Core/Battlegrounds: Rework queues
* No more copies of Battleground classes * FreesSlotQueues now have as key the MapId instead of queue id * Random queues can now popup already busy specific battelgrounds (queues are NOT merged) * Removed Holiday handling, this should already be handled in BattlegroundMgr::IsBGWeekend Port From (https://github.com/TrinityCore/TrinityCore/commit/0ede6c155605da602b3bafaa3a1212d9f924759b)
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@@ -184,10 +184,10 @@ namespace Game.BattleGrounds.Zones
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TriggerGameEvent(8563);
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}
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public override void AddPlayer(Player player)
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public override void AddPlayer(Player player, BattlegroundQueueTypeId queueId)
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{
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bool isInBattleground = IsPlayerInBattleground(player.GetGUID());
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base.AddPlayer(player);
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base.AddPlayer(player, queueId);
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if (!isInBattleground)
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PlayerScores[player.GetGUID()] = new BattlegroundWGScore(player.GetGUID(), player.GetBGTeam());
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}
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@@ -320,7 +320,7 @@ namespace Game.BattleGrounds.Zones
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UpdateWorldState(WSGWorldStates.FlagStateHorde, 1);
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UpdateWorldState(WSGWorldStates.StateTimerActive, 0);
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RewardHonorToTeam(Honor[(int)m_HonorMode][(int)WSGRewards.Win], winner);
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RewardHonorToTeam(Honor[Global.BattlegroundMgr.IsBGWeekend(BattlegroundTypeId.WS) ? 1 : 0][(int)WSGRewards.Win], winner);
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EndBattleground(winner);
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}
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else
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