本文整理汇总了C++中Battleground::RemoveFromBGFreeSlotQueue方法的典型用法代码示例。如果您正苦于以下问题:C++ Battleground::RemoveFromBGFreeSlotQueue方法的具体用法?C++ Battleground::RemoveFromBGFreeSlotQueue怎么用?C++ Battleground::RemoveFromBGFreeSlotQueue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。
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示例1: BattlegroundQueueUpdate
/*
this method is called when group is inserted, or player / group is removed from BG Queue - there is only one player's status changed, so we don't use while (true) cycles to invite whole queue
it must be called after fully adding the members of a group to ensure group joining
should be called from Battleground::RemovePlayer function in some cases
*/
void BattlegroundQueue::BattlegroundQueueUpdate(uint32 /*diff*/, BattlegroundTypeId bgTypeId, BattlegroundBracketId bracket_id, uint8 arenaType, bool isRated, uint32 arenaRating)
{
//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 with free slot for player should be always in the beggining of the queue
// maybe it would be better to create bgfreeslotqueue for each bracket_id
BGFreeSlotQueueContainer& bgQueues = sBattlegroundMgr->GetBGFreeSlotQueueStore(bgTypeId);
for (BGFreeSlotQueueContainer::iterator itr = bgQueues.begin(); itr != bgQueues.end();)
{
Battleground* bg = *itr; ++itr;
// DO NOT allow queue manager to invite new player to rated games
if (!bg->isRated() && bg->GetTypeID() == bgTypeId && bg->GetBracketId() == bracket_id &&
bg->GetStatus() > STATUS_WAIT_QUEUE && bg->GetStatus() < STATUS_WAIT_LEAVE)
{
// clear selection pools
m_SelectionPools[TEAM_ALLIANCE].Init();
m_SelectionPools[TEAM_HORDE].Init();
// call a function that does the job for us
FillPlayersToBG(bg, bracket_id);
// now everything is set, invite players
for (GroupsQueueType::const_iterator citr = m_SelectionPools[TEAM_ALLIANCE].SelectedGroups.begin(); citr != m_SelectionPools[TEAM_ALLIANCE].SelectedGroups.end(); ++citr)
InviteGroupToBG((*citr), bg, (*citr)->Team);
for (GroupsQueueType::const_iterator citr = m_SelectionPools[TEAM_HORDE].SelectedGroups.begin(); citr != m_SelectionPools[TEAM_HORDE].SelectedGroups.end(); ++citr)
InviteGroupToBG((*citr), bg, (*citr)->Team);
if (!bg->HasFreeSlots())
bg->RemoveFromBGFreeSlotQueue();
}
}
// finished iterating through the bgs with free slots, maybe we need to create a new bg
Battleground* bg_template = sBattlegroundMgr->GetBattlegroundTemplate(bgTypeId);
if (!bg_template)
{
sLog->outError(LOG_FILTER_BATTLEGROUND, "Battleground: Update: bg template not found for %u", bgTypeId);
return;
}
PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketById(bg_template->GetMapId(), bracket_id);
if (!bracketEntry)
{
sLog->outError(LOG_FILTER_BATTLEGROUND, "Battleground: Update: bg bracket entry not found for map %u bracket id %u", bg_template->GetMapId(), bracket_id);
return;
}
// get the min. players per team, properly for larger arenas as well. (must have full teams for arena matches!)
uint32 MinPlayersPerTeam = bg_template->GetMinPlayersPerTeam();
uint32 MaxPlayersPerTeam = bg_template->GetMaxPlayersPerTeam();
if (bg_template->isArena())
{
MaxPlayersPerTeam = arenaType;
MinPlayersPerTeam = sBattlegroundMgr->isArenaTesting() ? 1 : arenaType;
}
else if (sBattlegroundMgr->isTesting())
MinPlayersPerTeam = 1;
m_SelectionPools[TEAM_ALLIANCE].Init();
m_SelectionPools[TEAM_HORDE].Init();
if (bg_template->isBattleground())
{
if (CheckPremadeMatch(bracket_id, MinPlayersPerTeam, MaxPlayersPerTeam))
{
// create new battleground
Battleground* bg2 = sBattlegroundMgr->CreateNewBattleground(bgTypeId, bracketEntry, 0, false);
if (!bg2)
{
sLog->outError(LOG_FILTER_BATTLEGROUND, "BattlegroundQueue::Update - Cannot create battleground: %u", bgTypeId);
return;
}
// invite those selection pools
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)
InviteGroupToBG((*citr), bg2, (*citr)->Team);
bg2->StartBattleground();
//clear structures
m_SelectionPools[TEAM_ALLIANCE].Init();
m_SelectionPools[TEAM_HORDE].Init();
}
}
// now check if there are in queues enough players to start new game of (normal battleground, or non-rated arena)
if (!isRated)
{
//.........这里部分代码省略.........