Core/Scenarios: Attempt to restore scenario state from completed encounter info
Port From (https://github.com/TrinityCore/TrinityCore/commit/1e99011edf5e74ef51a7b6f84ca0529e5dbf2492)
This commit is contained in:
@@ -737,11 +737,6 @@ namespace Framework.Database
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PrepareStatement(CharStatements.UPD_BLACKMARKET_AUCTIONS, "UPDATE blackmarket_auctions SET currentBid = ?, time = ?, numBids = ?, bidder = ? WHERE marketId = ?");
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PrepareStatement(CharStatements.INS_BLACKMARKET_AUCTIONS, "INSERT INTO blackmarket_auctions (marketId, currentBid, time, numBids, bidder) VALUES (?, ?, ?, ? ,?)");
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// Scenario
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PrepareStatement(CharStatements.SEL_SCENARIO_INSTANCE_CRITERIA_FOR_INSTANCE, "SELECT criteria, counter, date FROM instance_scenario_progress WHERE id = ?");
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PrepareStatement(CharStatements.DEL_SCENARIO_INSTANCE_CRITERIA, "DELETE FROM instance_scenario_progress WHERE id = ? AND criteria = ?");
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PrepareStatement(CharStatements.INS_SCENARIO_INSTANCE_CRITERIA, "INSERT INTO instance_scenario_progress (id, criteria, counter, date) VALUES (?, ?, ?, ?)");
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// Spell Location
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PrepareStatement(CharStatements.SEL_CHARACTER_AURA_STORED_LOCATIONS, "SELECT Spell, MapId, PositionX, PositionY, PositionZ, Orientation FROM character_aura_stored_location WHERE Guid = ?");
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PrepareStatement(CharStatements.DEL_CHARACTER_AURA_STORED_LOCATIONS_BY_GUID, "DELETE FROM character_aura_stored_location WHERE Guid = ?");
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@@ -1347,10 +1342,6 @@ namespace Framework.Database
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UPD_BLACKMARKET_AUCTIONS,
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INS_BLACKMARKET_AUCTIONS,
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SEL_SCENARIO_INSTANCE_CRITERIA_FOR_INSTANCE,
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DEL_SCENARIO_INSTANCE_CRITERIA,
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INS_SCENARIO_INSTANCE_CRITERIA,
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SEL_CHARACTER_AURA_STORED_LOCATIONS,
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DEL_CHARACTER_AURA_STORED_LOCATIONS_BY_GUID,
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DEL_CHARACTER_AURA_STORED_LOCATION,
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@@ -39,13 +39,6 @@ namespace Game.Maps
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_instanceSpawnGroups = Global.ObjectMgr.GetInstanceSpawnGroupsForMap(map.GetId());
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}
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public void SaveToDB()
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{
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InstanceScenario scenario = instance.GetInstanceScenario();
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if (scenario != null)
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scenario.SaveToDB();
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}
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public virtual bool IsEncounterInProgress()
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{
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foreach (var boss in bosses.Values)
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@@ -416,7 +409,6 @@ namespace Game.Maps
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}
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bossInfo.state = state;
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SaveToDB();
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if (dungeonEncounter != null)
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instance.UpdateInstanceLock(new UpdateBossStateSaveDataEvent(dungeonEncounter, id, state));
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}
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@@ -695,7 +687,7 @@ namespace Game.Maps
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return false;
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}
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bool IsEncounterCompleted(uint dungeonEncounterId)
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public bool IsEncounterCompleted(uint dungeonEncounterId)
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{
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for (uint i = 0; i < bosses.Count; ++i)
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for (var j = 0; j < bosses[i].DungeonEncounters.Length; ++j)
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@@ -28,138 +28,87 @@ namespace Game.Scenarios
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{
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public class InstanceScenario : Scenario
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{
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public InstanceScenario(Map map, ScenarioData scenarioData) : base(scenarioData)
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public InstanceScenario(InstanceMap map, ScenarioData scenarioData) : base(scenarioData)
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{
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_map = map;
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//ASSERT(_map);
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LoadInstanceData(_map.GetInstanceId());
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LoadInstanceData();
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var players = map.GetPlayers();
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foreach (var player in players)
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SendScenarioState(player);
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}
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public void SaveToDB()
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void LoadInstanceData()
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{
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if (_criteriaProgress.Empty())
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InstanceScript instanceScript = _map.GetInstanceScript();
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if (instanceScript == null)
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return;
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DifficultyRecord difficultyEntry = CliDB.DifficultyStorage.LookupByKey(_map.GetDifficultyID());
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if (difficultyEntry == null || difficultyEntry.Flags.HasAnyFlag(DifficultyFlags.ChallengeMode)) // Map should have some sort of "CanSave" boolean that returns whether or not the map is savable. (Challenge modes cannot be saved for example)
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return;
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List<CriteriaTree> criteriaTrees = new();
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uint id = _map.GetInstanceId();
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if (id == 0)
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var killCreatureCriteria = Global.CriteriaMgr.GetScenarioCriteriaByTypeAndScenario(CriteriaType.KillCreature, _data.Entry.Id);
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if (!killCreatureCriteria.Empty())
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{
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Log.outDebug(LogFilter.Scenario, "Scenario.SaveToDB: Can not save scenario progress without an instance save. Map.GetInstanceId() did not return an instance save.");
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return;
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var spawnGroups = Global.ObjectMgr.GetInstanceSpawnGroupsForMap(_map.GetId());
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if (spawnGroups != null)
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{
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Dictionary<uint, ulong> despawnedCreatureCountsById = new();
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foreach (InstanceSpawnGroupInfo spawnGroup in spawnGroups)
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{
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if (instanceScript.GetBossState(spawnGroup.BossStateId) != EncounterState.Done)
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continue;
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bool isDespawned = ((1 << (int)EncounterState.Done) & spawnGroup.BossStates) == 0 || spawnGroup.Flags.HasFlag(InstanceSpawnGroupFlags.BlockSpawn);
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if (isDespawned)
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{
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foreach (var spawn in Global.ObjectMgr.GetSpawnMetadataForGroup(spawnGroup.SpawnGroupId))
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{
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SpawnData spawnData = spawn.ToSpawnData();
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if (spawnData != null)
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++despawnedCreatureCountsById[spawnData.Id];
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}
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}
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}
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foreach (Criteria criteria in killCreatureCriteria)
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{
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// count creatures in despawned spawn groups
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ulong progress = despawnedCreatureCountsById.LookupByKey(criteria.Entry.Asset);
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if (progress != 0)
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{
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SetCriteriaProgress(criteria, progress, null, ProgressType.Set);
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var trees = Global.CriteriaMgr.GetCriteriaTreesByCriteria(criteria.Id);
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if (trees != null)
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foreach (CriteriaTree tree in trees)
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criteriaTrees.Add(tree);
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}
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}
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}
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}
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SQLTransaction trans = new();
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foreach (var iter in _criteriaProgress)
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foreach (Criteria criteria in Global.CriteriaMgr.GetScenarioCriteriaByTypeAndScenario(CriteriaType.DefeatDungeonEncounter, _data.Entry.Id))
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{
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if (!iter.Value.Changed)
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if (!instanceScript.IsEncounterCompleted(criteria.Entry.Asset))
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continue;
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Criteria criteria = Global.CriteriaMgr.GetCriteria(iter.Key);
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switch (criteria.Entry.Type)
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{
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// Blizzard only appears to store creature kills and dungeon encounters
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case CriteriaType.KillCreature:
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case CriteriaType.DefeatDungeonEncounter:
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break;
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default:
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continue;
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}
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if (iter.Value.Counter != 0)
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{
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PreparedStatement stmt = DB.Characters.GetPreparedStatement(CharStatements.DEL_SCENARIO_INSTANCE_CRITERIA);
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stmt.AddValue(0, id);
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stmt.AddValue(1, iter.Key);
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trans.Append(stmt);
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stmt = DB.Characters.GetPreparedStatement(CharStatements.INS_SCENARIO_INSTANCE_CRITERIA);
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stmt.AddValue(0, id);
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stmt.AddValue(1, iter.Key);
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stmt.AddValue(2, iter.Value.Counter);
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stmt.AddValue(3, iter.Value.Date);
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trans.Append(stmt);
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}
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iter.Value.Changed = false;
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SetCriteriaProgress(criteria, 1, null, ProgressType.Set);
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var trees = Global.CriteriaMgr.GetCriteriaTreesByCriteria(criteria.Id);
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if (trees != null)
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foreach (CriteriaTree tree in trees)
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criteriaTrees.Add(tree);
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}
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DB.Characters.CommitTransaction(trans);
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}
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void LoadInstanceData(uint instanceId)
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{
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PreparedStatement stmt = DB.Characters.GetPreparedStatement(CharStatements.SEL_SCENARIO_INSTANCE_CRITERIA_FOR_INSTANCE);
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stmt.AddValue(0, instanceId);
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SQLResult result = DB.Characters.Query(stmt);
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if (!result.IsEmpty())
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foreach (CriteriaTree tree in criteriaTrees)
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{
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SQLTransaction trans = new();
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long now = GameTime.GetGameTime();
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ScenarioStepRecord step = tree.ScenarioStep;
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if (step == null)
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continue;
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List<CriteriaTree> criteriaTrees = new();
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do
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{
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uint id = result.Read<uint>(0);
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ulong counter = result.Read<ulong>(1);
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long date = result.Read<long>(2);
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Criteria criteria = Global.CriteriaMgr.GetCriteria(id);
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if (criteria == null)
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{
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// Removing non-existing criteria data for all instances
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Log.outError(LogFilter.Scenario, "Removing scenario criteria {0} data from the table `instance_scenario_progress`.", id);
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stmt = DB.Characters.GetPreparedStatement(CharStatements.DEL_SCENARIO_INSTANCE_CRITERIA);
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stmt.AddValue(0, instanceId);
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stmt.AddValue(1, id);
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trans.Append(stmt);
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continue;
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}
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if (criteria.Entry.StartTimer != 0 && (date + criteria.Entry.StartTimer) < now)
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continue;
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switch (criteria.Entry.Type)
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{
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// Blizzard appears to only stores creatures killed progress for unknown reasons. Either technical shortcoming or intentional
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case CriteriaType.KillCreature:
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case CriteriaType.DefeatDungeonEncounter:
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break;
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default:
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continue;
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}
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SetCriteriaProgress(criteria, counter, null, ProgressType.Set);
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List<CriteriaTree> trees = Global.CriteriaMgr.GetCriteriaTreesByCriteria(criteria.Id);
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if (trees != null)
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{
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foreach (CriteriaTree tree in trees)
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criteriaTrees.Add(tree);
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}
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}
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while (result.NextRow());
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DB.Characters.CommitTransaction(trans);
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foreach (CriteriaTree tree in criteriaTrees)
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{
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ScenarioStepRecord step = tree.ScenarioStep;
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if (step == null)
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continue;
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if (IsCompletedCriteriaTree(tree))
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SetStepState(step, ScenarioStepState.Done);
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}
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if (IsCompletedCriteriaTree(tree))
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SetStepState(step, ScenarioStepState.Done);
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}
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}
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@@ -179,6 +128,6 @@ namespace Game.Scenarios
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_map.SendToPlayers(data);
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}
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Map _map;
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InstanceMap _map;
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}
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}
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@@ -369,7 +369,7 @@ namespace Game.Scenarios
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public override void SendAllData(Player receiver) { }
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List<ObjectGuid> _players = new();
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ScenarioData _data;
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protected ScenarioData _data;
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ScenarioStepRecord _currentstep;
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Dictionary<ScenarioStepRecord, ScenarioStepState> _stepStates = new();
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}
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@@ -28,7 +28,7 @@ namespace Game.Scenarios
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{
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ScenarioManager() { }
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public InstanceScenario CreateInstanceScenario(Map map, int team)
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public InstanceScenario CreateInstanceScenario(InstanceMap map, int team)
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{
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var dbData = _scenarioDBData.LookupByKey(Tuple.Create(map.GetId(), (byte)map.GetDifficultyID()));
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// No scenario registered for this map and difficulty in the database
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