Core: SOme code cleanup, more to follow.

This commit is contained in:
hondacrx
2021-03-20 22:48:48 -04:00
parent 62f554f2e0
commit 62ec699ec6
318 changed files with 5080 additions and 5125 deletions
+8 -8
View File
@@ -471,7 +471,7 @@ namespace Game.BattleFields
public void SendUpdateWorldState(uint variable, uint value, bool hidden = false)
{
UpdateWorldState worldstate = new UpdateWorldState();
UpdateWorldState worldstate = new();
worldstate.VariableID = variable;
worldstate.Value = (int)value;
worldstate.Hidden = hidden;
@@ -654,7 +654,7 @@ namespace Game.BattleFields
public void SendAreaSpiritHealerQuery(Player player, ObjectGuid guid)
{
AreaSpiritHealerTime areaSpiritHealerTime = new AreaSpiritHealerTime();
AreaSpiritHealerTime areaSpiritHealerTime = new();
areaSpiritHealerTime.HealerGuid = guid;
areaSpiritHealerTime.TimeLeft = m_LastResurectTimer;// resurrect every 30 seconds
@@ -807,7 +807,7 @@ namespace Game.BattleFields
protected uint m_DefenderTeam;
// Map of the objectives belonging to this OutdoorPvP
Dictionary<uint, BfCapturePoint> m_capturePoints = new Dictionary<uint, BfCapturePoint>();
Dictionary<uint, BfCapturePoint> m_capturePoints = new();
// Players info maps
protected List<ObjectGuid>[] m_players = new List<ObjectGuid>[2]; // Players in zone
@@ -835,7 +835,7 @@ namespace Game.BattleFields
uint m_uiKickAfkPlayersTimer; // Timer for check Afk in war
// Graveyard variables
protected List<BfGraveyard> m_GraveyardList = new List<BfGraveyard>(); // Vector witch contain the different GY of the battle
protected List<BfGraveyard> m_GraveyardList = new(); // Vector witch contain the different GY of the battle
uint m_LastResurectTimer; // Timer for resurect player every 30 sec
protected uint m_StartGroupingTimer; // Timer for invite players in area 15 minute before start battle
@@ -843,8 +843,8 @@ namespace Game.BattleFields
List<ObjectGuid>[] m_Groups = new List<ObjectGuid>[2]; // Contain different raid group
Dictionary<int, ulong> m_Data64 = new Dictionary<int, ulong>();
protected Dictionary<int, uint> m_Data32 = new Dictionary<int, uint>();
Dictionary<int, ulong> m_Data64 = new();
protected Dictionary<int, uint> m_Data32 = new();
}
public class BfGraveyard
@@ -992,7 +992,7 @@ namespace Game.BattleFields
uint m_ControlTeam;
uint m_GraveyardId;
ObjectGuid[] m_SpiritGuide = new ObjectGuid[SharedConst.BGTeamsCount];
List<ObjectGuid> m_ResurrectQueue = new List<ObjectGuid>();
List<ObjectGuid> m_ResurrectQueue = new();
protected BattleField m_Bf;
}
@@ -1143,7 +1143,7 @@ namespace Game.BattleFields
}
}
List<Unit> players = new List<Unit>();
List<Unit> players = new();
var checker = new AnyPlayerInObjectRangeCheck(capturePoint, radius);
var searcher = new PlayerListSearcher(capturePoint, players, checker);
Cell.VisitWorldObjects(capturePoint, searcher, radius);
@@ -145,10 +145,10 @@ namespace Game.BattleFields
// contains all initiated battlefield events
// used when initing / cleaning up
List<BattleField> _battlefieldSet = new List<BattleField>();
List<BattleField> _battlefieldSet = new();
// maps the zone ids to an battlefield event
// used in player event handling
Dictionary<uint, BattleField> _battlefieldMap = new Dictionary<uint, BattleField>();
Dictionary<uint, BattleField> _battlefieldMap = new();
// update interval
uint _updateTimer;
}
+10 -10
View File
@@ -85,7 +85,7 @@ namespace Game.BattleFields
foreach (var gy in WGConst.WGGraveYard)
{
BfGraveyardWG graveyard = new BfGraveyardWG(this);
BfGraveyardWG graveyard = new(this);
// When between games, the graveyard is controlled by the defending team
if (gy.StartControl == TeamId.Neutral)
@@ -101,7 +101,7 @@ namespace Game.BattleFields
// Spawn workshop creatures and gameobjects
for (byte i = 0; i < WGConst.MaxWorkshops; i++)
{
WGWorkshop workshop = new WGWorkshop(this, i);
WGWorkshop workshop = new(this, i);
if (i < WGWorkshopIds.Ne)
workshop.GiveControlTo(GetAttackerTeam(), true);
else
@@ -129,7 +129,7 @@ namespace Game.BattleFields
GameObject go = SpawnGameObject(build.Entry, build.Pos, build.Rot);
if (go)
{
BfWGGameObjectBuilding b = new BfWGGameObjectBuilding(this, build.BuildingType, build.WorldState);
BfWGGameObjectBuilding b = new(this, build.BuildingType, build.WorldState);
b.Init(go);
if (!IsEnabled() && go.GetEntry() == WGGameObjects.VaultGate)
go.SetDestructibleState(GameObjectDestructibleState.Destroyed);
@@ -551,7 +551,7 @@ namespace Game.BattleFields
{
if (workshop.GetId() == workshopId)
{
WintergraspCapturePoint capturePoint = new WintergraspCapturePoint(this, GetAttackerTeam());
WintergraspCapturePoint capturePoint = new(this, GetAttackerTeam());
capturePoint.SetCapturePointData(go);
capturePoint.LinkToWorkshop(workshop);
@@ -782,7 +782,7 @@ namespace Game.BattleFields
void SendInitWorldStatesTo(Player player)
{
InitWorldStates packet = new InitWorldStates();
InitWorldStates packet = new();
packet.AreaID = m_ZoneId;
packet.MapID = m_MapId;
packet.SubareaID = 0;
@@ -1028,13 +1028,13 @@ namespace Game.BattleFields
bool m_isRelicInteractible;
List<WGWorkshop> Workshops = new List<WGWorkshop>();
List<WGWorkshop> Workshops = new();
List<ObjectGuid>[] DefenderPortalList = new List<ObjectGuid>[SharedConst.BGTeamsCount];
List<BfWGGameObjectBuilding> BuildingsInZone = new List<BfWGGameObjectBuilding>();
List<BfWGGameObjectBuilding> BuildingsInZone = new();
List<ObjectGuid>[] m_vehicles = new List<ObjectGuid>[SharedConst.BGTeamsCount];
List<ObjectGuid> CanonList = new List<ObjectGuid>();
List<ObjectGuid> CanonList = new();
int m_tenacityTeam;
uint m_tenacityStack;
@@ -1476,8 +1476,8 @@ namespace Game.BattleFields
// Creature associations
List<ObjectGuid>[] m_CreatureBottomList = new List<ObjectGuid>[SharedConst.BGTeamsCount];
List<ObjectGuid>[] m_CreatureTopList = new List<ObjectGuid>[SharedConst.BGTeamsCount];
List<ObjectGuid> m_TowerCannonBottomList = new List<ObjectGuid>();
List<ObjectGuid> m_TurretTopList = new List<ObjectGuid>();
List<ObjectGuid> m_TowerCannonBottomList = new();
List<ObjectGuid> m_TurretTopList = new();
}
class WGWorkshop
@@ -45,10 +45,10 @@ namespace Game.BattleFields
public static uint[] ClockWorldState = { 3781, 4354 };
public static uint[] WintergraspFaction = { 1732, 1735, 35 };
public static Position WintergraspStalkerPos = new Position(4948.985f, 2937.789f, 550.5172f, 1.815142f);
public static Position WintergraspStalkerPos = new(4948.985f, 2937.789f, 550.5172f, 1.815142f);
public static Position RelicPos = new Position(5440.379f, 2840.493f, 430.2816f, -1.832595f);
public static Quaternion RelicRot = new Quaternion(0.0f, 0.0f, -0.7933531f, 0.6087617f);
public static Position RelicPos = new(5440.379f, 2840.493f, 430.2816f, -1.832595f);
public static Quaternion RelicRot = new(0.0f, 0.0f, -0.7933531f, 0.6087617f);
//Destructible (Wall, Tower..)
public static WintergraspBuildingSpawnData[] WGGameObjectBuilding =