Core: SOme code cleanup, more to follow.
This commit is contained in:
@@ -187,7 +187,7 @@ namespace Game.BattleGrounds
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{
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m_LastPlayerPositionBroadcast = 0;
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BattlegroundPlayerPositions playerPositions = new BattlegroundPlayerPositions();
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BattlegroundPlayerPositions playerPositions = new();
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for (var i =0; i < _playerPositions.Count; ++i)
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{
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var playerPosition = _playerPositions[i];
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@@ -349,7 +349,7 @@ namespace Game.BattleGrounds
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{
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uint countdownMaxForBGType = IsArena() ? BattlegroundConst.ArenaCountdownMax : BattlegroundConst.BattlegroundCountdownMax;
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StartTimer timer = new StartTimer();
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StartTimer timer = new();
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timer.Type = TimerType.Pvp;
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timer.TimeRemaining = countdownMaxForBGType - (GetElapsedTime() / 1000);
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timer.TotalTime = countdownMaxForBGType;
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@@ -568,8 +568,8 @@ namespace Game.BattleGrounds
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return;
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}
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BroadcastTextBuilder builder = new BroadcastTextBuilder(null, msgType, id, Gender.Male, target);
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LocalizedPacketDo localizer = new LocalizedPacketDo(builder);
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BroadcastTextBuilder builder = new(null, msgType, id, Gender.Male, target);
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LocalizedPacketDo localizer = new(builder);
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BroadcastWorker(localizer);
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}
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@@ -634,7 +634,7 @@ namespace Game.BattleGrounds
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public void UpdateWorldState(uint variable, uint value, bool hidden = false)
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{
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UpdateWorldState worldstate = new UpdateWorldState();
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UpdateWorldState worldstate = new();
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worldstate.VariableID = variable;
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worldstate.Value = (int)value;
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worldstate.Hidden = hidden;
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@@ -643,7 +643,7 @@ namespace Game.BattleGrounds
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public void UpdateWorldState(uint variable, bool value, bool hidden = false)
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{
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UpdateWorldState worldstate = new UpdateWorldState();
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UpdateWorldState worldstate = new();
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worldstate.VariableID = variable;
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worldstate.Value = value ? 1 : 0;
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worldstate.Hidden = hidden;
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@@ -699,7 +699,7 @@ namespace Game.BattleGrounds
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//we must set it this way, because end time is sent in packet!
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SetRemainingTime(BattlegroundConst.AutocloseBattleground);
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PVPMatchComplete pvpMatchComplete = new PVPMatchComplete();
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PVPMatchComplete pvpMatchComplete = new();
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pvpMatchComplete.Winner = (byte)GetWinner();
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pvpMatchComplete.Duration = (int)Math.Max(0, (GetElapsedTime() - (int)BattlegroundStartTimeIntervals.Delay2m) / Time.InMilliseconds);
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pvpMatchComplete.LogData.HasValue = true;
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@@ -905,7 +905,7 @@ namespace Game.BattleGrounds
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Global.BattlegroundMgr.ScheduleQueueUpdate(0, bgQueueTypeId, GetBracketId());
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}
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// Let others know
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BattlegroundPlayerLeft playerLeft = new BattlegroundPlayerLeft();
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BattlegroundPlayerLeft playerLeft = new();
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playerLeft.Guid = guid;
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SendPacketToTeam(team, playerLeft, player);
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}
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@@ -989,7 +989,7 @@ namespace Game.BattleGrounds
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ObjectGuid guid = player.GetGUID();
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Team team = player.GetBGTeam();
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BattlegroundPlayer bp = new BattlegroundPlayer();
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BattlegroundPlayer bp = new();
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bp.OfflineRemoveTime = 0;
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bp.Team = team;
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bp.ActiveSpec = (int)player.GetPrimarySpecialization();
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@@ -999,11 +999,11 @@ namespace Game.BattleGrounds
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UpdatePlayersCountByTeam(team, false); // +1 player
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BattlegroundPlayerJoined playerJoined = new BattlegroundPlayerJoined();
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BattlegroundPlayerJoined playerJoined = new();
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playerJoined.Guid = player.GetGUID();
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SendPacketToTeam(team, playerJoined, player);
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PVPMatchInitialize pvpMatchInitialize = new PVPMatchInitialize();
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PVPMatchInitialize pvpMatchInitialize = new();
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pvpMatchInitialize.MapID = GetMapId();
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switch (GetStatus())
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{
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@@ -1057,7 +1057,7 @@ namespace Game.BattleGrounds
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player.CastSpell(player, BattlegroundConst.SpellPreparation, true); // reduces all mana cost of spells.
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uint countdownMaxForBGType = IsArena() ? BattlegroundConst.ArenaCountdownMax : BattlegroundConst.BattlegroundCountdownMax;
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StartTimer timer = new StartTimer();
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StartTimer timer = new();
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timer.Type = TimerType.Pvp;
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timer.TimeRemaining = countdownMaxForBGType - (GetElapsedTime() / 1000);
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timer.TotalTime = countdownMaxForBGType;
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@@ -1346,7 +1346,7 @@ namespace Game.BattleGrounds
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if (!map)
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return false;
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Quaternion rotation = new Quaternion(rotation0, rotation1, rotation2, rotation3);
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Quaternion rotation = new(rotation0, rotation1, rotation2, rotation3);
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// Temporally add safety check for bad spawns and send log (object rotations need to be rechecked in sniff)
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if (rotation0 == 0 && rotation1 == 0 && rotation2 == 0 && rotation3 == 0)
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{
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@@ -1485,7 +1485,7 @@ namespace Game.BattleGrounds
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return null;
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}
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Position pos = new Position(x, y, z, o);
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Position pos = new(x, y, z, o);
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Creature creature = Creature.CreateCreature(entry, map, pos);
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if (!creature)
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@@ -1581,8 +1581,8 @@ namespace Game.BattleGrounds
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if (entry == 0)
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return;
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CypherStringChatBuilder builder = new CypherStringChatBuilder(null, msgType, entry, source);
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LocalizedPacketDo localizer = new LocalizedPacketDo(builder);
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CypherStringChatBuilder builder = new(null, msgType, entry, source);
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LocalizedPacketDo localizer = new(builder);
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BroadcastWorker(localizer);
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}
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@@ -1591,8 +1591,8 @@ namespace Game.BattleGrounds
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if (entry == 0)
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return;
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CypherStringChatBuilder builder = new CypherStringChatBuilder(null, msgType, entry, source, args);
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LocalizedPacketDo localizer = new LocalizedPacketDo(builder);
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CypherStringChatBuilder builder = new(null, msgType, entry, source, args);
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LocalizedPacketDo localizer = new(builder);
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BroadcastWorker(localizer);
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}
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@@ -1724,7 +1724,7 @@ namespace Game.BattleGrounds
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BlockMovement(player);
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PVPMatchStatisticsMessage pvpMatchStatistics = new PVPMatchStatisticsMessage();
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PVPMatchStatisticsMessage pvpMatchStatistics = new();
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BuildPvPLogDataPacket(out pvpMatchStatistics.Data);
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player.SendPacket(pvpMatchStatistics);
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}
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@@ -2025,11 +2025,11 @@ namespace Game.BattleGrounds
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}
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#region Fields
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protected Dictionary<ObjectGuid, BattlegroundScore> PlayerScores = new Dictionary<ObjectGuid, BattlegroundScore>(); // Player scores
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protected Dictionary<ObjectGuid, BattlegroundScore> PlayerScores = new(); // Player scores
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// Player lists, those need to be accessible by inherited classes
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Dictionary<ObjectGuid, BattlegroundPlayer> m_Players = new Dictionary<ObjectGuid, BattlegroundPlayer>();
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Dictionary<ObjectGuid, BattlegroundPlayer> m_Players = new();
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// Spirit Guide guid + Player list GUIDS
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MultiMap<ObjectGuid, ObjectGuid> m_ReviveQueue = new MultiMap<ObjectGuid, ObjectGuid>();
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MultiMap<ObjectGuid, ObjectGuid> m_ReviveQueue = new();
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// these are important variables used for starting messages
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BattlegroundEventFlags m_Events;
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@@ -2071,8 +2071,8 @@ namespace Game.BattleGrounds
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uint m_LastPlayerPositionBroadcast;
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// Player lists
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List<ObjectGuid> m_ResurrectQueue = new List<ObjectGuid>(); // Player GUID
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List<ObjectGuid> m_OfflineQueue = new List<ObjectGuid>(); // Player GUID
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List<ObjectGuid> m_ResurrectQueue = new(); // Player GUID
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List<ObjectGuid> m_OfflineQueue = new(); // Player GUID
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// Invited counters are useful for player invitation to BG - do not allow, if BG is started to one faction to have 2 more players than another faction
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// Invited counters will be changed only when removing already invited player from queue, removing player from Battleground and inviting player to BG
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@@ -2099,7 +2099,7 @@ namespace Game.BattleGrounds
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BattlegroundTemplate _battlegroundTemplate;
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PvpDifficultyRecord _pvpDifficultyEntry;
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List<BattlegroundPlayerPosition> _playerPositions = new List<BattlegroundPlayerPosition>();
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List<BattlegroundPlayerPosition> _playerPositions = new();
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#endregion
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}
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