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
+21 -21
View File
@@ -82,10 +82,10 @@ namespace Game.Loots
public uint itemid;
public uint randomBonusListId;
public List<uint> BonusListIDs = new List<uint>();
public List<uint> BonusListIDs = new();
public ItemContext context;
public List<Condition> conditions = new List<Condition>(); // additional loot condition
public List<ObjectGuid> allowedGUIDs = new List<ObjectGuid>();
public List<Condition> conditions = new(); // additional loot condition
public List<ObjectGuid> allowedGUIDs = new();
public ObjectGuid rollWinnerGUID; // Stores the guid of person who won loot, if his bags are full only he can see the item in loot list!
public byte count;
public bool is_looted;
@@ -160,7 +160,7 @@ namespace Game.Loots
for (uint i = 0; i < stacks && lootItems.Count < limit; ++i)
{
LootItem generatedLoot = new LootItem(item);
LootItem generatedLoot = new(item);
generatedLoot.context = _itemContext;
generatedLoot.count = (byte)Math.Min(count, proto.GetMaxStackSize());
if (_itemContext != 0)
@@ -282,7 +282,7 @@ namespace Game.Loots
List<NotNormalLootItem> FillFFALoot(Player player)
{
List<NotNormalLootItem> ql = new List<NotNormalLootItem>();
List<NotNormalLootItem> ql = new();
for (byte i = 0; i < items.Count; ++i)
{
@@ -306,7 +306,7 @@ namespace Game.Loots
if (items.Count == SharedConst.MaxNRLootItems)
return null;
List<NotNormalLootItem> ql = new List<NotNormalLootItem>();
List<NotNormalLootItem> ql = new();
for (byte i = 0; i < quest_items.Count; ++i)
{
@@ -339,7 +339,7 @@ namespace Game.Loots
List<NotNormalLootItem> FillNonQuestNonFFAConditionalLoot(Player player, bool presentAtLooting)
{
List<NotNormalLootItem> ql = new List<NotNormalLootItem>();
List<NotNormalLootItem> ql = new();
for (byte i = 0; i < items.Count; ++i)
{
@@ -642,7 +642,7 @@ namespace Game.Loots
// item shall not be displayed.
continue;
LootItemData lootItem = new LootItemData();
LootItemData lootItem = new();
lootItem.LootListID = (byte)(i + 1);
lootItem.UIType = slot_type;
lootItem.Quantity = items[i].count;
@@ -659,7 +659,7 @@ namespace Game.Loots
{
if (!items[i].is_looted && !items[i].freeforall && items[i].conditions.Empty() && items[i].AllowedForPlayer(viewer))
{
LootItemData lootItem = new LootItemData();
LootItemData lootItem = new();
lootItem.LootListID = (byte)(i + 1);
lootItem.UIType = (permission == PermissionTypes.Owner ? LootSlotType.Owner : LootSlotType.AllowLoot);
lootItem.Quantity = items[i].count;
@@ -684,7 +684,7 @@ namespace Game.Loots
LootItem item = quest_items[qi.index];
if (!qi.is_looted && !item.is_looted)
{
LootItemData lootItem = new LootItemData();
LootItemData lootItem = new();
lootItem.LootListID = (byte)(items.Count + i + 1);
lootItem.Quantity = item.count;
lootItem.Loot = new ItemInstance(item);
@@ -722,7 +722,7 @@ namespace Game.Loots
LootItem item = items[fi.index];
if (!fi.is_looted && !item.is_looted)
{
LootItemData lootItem = new LootItemData();
LootItemData lootItem = new();
lootItem.LootListID = (byte)(fi.index + 1);
lootItem.UIType = slotType;
lootItem.Quantity = item.count;
@@ -741,7 +741,7 @@ namespace Game.Loots
LootItem item = items[ci.index];
if (!ci.is_looted && !item.is_looted)
{
LootItemData lootItem = new LootItemData();
LootItemData lootItem = new();
lootItem.LootListID = (byte)(ci.index + 1);
lootItem.Quantity = item.count;
lootItem.Loot = new ItemInstance(item);
@@ -812,8 +812,8 @@ namespace Game.Loots
public MultiMap<ObjectGuid, NotNormalLootItem> GetPlayerFFAItems() { return PlayerFFAItems; }
public MultiMap<ObjectGuid, NotNormalLootItem> GetPlayerNonQuestNonFFAConditionalItems() { return PlayerNonQuestNonFFAConditionalItems; }
public List<LootItem> items = new List<LootItem>();
public List<LootItem> quest_items = new List<LootItem>();
public List<LootItem> items = new();
public List<LootItem> quest_items = new();
public uint gold;
public byte unlootedCount;
public ObjectGuid roundRobinPlayer; // GUID of the player having the Round-Robin ownership for the loot. If 0, round robin owner has released.
@@ -822,13 +822,13 @@ namespace Game.Loots
public ObjectGuid containerID;
List<ObjectGuid> PlayersLooting = new List<ObjectGuid>();
MultiMap<ObjectGuid, NotNormalLootItem> PlayerQuestItems = new MultiMap<ObjectGuid, NotNormalLootItem>();
MultiMap<ObjectGuid, NotNormalLootItem> PlayerFFAItems = new MultiMap<ObjectGuid, NotNormalLootItem>();
MultiMap<ObjectGuid, NotNormalLootItem> PlayerNonQuestNonFFAConditionalItems = new MultiMap<ObjectGuid, NotNormalLootItem>();
List<ObjectGuid> PlayersLooting = new();
MultiMap<ObjectGuid, NotNormalLootItem> PlayerQuestItems = new();
MultiMap<ObjectGuid, NotNormalLootItem> PlayerFFAItems = new();
MultiMap<ObjectGuid, NotNormalLootItem> PlayerNonQuestNonFFAConditionalItems = new();
// All rolls are registered here. They need to know, when the loot is not valid anymore
LootValidatorRefManager i_LootValidatorRefManager = new LootValidatorRefManager();
LootValidatorRefManager i_LootValidatorRefManager = new();
// Loot GUID
ObjectGuid _GUID;
@@ -861,8 +861,8 @@ namespace Game.Loots
return _byOrder;
}
List<ResultValue> _byOrder = new List<ResultValue>();
Dictionary<Item, int> _byItem = new Dictionary<Item, int>();
List<ResultValue> _byOrder = new();
Dictionary<Item, int> _byItem = new();
public struct ResultValue
{
+10 -10
View File
@@ -48,7 +48,7 @@ namespace Game.Loots
StoredLootContainer storedContainer = _lootItemStorage[key];
LootItem lootItem = new LootItem();
LootItem lootItem = new();
lootItem.itemid = result.Read<uint>(1);
lootItem.count = result.Read<byte>(2);
lootItem.follow_loot_rules = result.Read<bool>(3);
@@ -59,7 +59,7 @@ namespace Game.Loots
lootItem.needs_quest = result.Read<bool>(8);
lootItem.randomBonusListId = result.Read<uint>(9);
lootItem.context = (ItemContext)result.Read<byte>(10);
StringArray bonusLists = new StringArray(result.Read<string>(11), ' ');
StringArray bonusLists = new(result.Read<string>(11), ' ');
foreach (string str in bonusLists)
lootItem.BonusListIDs.Add(uint.Parse(str));
@@ -111,7 +111,7 @@ namespace Game.Loots
{
foreach (var storedItemPair in container.GetLootItems())
{
LootItem li = new LootItem();
LootItem li = new();
li.itemid = storedItemPair.Key;
li.count = (byte)storedItemPair.Value.Count;
li.follow_loot_rules = storedItemPair.Value.FollowRules;
@@ -156,7 +156,7 @@ namespace Game.Loots
{
_lootItemStorage.TryRemove(containerId, out _);
SQLTransaction trans = new SQLTransaction();
SQLTransaction trans = new();
PreparedStatement stmt = DB.Characters.GetPreparedStatement(CharStatements.DEL_ITEMCONTAINER_ITEMS);
stmt.AddValue(0, containerId);
trans.Append(stmt);
@@ -188,9 +188,9 @@ namespace Game.Loots
return;
}
StoredLootContainer container = new StoredLootContainer(loot.containerID.GetCounter());
StoredLootContainer container = new(loot.containerID.GetCounter());
SQLTransaction trans = new SQLTransaction();
SQLTransaction trans = new();
if (loot.gold != 0)
container.AddMoney(loot.gold, trans);
@@ -221,7 +221,7 @@ namespace Game.Loots
_lootItemStorage.TryAdd(loot.containerID.GetCounter(), container);
}
ConcurrentDictionary<ulong, StoredLootContainer> _lootItemStorage = new ConcurrentDictionary<ulong, StoredLootContainer>();
ConcurrentDictionary<ulong, StoredLootContainer> _lootItemStorage = new();
}
class StoredLootContainer
@@ -254,7 +254,7 @@ namespace Game.Loots
foreach (uint token in lootItem.BonusListIDs)
{
StringBuilder bonusListIDs = new StringBuilder();
StringBuilder bonusListIDs = new();
foreach (int bonusListID in lootItem.BonusListIDs)
bonusListIDs.Append(bonusListID + ' ');
@@ -314,7 +314,7 @@ namespace Game.Loots
public MultiMap<uint, StoredLootItem> GetLootItems() { return _lootItems; }
MultiMap<uint, StoredLootItem> _lootItems = new MultiMap<uint, StoredLootItem>();
MultiMap<uint, StoredLootItem> _lootItems = new();
ulong _containerId;
uint _money;
}
@@ -346,6 +346,6 @@ namespace Game.Loots
public bool NeedsQuest;
public uint RandomBonusListId;
public ItemContext Context;
public List<uint> BonusListIDs = new List<uint>();
public List<uint> BonusListIDs = new();
}
}
+12 -12
View File
@@ -71,7 +71,7 @@ namespace Game.Loots
uint oldMSTime = Time.GetMSTime();
List<uint> lootIdSet, lootIdSetUsed = new List<uint>();
List<uint> lootIdSet, lootIdSetUsed = new();
uint count = Creature.LoadAndCollectLootIds(out lootIdSet);
// Remove real entries and check loot existence
@@ -109,7 +109,7 @@ namespace Game.Loots
uint oldMSTime = Time.GetMSTime();
List<uint> lootIdSet, lootIdSetUsed = new List<uint>();
List<uint> lootIdSet, lootIdSetUsed = new();
uint count = Disenchant.LoadAndCollectLootIds(out lootIdSet);
foreach (var disenchant in CliDB.ItemDisenchantLootStorage.Values)
@@ -162,7 +162,7 @@ namespace Game.Loots
uint oldMSTime = Time.GetMSTime();
List<uint> lootIdSet, lootIdSetUsed = new List<uint>();
List<uint> lootIdSet, lootIdSetUsed = new();
uint count = Gameobject.LoadAndCollectLootIds(out lootIdSet);
// remove real entries and check existence loot
@@ -251,7 +251,7 @@ namespace Game.Loots
uint oldMSTime = Time.GetMSTime();
List<uint> lootIdSet;
List<uint> lootIdSetUsed = new List<uint>();
List<uint> lootIdSetUsed = new();
uint count = Pickpocketing.LoadAndCollectLootIds(out lootIdSet);
// Remove real entries and check loot existence
@@ -339,7 +339,7 @@ namespace Game.Loots
uint oldMSTime = Time.GetMSTime();
List<uint> lootIdSet;
List<uint> lootIdSetUsed = new List<uint>();
List<uint> lootIdSetUsed = new();
uint count = Skinning.LoadAndCollectLootIds(out lootIdSet);
// remove real entries and check existence loot
@@ -614,7 +614,7 @@ namespace Game.Loots
{
foreach (var pair in m_LootTemplates)
{
List<Condition> empty = new List<Condition>();
List<Condition> empty = new();
pair.Value.CopyConditions(empty);
}
}
@@ -661,7 +661,7 @@ namespace Game.Loots
return 0;
}
LootStoreItem storeitem = new LootStoreItem(item, reference, chance, needsquest, lootmode, groupid, mincount, maxcount);
LootStoreItem storeitem = new(item, reference, chance, needsquest, lootmode, groupid, mincount, maxcount);
if (!storeitem.IsValid(this, entry)) // Validity checks
continue;
@@ -686,7 +686,7 @@ namespace Game.Loots
m_LootTemplates.Clear();
}
LootTemplateMap m_LootTemplates = new LootTemplateMap();
LootTemplateMap m_LootTemplates = new();
string m_name;
string m_entryName;
bool m_ratesAllowed;
@@ -932,8 +932,8 @@ namespace Game.Loots
return false;//not found or not reference
}
LootStoreItemList Entries = new LootStoreItemList(); // not grouped only
Dictionary<int, LootGroup> Groups = new Dictionary<int,LootGroup>(); // groups have own (optimised) processing, grouped entries go there
LootStoreItemList Entries = new(); // not grouped only
Dictionary<int, LootGroup> Groups = new(); // groups have own (optimised) processing, grouped entries go there
public class LootGroup // A set of loot definitions for items (refs are not allowed)
{
@@ -1042,8 +1042,8 @@ namespace Game.Loots
i.conditions.Clear();
}
LootStoreItemList ExplicitlyChanced = new LootStoreItemList(); // Entries with chances defined in DB
LootStoreItemList EqualChanced = new LootStoreItemList(); // Zero chances - every entry takes the same chance
LootStoreItemList ExplicitlyChanced = new(); // Entries with chances defined in DB
LootStoreItemList EqualChanced = new(); // Zero chances - every entry takes the same chance
LootStoreItem Roll(Loot loot, ushort lootMode)
{