Update FighterGuildServer.lua

This commit is contained in:
Manmadedrummer
2025-12-13 17:31:34 -05:00
parent 4807bb21f8
commit 963e55eea2

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@@ -93,42 +93,78 @@ local bosses = {
{id = 700836, name = "Imonar the Soulhunter", level = 85, points = 75, difficulty = "Challenging"},
}
-- Arena coordinates
-- Arena coordinates (using YOUR new location)
local mapId = 1
local playerSpawnX, playerSpawnY, playerSpawnZ, playerOrientation = 2172.05, -4789.88, 55, 1.32696
local bossSpawnX, bossSpawnY, bossSpawnZ, bossOrientation = 2176, -4766, 55, 1.3
local rewardX, rewardY, rewardZ, rewardOrientation = 2204.453125, -4794.402344, 64.998360, 1.033404
-- Queue and arena state variables
local arenaOccupied = false
local queue = {}
-- BRAWL SYSTEM INTEGRATION: Queue and timer variables
local queue = {} -- Queue of waiting players
local maxTime = 120000 -- 2 minutes in milliseconds
local timerAura = 707474 -- Timer visual aura
local currentFighter = nil -- Currently fighting player
local currentBoss = nil -- Currently spawned boss
local PlayerDeathEvent = nil -- Event ID for tracking
-- Function to add player to the queue
local function AddToQueue(player, bossId)
table.insert(queue, {player = player, bossId = bossId})
local position = #queue
player:SendBroadcastMessage("Arena is currently occupied. You are #" .. position .. " in the queue for boss ID: " .. bossId)
end
-- Function to start the next player in the queue
-- Function to get the next player in queue
local function StartNextInQueue()
if #queue > 0 then
local nextInQueue = table.remove(queue, 1)
FighterGuildHandlers.StartFight(nextInQueue.player, nextInQueue.bossId)
-- Update queue positions for remaining players
for i, entry in ipairs(queue) do
if entry.player and entry.player:IsInWorld() then
entry.player:SendBroadcastMessage("|TInterface/ICONS/exclam:35:35|t Your place in line is: " .. i)
entry.player:SendAreaTriggerMessage("|TInterface/ICONS/exclam:35:35|t Your place in line is: " .. i)
end
end
else
-- Arena is now free
currentFighter = nil
currentBoss = nil
end
end
-- Modified StartFight function to check for arena status
-- BRAWL SYSTEM: Player took too long (timeout)
local function TookTooLong(eventId, delay, calls, player)
if player and player:IsInWorld() then
player:SendBroadcastMessage("Time's up! You took too long to defeat the boss.")
player:Teleport(mapId, rewardX, rewardY, rewardZ, rewardOrientation)
player:RemoveAura(timerAura)
-- Clean up boss if still alive
if currentBoss and currentBoss:IsInWorld() then
currentBoss:DespawnOrUnsummon(1000)
end
-- Move to next player
player:RegisterEvent(StartNextInQueue, 10000, 1)
end
end
-- Modified StartFight function with queue and timer system
function FighterGuildHandlers.StartFight(player, bossId)
if arenaOccupied then
-- Arena is occupied, add player to the queue
AddToQueue(player, bossId)
-- Check if arena is occupied
if currentFighter ~= nil and currentFighter:IsInWorld() then
-- Arena is occupied, add player to queue
table.insert(queue, {player = player, bossId = bossId})
local position = #queue
player:SendBroadcastMessage("Arena is currently occupied. You are #" .. position .. " in the queue.")
player:SendAreaTriggerMessage("|TInterface/ICONS/exclam:35:35|t Queue Position: " .. position)
return
end
-- Arena is free, start fight immediately
currentFighter = player
player:Teleport(mapId, playerSpawnX, playerSpawnY, playerSpawnZ, playerOrientation)
arenaOccupied = true
-- Apply timer aura
player:AddAura(timerAura, player)
player:SendBroadcastMessage("|TInterface/ICONS/Exc:35:35|t You're up! Fight begins now!|TInterface/ICONS/Exc:35:35|t")
player:SendAreaTriggerMessage("|TInterface/ICONS/Exc:35:35|t You're up!|TInterface/ICONS/Exc:35:35|t")
local bossInfo
for _, boss in ipairs(bosses) do
@@ -140,60 +176,126 @@ function FighterGuildHandlers.StartFight(player, bossId)
-- Spawn the boss at the designated location
if bossInfo then
local spawnedBoss = player:SpawnCreature(bossInfo.id, bossSpawnX, bossSpawnY, bossSpawnZ, bossOrientation, 6, 10000)
if spawnedBoss then
spawnedBoss:SetLevel(bossInfo.level or 80)
player:SendBroadcastMessage("Boss spawned successfully: " .. bossInfo.name)
currentBoss = player:SpawnCreature(bossInfo.id, bossSpawnX, bossSpawnY, bossSpawnZ, bossOrientation, 2, maxTime)
if currentBoss then
currentBoss:SetLevel(bossInfo.level or 80)
player:SendBroadcastMessage("Boss spawned: " .. bossInfo.name .. " - You have 2 minutes!")
-- Register timeout event (2 minutes)
PlayerDeathEvent = player:RegisterEvent(TookTooLong, maxTime, 1)
else
player:SendBroadcastMessage("Failed to spawn boss. NPC ID: " .. bossInfo.id)
currentFighter = nil
StartNextInQueue()
end
else
player:SendBroadcastMessage("Invalid boss selected.")
currentFighter = nil
StartNextInQueue()
end
end
-- Function to handle boss defeat and reward arena points
-- Function to handle PLAYER death (player lost)
local function OnPlayerDeath(event, creature, victim)
if victim and victim:IsPlayer() and victim == currentFighter then
-- Remove timeout event
if PlayerDeathEvent then
victim:RemoveEventById(PlayerDeathEvent)
PlayerDeathEvent = nil
end
victim:RemoveAura(timerAura)
victim:SendBroadcastMessage("You were defeated! Better luck next time.")
-- Despawn boss
if currentBoss and currentBoss:IsInWorld() then
currentBoss:DespawnOrUnsummon(3000)
end
-- Teleport to reward area (no rewards though)
victim:Teleport(mapId, rewardX, rewardY, rewardZ, rewardOrientation)
-- Move to next player after delay
victim:RegisterEvent(StartNextInQueue, 10000, 1)
end
end
-- Function to handle BOSS defeat and reward arena points
local function OnBossDefeated(event, creature, killer)
if killer:IsPlayer() then
local player = killer
if killer and killer:IsPlayer() and killer == currentFighter then
local bossName = creature:GetName()
-- Find the boss info by its name
-- Find the boss info by its ID
local bossInfo
for _, boss in ipairs(bosses) do
if boss.name == bossName then
if boss.id == creature:GetEntry() then
bossInfo = boss
break
end
end
-- Remove timeout event
if PlayerDeathEvent then
killer:RemoveEventById(PlayerDeathEvent)
PlayerDeathEvent = nil
end
killer:RemoveAura(timerAura)
-- Teleport the player back to the reward location
if bossInfo then
player:Teleport(mapId, rewardX, rewardY, rewardZ, rewardOrientation)
player:SendBroadcastMessage("Teleporting to reward location...")
killer:Teleport(mapId, rewardX, rewardY, rewardZ, rewardOrientation)
-- Announce the winner
creature:SendUnitYell("And our winner is " .. player:GetName() .. "! They have beaten " .. bossName .. ". Look at all that carnage!", 0)
creature:SendUnitYell("And our winner is " .. killer:GetName() .. "! They have beaten " .. bossName .. ". Look at all that carnage!", 0)
-- Award arena points
local points = bossInfo.points or 0
player:ModifyArenaPoints(points)
player:SendBroadcastMessage("You earned " .. points .. " Arena Points for defeating " .. bossName .. "!")
killer:ModifyArenaPoints(points)
killer:SendBroadcastMessage("You earned " .. points .. " Arena Points for defeating " .. bossName .. "!")
else
player:SendBroadcastMessage("Could not find boss information after defeat.")
killer:SendBroadcastMessage("Could not find boss information after defeat.")
end
-- Free the arena and advance the queue after delay
arenaOccupied = false
CreateLuaEvent(StartNextInQueue, 15000, 1) -- 15-second delay before the next player
-- Move to next player after delay
killer:RegisterEvent(StartNextInQueue, 15000, 1)
end
end
-- Register the death event for all bosses
for _, boss in ipairs(bosses) do
RegisterCreatureEvent(boss.id, 4, OnBossDefeated)
-- Function to handle player logout/disconnect during fight
local function OnPlayerLogout(event, player)
if player == currentFighter then
if PlayerDeathEvent then
player:RemoveEventById(PlayerDeathEvent)
PlayerDeathEvent = nil
end
-- Clean up boss
if currentBoss and currentBoss:IsInWorld() then
currentBoss:DespawnOrUnsummon(1000)
end
-- Update character position in database to prevent getting stuck
local guid = tostring(player:GetGUID())
CharDBQuery("UPDATE `characters` SET `position_x` = (" .. rewardX .. ") WHERE `guid` = " .. guid .. ";")
CharDBQuery("UPDATE `characters` SET `position_y` = (" .. rewardY .. ") WHERE `guid` = " .. guid .. ";")
CharDBQuery("UPDATE `characters` SET `position_z` = (" .. rewardZ .. ") WHERE `guid` = " .. guid .. ";")
CharDBQuery("UPDATE `characters` SET `map` = (" .. mapId .. ") WHERE `guid` = " .. guid .. ";")
-- Start next player
CreateLuaEvent(StartNextInQueue, 5000, 1)
end
end
-- Register death events for all bosses
for _, boss in ipairs(bosses) do
RegisterCreatureEvent(boss.id, 4, OnBossDefeated) -- Boss death
RegisterCreatureEvent(boss.id, 3, OnPlayerDeath) -- Player death by boss
end
-- Register player logout event
RegisterPlayerEvent(4, OnPlayerLogout)
-- NPC Interaction Logic: Show the AIO Boss Selection Frame
local function ArenaMaster_OnGossipHello(event, player, creature)
AIO.Handle(player, "FighterGuildClient", "ShowBossSelectionFrame")
@@ -201,4 +303,4 @@ local function ArenaMaster_OnGossipHello(event, player, creature)
end
-- Register the NPC gossip event (NPC ID: 18268)
RegisterCreatureGossipEvent(18268, 1, ArenaMaster_OnGossipHello)
RegisterCreatureGossipEvent(18268, 1, ArenaMaster_OnGossipHello)