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- License was intended to be GPLv3 per earlier commit of GPLv3 LICENSE FILE - This is confirmed by the inclusion of libraries that are incompatible with GPLv2 - This is also confirmed by KLS and the agreement of KLS's predecessors - Added GPLv3 license headers to the compilable source files - Removed Folly licensing in strings.h since the string functions do not match the Folly functions and are standard functions - this must have been left over from previous implementations - Removed individual contributor license headers since the project has been under the "developer" mantle for many years - Removed comments on files that were previously automatically generated since they've been manually modified multiple times and there are no automatic scripts referencing them (removed in 2023)
319 lines
8.7 KiB
C++
319 lines
8.7 KiB
C++
/* EQEmu: EQEmulator
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Copyright (C) 2001-2026 EQEmu Development Team
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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; either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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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, see <http://www.gnu.org/licenses/>.
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*/
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#include "expedition_request.h"
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#include "common/repositories/character_expedition_lockouts_repository.h"
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#include "zone/client.h"
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#include "zone/groups.h"
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#include "zone/raids.h"
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#include "zone/string_ids.h"
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ExpeditionRequest::ExpeditionRequest(const DynamicZone& dz, Client& client, bool silent)
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: m_dz(&dz), m_requester(&client), m_silent(silent)
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{
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}
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bool ExpeditionRequest::Validate()
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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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if (Raid* raid = m_requester->GetRaid())
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{
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m_is_raid = true;
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requirements_met = CanRaidRequest(raid);
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}
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else if (Group* group = m_requester->GetGroup())
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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_dz->GetMaxPlayers())
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{
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// leader first then raid group, 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) { return true; }
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if (m_leader_name == rhs.member_name) { return false; }
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return lhs.group_number < rhs.group_number;
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});
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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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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<DzLockout>& 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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// db prevents duplicate event names
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m_lockouts.push_back(lockout);
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if (lockout.IsReplay())
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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 = DynamicZonesRepository::GetCharactersWithDz(database, member_names, static_cast<int>(DynamicZoneType::Expedition));
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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> char_ids;
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for (const auto& character : entries)
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{
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if (is_solo && character.dz_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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char_ids.push_back(character.id);
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}
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auto lockouts = CharacterExpeditionLockoutsRepository::GetLockouts(database, char_ids, m_dz->GetName());
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// on live if leader has a replay lockout it never checks for event conflicts
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bool leader_replay = false;
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auto it = lockouts.find(m_leader_id);
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if (it != lockouts.end())
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{
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leader_replay = SaveLeaderLockouts(it->second);
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}
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for (const auto& character : entries)
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{
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if (character.dz_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 it = lockouts.find(character.id);
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if (it != lockouts.end())
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{
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for (const auto& lockout : it->second)
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{
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if (!lockout.IsExpired())
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{
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auto is_event = [&](const auto& l) { return l.IsEvent(lockout.Event()); };
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// replay timers were sorted by query so they show up before event conflicts
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if (lockout.IsReplay())
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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_replay && character.id != m_leader_id && std::ranges::none_of(m_lockouts, is_event))
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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(uint16_t chat_type, uint32_t string_id, std::initializer_list<std::string> args)
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{
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if (!m_silent)
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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& name, bool is_solo)
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{
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if (m_silent)
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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, DZ_YOU_BELONG);
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}
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else if (m_requester)
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{
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// message string 9265 (not in emu clients)
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Client::SendCrossZoneMessage(m_leader, m_leader_name, Chat::Red, fmt::format(
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"{} attempted to create an expedition but {} already belongs to one.", m_requester->GetName(), name));
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}
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}
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void ExpeditionRequest::SendLeaderMemberReplayLockout(const std::string& name, const DzLockout& lockout, bool is_solo)
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{
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if (m_silent)
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{
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return;
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}
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auto time = lockout.GetTimeRemainingStrs();
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if (is_solo)
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{
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SendLeaderMessage(Chat::Red, DZ_REPLAY_YOU, { time.days, time.hours, time.mins });
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}
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else
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{
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SendLeaderMessage(Chat::Red, DZ_REPLAY_OTHER, { name, time.days, time.hours, time.mins });
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}
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}
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void ExpeditionRequest::SendLeaderMemberEventLockout(const std::string& name, const DzLockout& lockout)
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{
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if (m_silent)
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{
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return;
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}
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auto time = lockout.GetTimeRemainingStrs();
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SendLeaderMessage(Chat::Red, DZ_EVENT_TIMER, { name, lockout.Event(), time.days, time.hours, time.mins });
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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 (!gm_bypass && m_members.size() < m_dz->GetMinPlayers())
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{
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requirements_met = false;
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SendLeaderMessage(Chat::System, DZ_PLAYER_COUNT, {
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fmt::format_int(m_members.size()).str(),
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fmt::format_int(m_dz->GetMinPlayers()).str(),
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fmt::format_int(m_dz->GetMaxPlayers()).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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