More refactoring of code.
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@@ -97,7 +97,7 @@ namespace Game.BattleGrounds
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//add players from group to ginfo
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if (grp)
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{
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for (GroupReference refe = grp.GetFirstMember(); refe != null; refe = refe.next())
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for (GroupReference refe = grp.GetFirstMember(); refe != null; refe = refe.Next())
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{
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Player member = refe.GetSource();
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if (!member)
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@@ -385,7 +385,7 @@ namespace Game.BattleGrounds
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BattlegroundBracketId bracket_id = bg.GetBracketId();
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// set ArenaTeamId for rated matches
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if (bg.isArena() && bg.isRated())
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if (bg.IsArena() && bg.IsRated())
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bg.SetArenaTeamIdForTeam(ginfo.Team, ginfo.ArenaTeamId);
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ginfo.RemoveInviteTime = GameTime.GetGameTimeMS() + BattlegroundConst.InviteAcceptWaitTime;
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@@ -644,7 +644,7 @@ namespace Game.BattleGrounds
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return false;
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}
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//allow 1v0 if debug bg
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if (Global.BattlegroundMgr.isTesting() && (m_SelectionPools[TeamId.Alliance].GetPlayerCount() != 0 || m_SelectionPools[TeamId.Horde].GetPlayerCount() != 0))
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if (Global.BattlegroundMgr.IsTesting() && (m_SelectionPools[TeamId.Alliance].GetPlayerCount() != 0 || m_SelectionPools[TeamId.Horde].GetPlayerCount() != 0))
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return true;
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//return true if there are enough players in selection pools - enable to work .debug bg command correctly
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return m_SelectionPools[TeamId.Alliance].GetPlayerCount() >= minPlayers && m_SelectionPools[TeamId.Horde].GetPlayerCount() >= minPlayers;
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@@ -745,7 +745,7 @@ namespace Game.BattleGrounds
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foreach (var bg in bgQueues)
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{
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// DO NOT allow queue manager to invite new player to rated games
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if (!bg.isRated() && bg.GetTypeID() == bgTypeId && bg.GetBracketId() == bracket_id &&
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if (!bg.IsRated() && bg.GetTypeID() == bgTypeId && bg.GetBracketId() == bracket_id &&
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bg.GetStatus() > BattlegroundStatus.WaitQueue && bg.GetStatus() < BattlegroundStatus.WaitLeave)
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{
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// clear selection pools
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@@ -787,18 +787,18 @@ namespace Game.BattleGrounds
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uint MinPlayersPerTeam = bg_template.GetMinPlayersPerTeam();
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uint MaxPlayersPerTeam = bg_template.GetMaxPlayersPerTeam();
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if (bg_template.isArena())
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if (bg_template.IsArena())
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{
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MaxPlayersPerTeam = arenaType;
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MinPlayersPerTeam = (uint)(Global.BattlegroundMgr.isArenaTesting() ? 1 : arenaType);
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MinPlayersPerTeam = (uint)(Global.BattlegroundMgr.IsArenaTesting() ? 1 : arenaType);
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}
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else if (Global.BattlegroundMgr.isTesting())
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else if (Global.BattlegroundMgr.IsTesting())
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MinPlayersPerTeam = 1;
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m_SelectionPools[TeamId.Alliance].Init();
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m_SelectionPools[TeamId.Horde].Init();
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if (bg_template.isBattleground())
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if (bg_template.IsBattleground())
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{
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if (CheckPremadeMatch(bracket_id, MinPlayersPerTeam, MaxPlayersPerTeam))
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{
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@@ -826,7 +826,7 @@ namespace Game.BattleGrounds
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{
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// if there are enough players in pools, start new Battleground or non rated arena
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if (CheckNormalMatch(bg_template, bracket_id, MinPlayersPerTeam, MaxPlayersPerTeam)
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|| (bg_template.isArena() && CheckSkirmishForSameFaction(bracket_id, MinPlayersPerTeam)))
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|| (bg_template.IsArena() && CheckSkirmishForSameFaction(bracket_id, MinPlayersPerTeam)))
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{
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// we successfully created a pool
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Battleground bg2 = Global.BattlegroundMgr.CreateNewBattleground(bgTypeId, bracketEntry, (ArenaTypes)arenaType, false);
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@@ -846,7 +846,7 @@ namespace Game.BattleGrounds
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bg2.StartBattleground();
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}
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}
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else if (bg_template.isArena())
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else if (bg_template.IsArena())
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{
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// found out the minimum and maximum ratings the newly added team should battle against
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// arenaRating is the rating of the latest joined team, or 0
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@@ -1166,7 +1166,7 @@ namespace Game.BattleGrounds
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player.RemoveBattlegroundQueueId(m_BgQueueTypeId);
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bgQueue.RemovePlayer(m_PlayerGuid, true);
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//update queues if Battleground isn't ended
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if (bg && bg.isBattleground() && bg.GetStatus() != BattlegroundStatus.WaitLeave)
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if (bg && bg.IsBattleground() && bg.GetStatus() != BattlegroundStatus.WaitLeave)
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Global.BattlegroundMgr.ScheduleQueueUpdate(0, 0, m_BgQueueTypeId, m_BgTypeId, bg.GetBracketId());
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BattlefieldStatusNone battlefieldStatus;
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