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* [Messages] Add GM Status and Invulnerability Messages * Update zoning.cpp * Finalize. * Update corpse.cpp * Update message --------- Co-authored-by: Akkadius <akkadius1@gmail.com>
368 lines
10 KiB
C++
368 lines
10 KiB
C++
/**
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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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#include "expedition_request.h"
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#include "client.h"
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#include "expedition.h"
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#include "groups.h"
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#include "raids.h"
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#include "string_ids.h"
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#include "../common/repositories/character_expedition_lockouts_repository.h"
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constexpr char SystemName[] = "expedition";
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// message string 8312 added in September 08 2020 Test patch (used by both dz and shared tasks)
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constexpr const char* CREATE_NOT_ALL_ADDED = "Not all players in your {} were added to the {}. The {} can take a maximum of {} players, and your {} has {}.";
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// message string 9265 (not in emu clients)
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constexpr const char* EXPEDITION_OTHER_BELONGS = "{} attempted to create an expedition but {} already belongs to one.";
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ExpeditionRequest::ExpeditionRequest(const DynamicZone& dz, bool disable_messages) :
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m_expedition_name(dz.GetName()),
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m_min_players(dz.GetMinPlayers()),
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m_max_players(dz.GetMaxPlayers()),
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m_disable_messages(disable_messages)
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{
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}
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bool ExpeditionRequest::Validate(Client* requester)
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{
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m_requester = requester;
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if (!m_requester)
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{
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return false;
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}
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// a message is sent to leader for every member that fails a requirement
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BenchTimer benchmark;
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bool requirements_met = false;
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Raid* raid = m_requester->GetRaid();
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Group* group = m_requester->GetGroup();
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if (raid)
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{
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requirements_met = CanRaidRequest(raid);
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}
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else if (group)
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{
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requirements_met = CanGroupRequest(group);
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}
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else // solo request
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{
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m_leader = m_requester;
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m_leader_id = m_requester->CharacterID();
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m_leader_name = m_requester->GetName();
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requirements_met = CanMembersJoin({m_leader_name});
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}
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auto elapsed = benchmark.elapsed();
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LogExpeditions("Create validation for [{}] members took [{}s]", m_members.size(), elapsed);
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return requirements_met;
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}
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bool ExpeditionRequest::CanRaidRequest(Raid* raid)
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{
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m_leader = raid->GetLeader();
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m_leader_name = raid->leadername;
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m_leader_id = m_leader ? m_leader->CharacterID() : database.GetCharacterID(raid->leadername);
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// live (as of September 16, 2020) supports creation even if raid count exceeds
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// expedition max. members are added up to the max ordered by group number.
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auto raid_members = raid->GetMembers();
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if (raid_members.size() > m_max_players)
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{
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// stable_sort not needed, order within a raid group may not be what is displayed
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std::sort(raid_members.begin(), raid_members.end(),
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[&](const RaidMember& lhs, const RaidMember& rhs) {
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if (m_leader_name == lhs.member_name) { // leader always added first
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return true;
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} else if (m_leader_name == rhs.member_name) {
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return false;
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}
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return lhs.group_number < rhs.group_number;
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});
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m_not_all_added_msg = fmt::format(CREATE_NOT_ALL_ADDED, "raid", SystemName,
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SystemName, m_max_players, "raid", raid_members.size());
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}
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// live still performs conflict checks for all members even those beyond max
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std::vector<std::string> member_names;
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for (int i = 0; i < raid_members.size(); ++i)
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{
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member_names.emplace_back(raid_members[i].member_name);
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}
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return CanMembersJoin(member_names);
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}
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bool ExpeditionRequest::CanGroupRequest(Group* group)
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{
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m_leader = nullptr;
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if (group->GetLeader() && group->GetLeader()->IsClient())
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{
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m_leader = group->GetLeader()->CastToClient();
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}
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// Group::GetLeaderName() is broken if group formed across zones, ask database instead
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m_leader_name = m_leader ? m_leader->GetName() : group->GetLeaderName();
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m_leader_id = m_leader ? m_leader->CharacterID() : database.GetCharacterID(m_leader_name);
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std::vector<std::string> member_names;
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member_names.emplace_back(m_leader_name); // leader always added first
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for (int i = 0; i < MAX_GROUP_MEMBERS; ++i)
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{
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if (group->membername[i][0] && m_leader_name != group->membername[i])
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{
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member_names.emplace_back(group->membername[i]);
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}
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}
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if (member_names.size() > m_max_players)
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{
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m_not_all_added_msg = fmt::format(CREATE_NOT_ALL_ADDED, "group", SystemName,
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SystemName, m_max_players, "group", member_names.size());
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}
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return CanMembersJoin(member_names);
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}
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bool ExpeditionRequest::CanMembersJoin(const std::vector<std::string>& member_names)
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{
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if (member_names.empty())
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{
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return false;
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}
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bool requirements_met = true;
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if (CheckMembersForConflicts(member_names))
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{
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requirements_met = false;
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}
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// live only checks player count requirement after other expensive checks pass (?)
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// maybe it's done intentionally as a way to preview lockout conflicts
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if (requirements_met)
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{
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requirements_met = IsPlayerCountValidated();
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}
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return requirements_met;
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}
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bool ExpeditionRequest::SaveLeaderLockouts(const std::vector<ExpeditionLockoutTimer>& lockouts)
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{
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bool has_replay_lockout = false;
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for (const auto& lockout : lockouts)
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{
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if (!lockout.IsExpired())
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{
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m_lockouts[lockout.GetEventName()] = lockout;
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if (lockout.IsReplayTimer())
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{
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has_replay_lockout = true;
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}
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}
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}
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return has_replay_lockout;
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}
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bool ExpeditionRequest::CheckMembersForConflicts(const std::vector<std::string>& member_names)
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{
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// order of member_names is preserved by queries for use with max member truncation
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auto entries = ExpeditionsRepository::GetCharactersWithExpedition(database, member_names);
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if (entries.empty())
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{
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LogExpeditions("Failed to load members for expedition request");
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return true;
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}
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bool is_solo = (member_names.size() == 1);
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bool has_conflicts = false;
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std::vector<uint32_t> character_ids;
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for (const auto& character : entries)
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{
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if (is_solo && character.expedition_id != 0)
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{
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// live doesn't bother checking replay lockout here
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SendLeaderMemberInExpedition(character.name, is_solo);
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return true;
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}
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m_members.emplace_back(character.id, character.name, DynamicZoneMemberStatus::Online);
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character_ids.emplace_back(character.id);
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}
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auto member_lockouts = CharacterExpeditionLockoutsRepository::GetManyCharacterLockoutTimers(
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database, character_ids, m_expedition_name, DZ_REPLAY_TIMER_NAME);
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// on live if leader has a replay lockout it never checks for event conflicts
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bool leader_has_replay_lockout = false;
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auto lockout_iter = member_lockouts.find(m_leader_id);
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if (lockout_iter != member_lockouts.end())
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{
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leader_has_replay_lockout = SaveLeaderLockouts(lockout_iter->second);
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}
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for (const auto& character : entries)
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{
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if (character.expedition_id != 0)
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{
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has_conflicts = true;
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SendLeaderMemberInExpedition(character.name, is_solo);
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}
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auto lockout_iter = member_lockouts.find(character.id);
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if (lockout_iter != member_lockouts.end())
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{
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for (const auto& lockout : lockout_iter->second)
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{
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if (!lockout.IsExpired())
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{
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// replay timers were sorted by query so they show up before event conflicts
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if (lockout.IsReplayTimer())
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{
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has_conflicts = true;
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SendLeaderMemberReplayLockout(character.name, lockout, is_solo);
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}
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else if (!leader_has_replay_lockout && character.id != m_leader_id &&
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m_lockouts.find(lockout.GetEventName()) == m_lockouts.end())
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{
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// leader doesn't have this lockout
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has_conflicts = true;
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SendLeaderMemberEventLockout(character.name, lockout);
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}
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}
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}
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}
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}
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return has_conflicts;
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}
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void ExpeditionRequest::SendLeaderMessage(
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uint16_t chat_type, uint32_t string_id, const std::initializer_list<std::string>& args)
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{
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if (!m_disable_messages)
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{
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Client::SendCrossZoneMessageString(m_leader, m_leader_name, chat_type, string_id, args);
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}
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}
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void ExpeditionRequest::SendLeaderMemberInExpedition(const std::string& member_name, bool is_solo)
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{
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if (m_disable_messages)
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{
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return;
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}
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if (is_solo)
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{
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SendLeaderMessage(Chat::Red, EXPEDITION_YOU_BELONG);
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}
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else if (m_requester)
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{
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std::string message = fmt::format(EXPEDITION_OTHER_BELONGS, m_requester->GetName(), member_name);
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Client::SendCrossZoneMessage(m_leader, m_leader_name, Chat::Red, message);
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}
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}
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void ExpeditionRequest::SendLeaderMemberReplayLockout(
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const std::string& member_name, const ExpeditionLockoutTimer& lockout, bool is_solo)
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{
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if (m_disable_messages)
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{
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return;
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}
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auto time_remaining = lockout.GetDaysHoursMinutesRemaining();
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if (is_solo)
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{
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SendLeaderMessage(Chat::Red, EXPEDITION_YOU_PLAYED_HERE, {
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time_remaining.days, time_remaining.hours, time_remaining.mins
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});
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}
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else
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{
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SendLeaderMessage(Chat::Red, EXPEDITION_REPLAY_TIMER, {
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member_name, time_remaining.days, time_remaining.hours, time_remaining.mins
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});
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}
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}
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void ExpeditionRequest::SendLeaderMemberEventLockout(
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const std::string& member_name, const ExpeditionLockoutTimer& lockout)
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{
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if (m_disable_messages)
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{
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return;
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}
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auto time_remaining = lockout.GetDaysHoursMinutesRemaining();
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SendLeaderMessage(Chat::Red, EXPEDITION_EVENT_TIMER, {
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member_name,
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lockout.GetEventName(),
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time_remaining.days,
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time_remaining.hours,
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time_remaining.mins,
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lockout.GetEventName()
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});
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}
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bool ExpeditionRequest::IsPlayerCountValidated()
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{
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// note: offline group members count towards requirement but not added to expedition
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bool requirements_met = true;
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auto bypass_status = RuleI(Expedition, MinStatusToBypassPlayerCountRequirements);
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auto gm_bypass = (m_requester && m_requester->GetGM() && m_requester->Admin() >= bypass_status);
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if (m_members.size() > m_max_players)
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{
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// members were sorted at start, truncate after conflict checks to act like live
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m_members.resize(m_max_players);
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}
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else if (!gm_bypass && m_members.size() < m_min_players)
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{
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requirements_met = false;
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SendLeaderMessage(Chat::System, REQUIRED_PLAYER_COUNT, {
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fmt::format_int(m_members.size()).str(),
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fmt::format_int(m_min_players).str(),
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fmt::format_int(m_max_players).str()
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});
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}
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if (gm_bypass) {
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m_requester->Message(Chat::White, "Your GM Status allows you to bypass expedition minimum and maximum player restrictions.");
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}
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return requirements_met;
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}
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