本文整理汇总了C++中Battleground::GetFreeSlotsForTeam方法的典型用法代码示例。如果您正苦于以下问题:C++ Battleground::GetFreeSlotsForTeam方法的具体用法?C++ Battleground::GetFreeSlotsForTeam怎么用?C++ Battleground::GetFreeSlotsForTeam使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Battleground
的用法示例。
在下文中一共展示了Battleground::GetFreeSlotsForTeam方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: BattlegroundQueueUpdate
void BattlegroundQueue::BattlegroundQueueUpdate(BattlegroundBracketId bracket_id, uint8 actionMask, bool isRated, uint32 arenaRatedTeamId)
{
// if no players in queue - do nothing
if (m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_ALLIANCE].empty() &&
m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_HORDE].empty() &&
m_QueuedGroups[bracket_id][BG_QUEUE_NORMAL_ALLIANCE].empty() &&
m_QueuedGroups[bracket_id][BG_QUEUE_NORMAL_HORDE].empty())
return;
Battleground* bg_template = sBattlegroundMgr->GetBattlegroundTemplate(m_bgTypeId);
if (!bg_template)
return;
PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketById(bg_template->GetMapId(), bracket_id);
if (!bracketEntry)
return;
// battlegrounds with free slots should be populated first using players in queue
if ((actionMask & 0x01) && !BattlegroundMgr::IsArenaType(m_bgTypeId))
{
const BattlegroundContainer& bgList = sBattlegroundMgr->GetBattlegroundList();
BattlegroundNeedSet bgsToCheck;
// sort from most needing (most empty) to least needing using a std::set with functor
for (BattlegroundContainer::const_iterator itr = bgList.begin(); itr != bgList.end(); ++itr)
{
Battleground* bg = itr->second;
if (!BattlegroundMgr::IsArenaType(bg->GetBgTypeID()) && (bg->GetBgTypeID() == m_bgTypeId || m_bgTypeId == BATTLEGROUND_RB) &&
bg->HasFreeSlots() && bg->GetMinLevel() <= bracketEntry->minLevel && bg->GetMaxLevel() >= bracketEntry->maxLevel)
bgsToCheck.insert(bg);
}
// now iterate needing battlegrounds
for (BattlegroundNeedSet::iterator itr = bgsToCheck.begin(); itr != bgsToCheck.end(); ++itr)
{
Battleground* bg = *itr;
// call a function that fills whatever we can from normal queues
FillPlayersToBG(bg->GetFreeSlotsForTeam(TEAM_ALLIANCE), bg->GetFreeSlotsForTeam(TEAM_HORDE), bracket_id);
// invite players
for (uint32 i = 0; i < BG_TEAMS_COUNT; i++)
for (GroupsQueueType::const_iterator citr = m_SelectionPools[TEAM_ALLIANCE + i].SelectedGroups.begin(); citr != m_SelectionPools[TEAM_ALLIANCE + i].SelectedGroups.end(); ++citr)
BattlegroundMgr::InviteGroupToBG((*citr), bg, (*citr)->teamId);
}
}
// finished iterating through battlegrounds with free slots, maybe we need to create a new bg
if ((actionMask & 0x02) == 0)
return;
// get min and max players per team
uint32 MinPlayersPerTeam = bg_template->GetMinPlayersPerTeam();
uint32 MaxPlayersPerTeam = bg_template->GetMaxPlayersPerTeam();
if (bg_template->isArena())
{
MinPlayersPerTeam = sBattlegroundMgr->isArenaTesting() ? 1 : m_arenaType;
MaxPlayersPerTeam = m_arenaType;
}
// check if can start new premade battleground
if (bg_template->isBattleground() && m_bgTypeId != BATTLEGROUND_RB)
if (CheckPremadeMatch(bracket_id, MinPlayersPerTeam, MaxPlayersPerTeam))
{
// create new battleground
Battleground* bg = sBattlegroundMgr->CreateNewBattleground(m_bgTypeId, bracketEntry->minLevel, bracketEntry->maxLevel, 0, false);
if (!bg)
return;
// invite players
for (uint32 i = 0; i < BG_TEAMS_COUNT; i++)
for (GroupsQueueType::const_iterator citr = m_SelectionPools[TEAM_ALLIANCE + i].SelectedGroups.begin(); citr != m_SelectionPools[TEAM_ALLIANCE + i].SelectedGroups.end(); ++citr)
BattlegroundMgr::InviteGroupToBG((*citr), bg, (*citr)->teamId);
bg->StartBattleground();
// now fill the premade bg if possible (only one team for each side has been invited yet)
if (bg->HasFreeSlots())
{
// call a function that fills whatever we can from normal queues
FillPlayersToBG(bg->GetFreeSlotsForTeam(TEAM_ALLIANCE), bg->GetFreeSlotsForTeam(TEAM_HORDE), bracket_id);
// invite players
for (uint32 i = 0; i < BG_TEAMS_COUNT; i++)
for (GroupsQueueType::const_iterator citr = m_SelectionPools[TEAM_ALLIANCE + i].SelectedGroups.begin(); citr != m_SelectionPools[TEAM_ALLIANCE + i].SelectedGroups.end(); ++citr)
BattlegroundMgr::InviteGroupToBG((*citr), bg, (*citr)->teamId);
}
}
// check if can start new normal battleground or non-rated arena
if (!isRated)
{
if (CheckNormalMatch(bg_template, bracket_id, MinPlayersPerTeam, MaxPlayersPerTeam) ||
(bg_template->isArena() && CheckSkirmishForSameFaction(bracket_id, MinPlayersPerTeam)))
{
BattlegroundTypeId newBgTypeId = m_bgTypeId;
uint32 minLvl = bracketEntry->minLevel;
uint32 maxLvl = bracketEntry->maxLevel;
//.........这里部分代码省略.........