartLocY, float Team1StartLocZ, float Team1StartLocO, float Team2StartLocX, float Team2StartLocY, float Team2StartLocZ, float Team2StartLocO);
void AddBattleGround(uint32 InstanceID, BattleGroundTypeId bgTypeId, BattleGround* BG) { m_BattleGrounds[bgTypeId][InstanceID] = BG; };
void RemoveBattleGround(uint32 instanceID, BattleGroundTypeId bgTypeId) { m_BattleGrounds[bgTypeId].erase(instanceID); }
uint32 CreateClientVisibleInstanceId(BattleGroundTypeId bgTypeId, BGQueueIdBasedOnLevel queue_id);
uint32 CreateClientVisibleInstanceId(BattleGroundTypeId bgTypeId, BattleGroundBracketId bracket_id);
void CreateInitialBattleGrounds();
void DeleteAllBattleGrounds();
@@ -220,7 +220,7 @@ class BattleGroundMgr
BGFreeSlotQueueType BGFreeSlotQueue[MAX_BATTLEGROUND_TYPE_ID];
void ScheduleQueueUpdate(BattleGroundQueueTypeId bgQueueTypeId, BattleGroundTypeId bgTypeId, BGQueueIdBasedOnLevel queue_id);
void ScheduleQueueUpdate(uint32 arenaRating, uint8 arenaType, BattleGroundQueueTypeId bgQueueTypeId, BattleGroundTypeId bgTypeId, BattleGroundBracketId bracket_id);
uint32 GetMaxRatingDifference() const;
uint32 GetRatingDiscardTimer() const;
uint32 GetPrematureFinishTime() const;
@@ -256,8 +256,8 @@ class BattleGroundMgr
/* Battlegrounds */
BattleGroundSet m_BattleGrounds[MAX_BATTLEGROUND_TYPE_ID];
std::vector<uint32>m_QueueUpdateScheduler;
std::set<uint32> m_ClientBattleGroundIds[MAX_BATTLEGROUND_TYPE_ID][MAX_BATTLEGROUND_QUEUES]; //the instanceids just visible for the client
std::vector<uint64> m_QueueUpdateScheduler;
std::set<uint32> m_ClientBattleGroundIds[MAX_BATTLEGROUND_TYPE_ID][MAX_BATTLEGROUND_BRACKETS]; //the instanceids just visible for the client
uint32 m_NextRatingDiscardUpdate;
time_t m_NextAutoDistributionTime;
uint32 m_AutoDistributionTimeChecker;