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Implement initial expedition system
Add Expeditions logging category Add handlers for all Dynamic Zone/Expedition related opcodes Add FormatName string_util function to format character names Add Zone::IsZone helper method Add cross zone MessageString support with variable parameters Add static Client method helpers for cross zone messaging Add #dz gm command to debug expedition cache for current zone
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/**
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* EQEmulator: Everquest Server Emulator
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* Copyright (C) 2001-2020 EQEmulator Development Team (https://github.com/EQEmu/Server)
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; version 2 of the License.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY except by those people which sell it, which
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* are required to give you total support for your newly bought product;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR
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* A PARTICULAR PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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*/
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#ifndef EXPEDITION_REQUEST_H
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#define EXPEDITION_REQUEST_H
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#include "expedition_lockout_timer.h"
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#include <cstdint>
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#include <string>
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#include <vector>
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#include <unordered_map>
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class Client;
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class Group;
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class MySQLRequestResult;
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class Raid;
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class ServerPacket;
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struct ExpeditionMember;
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class ExpeditionRequest
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{
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public:
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ExpeditionRequest(Client* requester, std::string expedition_name,
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uint32_t min_players, uint32_t max_players, bool has_replay_timer);
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bool Validate();
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Client* GetLeaderClient() const { return m_leader; }
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uint32_t GetLeaderID() const { return m_leader_id; }
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const std::string& GetLeaderName() const { return m_leader_name; }
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std::vector<ExpeditionMember> TakeMembers() && { return std::move(m_members); }
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std::unordered_map<std::string, ExpeditionLockoutTimer> TakeLockouts() && { return std::move(m_lockouts); }
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private:
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bool ValidateMembers(const std::string& query_member_names, uint32_t member_count);
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bool CanRaidRequest(Raid* raid);
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bool CanGroupRequest(Group* group);
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bool CheckMembersForConflicts(MySQLRequestResult& results, bool is_solo);
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bool IsPlayerCountValidated(uint32_t member_count);
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bool LoadLeaderLockouts();
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void SendLeaderMemberInExpedition(const std::string& member_name, bool is_solo);
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void SendLeaderMemberReplayLockout(const std::string& member_name, const ExpeditionLockoutTimer& lockout, bool is_solo);
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void SendLeaderMemberEventLockout(const std::string& member_name, const ExpeditionLockoutTimer& lockout);
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void SendLeaderMessage(uint16_t chat_type, uint32_t string_id, const std::initializer_list<std::string>& parameters = {});
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Client* m_requester = nullptr;
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Client* m_leader = nullptr;
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uint32_t m_leader_id = 0;
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uint32_t m_min_players = 0;
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uint32_t m_max_players = 0;
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bool m_check_event_lockouts = true;
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bool m_has_replay_timer = false;
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std::string m_expedition_name;
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std::string m_leader_name;
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std::vector<ExpeditionMember> m_members;
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std::unordered_map<std::string, ExpeditionLockoutTimer> m_lockouts;
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};
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#endif
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