Core/Misc: Move WorldState enum to SharedDefines

Port From (https://github.com/TrinityCore/TrinityCore/commit/ca62d93481f60807679c8632e09fa6f48f29de68)
This commit is contained in:
hondacrx
2022-02-23 17:01:51 -05:00
parent 3c6e9e7795
commit 628a24923c
8 changed files with 95 additions and 78 deletions
+27 -27
View File
@@ -61,15 +61,15 @@ namespace Game.BattleFields
m_saveTimer = 60000;
// Load from db
if ((Global.WorldMgr.GetWorldState(WGWorldStates.Active) == 0) && (Global.WorldMgr.GetWorldState(WGWorldStates.Defender) == 0) && (Global.WorldMgr.GetWorldState(WGConst.ClockWorldState[0]) == 0))
if ((Global.WorldMgr.GetWorldState(WorldStates.BattlefieldWgActive) == 0) && (Global.WorldMgr.GetWorldState(WorldStates.BattlefieldWgDefender) == 0) && (Global.WorldMgr.GetWorldState(WGConst.ClockWorldState[0]) == 0))
{
Global.WorldMgr.SetWorldState(WGWorldStates.Active, 0);
Global.WorldMgr.SetWorldState(WGWorldStates.Defender, RandomHelper.URand(0, 1));
Global.WorldMgr.SetWorldState(WorldStates.BattlefieldWgActive, 0);
Global.WorldMgr.SetWorldState(WorldStates.BattlefieldWgDefender, RandomHelper.URand(0, 1));
Global.WorldMgr.SetWorldState(WGConst.ClockWorldState[0], m_NoWarBattleTime);
}
m_isActive = Global.WorldMgr.GetWorldState(WGWorldStates.Active) != 0;
m_DefenderTeam = Global.WorldMgr.GetWorldState(WGWorldStates.Defender);
m_isActive = Global.WorldMgr.GetWorldState(WorldStates.BattlefieldWgActive) != 0;
m_DefenderTeam = Global.WorldMgr.GetWorldState(WorldStates.BattlefieldWgDefender);
m_Timer = Global.WorldMgr.GetWorldState(WGConst.ClockWorldState[0]);
if (m_isActive)
@@ -78,10 +78,10 @@ namespace Game.BattleFields
m_Timer = m_RestartAfterCrash;
}
SetData(WGData.WonA, Global.WorldMgr.GetWorldState(WGWorldStates.AttackedA));
SetData(WGData.DefA, Global.WorldMgr.GetWorldState(WGWorldStates.DefendedA));
SetData(WGData.WonH, Global.WorldMgr.GetWorldState(WGWorldStates.AttackedH));
SetData(WGData.DefH, Global.WorldMgr.GetWorldState(WGWorldStates.DefendedH));
SetData(WGData.WonA, Global.WorldMgr.GetWorldState(WorldStates.BattlefieldWgAttackedA));
SetData(WGData.DefA, Global.WorldMgr.GetWorldState(WorldStates.BattlefieldWgDefendedA));
SetData(WGData.WonH, Global.WorldMgr.GetWorldState(WorldStates.BattlefieldWgAttackedH));
SetData(WGData.DefH, Global.WorldMgr.GetWorldState(WorldStates.BattlefieldWgDefendedH));
foreach (var gy in WGConst.WGGraveYard)
{
@@ -163,13 +163,13 @@ namespace Game.BattleFields
bool m_return = base.Update(diff);
if (m_saveTimer <= diff)
{
Global.WorldMgr.SetWorldState(WGWorldStates.Active, m_isActive);
Global.WorldMgr.SetWorldState(WGWorldStates.Defender, m_DefenderTeam);
Global.WorldMgr.SetWorldState(WorldStates.BattlefieldWgActive, m_isActive);
Global.WorldMgr.SetWorldState(WorldStates.BattlefieldWgDefender, m_DefenderTeam);
Global.WorldMgr.SetWorldState(WGConst.ClockWorldState[0], m_Timer);
Global.WorldMgr.SetWorldState(WGWorldStates.AttackedA, GetData(WGData.WonA));
Global.WorldMgr.SetWorldState(WGWorldStates.DefendedA, GetData(WGData.DefA));
Global.WorldMgr.SetWorldState(WGWorldStates.AttackedH, GetData(WGData.WonH));
Global.WorldMgr.SetWorldState(WGWorldStates.DefendedH, GetData(WGData.DefH));
Global.WorldMgr.SetWorldState(WorldStates.BattlefieldWgAttackedA, GetData(WGData.WonA));
Global.WorldMgr.SetWorldState(WorldStates.BattlefieldWgDefendedA, GetData(WGData.DefA));
Global.WorldMgr.SetWorldState(WorldStates.BattlefieldWgAttackedH, GetData(WGData.WonH));
Global.WorldMgr.SetWorldState(WorldStates.BattlefieldWgDefendedH, GetData(WGData.DefH));
m_saveTimer = 60 * Time.InMilliseconds;
}
else
@@ -763,19 +763,19 @@ namespace Game.BattleFields
public override void FillInitialWorldStates(InitWorldStates packet)
{
packet.AddState(WGWorldStates.Attacker, (int)GetAttackerTeam());
packet.AddState(WGWorldStates.Defender, (int)GetDefenderTeam());
packet.AddState(WorldStates.BattlefieldWgAttacker, (int)GetAttackerTeam());
packet.AddState(WorldStates.BattlefieldWgDefender, (int)GetDefenderTeam());
// Note: cleanup these two, their names look awkward
packet.AddState(WGWorldStates.Active, IsWarTime());
packet.AddState(WGWorldStates.ShowWorldstate, IsWarTime());
packet.AddState(WorldStates.BattlefieldWgActive, IsWarTime());
packet.AddState(WorldStates.BattlefieldWgShowWorldstate, IsWarTime());
for (uint i = 0; i < 2; ++i)
packet.AddState(WGConst.ClockWorldState[i], (int)(GameTime.GetGameTime() + (m_Timer / 1000)));
packet.AddState(WGWorldStates.VehicleH, (int)GetData(WGData.VehicleH));
packet.AddState(WGWorldStates.MaxVehicleH, (int)GetData(WGData.MaxVehicleH));
packet.AddState(WGWorldStates.VehicleA, (int)GetData(WGData.VehicleA));
packet.AddState(WGWorldStates.MaxVehicleA, (int)GetData(WGData.MaxVehicleA));
packet.AddState(WorldStates.BattlefieldWgVehicleH, (int)GetData(WGData.VehicleH));
packet.AddState(WorldStates.BattlefieldWgMaxVehicleH, (int)GetData(WGData.MaxVehicleH));
packet.AddState(WorldStates.BattlefieldWgVehicleA, (int)GetData(WGData.VehicleA));
packet.AddState(WorldStates.BattlefieldWgMaxVehicleA, (int)GetData(WGData.MaxVehicleA));
foreach (BfWGGameObjectBuilding building in BuildingsInZone)
building.FillInitialWorldStates(packet);
@@ -922,10 +922,10 @@ namespace Game.BattleFields
// Update vehicle count WorldState to player
void UpdateVehicleCountWG()
{
SendUpdateWorldState(WGWorldStates.VehicleH, GetData(WGData.VehicleH));
SendUpdateWorldState(WGWorldStates.MaxVehicleH, GetData(WGData.MaxVehicleH));
SendUpdateWorldState(WGWorldStates.VehicleA, GetData(WGData.VehicleA));
SendUpdateWorldState(WGWorldStates.MaxVehicleA, GetData(WGData.MaxVehicleA));
SendUpdateWorldState(WorldStates.BattlefieldWgVehicleH, GetData(WGData.VehicleH));
SendUpdateWorldState(WorldStates.BattlefieldWgMaxVehicleH, GetData(WGData.MaxVehicleH));
SendUpdateWorldState(WorldStates.BattlefieldWgVehicleA, GetData(WGData.VehicleA));
SendUpdateWorldState(WorldStates.BattlefieldWgMaxVehicleA, GetData(WGData.MaxVehicleA));
}
void UpdateTenacity()