Core/Spawn: Move spawn group state management from sObjectMgr to the Map object, which makes it actually function as intended with instances.

Port From (https://github.com/TrinityCore/TrinityCore/commit/27806eeac9d2588d2f7a3b8a0852d45b15a6a241)
This commit is contained in:
hondacrx
2020-08-24 21:21:27 -04:00
parent 15f0aebb23
commit 18d7144ca6
9 changed files with 190 additions and 173 deletions
+10 -4
View File
@@ -243,13 +243,13 @@ namespace Game.Maps
{
uint groupId = pair.Key;
bool doSpawn = pair.Value == states.Spawn;
if (Global.ObjectMgr.IsSpawnGroupActive(groupId) == doSpawn)
if (instance.IsSpawnGroupActive(groupId) == doSpawn)
continue; // nothing to do here
// if we should spawn group, then spawn it...
if (doSpawn)
Global.ObjectMgr.SpawnGroupSpawn(groupId, instance);
instance.SpawnGroupSpawn(groupId, instance);
else // otherwise, set it as inactive so it no longer respawns (but don't despawn it)
Global.ObjectMgr.SetSpawnGroupActive(groupId, false);
instance.SetSpawnGroupActive(groupId, false);
}
}
@@ -331,7 +331,7 @@ namespace Game.Maps
if (bossInfo.state == EncounterState.ToBeDecided) // loading
{
bossInfo.state = state;
Log.outDebug(LogFilter.Scripts, $"InstanceScript: Inialize boss {id} state as {state}.");
Log.outDebug(LogFilter.Scripts, $"InstanceScript: Initialize boss {id} state as {state} (map {instance.GetId()}, {instance.GetInstanceId()}).");
return false;
}
else
@@ -339,6 +339,12 @@ namespace Game.Maps
if (bossInfo.state == state)
return false;
if (bossInfo.state == EncounterState.Done)
{
Log.outError(LogFilter.Maps, $"InstanceScript: Tried to set instance state from {bossInfo.state} back to {state} for map {instance.GetId()}, instance id {instance.GetInstanceId()}. Blocked!");
return false;
}
if (state == EncounterState.Done)
{
foreach (var guid in bossInfo.minion)
+148
View File
@@ -2788,6 +2788,153 @@ namespace Game.Maps
respawnDelay = (uint)Math.Max(Math.Ceiling(respawnDelay * adjustFactor), timeMinimum);
}
SpawnGroupTemplateData GetSpawnGroupData(uint groupId)
{
SpawnGroupTemplateData data = Global.ObjectMgr.GetSpawnGroupData(groupId);
if (data != null && data.mapId == GetId())
return data;
return null;
}
public bool SpawnGroupSpawn(uint groupId, bool ignoreRespawn = false, bool force = false, List<WorldObject> spawnedObjects = null)
{
var groupData = GetSpawnGroupData(groupId);
if (groupData == null || groupData.flags.HasAnyFlag(SpawnGroupFlags.System))
{
Log.outError(LogFilter.Maps, $"Tried to spawn non-existing (or system) spawn group {groupId}. on map {GetId()} Blocked.");
return false;
}
foreach (var data in Global.ObjectMgr.GetSpawnDataForGroup(groupId))
{
Cypher.Assert(groupData.mapId == data.spawnPoint.GetMapId());
// Check if there's already an instance spawned
if (!force)
{
WorldObject obj = GetWorldObjectBySpawnId(data.type, data.spawnId);
if (obj != null)
if ((data.type != SpawnObjectType.Creature) || obj.ToCreature().IsAlive())
continue;
}
long respawnTime = GetRespawnTime(data.type, data.spawnId);
if (respawnTime != 0 && respawnTime > Time.UnixTime)
{
if (!force && !ignoreRespawn)
continue;
// we need to remove the respawn time, otherwise we'd end up double spawning
RemoveRespawnTime(data.type, data.spawnId, false);
}
// don't spawn if the grid isn't loaded (will be handled in grid loader)
if (!IsGridLoaded(data.spawnPoint))
continue;
// Everything OK, now do the actual (re)spawn
switch (data.type)
{
case SpawnObjectType.Creature:
{
Creature creature = new Creature();
if (!creature.LoadFromDB(data.spawnId, this, true, force))
creature.Dispose();
else if (spawnedObjects != null)
spawnedObjects.Add(creature);
break;
}
case SpawnObjectType.GameObject:
{
GameObject gameobject = new GameObject();
if (!gameobject.LoadFromDB(data.spawnId, this, true))
gameobject.Dispose();
else if (spawnedObjects != null)
spawnedObjects.Add(gameobject);
break;
}
default:
Cypher.Assert(false, $"Invalid spawn type {data.type} with spawnId {data.spawnId}");
return false;
}
}
SetSpawnGroupActive(groupId, true); // start processing respawns for the group
return true;
}
public bool SpawnGroupDespawn(uint groupId, bool deleteRespawnTimes)
{
SpawnGroupTemplateData groupData = GetSpawnGroupData(groupId);
if (groupData == null || groupData.flags.HasAnyFlag(SpawnGroupFlags.System))
{
Log.outError(LogFilter.Maps, $"Tried to despawn non-existing (or system) spawn group {groupId} on map {GetId()}. Blocked.");
return false;
}
List<WorldObject> toUnload = new List<WorldObject>(); // unload after iterating, otherwise iterator invalidation
foreach (var data in Global.ObjectMgr.GetSpawnDataForGroup(groupId))
{
if (deleteRespawnTimes)
RemoveRespawnTime(data.type, data.spawnId);
switch (data.type)
{
case SpawnObjectType.Creature:
{
var bounds = GetCreatureBySpawnIdStore().LookupByKey(data.spawnId);
foreach (var creature in bounds)
toUnload.Add(creature);
break;
}
case SpawnObjectType.GameObject:
{
var bounds = GetGameObjectBySpawnIdStore().LookupByKey(data.spawnId);
foreach (var go in bounds)
toUnload.Add(go);
break;
}
default:
Cypher.Assert(false, $"Invalid spawn type {data.type} in spawn data with spawnId {data.spawnId}.");
return false;
}
}
// now do the actual despawning
foreach (WorldObject obj in toUnload)
obj.AddObjectToRemoveList();
SetSpawnGroupActive(groupId, false); // stop processing respawns for the group, too
return true;
}
public void SetSpawnGroupActive(uint groupId, bool state)
{
SpawnGroupTemplateData data = GetSpawnGroupData(groupId);
if (data == null || data.flags.HasAnyFlag(SpawnGroupFlags.System))
{
Log.outError(LogFilter.Maps, $"Tried to set non-existing (or system) spawn group {groupId} to {(state ? "active" : "inactive")} on map {GetId()}. Blocked.");
return;
}
if (state != !data.flags.HasAnyFlag(SpawnGroupFlags.ManualSpawn)) // toggled
_toggledSpawnGroupIds.Add(groupId);
else
_toggledSpawnGroupIds.Remove(groupId);
}
public bool IsSpawnGroupActive(uint groupId)
{
SpawnGroupTemplateData data = GetSpawnGroupData(groupId);
if (data == null)
{
Log.outWarn(LogFilter.Maps, $"Tried to query state of non-existing spawn group {groupId} on map {GetId()}.");
return false;
}
if (data.flags.HasAnyFlag(SpawnGroupFlags.System))
return true;
return _toggledSpawnGroupIds.Contains(groupId) != !data.flags.HasAnyFlag(SpawnGroupFlags.ManualSpawn);
}
public virtual void DelayedUpdate(uint diff)
{
for (var i = 0; i < _transports.Count; ++i)
@@ -4863,6 +5010,7 @@ namespace Game.Maps
SortedSet<RespawnInfo> _respawnTimes = new SortedSet<RespawnInfo>(new CompareRespawnInfo());
Dictionary<ulong, RespawnInfo> _creatureRespawnTimesBySpawnId = new Dictionary<ulong, RespawnInfo>();
Dictionary<ulong, RespawnInfo> _gameObjectRespawnTimesBySpawnId = new Dictionary<ulong, RespawnInfo>();
List<uint> _toggledSpawnGroupIds = new List<uint>();
uint _respawnCheckTimer;
Dictionary<uint, uint> _zonePlayerCountMap = new Dictionary<uint, uint>();
+21 -12
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@@ -17,6 +17,7 @@
using Framework.Constants;
using Game.Entities;
using System;
using System.Collections.Generic;
namespace Game.Maps
@@ -91,13 +92,20 @@ namespace Game.Maps
SpawnGroupTemplateData group = cdata.spawnGroupData;
// If creature in manual spawn group, don't spawn here, unless group is already active.
if (group.flags.HasFlag(SpawnGroupFlags.ManualSpawn) && !group.isActive)
continue;
if (!group.flags.HasAnyFlag(SpawnGroupFlags.System))
{
if (!map.IsSpawnGroupActive(group.groupId))
{
obj.Dispose();
continue;
}
}
// If script is blocking spawn, don't spawn but queue for a re-check in a little bit
if (!group.flags.HasFlag(SpawnGroupFlags.CompatibilityMode) && !Global.ScriptMgr.CanSpawn(guid, cdata.Id, cdata, map))
{
map.SaveRespawnTime(SpawnObjectType.Creature, guid, cdata.Id, Time.UnixTime + RandomHelper.URand(4, 7), map.GetZoneId(PhasingHandler.EmptyPhaseShift, cdata.spawnPoint), GridDefines.ComputeGridCoord(cdata.spawnPoint.GetPositionX(), cdata.spawnPoint.GetPositionY()).GetId(), false);
obj.Dispose();
continue;
}
}
@@ -107,8 +115,14 @@ namespace Game.Maps
GameObjectData godata = Global.ObjectMgr.GetGameObjectData(guid);
Cypher.Assert(godata != null, $"Tried to load gameobject with spawnId {guid}, but no such object exists.");
if (godata.spawnGroupData.flags.HasFlag(SpawnGroupFlags.ManualSpawn) && !godata.spawnGroupData.isActive)
continue;
if (!godata.spawnGroupData.flags.HasAnyFlag(SpawnGroupFlags.System))
{
if (!map.IsSpawnGroupActive(godata.spawnGroupData.groupId))
{
obj.Dispose();
continue;
}
}
}
if (!obj.LoadFromDB(guid, map, false, false))
@@ -128,15 +142,10 @@ namespace Game.Maps
var cell = new Cell(cellCoord);
map.AddToGrid(obj, cell);
obj.AddToWorld();
++count;
}
void AddObjectHelper(CellCoord cellCoord, ref uint count, Map map, Creature obj)
{
map.AddToGrid(obj, new Cell(cellCoord));
obj.AddToWorld();
if (obj.IsActiveObject())
map.AddToActive(obj);
if (obj.IsCreature())
if (obj.IsActiveObject())
map.AddToActive(obj);
++count;
}
-1
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@@ -27,7 +27,6 @@ namespace Game.Maps
public string name;
public uint mapId;
public SpawnGroupFlags flags;
public bool isActive;
}
public class SpawnData