I cant remember if I asked this already, but is it possible to add solo player dungeon queues by removing the 5 player requirements? I am trying to get it to work but this is what I have so far. Any idea on what I could do to make this possible? Thank you!
This is what my LFG.h code looks like:
I have tried setting all roles to 0 as well, and no dice.
Thank you!
This is what my LFG.h code looks like:
Code:
/*
* Copyright (C) 2008-2014 TrinityCore <http://www.trinitycore.org/>
*
* 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 _LFG_H
#define _LFG_H
#include "Common.h"
namespace lfg
{
enum LFGEnum
{
LFG_TANKS_NEEDED = 0,
LFG_HEALERS_NEEDED = 0,
LFG_DPS_NEEDED = 1
};
enum LfgRoles
{
PLAYER_ROLE_NONE = 0x00,
PLAYER_ROLE_LEADER = 0x01,
PLAYER_ROLE_TANK = 0x02,
PLAYER_ROLE_HEALER = 0x04,
PLAYER_ROLE_DAMAGE = 0x08
};
enum LfgUpdateType
{
LFG_UPDATETYPE_DEFAULT = 0, // Internal Use
LFG_UPDATETYPE_LEADER_UNK1 = 1, // FIXME: At group leave
LFG_UPDATETYPE_ROLECHECK_ABORTED = 4,
LFG_UPDATETYPE_JOIN_QUEUE = 5,
LFG_UPDATETYPE_ROLECHECK_FAILED = 6,
LFG_UPDATETYPE_REMOVED_FROM_QUEUE = 7,
LFG_UPDATETYPE_PROPOSAL_FAILED = 8,
LFG_UPDATETYPE_PROPOSAL_DECLINED = 9,
LFG_UPDATETYPE_GROUP_FOUND = 10,
LFG_UPDATETYPE_ADDED_TO_QUEUE = 12,
LFG_UPDATETYPE_PROPOSAL_BEGIN = 13,
LFG_UPDATETYPE_UPDATE_STATUS = 14,
LFG_UPDATETYPE_GROUP_MEMBER_OFFLINE = 15,
LFG_UPDATETYPE_GROUP_DISBAND_UNK16 = 16, // FIXME: Sometimes at group disband
};
enum LfgState
{
LFG_STATE_NONE, // Not using LFG / LFR
LFG_STATE_ROLECHECK, // Rolecheck active
LFG_STATE_QUEUED, // Queued
LFG_STATE_PROPOSAL, // Proposal active
LFG_STATE_BOOT, // Vote kick active
LFG_STATE_DUNGEON, // In LFG Group, in a Dungeon
LFG_STATE_FINISHED_DUNGEON, // In LFG Group, in a finished Dungeon
LFG_STATE_RAIDBROWSER // Using Raid finder
};
/// Instance lock types
enum LfgLockStatusType
{
LFG_LOCKSTATUS_INSUFFICIENT_EXPANSION = 1,
LFG_LOCKSTATUS_TOO_LOW_LEVEL = 2,
LFG_LOCKSTATUS_TOO_HIGH_LEVEL = 3,
LFG_LOCKSTATUS_TOO_LOW_GEAR_SCORE = 4,
LFG_LOCKSTATUS_TOO_HIGH_GEAR_SCORE = 5,
LFG_LOCKSTATUS_RAID_LOCKED = 6,
LFG_LOCKSTATUS_ATTUNEMENT_TOO_LOW_LEVEL = 1001,
LFG_LOCKSTATUS_ATTUNEMENT_TOO_HIGH_LEVEL = 1002,
LFG_LOCKSTATUS_QUEST_NOT_COMPLETED = 1022,
LFG_LOCKSTATUS_MISSING_ITEM = 1025,
LFG_LOCKSTATUS_NOT_IN_SEASON = 1031,
LFG_LOCKSTATUS_MISSING_ACHIEVEMENT = 1034
};
/// Answer state (Also used to check compatibilites)
enum LfgAnswer
{
LFG_ANSWER_PENDING = -1,
LFG_ANSWER_DENY = 0,
LFG_ANSWER_AGREE = 1
};
typedef std::set<uint32> LfgDungeonSet;
typedef std::map<uint32, uint32> LfgLockMap;
typedef std::map<uint64, LfgLockMap> LfgLockPartyMap;
typedef std::set<uint64> LfgGuidSet;
typedef std::list<uint64> LfgGuidList;
typedef std::map<uint64, uint8> LfgRolesMap;
typedef std::map<uint64, uint64> LfgGroupsMap;
std::string ConcatenateDungeons(LfgDungeonSet const& dungeons);
std::string GetRolesString(uint8 roles);
std::string GetStateString(LfgState state);
} // namespace lfg
#endif
Thank you!