feat(Core/Scripting): Add Battlefield scripting hooks and API (#24957)

Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
This commit is contained in:
Andrew
2026-03-01 21:54:15 -03:00
committed by GitHub
parent 6d48b463f1
commit e74adf550e
6 changed files with 158 additions and 0 deletions

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@@ -17,6 +17,7 @@
#include "Battlefield.h"
#include "BattlefieldMgr.h"
#include "ScriptMgr.h"
#include "CellImpl.h"
#include "CreatureTextMgr.h"
#include "GameGraveyard.h"
@@ -81,6 +82,10 @@ Battlefield::~Battlefield()
// Called when a player enters the zone
void Battlefield::HandlePlayerEnterZone(Player* player, uint32 /*zone*/)
{
// Allow scripts to adjust the player's effective team or appearance before
// any team-based battlefield containers (such as player lists or queues) are updated.
sScriptMgr->OnBattlefieldPlayerEnterZone(this, player);
// Xinef: do not invite players on taxi
if (!player->IsInFlight())
{
@@ -126,6 +131,7 @@ void Battlefield::HandlePlayerLeaveZone(Player* player, uint32 /*zone*/)
group->RemoveMember(player->GetGUID());
OnPlayerLeaveWar(player);
sScriptMgr->OnBattlefieldPlayerLeaveWar(this, player);
}
}
@@ -138,6 +144,10 @@ void Battlefield::HandlePlayerLeaveZone(Player* player, uint32 /*zone*/)
SendRemoveWorldStates(player);
RemovePlayerFromResurrectQueue(player->GetGUID());
OnPlayerLeaveZone(player);
// Scripts must restore player->GetTeamId() here (e.g. ClearFakePlayer).
// All Battlefield data-structure cleanup above has already completed using
// the assigned team, so it is safe to restore the real team now.
sScriptMgr->OnBattlefieldPlayerLeaveZone(this, player);
}
bool Battlefield::Update(uint32 diff)
@@ -434,6 +444,7 @@ void Battlefield::PlayerAcceptInviteToWar(Player* player)
player->ToggleAFK();
OnPlayerJoinWar(player); //for scripting
sScriptMgr->OnBattlefieldPlayerJoinWar(this, player);
}
}

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@@ -354,6 +354,13 @@ public:
uint32 GetTimer() { return m_Timer; }
void SetTimer(uint32 timer) { m_Timer = timer; }
// Returns combined count of players in war + invited (per team) for balance checking
uint32 GetPlayersInWarCount(TeamId teamId) const { return static_cast<uint32>(m_PlayersInWar[teamId].size() + m_InvitedPlayers[teamId].size()); }
// Returns total count of players in the battlefield zone per team
uint32 GetPlayersInZoneCount(TeamId teamId) const { return static_cast<uint32>(m_players[teamId].size()); }
// Returns the maximum players allowed per team
uint32 GetMaxPlayersPerTeam() const { return m_MaxPlayer; }
void DoPlaySoundToAll(uint32 SoundID);
void InvitePlayerToQueue(Player* player);

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@@ -32,6 +32,7 @@
#include "ArenaScript.h"
#include "ArenaTeamScript.h"
#include "AuctionHouseScript.h"
#include "BattlefieldScript.h"
#include "BattlegroundMapScript.h"
#include "BattlegroundScript.h"
#include "CommandScript.h"

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@@ -0,0 +1,53 @@
/*
* This file is part of the AzerothCore Project. See AUTHORS file for Copyright information
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License along
* with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "BattlefieldScript.h"
#include "ScriptMgr.h"
#include "ScriptMgrMacros.h"
void ScriptMgr::OnBattlefieldPlayerEnterZone(Battlefield* bf, Player* player)
{
CALL_ENABLED_HOOKS(BattlefieldScript, BATTLEFIELDHOOK_ON_PLAYER_ENTER_ZONE, script->OnBattlefieldPlayerEnterZone(bf, player));
}
void ScriptMgr::OnBattlefieldPlayerLeaveZone(Battlefield* bf, Player* player)
{
CALL_ENABLED_HOOKS(BattlefieldScript, BATTLEFIELDHOOK_ON_PLAYER_LEAVE_ZONE, script->OnBattlefieldPlayerLeaveZone(bf, player));
}
void ScriptMgr::OnBattlefieldPlayerJoinWar(Battlefield* bf, Player* player)
{
CALL_ENABLED_HOOKS(BattlefieldScript, BATTLEFIELDHOOK_ON_PLAYER_JOIN_WAR, script->OnBattlefieldPlayerJoinWar(bf, player));
}
void ScriptMgr::OnBattlefieldPlayerLeaveWar(Battlefield* bf, Player* player)
{
CALL_ENABLED_HOOKS(BattlefieldScript, BATTLEFIELDHOOK_ON_PLAYER_LEAVE_WAR, script->OnBattlefieldPlayerLeaveWar(bf, player));
}
BattlefieldScript::BattlefieldScript(char const* name, std::vector<uint16> enabledHooks) :
ScriptObject(name, BATTLEFIELDHOOK_END)
{
// If empty - enable all available hooks.
if (enabledHooks.empty())
for (uint16 i = 0; i < BATTLEFIELDHOOK_END; ++i)
enabledHooks.emplace_back(i);
ScriptRegistry<BattlefieldScript>::AddScript(this, std::move(enabledHooks));
}
template class AC_GAME_API ScriptRegistry<BattlefieldScript>;

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@@ -0,0 +1,79 @@
/*
* This file is part of the AzerothCore Project. See AUTHORS file for Copyright information
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License along
* with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef SCRIPT_OBJECT_BATTLEFIELD_SCRIPT_H_
#define SCRIPT_OBJECT_BATTLEFIELD_SCRIPT_H_
#include "ScriptObject.h"
#include <vector>
enum BattlefieldHook
{
BATTLEFIELDHOOK_ON_PLAYER_ENTER_ZONE, // 0 - fires at start of HandlePlayerEnterZone, before team assignment
BATTLEFIELDHOOK_ON_PLAYER_LEAVE_ZONE, // 1 - fires at end of HandlePlayerLeaveZone, after all cleanup
BATTLEFIELDHOOK_ON_PLAYER_JOIN_WAR, // 2 - fires after player is added to the active war
BATTLEFIELDHOOK_ON_PLAYER_LEAVE_WAR, // 3 - fires after player is removed from the active war
BATTLEFIELDHOOK_END
};
class Battlefield;
class Player;
class BattlefieldScript : public ScriptObject
{
protected:
BattlefieldScript(const char* name, std::vector<uint16> enabledHooks = std::vector<uint16>());
public:
[[nodiscard]] bool IsDatabaseBound() const override { return false; }
/**
* @brief Called when a player enters the battlefield zone, before team-based data assignment.
* This is the ideal place to reassign a player's team for cross-faction purposes.
*
* @param bf The Battlefield instance
* @param player The player entering the zone
*/
virtual void OnBattlefieldPlayerEnterZone(Battlefield* /*bf*/, Player* /*player*/) { }
/**
* @brief Called when a player leaves the battlefield zone, after all cleanup.
* This is the ideal place to restore a player's original team/faction.
*
* @param bf The Battlefield instance
* @param player The player leaving the zone
*/
virtual void OnBattlefieldPlayerLeaveZone(Battlefield* /*bf*/, Player* /*player*/) { }
/**
* @brief Called after a player has been added to the active war (accepted the invitation).
*
* @param bf The Battlefield instance
* @param player The player joining the war
*/
virtual void OnBattlefieldPlayerJoinWar(Battlefield* /*bf*/, Player* /*player*/) { }
/**
* @brief Called after a player has been removed from the active war.
*
* @param bf The Battlefield instance
* @param player The player leaving the war
*/
virtual void OnBattlefieldPlayerLeaveWar(Battlefield* /*bf*/, Player* /*player*/) { }
};
#endif // SCRIPT_OBJECT_BATTLEFIELD_SCRIPT_H_

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@@ -43,6 +43,7 @@
class AuctionHouseObject;
class AuraScript;
class Battlefield;
class Battleground;
class BattlegroundMap;
class BattlegroundQueue;
@@ -577,6 +578,12 @@ public: /* AllMapScript */
void OnBeforeCreateInstanceScript(InstanceMap* instanceMap, InstanceScript** instanceData, bool load, std::string data, uint32 completedEncounterMask);
void OnDestroyInstance(MapInstanced* mapInstanced, Map* map);
public: /* BattlefieldScript */
void OnBattlefieldPlayerEnterZone(Battlefield* bf, Player* player);
void OnBattlefieldPlayerLeaveZone(Battlefield* bf, Player* player);
void OnBattlefieldPlayerJoinWar(Battlefield* bf, Player* player);
void OnBattlefieldPlayerLeaveWar(Battlefield* bf, Player* player);
public: /* BGScript */
void OnBattlegroundStart(Battleground* bg);
void OnBattlegroundEndReward(Battleground* bg, Player* player, TeamId winnerTeamId);