eqemu-server/zone/expedition_request.h
hg 5b74f1e756
[Expeditions] Refactor expedition requests (#1301)
Move ExpeditionLockoutTimer to common

This simplifies expedition request conflict checks and uses repository
for the queries instead of processing the query result directly.
2021-03-18 23:42:41 -05:00

80 lines
3.2 KiB
C++

/**
* EQEmulator: Everquest Server Emulator
* Copyright (C) 2001-2020 EQEmulator Development Team (https://github.com/EQEmu/Server)
*
* 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; version 2 of the License.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY except by those people which sell it, which
* are required to give you total support for your newly bought product;
* 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
*
*/
#ifndef EXPEDITION_REQUEST_H
#define EXPEDITION_REQUEST_H
#include "expedition.h"
#include "../common/expedition_lockout_timer.h"
#include <cstdint>
#include <string>
#include <vector>
#include <unordered_map>
class Client;
class Group;
class Raid;
class ExpeditionRequest
{
public:
ExpeditionRequest(std::string expedition_name, uint32_t min_players,
uint32_t max_players, bool disable_messages = false);
bool Validate(Client* requester);
const std::string& GetExpeditionName() const { return m_expedition_name; }
Client* GetLeaderClient() const { return m_leader; }
uint32_t GetLeaderID() const { return m_leader_id; }
const std::string& GetLeaderName() const { return m_leader_name; }
const std::string& GetNotAllAddedMessage() const { return m_not_all_added_msg; }
uint32_t GetMinPlayers() const { return m_min_players; }
uint32_t GetMaxPlayers() const { return m_max_players; }
std::vector<ExpeditionMember> GetMembers() const { return m_members; }
std::unordered_map<std::string, ExpeditionLockoutTimer> GetLockouts() const { return m_lockouts; }
private:
bool CanMembersJoin(const std::vector<std::string>& member_names);
bool CanRaidRequest(Raid* raid);
bool CanGroupRequest(Group* group);
bool CheckMembersForConflicts(const std::vector<std::string>& member_names);
std::string GetGroupLeaderName(uint32_t group_id);
bool IsPlayerCountValidated();
bool SaveLeaderLockouts(const std::vector<ExpeditionLockoutTimer>& leader_lockouts);
void SendLeaderMemberInExpedition(const std::string& member_name, bool is_solo);
void SendLeaderMemberReplayLockout(const std::string& member_name, const ExpeditionLockoutTimer& lockout, bool is_solo);
void SendLeaderMemberEventLockout(const std::string& member_name, const ExpeditionLockoutTimer& lockout);
void SendLeaderMessage(uint16_t chat_type, uint32_t string_id, const std::initializer_list<std::string>& args = {});
Client* m_requester = nullptr;
Client* m_leader = nullptr;
uint32_t m_leader_id = 0;
uint32_t m_min_players = 0;
uint32_t m_max_players = 0;
bool m_disable_messages = false;
std::string m_expedition_name;
std::string m_leader_name;
std::string m_not_all_added_msg;
std::vector<ExpeditionMember> m_members;
std::unordered_map<std::string, ExpeditionLockoutTimer> m_lockouts;
};
#endif