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Scenario Class Reference

#include <Scenario.h>

Public Member Functions

 Scenario (Map *map, ScenarioData const *scenarioData)
 
 ~Scenario ()
 
void Reset () override
 
void SetStep (ScenarioStepEntry const *step)
 
virtual void CompleteStep (ScenarioStepEntry const *step)
 
virtual void CompleteScenario ()
 
virtual void OnPlayerEnter (Player *player)
 
virtual void OnPlayerExit (Player *player)
 
virtual void Update (uint32)
 
bool IsComplete ()
 
bool IsCompletedStep (ScenarioStepEntry const *step)
 
void SetStepState (ScenarioStepEntry const *step, ScenarioStepState state)
 
ScenarioEntry const * GetEntry () const
 
ScenarioStepState GetStepState (ScenarioStepEntry const *step)
 
ScenarioStepEntry const * GetStep () const
 
ScenarioStepEntry const * GetFirstStep () const
 
ScenarioStepEntry const * GetLastStep () const
 
void SendScenarioState (Player *player)
 
void SendBootPlayer (Player *player)
 
- Public Member Functions inherited from CriteriaHandler
 CriteriaHandler ()
 
virtual ~CriteriaHandler ()
 
 CriteriaHandler (CriteriaHandler const &right)=delete
 
 CriteriaHandler (CriteriaHandler &&right)=delete
 
CriteriaHandleroperator= (CriteriaHandler const &right)=delete
 
CriteriaHandleroperator= (CriteriaHandler &&right)=delete
 
virtual void Reset ()
 
void UpdateCriteria (CriteriaType type, uint64 miscValue1=0, uint64 miscValue2=0, uint64 miscValue3=0, WorldObject const *ref=nullptr, Player *referencePlayer=nullptr)
 
virtual void SendAllData (Player const *receiver) const =0
 
void UpdateTimedCriteria (uint32 timeDiff)
 
void StartCriteriaTimer (CriteriaStartEvent startEvent, uint32 entry, uint32 timeLost=0)
 
void RemoveCriteriaTimer (CriteriaStartEvent startEvent, uint32 entry)
 

Protected Member Functions

void SendCriteriaUpdate (Criteria const *criteria, CriteriaProgress const *progress, Seconds timeElapsed, bool timedCompleted) const override
 
void SendCriteriaProgressRemoved (uint32) override
 
bool CanUpdateCriteriaTree (Criteria const *criteria, CriteriaTree const *tree, Player *referencePlayer) const override
 
bool CanCompleteCriteriaTree (CriteriaTree const *tree) override
 
void CompletedCriteriaTree (CriteriaTree const *tree, Player *referencePlayer) override
 
void AfterCriteriaTreeUpdate (CriteriaTree const *, Player *) override
 
void SendPacket (WorldPacket const *data) const override
 
void SendAllData (Player const *) const override
 
void BuildScenarioState (WorldPackets::Scenario::ScenarioState *scenarioState)
 
std::vector< WorldPackets::Scenario::BonusObjectiveDataGetBonusObjectivesData ()
 
std::vector< WorldPackets::Achievement::CriteriaProgressGetCriteriasProgress ()
 
CriteriaList const & GetCriteriaByType (CriteriaType type, uint32 asset) const override
 
- Protected Member Functions inherited from CriteriaHandler
virtual void SendCriteriaUpdate (Criteria const *criteria, CriteriaProgress const *progress, Seconds timeElapsed, bool timedCompleted) const =0
 
CriteriaProgressGetCriteriaProgress (Criteria const *entry)
 
void SetCriteriaProgress (Criteria const *criteria, uint64 changeValue, Player *referencePlayer, ProgressType progressType=PROGRESS_SET)
 
void RemoveCriteriaProgress (Criteria const *criteria)
 
virtual void SendCriteriaProgressRemoved (uint32 criteriaId)=0
 
bool IsCompletedCriteriaTree (CriteriaTree const *tree)
 
virtual bool CanUpdateCriteriaTree (Criteria const *criteria, CriteriaTree const *tree, Player *referencePlayer) const
 
virtual bool CanCompleteCriteriaTree (CriteriaTree const *tree)
 
virtual void CompletedCriteriaTree (CriteriaTree const *tree, Player *referencePlayer)=0
 
virtual void AfterCriteriaTreeUpdate (CriteriaTree const *, Player *)
 
bool IsCompletedCriteria (Criteria const *criteria, uint64 requiredAmount)
 
bool CanUpdateCriteria (Criteria const *criteria, CriteriaTreeList const *trees, uint64 miscValue1, uint64 miscValue2, uint64 miscValue3, WorldObject const *ref, Player *referencePlayer)
 
virtual void SendPacket (WorldPacket const *data) const =0
 
bool ConditionsSatisfied (Criteria const *criteria, Player *referencePlayer) const
 
bool RequirementsSatisfied (Criteria const *criteria, uint64 miscValue1, uint64 miscValue2, uint64 miscValue3, WorldObject const *ref, Player *referencePlayer) const
 
virtual bool RequiredAchievementSatisfied (uint32) const
 
bool ModifierTreeSatisfied (ModifierTreeNode const *parent, uint64 miscValue1, uint64 miscValue2, WorldObject const *ref, Player *referencePlayer) const
 
bool ModifierSatisfied (ModifierTreeEntry const *modifier, uint64 miscValue1, uint64 miscValue2, WorldObject const *ref, Player *referencePlayer) const
 
virtual std::string GetOwnerInfo () const =0
 
virtual CriteriaList const & GetCriteriaByType (CriteriaType type, uint32 asset) const =0
 

Protected Attributes

Map const * _map
 
GuidUnorderedSet _players
 
ScenarioData const * _data
 
- Protected Attributes inherited from CriteriaHandler
CriteriaProgressMap _criteriaProgress
 
std::map< uint32, uint32_timeCriteriaTrees
 

Private Attributes

ObjectGuid const _guid
 
ScenarioStepEntry const * _currentstep
 
std::map< ScenarioStepEntry const *, ScenarioStepState_stepStates
 

Detailed Description

Definition at line 51 of file Scenario.h.

Constructor & Destructor Documentation

◆ Scenario()

Scenario::Scenario ( Map map,
ScenarioData const *  scenarioData 
)

Definition at line 27 of file Scenario.cpp.

27 : _map(map), _data(scenarioData),
28 _guid(ObjectGuid::Create<HighGuid::Scenario>(map->GetId(), scenarioData->Entry->ID, map->GenerateLowGuid<HighGuid::Scenario>())),
29 _currentstep(nullptr)
30{
32
33 for (std::pair<uint8 const, ScenarioStepEntry const*> const& scenarioStep : _data->Steps)
34 SetStepState(scenarioStep.second, SCENARIO_STEP_NOT_STARTED);
35
36 if (ScenarioStepEntry const* step = GetFirstStep())
37 SetStep(step);
38 else
39 TC_LOG_ERROR("scenario", "Scenario::Scenario: Could not launch Scenario (id: {}), found no valid scenario step", _data->Entry->ID);
40}
#define ASSERT
Definition: Errors.h:68
#define TC_LOG_ERROR(filterType__,...)
Definition: Log.h:165
@ SCENARIO_STEP_NOT_STARTED
Definition: Scenario.h:46
ObjectGuid::LowType GenerateLowGuid()
Definition: Map.h:496
uint32 GetId() const
Definition: Map.cpp:3175
ScenarioData const * _data
Definition: Scenario.h:101
ScenarioStepEntry const * GetFirstStep() const
Definition: Scenario.cpp:254
Map const * _map
Definition: Scenario.h:80
ObjectGuid const _guid
Definition: Scenario.h:104
ScenarioStepEntry const * _currentstep
Definition: Scenario.h:105
void SetStepState(ScenarioStepEntry const *step, ScenarioStepState state)
Definition: Scenario.h:69
void SetStep(ScenarioStepEntry const *step)
Definition: Scenario.cpp:92
std::map< uint8, ScenarioStepEntry const * > Steps
Definition: ScenarioMgr.h:36
ScenarioEntry const * Entry
Definition: ScenarioMgr.h:35
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◆ ~Scenario()

Scenario::~Scenario ( )

Definition at line 42 of file Scenario.cpp.

43{
44 for (ObjectGuid guid : _players)
45 if (Player* player = ObjectAccessor::GetPlayer(_map, guid))
46 SendBootPlayer(player);
47
48 _players.clear();
49}
void SendBootPlayer(Player *player)
Definition: Scenario.cpp:338
GuidUnorderedSet _players
Definition: Scenario.h:81
TC_GAME_API Player * GetPlayer(Map const *, ObjectGuid const &guid)
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Member Function Documentation

◆ AfterCriteriaTreeUpdate()

void Scenario::AfterCriteriaTreeUpdate ( CriteriaTree const *  ,
Player  
)
inlineoverrideprotectedvirtual

Reimplemented from CriteriaHandler.

Definition at line 89 of file Scenario.h.

89{ }

◆ BuildScenarioState()

void Scenario::BuildScenarioState ( WorldPackets::Scenario::ScenarioState scenarioState)
protected

Definition at line 225 of file Scenario.cpp.

226{
227 scenarioState->ScenarioGUID = _guid;
228 scenarioState->ScenarioID = _data->Entry->ID;
229 if (ScenarioStepEntry const* step = GetStep())
230 scenarioState->CurrentStep = step->ID;
231 scenarioState->CriteriaProgress = GetCriteriasProgress();
232 scenarioState->BonusObjectives = GetBonusObjectivesData();
233 // Don't know exactly what this is for, but seems to contain list of scenario steps that we're either on or that are completed
234 for (std::pair<ScenarioStepEntry const* const, ScenarioStepState> const& state : _stepStates)
235 {
236 if (state.first->IsBonusObjective())
237 continue;
238
239 switch (state.second)
240 {
243 break;
245 default:
246 continue;
247 }
248
249 scenarioState->PickedSteps.push_back(state.first->ID);
250 }
251 scenarioState->ScenarioComplete = IsComplete();
252}
@ SCENARIO_STEP_IN_PROGRESS
Definition: Scenario.h:47
@ SCENARIO_STEP_DONE
Definition: Scenario.h:48
std::vector< WorldPackets::Scenario::BonusObjectiveData > GetBonusObjectivesData()
Definition: Scenario.cpp:293
std::map< ScenarioStepEntry const *, ScenarioStepState > _stepStates
Definition: Scenario.h:106
std::vector< WorldPackets::Achievement::CriteriaProgress > GetCriteriasProgress()
Definition: Scenario.cpp:313
ScenarioStepEntry const * GetStep() const
Definition: Scenario.h:72
bool IsComplete()
Definition: Scenario.cpp:115
std::vector< Achievement::CriteriaProgress > CriteriaProgress
std::vector< BonusObjectiveData > BonusObjectives
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◆ CanCompleteCriteriaTree()

bool Scenario::CanCompleteCriteriaTree ( CriteriaTree const *  tree)
overrideprotectedvirtual

Reimplemented from CriteriaHandler.

Definition at line 178 of file Scenario.cpp.

179{
180 ScenarioStepEntry const* step = tree->ScenarioStep;
181 if (!step)
182 return false;
183
184 ScenarioStepState const state = GetStepState(step);
185 if (state == SCENARIO_STEP_DONE)
186 return false;
187
188 ScenarioStepEntry const* currentStep = GetStep();
189 if (!currentStep)
190 return false;
191
192 if (!step->IsBonusObjective())
193 if (step != currentStep)
194 return false;
195
197}
ScenarioStepState
Definition: Scenario.h:44
virtual bool CanCompleteCriteriaTree(CriteriaTree const *tree)
ScenarioStepState GetStepState(ScenarioStepEntry const *step)
Definition: Scenario.cpp:134
bool IsBonusObjective() const
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◆ CanUpdateCriteriaTree()

bool Scenario::CanUpdateCriteriaTree ( Criteria const *  criteria,
CriteriaTree const *  tree,
Player referencePlayer 
) const
overrideprotectedvirtual

Reimplemented from CriteriaHandler.

Definition at line 159 of file Scenario.cpp.

160{
161 ScenarioStepEntry const* step = tree->ScenarioStep;
162 if (!step)
163 return false;
164
165 if (step->ScenarioID != _data->Entry->ID)
166 return false;
167
168 ScenarioStepEntry const* currentStep = GetStep();
169 if (!currentStep)
170 return false;
171
172 if (step->IsBonusObjective())
173 return true;
174
175 return currentStep == step;
176}
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◆ CompletedCriteriaTree()

void Scenario::CompletedCriteriaTree ( CriteriaTree const *  tree,
Player referencePlayer 
)
overrideprotectedvirtual

Implements CriteriaHandler.

Definition at line 199 of file Scenario.cpp.

200{
201 ScenarioStepEntry const* step = ASSERT_NOTNULL(tree->ScenarioStep);
202 if (!IsCompletedStep(step))
203 return;
204
206 CompleteStep(step);
207}
#define ASSERT_NOTNULL(pointer)
Definition: Errors.h:84
virtual void CompleteStep(ScenarioStepEntry const *step)
Definition: Scenario.cpp:57
bool IsCompletedStep(ScenarioStepEntry const *step)
Definition: Scenario.cpp:209
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◆ CompleteScenario()

void Scenario::CompleteScenario ( )
virtual

Definition at line 87 of file Scenario.cpp.

88{
90}
void SendPacket(WorldPacket const *data) const override
Definition: Scenario.cpp:218
WorldPacket const * Write() override
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◆ CompleteStep()

void Scenario::CompleteStep ( ScenarioStepEntry const *  step)
virtual

Definition at line 57 of file Scenario.cpp.

58{
59 if (Quest const* quest = sObjectMgr->GetQuestTemplate(step->RewardQuestID))
60 for (ObjectGuid guid : _players)
61 if (Player* player = ObjectAccessor::GetPlayer(_map, guid))
62 player->RewardQuest(quest, LootItemType::Item, 0, nullptr, false);
63
64 if (step->IsBonusObjective())
65 return;
66
67 ScenarioStepEntry const* newStep = nullptr;
68 for (auto const& _step : _data->Steps)
69 {
70 if (_step.second->IsBonusObjective())
71 continue;
72
73 if (GetStepState(_step.second) == SCENARIO_STEP_DONE)
74 continue;
75
76 if (!newStep || _step.second->OrderIndex < newStep->OrderIndex)
77 newStep = _step.second;
78 }
79
80 SetStep(newStep);
81 if (IsComplete())
83 else
84 TC_LOG_ERROR("scenario", "Scenario::CompleteStep: Scenario (id: {}, step: {}) was completed, but could not determine new step, or validate scenario completion.", step->ScenarioID, step->ID);
85}
#define sObjectMgr
Definition: ObjectMgr.h:1952
virtual void CompleteScenario()
Definition: Scenario.cpp:87
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◆ GetBonusObjectivesData()

std::vector< WorldPackets::Scenario::BonusObjectiveData > Scenario::GetBonusObjectivesData ( )
protected

Definition at line 293 of file Scenario.cpp.

294{
295 std::vector<WorldPackets::Scenario::BonusObjectiveData> bonusObjectivesData;
296 for (std::pair<uint8 const, ScenarioStepEntry const*> const& scenarioStep : _data->Steps)
297 {
298 if (!scenarioStep.second->IsBonusObjective())
299 continue;
300
301 if (sCriteriaMgr->GetCriteriaTree(scenarioStep.second->Criteriatreeid))
302 {
304 bonusObjectiveData.BonusObjectiveID = scenarioStep.second->ID;
305 bonusObjectiveData.ObjectiveComplete = GetStepState(scenarioStep.second) == SCENARIO_STEP_DONE;
306 bonusObjectivesData.push_back(bonusObjectiveData);
307 }
308 }
309
310 return bonusObjectivesData;
311}
#define sCriteriaMgr
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◆ GetCriteriaByType()

CriteriaList const & Scenario::GetCriteriaByType ( CriteriaType  type,
uint32  asset 
) const
overrideprotectedvirtual

Implements CriteriaHandler.

Definition at line 333 of file Scenario.cpp.

334{
335 return sCriteriaMgr->GetScenarioCriteriaByTypeAndScenario(type, _data->Entry->ID);
336}

◆ GetCriteriasProgress()

std::vector< WorldPackets::Achievement::CriteriaProgress > Scenario::GetCriteriasProgress ( )
protected

Definition at line 313 of file Scenario.cpp.

314{
315 std::vector<WorldPackets::Achievement::CriteriaProgress> criteriasProgress;
316
317 if (!_criteriaProgress.empty())
318 {
319 for (std::pair<uint32 const, CriteriaProgress> const& progressPair : _criteriaProgress)
320 {
322 criteriaProgress.Id = progressPair.first;
323 criteriaProgress.Quantity = progressPair.second.Counter;
324 criteriaProgress.Date = progressPair.second.Date;
325 criteriaProgress.Player = progressPair.second.PlayerGUID;
326 criteriasProgress.push_back(criteriaProgress);
327 }
328 }
329
330 return criteriasProgress;
331}
CriteriaProgressMap _criteriaProgress
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◆ GetEntry()

ScenarioEntry const * Scenario::GetEntry ( ) const

Definition at line 129 of file Scenario.cpp.

130{
131 return _data->Entry;
132}
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◆ GetFirstStep()

ScenarioStepEntry const * Scenario::GetFirstStep ( ) const

Definition at line 254 of file Scenario.cpp.

255{
256 // Do it like this because we don't know what order they're in inside the container.
257 ScenarioStepEntry const* firstStep = nullptr;
258 for (std::pair<uint8 const, ScenarioStepEntry const*> const& scenarioStep : _data->Steps)
259 {
260 if (scenarioStep.second->IsBonusObjective())
261 continue;
262
263 if (!firstStep || scenarioStep.second->OrderIndex < firstStep->OrderIndex)
264 firstStep = scenarioStep.second;
265 }
266
267 return firstStep;
268}
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◆ GetLastStep()

ScenarioStepEntry const * Scenario::GetLastStep ( ) const

Definition at line 270 of file Scenario.cpp.

271{
272 // Do it like this because we don't know what order they're in inside the container.
273 ScenarioStepEntry const* lastStep = nullptr;
274 for (std::pair<uint8 const, ScenarioStepEntry const*> const& scenarioStep : _data->Steps)
275 {
276 if (scenarioStep.second->IsBonusObjective())
277 continue;
278
279 if (!lastStep || scenarioStep.second->OrderIndex > lastStep->OrderIndex)
280 lastStep = scenarioStep.second;
281 }
282
283 return lastStep;
284}
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◆ GetStep()

ScenarioStepEntry const * Scenario::GetStep ( ) const
inline

Definition at line 72 of file Scenario.h.

72{ return _currentstep; }
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◆ GetStepState()

ScenarioStepState Scenario::GetStepState ( ScenarioStepEntry const *  step)

Definition at line 134 of file Scenario.cpp.

135{
136 std::map<ScenarioStepEntry const*, ScenarioStepState>::const_iterator itr = _stepStates.find(step);
137 if (itr == _stepStates.end())
139
140 return itr->second;
141}
@ SCENARIO_STEP_INVALID
Definition: Scenario.h:45
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◆ IsComplete()

bool Scenario::IsComplete ( )

Definition at line 115 of file Scenario.cpp.

116{
117 for (std::pair<uint8 const, ScenarioStepEntry const*> const& scenarioStep : _data->Steps)
118 {
119 if (scenarioStep.second->IsBonusObjective())
120 continue;
121
122 if (GetStepState(scenarioStep.second) != SCENARIO_STEP_DONE)
123 return false;
124 }
125
126 return true;
127}
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◆ IsCompletedStep()

bool Scenario::IsCompletedStep ( ScenarioStepEntry const *  step)

Definition at line 209 of file Scenario.cpp.

210{
211 CriteriaTree const* tree = sCriteriaMgr->GetCriteriaTree(step->Criteriatreeid);
212 if (!tree)
213 return false;
214
215 return IsCompletedCriteriaTree(tree);
216}
bool IsCompletedCriteriaTree(CriteriaTree const *tree)
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◆ OnPlayerEnter()

void Scenario::OnPlayerEnter ( Player player)
virtual

Definition at line 103 of file Scenario.cpp.

104{
105 _players.insert(player->GetGUID());
106 SendScenarioState(player);
107}
static ObjectGuid GetGUID(Object const *o)
Definition: Object.h:158
void SendScenarioState(Player *player)
Definition: Scenario.cpp:286
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◆ OnPlayerExit()

void Scenario::OnPlayerExit ( Player player)
virtual

Definition at line 109 of file Scenario.cpp.

110{
111 _players.erase(player->GetGUID());
112 SendBootPlayer(player);
113}
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◆ Reset()

void Scenario::Reset ( )
overridevirtual

Reimplemented from CriteriaHandler.

Definition at line 51 of file Scenario.cpp.

52{
55}
virtual void Reset()
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◆ SendAllData()

void Scenario::SendAllData ( Player const *  ) const
inlineoverrideprotectedvirtual

Implements CriteriaHandler.

Definition at line 93 of file Scenario.h.

93{ }

◆ SendBootPlayer()

void Scenario::SendBootPlayer ( Player player)

Definition at line 338 of file Scenario.cpp.

339{
341 scenarioBoot.ScenarioGUID = _guid;
342 scenarioBoot.ScenarioID = _data->Entry->ID;
343 player->SendDirectMessage(scenarioBoot.Write());
344}
void SendDirectMessage(WorldPacket const *data) const
Definition: Player.cpp:6307
WorldPacket const * Write() override
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◆ SendCriteriaProgressRemoved()

void Scenario::SendCriteriaProgressRemoved ( uint32  )
inlineoverrideprotectedvirtual

Implements CriteriaHandler.

Definition at line 84 of file Scenario.h.

84{ }

◆ SendCriteriaUpdate()

void Scenario::SendCriteriaUpdate ( Criteria const *  criteria,
CriteriaProgress const *  progress,
Seconds  timeElapsed,
bool  timedCompleted 
) const
overrideprotectedvirtual

Implements CriteriaHandler.

Definition at line 143 of file Scenario.cpp.

144{
146 progressUpdate.CriteriaProgress.Id = criteria->ID;
147 progressUpdate.CriteriaProgress.Quantity = progress->Counter;
148 progressUpdate.CriteriaProgress.Player = progress->PlayerGUID;
149 progressUpdate.CriteriaProgress.Date = progress->Date;
150 if (criteria->Entry->StartTimer)
151 progressUpdate.CriteriaProgress.Flags = timedCompleted ? 1 : 0;
152
153 progressUpdate.CriteriaProgress.TimeFromStart = timeElapsed;
154 progressUpdate.CriteriaProgress.TimeFromCreate = Seconds::zero();
155
156 SendPacket(progressUpdate.Write());
157}
Achievement::CriteriaProgress CriteriaProgress
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◆ SendPacket()

void Scenario::SendPacket ( WorldPacket const *  data) const
overrideprotectedvirtual

Implements CriteriaHandler.

Definition at line 218 of file Scenario.cpp.

219{
220 for (ObjectGuid guid : _players)
221 if (Player* player = ObjectAccessor::GetPlayer(_map, guid))
222 player->SendDirectMessage(data);
223}
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◆ SendScenarioState()

void Scenario::SendScenarioState ( Player player)

Definition at line 286 of file Scenario.cpp.

287{
289 BuildScenarioState(&scenarioState);
290 player->SendDirectMessage(scenarioState.Write());
291}
void BuildScenarioState(WorldPackets::Scenario::ScenarioState *scenarioState)
Definition: Scenario.cpp:225
WorldPacket const * Write() override
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◆ SetStep()

void Scenario::SetStep ( ScenarioStepEntry const *  step)

Definition at line 92 of file Scenario.cpp.

93{
94 _currentstep = step;
95 if (step)
97
99 BuildScenarioState(&scenarioState);
100 SendPacket(scenarioState.Write());
101}
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◆ SetStepState()

void Scenario::SetStepState ( ScenarioStepEntry const *  step,
ScenarioStepState  state 
)
inline

Definition at line 69 of file Scenario.h.

69{ _stepStates[step] = state; }
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◆ Update()

virtual void Scenario::Update ( uint32  )
inlinevirtual

Definition at line 65 of file Scenario.h.

65{ }
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Member Data Documentation

◆ _currentstep

ScenarioStepEntry const* Scenario::_currentstep
private

Definition at line 105 of file Scenario.h.

◆ _data

ScenarioData const* Scenario::_data
protected

Definition at line 101 of file Scenario.h.

◆ _guid

ObjectGuid const Scenario::_guid
private

Definition at line 104 of file Scenario.h.

◆ _map

Map const* Scenario::_map
protected

Definition at line 80 of file Scenario.h.

◆ _players

GuidUnorderedSet Scenario::_players
protected

Definition at line 81 of file Scenario.h.

◆ _stepStates

std::map<ScenarioStepEntry const*, ScenarioStepState> Scenario::_stepStates
private

Definition at line 106 of file Scenario.h.


The documentation for this class was generated from the following files: