/* * Copyright (C) 2012-2020 CypherCore * * 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 3 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, see . */ using Framework.Constants; using Framework.Database; using Game.DataStorage; using Game.Entities; using Game.Maps; using Game.Networking.Packets; using System; using System.Collections.Generic; using Framework.Collections; using System.Linq; namespace Game { public class GameEventManager : Singleton { GameEventManager() { } bool CheckOneGameEvent(ushort entry) { switch (mGameEvent[entry].state) { default: case GameEventState.Normal: { long currenttime = Time.UnixTime; // Get the event information return mGameEvent[entry].start < currenttime && currenttime < mGameEvent[entry].end && (currenttime - mGameEvent[entry].start) % (mGameEvent[entry].occurence * Time.Minute) < mGameEvent[entry].length * Time.Minute; } // if the state is conditions or nextphase, then the event should be active case GameEventState.WorldConditions: case GameEventState.WorldNextPhase: return true; // finished world events are inactive case GameEventState.WorldFinished: case GameEventState.Internal: return false; // if inactive world event, check the prerequisite events case GameEventState.WorldInactive: { long currenttime = Time.UnixTime; foreach (var gameEventId in mGameEvent[entry].prerequisite_events) { if ((mGameEvent[gameEventId].state != GameEventState.WorldNextPhase && mGameEvent[gameEventId].state != GameEventState.WorldFinished) || // if prereq not in nextphase or finished state, then can't start this one mGameEvent[gameEventId].nextstart > currenttime) // if not in nextphase state for long enough, can't start this one return false; } // all prerequisite events are met // but if there are no prerequisites, this can be only activated through gm command return !(mGameEvent[entry].prerequisite_events.Empty()); } } } public uint NextCheck(ushort entry) { long currenttime = Time.UnixTime; // for NEXTPHASE state world events, return the delay to start the next event, so the followup event will be checked correctly if ((mGameEvent[entry].state == GameEventState.WorldNextPhase || mGameEvent[entry].state == GameEventState.WorldFinished) && mGameEvent[entry].nextstart >= currenttime) return (uint)(mGameEvent[entry].nextstart - currenttime); // for CONDITIONS state world events, return the length of the wait period, so if the conditions are met, this check will be called again to set the timer as NEXTPHASE event if (mGameEvent[entry].state == GameEventState.WorldConditions) { if (mGameEvent[entry].length != 0) return mGameEvent[entry].length * 60; else return Time.Day; } // outdated event: we return max if (currenttime > mGameEvent[entry].end) return Time.Day; // never started event, we return delay before start if (mGameEvent[entry].start > currenttime) return (uint)(mGameEvent[entry].start - currenttime); uint delay; // in event, we return the end of it if ((((currenttime - mGameEvent[entry].start) % (mGameEvent[entry].occurence * 60)) < (mGameEvent[entry].length * 60))) // we return the delay before it ends delay = (uint)((mGameEvent[entry].length * Time.Minute) - ((currenttime - mGameEvent[entry].start) % (mGameEvent[entry].occurence * Time.Minute))); else // not in window, we return the delay before next start delay = (uint)((mGameEvent[entry].occurence * Time.Minute) - ((currenttime - mGameEvent[entry].start) % (mGameEvent[entry].occurence * Time.Minute))); // In case the end is before next check if (mGameEvent[entry].end < currenttime + delay) return (uint)(mGameEvent[entry].end - currenttime); else return delay; } void StartInternalEvent(ushort event_id) { if (event_id < 1 || event_id >= mGameEvent.Length) return; if (!mGameEvent[event_id].IsValid()) return; if (m_ActiveEvents.Contains(event_id)) return; StartEvent(event_id); } public bool StartEvent(ushort event_id, bool overwrite = false) { GameEventData data = mGameEvent[event_id]; if (data.state == GameEventState.Normal || data.state == GameEventState.Internal) { AddActiveEvent(event_id); ApplyNewEvent(event_id); if (overwrite) { mGameEvent[event_id].start = Time.UnixTime; if (data.end <= data.start) data.end = data.start + data.length; } // When event is started, set its worldstate to current time Global.WorldMgr.SetWorldState(event_id, Time.UnixTime); return false; } else { if (data.state == GameEventState.WorldInactive) // set to conditions phase data.state = GameEventState.WorldConditions; // add to active events AddActiveEvent(event_id); // add spawns ApplyNewEvent(event_id); // check if can go to next state bool conditions_met = CheckOneGameEventConditions(event_id); // save to db SaveWorldEventStateToDB(event_id); // force game event update to set the update timer if conditions were met from a command // this update is needed to possibly start events dependent on the started one // or to scedule another update where the next event will be started if (overwrite && conditions_met) Global.WorldMgr.ForceGameEventUpdate(); return conditions_met; } } public void StopEvent(ushort event_id, bool overwrite = false) { GameEventData data = mGameEvent[event_id]; bool serverwide_evt = data.state != GameEventState.Normal && data.state != GameEventState.Internal; RemoveActiveEvent(event_id); UnApplyEvent(event_id); // When event is stopped, clean up its worldstate Global.WorldMgr.SetWorldState(event_id, 0); if (overwrite && !serverwide_evt) { data.start = Time.UnixTime - data.length * Time.Minute; if (data.end <= data.start) data.end = data.start + data.length; } else if (serverwide_evt) { // if finished world event, then only gm command can stop it if (overwrite || data.state != GameEventState.WorldFinished) { // reset conditions data.nextstart = 0; data.state = GameEventState.WorldInactive; foreach (var pair in data.conditions) pair.Value.done = 0; SQLTransaction trans = new SQLTransaction(); PreparedStatement stmt = DB.Characters.GetPreparedStatement(CharStatements.DEL_ALL_GAME_EVENT_CONDITION_SAVE); stmt.AddValue(0, event_id); trans.Append(stmt); stmt = DB.Characters.GetPreparedStatement(CharStatements.DEL_GAME_EVENT_SAVE); stmt.AddValue(0, event_id); trans.Append(stmt); DB.Characters.CommitTransaction(trans); } } } public void LoadFromDB() { { uint oldMSTime = Time.GetMSTime(); // 0 1 2 3 4 5 6 7 8 SQLResult result = DB.World.Query("SELECT eventEntry, UNIX_TIMESTAMP(start_time), UNIX_TIMESTAMP(end_time), occurence, length, holiday, description, world_event, announce FROM game_event"); if (result.IsEmpty()) { mGameEvent.Clear(); Log.outInfo(LogFilter.ServerLoading, "Loaded 0 game events. DB table `game_event` is empty."); return; } uint count = 0; do { byte event_id = result.Read(0); if (event_id == 0) { Log.outError(LogFilter.Sql, "`game_event` game event entry 0 is reserved and can't be used."); continue; } GameEventData pGameEvent = mGameEvent[event_id]; ulong starttime = result.Read(1); pGameEvent.start = (long)starttime; ulong endtime = result.Read(2); pGameEvent.end = (long)endtime; pGameEvent.occurence = result.Read(3); pGameEvent.length = result.Read(4); pGameEvent.holiday_id = (HolidayIds)result.Read(5); pGameEvent.state = (GameEventState)result.Read(7); pGameEvent.nextstart = 0; pGameEvent.announce = result.Read(8); if (pGameEvent.length == 0 && pGameEvent.state == GameEventState.Normal) // length>0 is validity check { Log.outError(LogFilter.Sql, "`game_event` game event id ({0}) isn't a world event and has length = 0, thus it can't be used.", event_id); continue; } if (pGameEvent.holiday_id != HolidayIds.None) { if (!CliDB.HolidaysStorage.ContainsKey((uint)pGameEvent.holiday_id)) { Log.outError(LogFilter.Sql, "`game_event` game event id ({0}) have not existed holiday id {1}.", event_id, pGameEvent.holiday_id); pGameEvent.holiday_id = HolidayIds.None; } } pGameEvent.description = result.Read(6); //mGameEvent[event_id] = pGameEvent; ++count; } while (result.NextRow()); Log.outInfo(LogFilter.ServerLoading, "Loaded {0} game events in {1} ms", count, Time.GetMSTimeDiffToNow(oldMSTime)); } Log.outInfo(LogFilter.ServerLoading, "Loading Game Event Saves Data..."); { uint oldMSTime = Time.GetMSTime(); // 0 1 2 SQLResult result = DB.Characters.Query("SELECT eventEntry, state, next_start FROM game_event_save"); if (result.IsEmpty()) Log.outInfo(LogFilter.ServerLoading, "Loaded 0 game event saves in game events. DB table `game_event_save` is empty."); else { uint count = 0; do { byte event_id = result.Read(0); if (event_id >= mGameEvent.Length) { Log.outError(LogFilter.Sql, "`game_event_save` game event entry ({0}) not exist in `game_event`", event_id); continue; } if (mGameEvent[event_id].state != GameEventState.Normal && mGameEvent[event_id].state != GameEventState.Internal) { mGameEvent[event_id].state = (GameEventState)result.Read(1); mGameEvent[event_id].nextstart = result.Read(2); } else { Log.outError(LogFilter.Sql, "game_event_save includes event save for non-worldevent id {0}", event_id); continue; } ++count; } while (result.NextRow()); Log.outInfo(LogFilter.ServerLoading, "Loaded {0} game event saves in game events in {1} ms", count, Time.GetMSTimeDiffToNow(oldMSTime)); } } Log.outInfo(LogFilter.ServerLoading, "Loading Game Event Prerequisite Data..."); { uint oldMSTime = Time.GetMSTime(); // 0 1 SQLResult result = DB.World.Query("SELECT eventEntry, prerequisite_event FROM game_event_prerequisite"); if (result.IsEmpty()) Log.outInfo(LogFilter.ServerLoading, "Loaded 0 game event prerequisites in game events. DB table `game_event_prerequisite` is empty."); else { uint count = 0; do { ushort event_id = result.Read(0); if (event_id >= mGameEvent.Length) { Log.outError(LogFilter.Sql, "`game_event_prerequisite` game event id ({0}) is out of range compared to max event id in `game_event`", event_id); continue; } if (mGameEvent[event_id].state != GameEventState.Normal && mGameEvent[event_id].state != GameEventState.Internal) { ushort prerequisite_event = result.Read(1); if (prerequisite_event >= mGameEvent.Length) { Log.outError(LogFilter.Sql, "`game_event_prerequisite` game event prerequisite id ({0}) not exist in `game_event`", prerequisite_event); continue; } mGameEvent[event_id].prerequisite_events.Add(prerequisite_event); } else { Log.outError(LogFilter.Sql, "game_event_prerequisiste includes event entry for non-worldevent id {0}", event_id); continue; } ++count; } while (result.NextRow()); Log.outInfo(LogFilter.ServerLoading, "Loaded {0} game event prerequisites in game events in {1} ms", count, Time.GetMSTimeDiffToNow(oldMSTime)); } } Log.outInfo(LogFilter.ServerLoading, "Loading Game Event Creature Data..."); { uint oldMSTime = Time.GetMSTime(); // 0 1 SQLResult result = DB.World.Query("SELECT guid, eventEntry FROM game_event_creature"); if (result.IsEmpty()) Log.outInfo(LogFilter.ServerLoading, "Loaded 0 creatures in game events. DB table `game_event_creature` is empty"); else { uint count = 0; do { ulong guid = result.Read(0); short event_id = result.Read(1); int internal_event_id = mGameEvent.Length + event_id - 1; CreatureData data = Global.ObjectMgr.GetCreatureData(guid); if (data == null) { Log.outError(LogFilter.Sql, "`game_event_creature` contains creature (GUID: {0}) not found in `creature` table.", guid); continue; } if (internal_event_id < 0 || internal_event_id >= mGameEventCreatureGuids.Length) { Log.outError(LogFilter.Sql, "`game_event_creature` game event id ({0}) not exist in `game_event`", event_id); continue; } mGameEventCreatureGuids[internal_event_id].Add(guid); ++count; } while (result.NextRow()); Log.outInfo(LogFilter.ServerLoading, "Loaded {0} creatures in game events in {1} ms", count, Time.GetMSTimeDiffToNow(oldMSTime)); } } Log.outInfo(LogFilter.ServerLoading, "Loading Game Event GO Data..."); { uint oldMSTime = Time.GetMSTime(); // 0 1 SQLResult result = DB.World.Query("SELECT guid, eventEntry FROM game_event_gameobject"); if (result.IsEmpty()) Log.outInfo(LogFilter.ServerLoading, "Loaded 0 gameobjects in game events. DB table `game_event_gameobject` is empty."); else { uint count = 0; do { ulong guid = result.Read(0); short event_id = result.Read(1); int internal_event_id = mGameEvent.Length + event_id - 1; GameObjectData data = Global.ObjectMgr.GetGameObjectData(guid); if (data == null) { Log.outError(LogFilter.Sql, "`game_event_gameobject` contains gameobject (GUID: {0}) not found in `gameobject` table.", guid); continue; } if (internal_event_id < 0 || internal_event_id >= mGameEventGameobjectGuids.Length) { Log.outError(LogFilter.Sql, "`game_event_gameobject` game event id ({0}) not exist in `game_event`", event_id); continue; } mGameEventGameobjectGuids[internal_event_id].Add(guid); ++count; } while (result.NextRow()); Log.outInfo(LogFilter.ServerLoading, "Loaded {0} gameobjects in game events in {1} ms", count, Time.GetMSTimeDiffToNow(oldMSTime)); } } Log.outInfo(LogFilter.ServerLoading, "Loading Game Event Model/Equipment Change Data..."); { uint oldMSTime = Time.GetMSTime(); // 0 1 2 3 4 SQLResult result = DB.World.Query("SELECT creature.guid, creature.id, game_event_model_equip.eventEntry, game_event_model_equip.modelid, game_event_model_equip.equipment_id " + "FROM creature JOIN game_event_model_equip ON creature.guid=game_event_model_equip.guid"); if (result.IsEmpty()) Log.outInfo(LogFilter.ServerLoading, "Loaded 0 model/equipment changes in game events. DB table `game_event_model_equip` is empty."); else { uint count = 0; do { ulong guid = result.Read(0); uint entry = result.Read(1); ushort event_id = result.Read(2); if (event_id >= mGameEventModelEquip.Length) { Log.outError(LogFilter.Sql, "`game_event_model_equip` game event id ({0}) is out of range compared to max event id in `game_event`", event_id); continue; } ModelEquip newModelEquipSet = new ModelEquip(); newModelEquipSet.modelid = result.Read(3); newModelEquipSet.equipment_id = result.Read(4); newModelEquipSet.equipement_id_prev = 0; newModelEquipSet.modelid_prev = 0; if (newModelEquipSet.equipment_id > 0) { sbyte equipId = (sbyte)newModelEquipSet.equipment_id; if (Global.ObjectMgr.GetEquipmentInfo(entry, equipId) == null) { Log.outError(LogFilter.Sql, "Table `game_event_model_equip` have creature (Guid: {0}, entry: {1}) with equipment_id {2} not found in table `creature_equip_template`, set to no equipment.", guid, entry, newModelEquipSet.equipment_id); continue; } } mGameEventModelEquip[event_id].Add(Tuple.Create(guid, newModelEquipSet)); ++count; } while (result.NextRow()); Log.outInfo(LogFilter.ServerLoading, "Loaded {0} model/equipment changes in game events in {1} ms", count, Time.GetMSTimeDiffToNow(oldMSTime)); } } Log.outInfo(LogFilter.ServerLoading, "Loading Game Event Quest Data..."); { uint oldMSTime = Time.GetMSTime(); // 0 1 2 SQLResult result = DB.World.Query("SELECT id, quest, eventEntry FROM game_event_creature_quest"); if (result.IsEmpty()) Log.outInfo(LogFilter.ServerLoading, "Loaded 0 quests additions in game events. DB table `game_event_creature_quest` is empty."); else { uint count = 0; do { uint id = result.Read(0); uint quest = result.Read(1); ushort event_id = result.Read(2); if (event_id >= mGameEventCreatureQuests.Length) { Log.outError(LogFilter.Sql, "`game_event_creature_quest` game event id ({0}) not exist in `game_event`", event_id); continue; } mGameEventCreatureQuests[event_id].Add(Tuple.Create(id, quest)); ++count; } while (result.NextRow()); Log.outInfo(LogFilter.ServerLoading, "Loaded {0} quests additions in game events in {1} ms", count, Time.GetMSTimeDiffToNow(oldMSTime)); } } Log.outInfo(LogFilter.ServerLoading, "Loading Game Event GO Quest Data..."); { uint oldMSTime = Time.GetMSTime(); // 0 1 2 SQLResult result = DB.World.Query("SELECT id, quest, eventEntry FROM game_event_gameobject_quest"); if (result.IsEmpty()) Log.outInfo(LogFilter.ServerLoading, "Loaded 0 go quests additions in game events. DB table `game_event_gameobject_quest` is empty."); else { uint count = 0; do { uint id = result.Read(0); uint quest = result.Read(1); ushort event_id = result.Read(2); if (event_id >= mGameEventGameObjectQuests.Length) { Log.outError(LogFilter.Sql, "`game_event_gameobject_quest` game event id ({0}) not exist in `game_event`", event_id); continue; } mGameEventGameObjectQuests[event_id].Add(Tuple.Create(id, quest)); ++count; } while (result.NextRow()); Log.outInfo(LogFilter.ServerLoading, "Loaded {0} quests additions in game events in {1} ms", count, Time.GetMSTimeDiffToNow(oldMSTime)); } } Log.outInfo(LogFilter.ServerLoading, "Loading Game Event Quest Condition Data..."); { uint oldMSTime = Time.GetMSTime(); // 0 1 2 3 SQLResult result = DB.World.Query("SELECT quest, eventEntry, condition_id, num FROM game_event_quest_condition"); if (result.IsEmpty()) Log.outInfo(LogFilter.ServerLoading, "Loaded 0 quest event conditions in game events. DB table `game_event_quest_condition` is empty."); else { uint count = 0; do { uint quest = result.Read(0); ushort event_id = result.Read(1); uint condition = result.Read(2); float num = result.Read(3); if (event_id >= mGameEvent.Length) { Log.outError(LogFilter.Sql, "`game_event_quest_condition` game event id ({0}) is out of range compared to max event id in `game_event`", event_id); continue; } if (!mQuestToEventConditions.ContainsKey(quest)) mQuestToEventConditions[quest] = new GameEventQuestToEventConditionNum(); mQuestToEventConditions[quest].event_id = event_id; mQuestToEventConditions[quest].condition = condition; mQuestToEventConditions[quest].num = num; ++count; } while (result.NextRow()); Log.outInfo(LogFilter.ServerLoading, "Loaded {0} quest event conditions in game events in {1} ms", count, Time.GetMSTimeDiffToNow(oldMSTime)); } } Log.outInfo(LogFilter.ServerLoading, "Loading Game Event Condition Data..."); { uint oldMSTime = Time.GetMSTime(); // 0 1 2 3 4 SQLResult result = DB.World.Query("SELECT eventEntry, condition_id, req_num, max_world_state_field, done_world_state_field FROM game_event_condition"); if (result.IsEmpty()) Log.outInfo(LogFilter.ServerLoading, "Loaded 0 conditions in game events. DB table `game_event_condition` is empty."); else { uint count = 0; do { ushort event_id = result.Read(0); uint condition = result.Read(1); if (event_id >= mGameEvent.Length) { Log.outError(LogFilter.Sql, "`game_event_condition` game event id ({0}) is out of range compared to max event id in `game_event`", event_id); continue; } mGameEvent[event_id].conditions[condition].reqNum = result.Read(2); mGameEvent[event_id].conditions[condition].done = 0; mGameEvent[event_id].conditions[condition].max_world_state = result.Read(3); mGameEvent[event_id].conditions[condition].done_world_state = result.Read(4); ++count; } while (result.NextRow()); Log.outInfo(LogFilter.ServerLoading, "Loaded {0} conditions in game events in {1} ms", count, Time.GetMSTimeDiffToNow(oldMSTime)); } } Log.outInfo(LogFilter.ServerLoading, "Loading Game Event Condition Save Data..."); { uint oldMSTime = Time.GetMSTime(); // 0 1 2 SQLResult result = DB.Characters.Query("SELECT eventEntry, condition_id, done FROM game_event_condition_save"); if (result.IsEmpty()) Log.outInfo(LogFilter.ServerLoading, "Loaded 0 condition saves in game events. DB table `game_event_condition_save` is empty."); else { uint count = 0; do { ushort event_id = result.Read(0); uint condition = result.Read(1); if (event_id >= mGameEvent.Length) { Log.outError(LogFilter.Sql, "`game_event_condition_save` game event id ({0}) is out of range compared to max event id in `game_event`", event_id); continue; } if (mGameEvent[event_id].conditions.ContainsKey(condition)) { mGameEvent[event_id].conditions[condition].done = result.Read(2); } else { Log.outError(LogFilter.Sql, "game_event_condition_save contains not present condition evt id {0} cond id {1}", event_id, condition); continue; } ++count; } while (result.NextRow()); Log.outInfo(LogFilter.ServerLoading, "Loaded {0} condition saves in game events in {1} ms", count, Time.GetMSTimeDiffToNow(oldMSTime)); } } Log.outInfo(LogFilter.ServerLoading, "Loading Game Event NPCflag Data..."); { uint oldMSTime = Time.GetMSTime(); // 0 1 2 SQLResult result = DB.World.Query("SELECT guid, eventEntry, npcflag FROM game_event_npcflag"); if (result.IsEmpty()) Log.outInfo(LogFilter.ServerLoading, "Loaded 0 npcflags in game events. DB table `game_event_npcflag` is empty."); else { uint count = 0; do { ulong guid = result.Read(0); ushort event_id = result.Read(1); ulong npcflag = result.Read(2); if (event_id >= mGameEvent.Length) { Log.outError(LogFilter.Sql, "`game_event_npcflag` game event id ({0}) is out of range compared to max event id in `game_event`", event_id); continue; } mGameEventNPCFlags[event_id].Add((guid, npcflag)); ++count; } while (result.NextRow()); Log.outInfo(LogFilter.ServerLoading, "Loaded {0} npcflags in game events in {1} ms", count, Time.GetMSTimeDiffToNow(oldMSTime)); } } Log.outInfo(LogFilter.ServerLoading, "Loading Game Event Seasonal Quest Relations..."); { uint oldMSTime = Time.GetMSTime(); // 0 1 SQLResult result = DB.World.Query("SELECT questId, eventEntry FROM game_event_seasonal_questrelation"); if (result.IsEmpty()) Log.outInfo(LogFilter.ServerLoading, "Loaded 0 seasonal quests additions in game events. DB table `game_event_seasonal_questrelation` is empty."); else { uint count = 0; do { uint questId = result.Read(0); ushort eventEntry = result.Read(1); // @todo Change to byte Quest questTemplate = Global.ObjectMgr.GetQuestTemplate(questId); if (questTemplate == null) { Log.outError(LogFilter.Sql, "`game_event_seasonal_questrelation` quest id ({0}) does not exist in `quest_template`", questId); continue; } if (eventEntry >= mGameEvent.Length) { Log.outError(LogFilter.Sql, "`game_event_seasonal_questrelation` event id ({0}) not exist in `game_event`", eventEntry); continue; } questTemplate.SetEventIdForQuest(eventEntry); ++count; } while (result.NextRow()); Log.outInfo(LogFilter.ServerLoading, "Loaded {0} quests additions in game events in {1} ms", count, Time.GetMSTimeDiffToNow(oldMSTime)); } } Log.outInfo(LogFilter.ServerLoading, "Loading Game Event Vendor Additions Data..."); { uint oldMSTime = Time.GetMSTime(); // 0 1 2 3 4 5 6 7 8 9 SQLResult result = DB.World.Query("SELECT eventEntry, guid, item, maxcount, incrtime, ExtendedCost, type, BonusListIDs, PlayerConditionId, IgnoreFiltering FROM game_event_npc_vendor ORDER BY guid, slot ASC"); if (result.IsEmpty()) Log.outInfo(LogFilter.ServerLoading, "Loaded 0 vendor additions in game events. DB table `game_event_npc_vendor` is empty."); else { uint count = 0; do { byte event_id = result.Read(0); ulong guid = result.Read(1); if (event_id >= mGameEventVendors.Length) { Log.outError(LogFilter.Sql, "`game_event_npc_vendor` game event id ({0}) not exist in `game_event`", event_id); continue; } // get the event npc flag for checking if the npc will be vendor during the event or not ulong event_npc_flag = 0; var flist = mGameEventNPCFlags[event_id]; foreach (var pair in flist) { if (pair.guid == guid) { event_npc_flag = pair.npcflag; break; } } // get creature entry uint entry = 0; CreatureData data = Global.ObjectMgr.GetCreatureData(guid); if (data != null) entry = data.Id; VendorItem vItem = new VendorItem(); vItem.item = result.Read(2); vItem.maxcount = result.Read(3); vItem.incrtime = result.Read(4); vItem.ExtendedCost = result.Read(5); vItem.Type = (ItemVendorType)result.Read(6); vItem.PlayerConditionId = result.Read(8); vItem.IgnoreFiltering = result.Read(9); var bonusListIDsTok = new StringArray(result.Read(7), ' '); if (!bonusListIDsTok.IsEmpty()) foreach (uint token in bonusListIDsTok) vItem.BonusListIDs.Add(token); // check validity with event's npcflag if (!Global.ObjectMgr.IsVendorItemValid(entry, vItem, null, null, event_npc_flag)) continue; mGameEventVendors[event_id].Add(entry, vItem); ++count; } while (result.NextRow()); Log.outInfo(LogFilter.ServerLoading, "Loaded {0} vendor additions in game events in {1} ms", count, Time.GetMSTimeDiffToNow(oldMSTime)); } } Log.outInfo(LogFilter.ServerLoading, "Loading Game Event BattlegroundData..."); { uint oldMSTime = Time.GetMSTime(); // 0 1 SQLResult result = DB.World.Query("SELECT eventEntry, bgflag FROM game_event_battleground_holiday"); if (result.IsEmpty()) Log.outInfo(LogFilter.ServerLoading, "Loaded 0 Battlegroundholidays in game events. DB table `game_event_battleground_holiday` is empty."); else { uint count = 0; do { ushort event_id = result.Read(0); if (event_id >= mGameEvent.Length) { Log.outError(LogFilter.Sql, "`game_event_battleground_holiday` game event id ({0}) not exist in `game_event`", event_id); continue; } mGameEventBattlegroundHolidays[event_id] = result.Read(1); ++count; } while (result.NextRow()); Log.outInfo(LogFilter.ServerLoading, "Loaded {0} Battlegroundholidays in game events in {1} ms", count, Time.GetMSTimeDiffToNow(oldMSTime)); } } Log.outInfo(LogFilter.ServerLoading, "Loading Game Event Pool Data..."); { uint oldMSTime = Time.GetMSTime(); // 0 1 SQLResult result = DB.World.Query("SELECT pool_template.entry, game_event_pool.eventEntry FROM pool_template" + " JOIN game_event_pool ON pool_template.entry = game_event_pool.pool_entry"); if (result.IsEmpty()) Log.outInfo(LogFilter.ServerLoading, "Loaded 0 pools for game events. DB table `game_event_pool` is empty."); else { uint count = 0; do { uint entry = result.Read(0); short event_id = result.Read(1); int internal_event_id = mGameEvent.Length + event_id - 1; if (internal_event_id < 0 || internal_event_id >= mGameEventPoolIds.Length) { Log.outError(LogFilter.Sql, "`game_event_pool` game event id ({0}) not exist in `game_event`", event_id); continue; } if (!Global.PoolMgr.CheckPool(entry)) { Log.outError(LogFilter.Sql, "Pool Id ({0}) has all creatures or gameobjects with explicit chance sum <>100 and no equal chance defined. The pool system cannot pick one to spawn.", entry); continue; } mGameEventPoolIds[internal_event_id].Add(entry); ++count; } while (result.NextRow()); Log.outInfo(LogFilter.ServerLoading, "Loaded {0} pools for game events in {1} ms", count, Time.GetMSTimeDiffToNow(oldMSTime)); } } } public ulong GetNPCFlag(Creature cr) { ulong mask = 0; ulong guid = cr.GetSpawnId(); foreach (var id in m_ActiveEvents) { foreach (var pair in mGameEventNPCFlags[id]) if (pair.guid == guid) mask |= pair.npcflag; } return mask; } public void Initialize() { SQLResult result = DB.World.Query("SELECT MAX(eventEntry) FROM game_event"); if (!result.IsEmpty()) { int maxEventId = result.Read(0); // Id starts with 1 and array with 0, thus increment maxEventId++; mGameEvent = new GameEventData[maxEventId]; mGameEventCreatureGuids = new List[maxEventId * 2 - 1]; mGameEventGameobjectGuids = new List[maxEventId * 2 - 1]; mGameEventPoolIds = new List[maxEventId * 2 - 1]; for (var i = 0; i < maxEventId * 2 - 1; ++i) { mGameEventCreatureGuids[i] = new List(); mGameEventGameobjectGuids[i] = new List(); mGameEventPoolIds[i] = new List(); } mGameEventCreatureQuests = new List>[maxEventId]; mGameEventGameObjectQuests = new List>[maxEventId]; mGameEventVendors = new Dictionary[maxEventId]; mGameEventBattlegroundHolidays = new uint[maxEventId]; mGameEventNPCFlags = new List<(ulong guid, ulong npcflag)>[maxEventId]; mGameEventModelEquip = new List>[maxEventId]; for (var i = 0; i < maxEventId; ++i) { mGameEvent[i] = new GameEventData(); mGameEventCreatureQuests[i] = new List>(); mGameEventGameObjectQuests[i] = new List>(); mGameEventVendors[i] = new Dictionary(); mGameEventNPCFlags[i] = new List<(ulong guid, ulong npcflag)>(); mGameEventModelEquip[i] = new List>(); } } } public uint StartSystem() // return the next event delay in ms { m_ActiveEvents.Clear(); uint delay = Update(); isSystemInit = true; return delay; } public void StartArenaSeason() { int season = WorldConfig.GetIntValue(WorldCfg.ArenaSeasonId); SQLResult result = DB.World.Query("SELECT eventEntry FROM game_event_arena_seasons WHERE season = '{0}'", season); if (result.IsEmpty()) { Log.outError(LogFilter.Gameevent, "ArenaSeason ({0}) must be an existant Arena Season", season); return; } ushort eventId = result.Read(0); if (eventId >= mGameEvent.Length) { Log.outError(LogFilter.Gameevent, "EventEntry {0} for ArenaSeason ({1}) does not exists", eventId, season); return; } StartEvent(eventId, true); Log.outInfo(LogFilter.Gameevent, "Arena Season {0} started...", season); } public uint Update() // return the next event delay in ms { long currenttime = Time.UnixTime; uint nextEventDelay = Time.Day; // 1 day uint calcDelay; List activate = new List(); List deactivate = new List(); for (ushort id = 1; id < mGameEvent.Length; ++id) { // must do the activating first, and after that the deactivating // so first queue it if (CheckOneGameEvent(id)) { // if the world event is in NEXTPHASE state, and the time has passed to finish this event, then do so if (mGameEvent[id].state == GameEventState.WorldNextPhase && mGameEvent[id].nextstart <= currenttime) { // set this event to finished, null the nextstart time mGameEvent[id].state = GameEventState.WorldFinished; mGameEvent[id].nextstart = 0; // save the state of this gameevent SaveWorldEventStateToDB(id); // queue for deactivation if (IsActiveEvent(id)) deactivate.Add(id); // go to next event, this no longer needs an event update timer continue; } else if (mGameEvent[id].state == GameEventState.WorldConditions && CheckOneGameEventConditions(id)) // changed, save to DB the gameevent state, will be updated in next update cycle SaveWorldEventStateToDB(id); Log.outDebug(LogFilter.Misc, "GameEvent {0} is active", id); // queue for activation if (!IsActiveEvent(id)) activate.Add(id); } else { // If event is inactive, periodically clean up its worldstate Global.WorldMgr.SetWorldState(id, 0); Log.outDebug(LogFilter.Misc, "GameEvent {0} is not active", id); if (IsActiveEvent(id)) deactivate.Add(id); else { if (!isSystemInit) { short event_nid = (short)(-1 * id); // spawn all negative ones for this event GameEventSpawn(event_nid); } } } calcDelay = NextCheck(id); if (calcDelay < nextEventDelay) nextEventDelay = calcDelay; } // now activate the queue // a now activated event can contain a spawn of a to-be-deactivated one // following the activate - deactivate order, deactivating the first event later will leave the spawn in (wont disappear then reappear clientside) foreach (var eventId in activate) { // start the event // returns true the started event completed // in that case, initiate next update in 1 second if (StartEvent(eventId)) nextEventDelay = 0; } foreach (var eventId in deactivate) StopEvent(eventId); Log.outInfo(LogFilter.Gameevent, "Next game event check in {0} seconds.", nextEventDelay + 1); return (nextEventDelay + 1) * Time.InMilliseconds; // Add 1 second to be sure event has started/stopped at next call } void UnApplyEvent(ushort event_id) { Log.outInfo(LogFilter.Gameevent, "GameEvent {0} \"{1}\" removed.", event_id, mGameEvent[event_id].description); //! Run SAI scripts with SMART_EVENT_GAME_EVENT_END RunSmartAIScripts(event_id, false); // un-spawn positive event tagged objects GameEventUnspawn((short)event_id); // spawn negative event tagget objects short event_nid = (short)(-1 * event_id); GameEventSpawn(event_nid); // restore equipment or model ChangeEquipOrModel((short)event_id, false); // Remove quests that are events only to non event npc UpdateEventQuests(event_id, false); UpdateWorldStates(event_id, false); // update npcflags in this event UpdateEventNPCFlags(event_id); // remove vendor items UpdateEventNPCVendor(event_id, false); // update bg holiday UpdateBattlegroundSettings(); } void ApplyNewEvent(ushort event_id) { byte announce = mGameEvent[event_id].announce; if (announce == 1)// || (announce == 2 && WorldConfigEventAnnounce)) Global.WorldMgr.SendWorldText(CypherStrings.Eventmessage, mGameEvent[event_id].description); Log.outInfo(LogFilter.Gameevent, "GameEvent {0} \"{1}\" started.", event_id, mGameEvent[event_id].description); //! Run SAI scripts with SMART_EVENT_GAME_EVENT_END RunSmartAIScripts(event_id, true); // spawn positive event tagget objects GameEventSpawn((short)event_id); // un-spawn negative event tagged objects short event_nid = (short)(-1 * event_id); GameEventUnspawn(event_nid); // Change equipement or model ChangeEquipOrModel((short)event_id, true); // Add quests that are events only to non event npc UpdateEventQuests(event_id, true); UpdateWorldStates(event_id, true); // update npcflags in this event UpdateEventNPCFlags(event_id); // add vendor items UpdateEventNPCVendor(event_id, true); // update bg holiday UpdateBattlegroundSettings(); // If event's worldstate is 0, it means the event hasn't been started yet. In that case, reset seasonal quests. // When event ends (if it expires or if it's stopped via commands) worldstate will be set to 0 again, ready for another seasonal quest reset. if (Global.WorldMgr.GetWorldState(event_id) == 0) Global.WorldMgr.ResetEventSeasonalQuests(event_id); } void UpdateEventNPCFlags(ushort event_id) { MultiMap creaturesByMap = new MultiMap(); // go through the creatures whose npcflags are changed in the event foreach (var (guid, npcflag) in mGameEventNPCFlags[event_id]) { // get the creature data from the low guid to get the entry, to be able to find out the whole guid CreatureData data = Global.ObjectMgr.GetCreatureData(guid); if (data != null) creaturesByMap.Add(data.spawnPoint.GetMapId(), guid); } foreach (var key in creaturesByMap.Keys) { Global.MapMgr.DoForAllMapsWithMapId(key, (Map map) => { foreach (var spawnId in creaturesByMap[key]) { var creatureBounds = map.GetCreatureBySpawnIdStore().LookupByKey(spawnId); foreach (var creature in creatureBounds) { ulong npcflag = GetNPCFlag(creature); CreatureTemplate creatureTemplate = creature.GetCreatureTemplate(); if (creatureTemplate != null) npcflag |= (ulong)creatureTemplate.Npcflag; creature.SetNpcFlags((NPCFlags)(npcflag & 0xFFFFFFFF)); creature.SetNpcFlags2((NPCFlags2)(npcflag >> 32)); // reset gossip options, since the flag change might have added / removed some //cr.ResetGossipOptions(); } } }); } } void UpdateBattlegroundSettings() { uint mask = 0; foreach (var eventId in m_ActiveEvents) mask |= mGameEventBattlegroundHolidays[eventId]; Global.BattlegroundMgr.SetHolidayWeekends(mask); } void UpdateEventNPCVendor(ushort eventId, bool activate) { foreach (var npcEventVendor in mGameEventVendors[eventId]) { if (activate) Global.ObjectMgr.AddVendorItem(npcEventVendor.Key, npcEventVendor.Value, false); else Global.ObjectMgr.RemoveVendorItem(npcEventVendor.Key, npcEventVendor.Value.item, npcEventVendor.Value.Type, false); } } void GameEventSpawn(short event_id) { int internal_event_id = mGameEvent.Length + event_id - 1; if (internal_event_id < 0 || internal_event_id >= mGameEventCreatureGuids.Length) { Log.outError(LogFilter.Gameevent, "GameEventMgr.GameEventSpawn attempt access to out of range mGameEventCreatureGuids element {0} (size: {1})", internal_event_id, mGameEventCreatureGuids.Length); return; } foreach (var guid in mGameEventCreatureGuids[internal_event_id]) { // Add to correct cell CreatureData data = Global.ObjectMgr.GetCreatureData(guid); if (data != null) { Global.ObjectMgr.AddCreatureToGrid(guid, data); // Spawn if necessary (loaded grids only) Map map = Global.MapMgr.FindMap(data.spawnPoint.GetMapId(), 0); // We use spawn coords to spawn if (map != null && !map.Instanceable() && map.IsGridLoaded(data.spawnPoint)) Creature.CreateCreatureFromDB(guid, map); } } if (internal_event_id < 0 || internal_event_id >= mGameEventGameobjectGuids.Length) { Log.outError(LogFilter.Gameevent, "GameEventMgr.GameEventSpawn attempt access to out of range mGameEventGameobjectGuids element {0} (size: {1})", internal_event_id, mGameEventGameobjectGuids.Length); return; } foreach (var guid in mGameEventGameobjectGuids[internal_event_id]) { // Add to correct cell GameObjectData data = Global.ObjectMgr.GetGameObjectData(guid); if (data != null) { Global.ObjectMgr.AddGameObjectToGrid(guid, data); // Spawn if necessary (loaded grids only) // this base map checked as non-instanced and then only existed Map map = Global.MapMgr.FindMap(data.spawnPoint.GetMapId(), 0); // We use current coords to unspawn, not spawn coords since creature can have changed grid if (map != null && !map.Instanceable() && map.IsGridLoaded(data.spawnPoint)) { GameObject pGameobject = GameObject.CreateGameObjectFromDB(guid, map, false); // @todo find out when it is add to map if (pGameobject) { // @todo find out when it is add to map if (pGameobject.IsSpawnedByDefault()) map.AddToMap(pGameobject); } } } } if (internal_event_id < 0 || internal_event_id >= mGameEventPoolIds.Length) { Log.outError(LogFilter.Gameevent, "GameEventMgr.GameEventSpawn attempt access to out of range mGameEventPoolIds element {0} (size: {1})", internal_event_id, mGameEventPoolIds.Length); return; } foreach (var id in mGameEventPoolIds[internal_event_id]) Global.PoolMgr.SpawnPool(id); } void GameEventUnspawn(short event_id) { int internal_event_id = mGameEvent.Length + event_id - 1; if (internal_event_id < 0 || internal_event_id >= mGameEventCreatureGuids.Length) { Log.outError(LogFilter.Gameevent, "GameEventMgr.GameEventUnspawn attempt access to out of range mGameEventCreatureGuids element {0} (size: {1})", internal_event_id, mGameEventCreatureGuids.Length); return; } foreach (var guid in mGameEventCreatureGuids[internal_event_id]) { // check if it's needed by another event, if so, don't remove if (event_id > 0 && HasCreatureActiveEventExcept(guid, (ushort)event_id)) continue; // Remove the creature from grid CreatureData data = Global.ObjectMgr.GetCreatureData(guid); if (data != null) { Global.ObjectMgr.RemoveCreatureFromGrid(guid, data); Global.MapMgr.DoForAllMapsWithMapId(data.spawnPoint.GetMapId(), map => { var creatureBounds = map.GetCreatureBySpawnIdStore().LookupByKey(guid); foreach (var creature in creatureBounds) creature.AddObjectToRemoveList(); }); } } if (internal_event_id < 0 || internal_event_id >= mGameEventGameobjectGuids.Length) { Log.outError(LogFilter.Gameevent, "GameEventMgr.GameEventUnspawn attempt access to out of range mGameEventGameobjectGuids element {0} (size: {1})", internal_event_id, mGameEventGameobjectGuids.Length); return; } foreach (var guid in mGameEventGameobjectGuids[internal_event_id]) { // check if it's needed by another event, if so, don't remove if (event_id > 0 && HasGameObjectActiveEventExcept(guid, (ushort)event_id)) continue; // Remove the gameobject from grid GameObjectData data = Global.ObjectMgr.GetGameObjectData(guid); if (data != null) { Global.ObjectMgr.RemoveGameObjectFromGrid(guid, data); Global.MapMgr.DoForAllMapsWithMapId(data.spawnPoint.GetMapId(), map => { var gameobjectBounds = map.GetGameObjectBySpawnIdStore().LookupByKey(guid); foreach (var go in gameobjectBounds) go.AddObjectToRemoveList(); }); } } if (internal_event_id < 0 || internal_event_id >= mGameEventPoolIds.Length) { Log.outError(LogFilter.Gameevent, "GameEventMgr.GameEventUnspawn attempt access to out of range mGameEventPoolIds element {0} (size: {1})", internal_event_id, mGameEventPoolIds.Length); return; } foreach (var poolId in mGameEventPoolIds[internal_event_id]) Global.PoolMgr.DespawnPool(poolId); } void ChangeEquipOrModel(short event_id, bool activate) { foreach (var tuple in mGameEventModelEquip[event_id]) { // Remove the creature from grid CreatureData data = Global.ObjectMgr.GetCreatureData(tuple.Item1); if (data == null) continue; // Update if spawned Global.MapMgr.DoForAllMapsWithMapId(data.spawnPoint.GetMapId(), map => { var creatureBounds = map.GetCreatureBySpawnIdStore().LookupByKey(tuple.Item1); foreach (var creature in creatureBounds) { if (activate) { tuple.Item2.equipement_id_prev = creature.GetCurrentEquipmentId(); tuple.Item2.modelid_prev = creature.GetDisplayId(); creature.LoadEquipment(tuple.Item2.equipment_id, true); if (tuple.Item2.modelid > 0 && tuple.Item2.modelid_prev != tuple.Item2.modelid && Global.ObjectMgr.GetCreatureModelInfo(tuple.Item2.modelid) != null) { creature.SetDisplayId(tuple.Item2.modelid); creature.SetNativeDisplayId(tuple.Item2.modelid); } } else { creature.LoadEquipment(tuple.Item2.equipement_id_prev, true); if (tuple.Item2.modelid_prev > 0 && tuple.Item2.modelid_prev != tuple.Item2.modelid && Global.ObjectMgr.GetCreatureModelInfo(tuple.Item2.modelid_prev) != null) { creature.SetDisplayId(tuple.Item2.modelid_prev); creature.SetNativeDisplayId(tuple.Item2.modelid_prev); } } } }); // now last step: put in data CreatureData data2 = Global.ObjectMgr.NewOrExistCreatureData(tuple.Item1); if (activate) { tuple.Item2.modelid_prev = data2.displayid; tuple.Item2.equipement_id_prev = (byte)data2.equipmentId; data2.displayid = tuple.Item2.modelid; data2.equipmentId = (sbyte)tuple.Item2.equipment_id; } else { data2.displayid = tuple.Item2.modelid_prev; data2.equipmentId = (sbyte)tuple.Item2.equipement_id_prev; } } } bool HasCreatureQuestActiveEventExcept(uint questId, ushort eventId) { foreach (var activeEventId in m_ActiveEvents) { if (activeEventId != eventId) foreach (var pair in mGameEventCreatureQuests[activeEventId]) if (pair.Item2 == questId) return true; } return false; } bool HasGameObjectQuestActiveEventExcept(uint questId, ushort eventId) { foreach (var activeEventId in m_ActiveEvents) { if (activeEventId != eventId) foreach (var pair in mGameEventGameObjectQuests[activeEventId]) if (pair.Item2 == questId) return true; } return false; } bool HasCreatureActiveEventExcept(ulong creatureId, ushort eventId) { foreach (var activeEventId in m_ActiveEvents) { if (activeEventId != eventId) { int internal_event_id = mGameEvent.Length + activeEventId - 1; foreach (var id in mGameEventCreatureGuids[internal_event_id]) if (id == creatureId) return true; } } return false; } bool HasGameObjectActiveEventExcept(ulong goId, ushort eventId) { foreach (var activeEventId in m_ActiveEvents) { if (activeEventId != eventId) { int internal_event_id = mGameEvent.Length + activeEventId - 1; foreach (var id in mGameEventGameobjectGuids[internal_event_id]) if (id == goId) return true; } } return false; } void UpdateEventQuests(ushort eventId, bool activate) { foreach (var pair in mGameEventCreatureQuests[eventId]) { var CreatureQuestMap = Global.ObjectMgr.GetCreatureQuestRelationMap(); if (activate) // Add the pair(id, quest) to the multimap CreatureQuestMap.Add(pair.Item1, pair.Item2); else { if (!HasCreatureQuestActiveEventExcept(pair.Item2, eventId)) { // Remove the pair(id, quest) from the multimap CreatureQuestMap.Remove(pair.Item1, pair.Item2); } } } foreach (var pair in mGameEventGameObjectQuests[eventId]) { var GameObjectQuestMap = Global.ObjectMgr.GetGOQuestRelationMap(); if (activate) // Add the pair(id, quest) to the multimap GameObjectQuestMap.Add(pair.Item1, pair.Item2); else { if (!HasGameObjectQuestActiveEventExcept(pair.Item2, eventId)) { // Remove the pair(id, quest) from the multimap GameObjectQuestMap.Remove(pair.Item1, pair.Item2); } } } } void UpdateWorldStates(ushort event_id, bool Activate) { GameEventData Event = mGameEvent[event_id]; if (Event.holiday_id != HolidayIds.None) { BattlegroundTypeId bgTypeId = Global.BattlegroundMgr.WeekendHolidayIdToBGType(Event.holiday_id); if (bgTypeId != BattlegroundTypeId.None) { BattlemasterListRecord bl = CliDB.BattlemasterListStorage.LookupByKey(bgTypeId); if (bl != null && bl.HolidayWorldState != 0) { UpdateWorldState worldstate = new UpdateWorldState(); worldstate.VariableID = bl.HolidayWorldState; worldstate.Value = Activate ? 1 : 0; //worldstate.Hidden = false; Global.WorldMgr.SendGlobalMessage(worldstate); } } } } public void HandleQuestComplete(uint quest_id) { // translate the quest to event and condition var questToEvent = mQuestToEventConditions.LookupByKey(quest_id); // quest is registered if (questToEvent != null) { ushort event_id = questToEvent.event_id; uint condition = questToEvent.condition; float num = questToEvent.num; // the event is not active, so return, don't increase condition finishes if (!IsActiveEvent(event_id)) return; // not in correct phase, return if (mGameEvent[event_id].state != GameEventState.WorldConditions) return; var eventFinishCond = mGameEvent[event_id].conditions.LookupByKey(condition); // condition is registered if (eventFinishCond != null) { // increase the done count, only if less then the req if (eventFinishCond.done < eventFinishCond.reqNum) { eventFinishCond.done += num; // check max limit if (eventFinishCond.done > eventFinishCond.reqNum) eventFinishCond.done = eventFinishCond.reqNum; // save the change to db SQLTransaction trans = new SQLTransaction(); PreparedStatement stmt = DB.Characters.GetPreparedStatement(CharStatements.DEL_GAME_EVENT_CONDITION_SAVE); stmt.AddValue(0, event_id); stmt.AddValue(1, condition); trans.Append(stmt); stmt = DB.Characters.GetPreparedStatement(CharStatements.INS_GAME_EVENT_CONDITION_SAVE); stmt.AddValue(0, event_id); stmt.AddValue(1, condition); stmt.AddValue(2, eventFinishCond.done); trans.Append(stmt); DB.Characters.CommitTransaction(trans); // check if all conditions are met, if so, update the event state if (CheckOneGameEventConditions(event_id)) { // changed, save to DB the gameevent state SaveWorldEventStateToDB(event_id); // force update events to set timer Global.WorldMgr.ForceGameEventUpdate(); } } } } } bool CheckOneGameEventConditions(ushort event_id) { foreach (var pair in mGameEvent[event_id].conditions) if (pair.Value.done < pair.Value.reqNum) // return false if a condition doesn't match return false; // set the phase mGameEvent[event_id].state = GameEventState.WorldNextPhase; // set the followup events' start time if (mGameEvent[event_id].nextstart == 0) { long currenttime = Time.UnixTime; mGameEvent[event_id].nextstart = currenttime + mGameEvent[event_id].length * 60; } return true; } void SaveWorldEventStateToDB(ushort event_id) { SQLTransaction trans = new SQLTransaction(); PreparedStatement stmt = DB.Characters.GetPreparedStatement(CharStatements.DEL_GAME_EVENT_SAVE); stmt.AddValue(0, event_id); trans.Append(stmt); stmt = DB.Characters.GetPreparedStatement(CharStatements.INS_GAME_EVENT_SAVE); stmt.AddValue(0, event_id); stmt.AddValue(1, mGameEvent[event_id].state); stmt.AddValue(2, mGameEvent[event_id].nextstart != 0 ? mGameEvent[event_id].nextstart : 0); trans.Append(stmt); DB.Characters.CommitTransaction(trans); } void SendWorldStateUpdate(Player player, ushort event_id) { foreach (var pair in mGameEvent[event_id].conditions) { if (pair.Value.done_world_state != 0) player.SendUpdateWorldState(pair.Value.done_world_state, (uint)(pair.Value.done)); if (pair.Value.max_world_state != 0) player.SendUpdateWorldState(pair.Value.max_world_state, (uint)(pair.Value.reqNum)); } } void RunSmartAIScripts(ushort event_id, bool activate) { //! Iterate over every supported source type (creature and gameobject) //! Not entirely sure how this will affect units in non-loaded grids. Global.MapMgr.DoForAllMaps(map => { GameEventAIHookWorker worker = new GameEventAIHookWorker(event_id, activate); var visitor = new Visitor(worker, GridMapTypeMask.None); visitor.Visit(map.GetObjectsStore().Values.ToList()); }); } public bool IsHolidayActive(HolidayIds id) { if (id == HolidayIds.None) return false; var events = GetEventMap(); var activeEvents = GetActiveEventList(); foreach (var eventId in activeEvents) if (events[eventId].holiday_id == id) return true; return false; } public bool IsEventActive(ushort event_id) { var ae = GetActiveEventList(); return ae.Contains(event_id); } public List GetActiveEventList() { return m_ActiveEvents; } public GameEventData[] GetEventMap() { return mGameEvent; } public bool IsActiveEvent(ushort event_id) { return m_ActiveEvents.Contains(event_id); } void AddActiveEvent(ushort event_id) { m_ActiveEvents.Add(event_id); } void RemoveActiveEvent(ushort event_id) { m_ActiveEvents.Remove(event_id); } List>[] mGameEventCreatureQuests; List>[] mGameEventGameObjectQuests; Dictionary[] mGameEventVendors; List>[] mGameEventModelEquip; List[] mGameEventPoolIds; GameEventData[] mGameEvent; uint[] mGameEventBattlegroundHolidays; Dictionary mQuestToEventConditions = new Dictionary(); List<(ulong guid, ulong npcflag)>[] mGameEventNPCFlags; List m_ActiveEvents = new List(); bool isSystemInit; public List[] mGameEventCreatureGuids; public List[] mGameEventGameobjectGuids; } public class GameEventFinishCondition { public float reqNum; // required number // use float, since some events use percent public float done; // done number public uint max_world_state; // max resource count world state update id public uint done_world_state; // done resource count world state update id } public class GameEventQuestToEventConditionNum { public ushort event_id; public uint condition; public float num; } public class GameEventData { public GameEventData() { start = 1; } public long start; // occurs after this time public long end; // occurs before this time public long nextstart; // after this time the follow-up events count this phase completed public uint occurence; // time between end and start public uint length; // length of the event (Time.Minutes) after finishing all conditions public HolidayIds holiday_id; public GameEventState state; // state of the game event, these are saved into the game_event table on change! public Dictionary conditions = new Dictionary(); // conditions to finish public List prerequisite_events = new List(); // events that must be completed before starting this event public string description; public byte announce; // if 0 dont announce, if 1 announce, if 2 take config value public bool IsValid() { return length > 0 || state > GameEventState.Normal; } } public class ModelEquip { public uint modelid; public uint modelid_prev; public byte equipment_id; public byte equipement_id_prev; } class GameEventAIHookWorker : Notifier { public GameEventAIHookWorker(ushort eventId, bool activate) { _eventId = eventId; _activate = activate; } public override void Visit(IList objs) { foreach (var creature in objs) if (creature.IsInWorld && creature.IsAIEnabled) creature.GetAI().OnGameEvent(_activate, _eventId); } public override void Visit(IList objs) { foreach (var gameobject in objs) if (gameobject.IsInWorld) gameobject.GetAI().OnGameEvent(_activate, _eventId); } ushort _eventId; bool _activate; } public enum GameEventState { Normal = 0, // standard game events WorldInactive = 1, // not yet started WorldConditions = 2, // condition matching phase WorldNextPhase = 3, // conditions are met, now 'length' timer to start next event WorldFinished = 4, // next events are started, unapply this one Internal = 5 // never handled in update } }