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
{