当前位置: 首页>>代码示例>>C++>>正文


C++ Battleground::SetTeamMatchmakerRating方法代码示例

本文整理汇总了C++中Battleground::SetTeamMatchmakerRating方法的典型用法代码示例。如果您正苦于以下问题:C++ Battleground::SetTeamMatchmakerRating方法的具体用法?C++ Battleground::SetTeamMatchmakerRating怎么用?C++ Battleground::SetTeamMatchmakerRating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Battleground的用法示例。


在下文中一共展示了Battleground::SetTeamMatchmakerRating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


//.........这里部分代码省略.........
            if (front1 && front2)
            {
                if (front1->joinTime < front2->joinTime)
                    arenaRating = front1->teamMatchmakerRating;
            }
            else if (!front1 && !front2)
                return; //queues are empty
        }

        //set rating range
        uint32 arenaMinRating = (arenaRating <= sBattlegroundMgr->GetMaxRatingDifference()) ? 0 : arenaRating - sBattlegroundMgr->GetMaxRatingDifference();
        uint32 arenaMaxRating = arenaRating + sBattlegroundMgr->GetMaxRatingDifference();
        // if max rating difference is set and the time past since server startup is greater than the rating discard time
        // (after what time the ratings aren't taken into account when making teams) then
        // the discard time is current_time - time_to_discard, teams that joined after that, will have their ratings taken into account
        // else leave the discard time on 0, this way all ratings will be discarded
        uint32 discardTime = getMSTime() - sBattlegroundMgr->GetRatingDiscardTimer();

        // we need to find 2 teams which will play next game
        GroupsQueueType::iterator itr_teams[BG_TEAMS_COUNT];
        uint8 found = 0;
        uint8 team = 0;

        for (uint8 i = BG_QUEUE_PREMADE_ALLIANCE; i < BG_QUEUE_NORMAL_ALLIANCE; i++)
        {
            // take the group that joined first
            GroupsQueueType::iterator itr2 = m_QueuedGroups[bracket_id][i].begin();
            for (; itr2 != m_QueuedGroups[bracket_id][i].end(); ++itr2)
            {
                // if group match conditions, then add it to pool
                if (!(*itr2)->isInvitedToBGInstanceGUID
                    && (((*itr2)->teamMatchmakerRating >= arenaMinRating && (*itr2)->teamMatchmakerRating <= arenaMaxRating)
                        || (*itr2)->joinTime < discardTime))
                {
                    itr_teams[found++] = itr2;
                    team = i;
                    break;
                }
            }
        }

        if (!found)
            return;

        if (found == 1)
        {
            for (GroupsQueueType::iterator itr3 = itr_teams[0]; itr3 != m_QueuedGroups[bracket_id][team].end(); ++itr3)
            {
                if (!(*itr3)->isInvitedToBGInstanceGUID
                    && (((*itr3)->teamMatchmakerRating >= arenaMinRating && (*itr3)->teamMatchmakerRating <= arenaMaxRating)
                        || (*itr3)->joinTime < discardTime)
                    && (*itr_teams[0])->leaderGUID != (*itr3)->leaderGUID)
                {
                    itr_teams[found++] = itr3;
                    break;
                }
            }
        }

        //if we have 2 teams, then start new arena and invite players!
        if (found == 2)
        {
            GroupQueueInfo* aTeam = *itr_teams[TEAM_ALLIANCE];
            GroupQueueInfo* hTeam = *itr_teams[TEAM_HORDE];
            Battleground* arena = sBattlegroundMgr->CreateNewBattleground(bgTypeId, bracketEntry, ratedType, true);
            if (!arena)
            {
                TC_LOG_ERROR("bg.battleground", "BattlegroundQueue::Update couldn't create arena instance for rated arena match!");
                return;
            }

            aTeam->opponentsTeamRating = hTeam->teamRating;
            hTeam->opponentsTeamRating = aTeam->teamRating;
            aTeam->opponentsTeamMatchmakerRating = hTeam->teamMatchmakerRating;
            hTeam->opponentsTeamMatchmakerRating = aTeam->teamMatchmakerRating;
            TC_LOG_DEBUG("bg.battleground", "setting oposite teamrating to %u", aTeam->opponentsTeamRating);
            TC_LOG_DEBUG("bg.battleground", "setting oposite teamrating to %u", hTeam->opponentsTeamRating);

            // now we must move team if we changed its faction to another faction queue, because then we will spam log by errors in Queue::RemovePlayer
            if (aTeam->team != ALLIANCE)
            {
                m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_ALLIANCE].push_front(aTeam);
                m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_HORDE].erase(itr_teams[TEAM_ALLIANCE]);
            }
            if (hTeam->team != HORDE)
            {
                m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_HORDE].push_front(hTeam);
                m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_ALLIANCE].erase(itr_teams[TEAM_HORDE]);
            }

            arena->SetTeamMatchmakerRating(ALLIANCE, aTeam->teamMatchmakerRating);
            arena->SetTeamMatchmakerRating(   HORDE, hTeam->teamMatchmakerRating);
            InviteGroupToBG(aTeam, arena, ALLIANCE);
            InviteGroupToBG(hTeam, arena, HORDE);

            TC_LOG_DEBUG("bg.battleground", "Starting rated arena match!");
            arena->StartBattleground();
        }
    }
}
开发者ID:Caydan,项目名称:mop548,代码行数:101,代码来源:BattlegroundQueue.cpp


注:本文中的Battleground::SetTeamMatchmakerRating方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。