Files
CypherCore/Source/Game/Scenarios/InstanceScenario.cs
T
Fabian a3dc7b3f48 Ported .Net Core commits:
hondacrx:
- Initial commit: Switch to .Net Core 2.0
- Fix build and removed not needed files
Fabi:
- Updated solution platforms.
- Changed folder structure.
- Change library target framework to netstandard2.0.
- Updated solution platforms again...
- Removed windows specific kernel32 function usage (Ctrl-C handler).
2017-10-26 17:23:44 +02:00

184 lines
6.8 KiB
C#

/*
* Copyright (C) 2012-2017 CypherCore <http://github.com/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 <http://www.gnu.org/licenses/>.
*/
using Framework.Constants;
using Framework.Database;
using Game.Achievements;
using Game.DataStorage;
using Game.Maps;
using Game.Network;
using System;
using System.Collections.Generic;
namespace Game.Scenarios
{
public class InstanceScenario : Scenario
{
public InstanceScenario(Map map, ScenarioData scenarioData) : base(scenarioData)
{
_map = map;
//ASSERT(_map);
LoadInstanceData(_map.GetInstanceId());
var players = map.GetPlayers();
foreach (var player in players)
SendScenarioState(player);
}
public void SaveToDB()
{
if (_criteriaProgress.Empty())
return;
DifficultyRecord difficultyEntry = CliDB.DifficultyStorage.LookupByKey(_map.GetDifficultyID());
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)
return;
uint id = _map.GetInstanceId();
if (id == 0)
{
Log.outDebug(LogFilter.Scenario, "Scenario.SaveToDB: Can not save scenario progress without an instance save. Map.GetInstanceId() did not return an instance save.");
return;
}
SQLTransaction trans = new SQLTransaction();
foreach (var iter in _criteriaProgress)
{
if (!iter.Value.Changed)
continue;
Criteria criteria = Global.CriteriaMgr.GetCriteria(iter.Key);
switch (criteria.Entry.Type)
{
// Blizzard only appears to store creature kills
case CriteriaTypes.KillCreature:
break;
default:
continue;
}
if (iter.Value.Counter != 0)
{
PreparedStatement stmt = DB.Characters.GetPreparedStatement(CharStatements.DEL_SCENARIO_INSTANCE_CRITERIA);
stmt.AddValue(0, id);
stmt.AddValue(1, iter.Key);
trans.Append(stmt);
stmt = DB.Characters.GetPreparedStatement(CharStatements.INS_SCENARIO_INSTANCE_CRITERIA);
stmt.AddValue(0, id);
stmt.AddValue(1, iter.Key);
stmt.AddValue(2, iter.Value.Counter);
stmt.AddValue(3, (uint)iter.Value.Date);
trans.Append(stmt);
}
iter.Value.Changed = false;
}
DB.Characters.CommitTransaction(trans);
}
void LoadInstanceData(uint instanceId)
{
PreparedStatement stmt = DB.Characters.GetPreparedStatement(CharStatements.SEL_SCENARIO_INSTANCE_CRITERIA_FOR_INSTANCE);
stmt.AddValue(0, instanceId);
SQLResult result = DB.Characters.Query(stmt);
if (!result.IsEmpty())
{
SQLTransaction trans = new SQLTransaction();
long now = Time.UnixTime;
List<CriteriaTree> criteriaTrees = new List<CriteriaTree>();
do
{
uint id = result.Read<uint>(0);
ulong counter = result.Read<ulong>(1);
long date = result.Read<uint>(2);
Criteria criteria = Global.CriteriaMgr.GetCriteria(id);
if (criteria == null)
{
// Removing non-existing criteria data for all instances
Log.outError(LogFilter.Scenario, "Removing scenario criteria {0} data from the table `instance_scenario_progress`.", id);
stmt = DB.Characters.GetPreparedStatement(CharStatements.DEL_SCENARIO_INSTANCE_CRITERIA);
stmt.AddValue(0, instanceId);
stmt.AddValue(1, id);
trans.Append(stmt);
continue;
}
if (criteria.Entry.StartTimer != 0 && (date + criteria.Entry.StartTimer) < now)
continue;
switch (criteria.Entry.Type)
{
// Blizzard appears to only stores creatures killed progress for unknown reasons. Either technical shortcoming or intentional
case CriteriaTypes.KillCreature:
break;
default:
continue;
}
SetCriteriaProgress(criteria, counter, null, ProgressType.Set);
List<CriteriaTree> trees = Global.CriteriaMgr.GetCriteriaTreesByCriteria(criteria.ID);
if (trees != null)
{
foreach (CriteriaTree tree in trees)
criteriaTrees.Add(tree);
}
}
while (result.NextRow());
DB.Characters.CommitTransaction(trans);
foreach (CriteriaTree tree in criteriaTrees)
{
ScenarioStepRecord step = tree.ScenarioStep;
if (step == null)
continue;
if (IsCompletedCriteriaTree(tree))
SetStepState(step, ScenarioStepState.Done);
}
}
}
public override string GetOwnerInfo()
{
return string.Format("Instance ID {0}", _map.GetInstanceId());
}
public override void SendPacket(ServerPacket data)
{
//Hack todo fix me
if (_map == null)
{
return;
}
_map.SendToPlayers(data);
}
Map _map;
Dictionary<byte, Dictionary<uint, CriteriaProgress>> _stepCriteriaProgress = new Dictionary<byte, Dictionary<uint, CriteriaProgress>>();
}
}