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This exposes dynamic zone ids for any future changes and will make it easier to preserve historic dz and expedition data. This also cleans up some dynamic zone creation for expedition requests When purging instances the expedition table is no longer updated since dynamic zone ids are not re-used like instance ids are Update #dz list commands to show dz id Add GetDynamicZoneID and get_expedition_by_dz_id quest apis
68 lines
2.7 KiB
C++
68 lines
2.7 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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#ifndef WORLD_EXPEDITION_H
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#define WORLD_EXPEDITION_H
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#include "../common/timer.h"
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#include <chrono>
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#include <cstdint>
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#include <unordered_set>
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class Expedition
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{
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public:
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Expedition() = default;
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Expedition(uint32_t expedition_id, uint32_t dz_id, uint32_t dz_instance_id,
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uint32_t dz_zone_id, uint32_t expire_time, uint32_t duration);
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void AddMember(uint32_t character_id) { m_member_ids.emplace(character_id); }
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void RemoveMember(uint32_t character_id) { m_member_ids.erase(character_id); }
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void RemoveAllMembers() { m_member_ids.clear(); }
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void CheckExpireWarning();
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uint32_t GetID() const { return m_expedition_id; }
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uint16_t GetInstanceID() const { return static_cast<uint16_t>(m_dz_instance_id); }
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uint16_t GetZoneID() const { return static_cast<uint16_t>(m_dz_zone_id); }
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bool IsEmpty() const { return m_member_ids.empty(); }
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bool IsExpired() const { return m_expire_time < std::chrono::system_clock::now(); }
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bool IsPendingDelete() const { return m_pending_delete; }
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bool IsValid() const { return m_expedition_id != 0; }
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void SendZonesDurationUpdate();
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void SendZonesExpeditionDeleted();
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void SendZonesExpireWarning(uint32_t minutes_remaining);
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void SetPendingDelete(bool pending) { m_pending_delete = pending; }
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void UpdateDzSecondsRemaining(uint32_t seconds_remaining);
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std::chrono::system_clock::duration GetRemainingDuration() const;
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private:
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uint32_t m_expedition_id = 0;
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uint32_t m_dz_id = 0;
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uint32_t m_dz_instance_id = 0;
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uint32_t m_dz_zone_id = 0;
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bool m_pending_delete = false;
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Timer m_warning_cooldown_timer;
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std::unordered_set<uint32_t> m_member_ids;
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std::chrono::seconds m_duration;
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std::chrono::time_point<std::chrono::system_clock> m_start_time;
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std::chrono::time_point<std::chrono::system_clock> m_expire_time;
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};
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#endif
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