mangos/src/game/BattleGround/BattleGroundAB.cpp
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Signed-off-by: billy1arm <antz@cix.co.uk>
2022-12-31 21:29:00 +00:00

699 lines
23 KiB
C++

/**
* MaNGOS is a full featured server for World of Warcraft, supporting
* the following clients: 1.12.x, 2.4.3, 3.3.5a, 4.3.4a and 5.4.8
*
* Copyright (C) 2005-2023 MaNGOS <https://getmangos.eu>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* World of Warcraft, and all World of Warcraft or Warcraft art, images,
* and lore are copyrighted by Blizzard Entertainment, Inc.
*/
#include "Object.h"
#include "Player.h"
#include "BattleGround.h"
#include "BattleGroundAB.h"
#include "GameObject.h"
#include "BattleGroundMgr.h"
#include "Language.h"
#include "WorldPacket.h"
// TODO REMOVE this when graveyard handling for pvp is updated
#include "DBCStores.h"
/// <summary>
/// Initializes a new instance of the <see cref="BattleGroundAB"/> class.
/// </summary>
BattleGroundAB::BattleGroundAB()
{
m_StartMessageIds[BG_STARTING_EVENT_FIRST] = 0;
m_StartMessageIds[BG_STARTING_EVENT_SECOND] = LANG_BG_AB_START_ONE_MINUTE;
m_StartMessageIds[BG_STARTING_EVENT_THIRD] = LANG_BG_AB_START_HALF_MINUTE;
m_StartMessageIds[BG_STARTING_EVENT_FOURTH] = LANG_BG_AB_HAS_BEGUN;
}
/// <summary>
/// Finalizes an instance of the <see cref="BattleGroundAB"/> class.
/// </summary>
BattleGroundAB::~BattleGroundAB()
{
}
/// <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[PVP_TEAM_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 < PVP_TEAM_COUNT; ++team)
if (m_Nodes[node] == team + BG_AB_NODE_TYPE_OCCUPIED)
{
++team_points[team];
}
}
// Accumulate points
for (uint8 team = 0; team < PVP_TEAM_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 == TEAM_INDEX_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 == TEAM_INDEX_ALLIANCE) ? ALLIANCE : HORDE);
m_honorScoreTicks[team] -= m_honorTicks;
}
if (!m_IsInformedNearVictory && m_TeamScores[team] > BG_AB_WARNING_NEAR_VICTORY_SCORE)
{
if (team == TEAM_INDEX_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 == TEAM_INDEX_ALLIANCE)
{
UpdateWorldState(BG_AB_OP_RESOURCES_ALLY, m_TeamScores[team]);
}
if (team == TEAM_INDEX_HORDE)
{
UpdateWorldState(BG_AB_OP_RESOURCES_HORDE, m_TeamScores[team]);
}
}
}
// Test win condition
if (m_TeamScores[TEAM_INDEX_ALLIANCE] >= BG_AB_MAX_TEAM_SCORE)
{
EndBattleGround(ALLIANCE);
}
if (m_TeamScores[TEAM_INDEX_HORDE] >= BG_AB_MAX_TEAM_SCORE)
{
EndBattleGround(HORDE);
}
}
}
/// <summary>
/// Startings the event open doors.
/// </summary>
void BattleGroundAB::StartingEventOpenDoors()
{
OpenDoorEvent(BG_EVENT_DOOR);
}
/// <summary>
/// Adds the player.
/// </summary>
/// <param name="plr">The PLR.</param>
void BattleGroundAB::AddPlayer(Player* plr)
{
BattleGround::AddPlayer(plr);
// create score and add it to map, default values are set in the constructor
BattleGroundABScore* sc = new BattleGroundABScore;
m_PlayerScores[plr->GetObjectGuid()] = sc;
}
/// <summary>
/// Removes the player.
/// </summary>
/// <param name="">The .</param>
/// <param name="">The .</param>
void BattleGroundAB::RemovePlayer(Player * /*plr*/, ObjectGuid /*guid*/)
{
}
/// <summary>
/// Handles the area trigger.
/// </summary>
/// <param name="source">The source.</param>
/// <param name="trigger">The trigger.</param>
bool BattleGroundAB::HandleAreaTrigger(Player* source, uint32 trigger)
{
switch (trigger)
{
case 3948: // Arathi Basin Alliance Exit.
if (source->GetTeam() != ALLIANCE)
{
source->GetSession()->SendNotification(LANG_BATTLEGROUND_ONLY_ALLIANCE_USE);
}
else
{
source->LeaveBattleground();
}
break;
case 3949: // Arathi Basin Horde Exit.
if (source->GetTeam() != HORDE)
{
source->GetSession()->SendNotification(LANG_BATTLEGROUND_ONLY_HORDE_USE);
}
else
{
source->LeaveBattleground();
}
break;
default:
return false;
}
return true;
}
/// <summary>
/// Creates the banner.
/// </summary>
/// <param name="node">The node.</param>
/// <param name="type">The type. 0-neutral, 1-contested, 3-occupied</param>
/// <param name="teamIndex">Index of the team. 0-ally, 1-horde</param>
/// <param name="delay">The delay.</param>
void BattleGroundAB::_CreateBanner(uint8 node, uint8 type, uint8 teamIndex, bool delay)
{
// Just put it into the queue
if (delay)
{
m_BannerTimers[node].timer = 2000;
m_BannerTimers[node].type = type;
m_BannerTimers[node].teamIndex = teamIndex;
return;
}
// cause the node-type is in the generic form
// please see in the headerfile for the ids
if (type != BG_AB_NODE_TYPE_NEUTRAL)
{
type += teamIndex;
}
SpawnEvent(node, type, true); // will automaticly despawn other events
}
/// <summary>
/// _s the get node name id.
/// </summary>
/// <param name="node">The node.</param>
/// <returns></returns>
int32 BattleGroundAB::_GetNodeNameId(uint8 node)
{
switch (node)
{
case BG_AB_NODE_STABLES: return LANG_BG_AB_NODE_STABLES;
case BG_AB_NODE_BLACKSMITH: return LANG_BG_AB_NODE_BLACKSMITH;
case BG_AB_NODE_FARM: return LANG_BG_AB_NODE_FARM;
case BG_AB_NODE_LUMBER_MILL: return LANG_BG_AB_NODE_LUMBER_MILL;
case BG_AB_NODE_GOLD_MINE: return LANG_BG_AB_NODE_GOLD_MINE;
default:
MANGOS_ASSERT(0);
}
return 0;
}
/// <summary>
/// Fills the initial world states.
/// </summary>
/// <param name="data">The data.</param>
/// <param name="count">The count.</param>
void BattleGroundAB::FillInitialWorldStates(WorldPacket& data, uint32& count)
{
const uint8 plusArray[] = {0, 2, 3, 0, 1};
// Node icons
for (uint8 node = 0; node < BG_AB_NODES_MAX; ++node)
{
FillInitialWorldState(data, count, BG_AB_OP_NODEICONS[node], m_Nodes[node] == 0);
}
// Node occupied states
for (uint8 node = 0; node < BG_AB_NODES_MAX; ++node)
for (uint8 i = 1; i < BG_AB_NODES_MAX; ++i)
{
FillInitialWorldState(data, count, BG_AB_OP_NODESTATES[node] + plusArray[i], m_Nodes[node] == i);
}
// How many bases each team owns
uint8 ally = 0, horde = 0;
for (uint8 node = 0; node < BG_AB_NODES_MAX; ++node)
if (m_Nodes[node] == BG_AB_NODE_STATUS_ALLY_OCCUPIED)
{
++ally;
}
else if (m_Nodes[node] == BG_AB_NODE_STATUS_HORDE_OCCUPIED)
{
++horde;
}
FillInitialWorldState(data, count, BG_AB_OP_OCCUPIED_BASES_ALLY, ally);
FillInitialWorldState(data, count, BG_AB_OP_OCCUPIED_BASES_HORDE, horde);
// Team scores
FillInitialWorldState(data, count, BG_AB_OP_RESOURCES_MAX, BG_AB_MAX_TEAM_SCORE);
FillInitialWorldState(data, count, BG_AB_OP_RESOURCES_WARNING, BG_AB_WARNING_NEAR_VICTORY_SCORE);
FillInitialWorldState(data, count, BG_AB_OP_RESOURCES_ALLY, m_TeamScores[TEAM_INDEX_ALLIANCE]);
FillInitialWorldState(data, count, BG_AB_OP_RESOURCES_HORDE, m_TeamScores[TEAM_INDEX_HORDE]);
// other unknown
FillInitialWorldState(data, count, 0x745, 0x2); // 37 1861 unk
}
/// <summary>
/// _s the send node update.
/// </summary>
/// <param name="node">The node.</param>
void BattleGroundAB::_SendNodeUpdate(uint8 node)
{
// Send node owner state update to refresh map icons on client
const uint8 plusArray[] = {0, 2, 3, 0, 1};
if (m_prevNodes[node])
{
UpdateWorldState(BG_AB_OP_NODESTATES[node] + plusArray[m_prevNodes[node]], WORLD_STATE_REMOVE);
}
else
{
UpdateWorldState(BG_AB_OP_NODEICONS[node], WORLD_STATE_REMOVE);
}
UpdateWorldState(BG_AB_OP_NODESTATES[node] + plusArray[m_Nodes[node]], WORLD_STATE_ADD);
// How many bases each team owns
uint8 ally = 0, horde = 0;
for (uint8 i = 0; i < BG_AB_NODES_MAX; ++i)
if (m_Nodes[i] == BG_AB_NODE_STATUS_ALLY_OCCUPIED)
{
++ally;
}
else if (m_Nodes[i] == BG_AB_NODE_STATUS_HORDE_OCCUPIED)
{
++horde;
}
UpdateWorldState(BG_AB_OP_OCCUPIED_BASES_ALLY, ally);
UpdateWorldState(BG_AB_OP_OCCUPIED_BASES_HORDE, horde);
}
/// <summary>
/// _s the node occupied.
/// </summary>
/// <param name="node">The node.</param>
/// <param name="team">The team.</param>
void BattleGroundAB::_NodeOccupied(uint8 node, Team team)
{
uint8 capturedNodes = 0;
for (uint8 i = 0; i < BG_AB_NODES_MAX; ++i)
{
if (m_Nodes[node] == GetTeamIndexByTeamId(team) + BG_AB_NODE_TYPE_OCCUPIED && !m_NodeTimers[i])
{
++capturedNodes;
}
}
if (capturedNodes >= 5)
{
CastSpellOnTeam(SPELL_AB_QUEST_REWARD_5_BASES, team);
}
if (capturedNodes >= 4)
{
CastSpellOnTeam(SPELL_AB_QUEST_REWARD_4_BASES, team);
}
}
/* Invoked if a player used a banner as a gameobject */
/// <summary>
/// Events the player clicked on flag.
/// </summary>
/// <param name="source">The source.</param>
/// <param name="target_obj">The target_obj.</param>
void BattleGroundAB::EventPlayerClickedOnFlag(Player* source, GameObject* target_obj)
{
if (GetStatus() != STATUS_IN_PROGRESS)
{
return;
}
uint8 event = (sBattleGroundMgr.GetGameObjectEventIndex(target_obj->GetGUIDLow())).event1;
if (event >= BG_AB_NODES_MAX) // not a node
{
return;
}
BG_AB_Nodes node = BG_AB_Nodes(event);
PvpTeamIndex teamIndex = GetTeamIndexByTeamId(source->GetTeam());
// Check if player really could use this banner, not cheated
if (!(m_Nodes[node] == 0 || teamIndex == m_Nodes[node] % 2))
{
return;
}
source->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_ENTER_PVP_COMBAT);
uint32 sound;
// TODO in the following code we should restructure a bit to avoid
// duplication (or maybe write functions?)
// If node is neutral, change to contested
if (m_Nodes[node] == BG_AB_NODE_TYPE_NEUTRAL)
{
UpdatePlayerScore(source, SCORE_BASES_ASSAULTED, 1);
m_prevNodes[node] = m_Nodes[node];
m_Nodes[node] = teamIndex + 1;
// create new contested banner
_CreateBanner(node, BG_AB_NODE_TYPE_CONTESTED, teamIndex, true);
_SendNodeUpdate(node);
m_NodeTimers[node] = BG_AB_FLAG_CAPTURING_TIME;
if (teamIndex == 0)
{
SendMessage2ToAll(LANG_BG_AB_NODE_CLAIMED, CHAT_MSG_BG_SYSTEM_ALLIANCE, source, _GetNodeNameId(node), LANG_BG_ALLY);
}
else
{
SendMessage2ToAll(LANG_BG_AB_NODE_CLAIMED, CHAT_MSG_BG_SYSTEM_HORDE, source, _GetNodeNameId(node), LANG_BG_HORDE);
}
sound = BG_AB_SOUND_NODE_CLAIMED;
}
// If node is contested
else if ((m_Nodes[node] == BG_AB_NODE_STATUS_ALLY_CONTESTED) || (m_Nodes[node] == BG_AB_NODE_STATUS_HORDE_CONTESTED))
{
// If last state is NOT occupied, change node to enemy-contested
if (m_prevNodes[node] < BG_AB_NODE_TYPE_OCCUPIED)
{
UpdatePlayerScore(source, SCORE_BASES_ASSAULTED, 1);
m_prevNodes[node] = m_Nodes[node];
m_Nodes[node] = teamIndex + BG_AB_NODE_TYPE_CONTESTED;
// create new contested banner
_CreateBanner(node, BG_AB_NODE_TYPE_CONTESTED, teamIndex, true);
_SendNodeUpdate(node);
m_NodeTimers[node] = BG_AB_FLAG_CAPTURING_TIME;
if (teamIndex == TEAM_INDEX_ALLIANCE)
{
SendMessage2ToAll(LANG_BG_AB_NODE_ASSAULTED, CHAT_MSG_BG_SYSTEM_ALLIANCE, source, _GetNodeNameId(node));
}
else
{
SendMessage2ToAll(LANG_BG_AB_NODE_ASSAULTED, CHAT_MSG_BG_SYSTEM_HORDE, source, _GetNodeNameId(node));
}
}
// If contested, change back to occupied
else
{
UpdatePlayerScore(source, SCORE_BASES_DEFENDED, 1);
m_prevNodes[node] = m_Nodes[node];
m_Nodes[node] = teamIndex + BG_AB_NODE_TYPE_OCCUPIED;
// create new occupied banner
_CreateBanner(node, BG_AB_NODE_TYPE_OCCUPIED, teamIndex, true);
_SendNodeUpdate(node);
m_NodeTimers[node] = 0;
_NodeOccupied(node, (teamIndex == TEAM_INDEX_ALLIANCE) ? ALLIANCE : HORDE);
if (teamIndex == TEAM_INDEX_ALLIANCE)
{
SendMessage2ToAll(LANG_BG_AB_NODE_DEFENDED, CHAT_MSG_BG_SYSTEM_ALLIANCE, source, _GetNodeNameId(node));
}
else
{
SendMessage2ToAll(LANG_BG_AB_NODE_DEFENDED, CHAT_MSG_BG_SYSTEM_HORDE, source, _GetNodeNameId(node));
}
}
sound = (teamIndex == TEAM_INDEX_ALLIANCE) ? BG_AB_SOUND_NODE_ASSAULTED_ALLIANCE : BG_AB_SOUND_NODE_ASSAULTED_HORDE;
}
// If node is occupied, change to enemy-contested
else
{
UpdatePlayerScore(source, SCORE_BASES_ASSAULTED, 1);
m_prevNodes[node] = m_Nodes[node];
m_Nodes[node] = teamIndex + BG_AB_NODE_TYPE_CONTESTED;
// create new contested banner
_CreateBanner(node, BG_AB_NODE_TYPE_CONTESTED, teamIndex, true);
_SendNodeUpdate(node);
m_NodeTimers[node] = BG_AB_FLAG_CAPTURING_TIME;
if (teamIndex == TEAM_INDEX_ALLIANCE)
{
SendMessage2ToAll(LANG_BG_AB_NODE_ASSAULTED, CHAT_MSG_BG_SYSTEM_ALLIANCE, source, _GetNodeNameId(node));
}
else
{
SendMessage2ToAll(LANG_BG_AB_NODE_ASSAULTED, CHAT_MSG_BG_SYSTEM_HORDE, source, _GetNodeNameId(node));
}
sound = (teamIndex == TEAM_INDEX_ALLIANCE) ? BG_AB_SOUND_NODE_ASSAULTED_ALLIANCE : BG_AB_SOUND_NODE_ASSAULTED_HORDE;
}
// If node is occupied again, send "X has taken the Y" msg.
if (m_Nodes[node] >= BG_AB_NODE_TYPE_OCCUPIED)
{
if (teamIndex == TEAM_INDEX_ALLIANCE)
{
SendMessage2ToAll(LANG_BG_AB_NODE_TAKEN, CHAT_MSG_BG_SYSTEM_ALLIANCE, NULL, LANG_BG_ALLY, _GetNodeNameId(node));
}
else
{
SendMessage2ToAll(LANG_BG_AB_NODE_TAKEN, CHAT_MSG_BG_SYSTEM_HORDE, NULL, LANG_BG_HORDE, _GetNodeNameId(node));
}
}
PlaySoundToAll(sound);
}
/// <summary>
/// Resets this instance.
/// </summary>
void BattleGroundAB::Reset()
{
// call parent's class reset
BattleGround::Reset();
for (uint8 i = 0; i < PVP_TEAM_COUNT; ++i)
{
m_TeamScores[i] = 0;
m_lastTick[i] = 0;
m_honorScoreTicks[i] = 0;
m_ReputationScoreTics[i] = 0;
}
m_IsInformedNearVictory = false;
bool isBGWeekend = BattleGroundMgr::IsBGWeekend(GetTypeID());
m_honorTicks = isBGWeekend ? AB_WEEKEND_HONOR_INTERVAL : AB_NORMAL_HONOR_INTERVAL;
m_ReputationTics = isBGWeekend ? AB_WEEKEND_REPUTATION_INTERVAL : AB_NORMAL_REPUTATION_INTERVAL;
for (uint8 i = 0; i < BG_AB_NODES_MAX; ++i)
{
m_Nodes[i] = 0;
m_prevNodes[i] = 0;
m_NodeTimers[i] = 0;
m_BannerTimers[i].timer = 0;
// all nodes owned by neutral team at beginning
m_ActiveEvents[i] = BG_AB_NODE_TYPE_NEUTRAL;
}
}
/// <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);
}
/// <summary>
/// Gets the closest grave yard.
/// </summary>
/// <param name="player">The player.</param>
/// <returns></returns>
WorldSafeLocsEntry const* BattleGroundAB::GetClosestGraveYard(Player* player)
{
PvpTeamIndex teamIndex = GetTeamIndexByTeamId(player->GetTeam());
// Is there any occupied node for this team?
std::vector<uint8> nodes;
for (uint8 i = 0; i < BG_AB_NODES_MAX; ++i)
if (m_Nodes[i] == teamIndex + 3)
{
nodes.push_back(i);
}
WorldSafeLocsEntry const* good_entry = NULL;
// If so, select the closest node to place ghost on
if (!nodes.empty())
{
float plr_x = player->GetPositionX();
float plr_y = player->GetPositionY();
float mindist = 999999.0f;
for (uint8 i = 0; i < nodes.size(); ++i)
{
WorldSafeLocsEntry const* entry = sWorldSafeLocsStore.LookupEntry(BG_AB_GraveyardIds[nodes[i]]);
if (!entry)
{
continue;
}
float dist = (entry->x - plr_x) * (entry->x - plr_x) + (entry->y - plr_y) * (entry->y - plr_y);
if (mindist > dist)
{
mindist = dist;
good_entry = entry;
}
}
nodes.clear();
}
// If not, place ghost on starting location
if (!good_entry)
{
good_entry = sWorldSafeLocsStore.LookupEntry(BG_AB_GraveyardIds[teamIndex + 5]);
}
return good_entry;
}
/// <summary>
/// Updates the player score.
/// </summary>
/// <param name="source">The source.</param>
/// <param name="type">The type.</param>
/// <param name="value">The value.</param>
void BattleGroundAB::UpdatePlayerScore(Player* source, uint32 type, uint32 value)
{
BattleGroundScoreMap::iterator itr = m_PlayerScores.find(source->GetObjectGuid());
if (itr == m_PlayerScores.end()) // player not found...
{
return;
}
switch (type)
{
case SCORE_BASES_ASSAULTED:
((BattleGroundABScore*)itr->second)->BasesAssaulted += value;
break;
case SCORE_BASES_DEFENDED:
((BattleGroundABScore*)itr->second)->BasesDefended += value;
break;
default:
BattleGround::UpdatePlayerScore(source, type, value);
break;
}
}
/// <summary>
/// Gets the premature finish winning team.
/// </summary>
Team BattleGroundAB::GetPrematureWinner()
{
int32 hordeScore = m_TeamScores[TEAM_INDEX_HORDE];
int32 allianceScore = m_TeamScores[TEAM_INDEX_ALLIANCE];
if (hordeScore > allianceScore)
{
return HORDE;
}
if (allianceScore > hordeScore)
{
return ALLIANCE;
}
// If the values are equal, fall back to number of players on each team
return BattleGround::GetPrematureWinner();
}