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
+29 -29
View File
@@ -55,7 +55,7 @@ namespace Game
{
uint pool_id = result.Read<uint>(0);
PoolTemplateData pPoolTemplate = new PoolTemplateData();
PoolTemplateData pPoolTemplate = new();
pPoolTemplate.MaxLimit = result.Read<uint>(1);
mPoolTemplate[pool_id] = pPoolTemplate;
++count;
@@ -104,7 +104,7 @@ namespace Game
continue;
}
PoolTemplateData pPoolTemplate = mPoolTemplate[pool_id];
PoolObject plObject = new PoolObject(guid, chance);
PoolObject plObject = new(guid, chance);
if (!mPoolCreatureGroups.ContainsKey(pool_id))
mPoolCreatureGroups[pool_id] = new PoolGroup<Creature>();
@@ -174,7 +174,7 @@ namespace Game
}
PoolTemplateData pPoolTemplate = mPoolTemplate[pool_id];
PoolObject plObject = new PoolObject(guid, chance);
PoolObject plObject = new(guid, chance);
if (!mPoolGameobjectGroups.ContainsKey(pool_id))
mPoolGameobjectGroups[pool_id] = new PoolGroup<GameObject>();
@@ -235,7 +235,7 @@ namespace Game
continue;
}
PoolTemplateData pPoolTemplateMother = mPoolTemplate[mother_pool_id];
PoolObject plObject = new PoolObject(child_pool_id, chance);
PoolObject plObject = new(child_pool_id, chance);
if (!mPoolPoolGroups.ContainsKey(mother_pool_id))
mPoolPoolGroups[mother_pool_id] = new PoolGroup<Pool>();
@@ -269,7 +269,7 @@ namespace Game
List<uint> creBounds;
List<uint> goBounds;
Dictionary<uint, QuestTypes> poolTypeMap = new Dictionary<uint, QuestTypes>();
Dictionary<uint, QuestTypes> poolTypeMap = new();
uint count = 0;
do
{
@@ -320,7 +320,7 @@ namespace Game
}
PoolTemplateData pPoolTemplate = mPoolTemplate[pool_id];
PoolObject plObject = new PoolObject(entry, 0.0f);
PoolObject plObject = new(entry, 0.0f);
if (!mPoolQuestGroups.ContainsKey(pool_id))
mPoolQuestGroups[pool_id] = new PoolGroup<Quest>();
@@ -387,7 +387,7 @@ namespace Game
public void SaveQuestsToDB()
{
SQLTransaction trans = new SQLTransaction();
SQLTransaction trans = new();
foreach (var questPoolGroup in mPoolQuestGroups.Values)
{
@@ -559,21 +559,21 @@ namespace Game
public bool IsSpawnedObject<T>(ulong db_guid_or_pool_id) { return mSpawnedData.IsActiveObject<T>(db_guid_or_pool_id); }
public MultiMap<uint, uint> mQuestCreatureRelation = new MultiMap<uint, uint>();
public MultiMap<uint, uint> mQuestGORelation = new MultiMap<uint, uint>();
public MultiMap<uint, uint> mQuestCreatureRelation = new();
public MultiMap<uint, uint> mQuestGORelation = new();
Dictionary<uint, PoolTemplateData> mPoolTemplate = new Dictionary<uint, PoolTemplateData>();
Dictionary<uint, PoolGroup<Creature>> mPoolCreatureGroups = new Dictionary<uint, PoolGroup<Creature>>();
Dictionary<uint, PoolGroup<GameObject>> mPoolGameobjectGroups = new Dictionary<uint, PoolGroup<GameObject>>();
Dictionary<uint, PoolGroup<Pool>> mPoolPoolGroups = new Dictionary<uint, PoolGroup<Pool>>();
Dictionary<uint, PoolGroup<Quest>> mPoolQuestGroups = new Dictionary<uint, PoolGroup<Quest>>();
Dictionary<ulong, uint> mCreatureSearchMap = new Dictionary<ulong, uint>();
Dictionary<ulong, uint> mGameobjectSearchMap = new Dictionary<ulong, uint>();
Dictionary<ulong, uint> mPoolSearchMap = new Dictionary<ulong, uint>();
Dictionary<ulong, uint> mQuestSearchMap = new Dictionary<ulong, uint>();
Dictionary<uint, PoolTemplateData> mPoolTemplate = new();
Dictionary<uint, PoolGroup<Creature>> mPoolCreatureGroups = new();
Dictionary<uint, PoolGroup<GameObject>> mPoolGameobjectGroups = new();
Dictionary<uint, PoolGroup<Pool>> mPoolPoolGroups = new();
Dictionary<uint, PoolGroup<Quest>> mPoolQuestGroups = new();
Dictionary<ulong, uint> mCreatureSearchMap = new();
Dictionary<ulong, uint> mGameobjectSearchMap = new();
Dictionary<ulong, uint> mPoolSearchMap = new();
Dictionary<ulong, uint> mQuestSearchMap = new();
// dynamic data
ActivePoolData mSpawnedData = new ActivePoolData();
ActivePoolData mSpawnedData = new();
}
public class PoolGroup<T>
@@ -760,7 +760,7 @@ namespace Game
// This will try to spawn the rest of pool, not guaranteed
if (count > 0)
{
List<PoolObject> rolledObjects = new List<PoolObject>();
List<PoolObject> rolledObjects = new();
// roll objects to be spawned
if (!ExplicitlyChanced.Empty())
@@ -838,7 +838,7 @@ namespace Game
{
uint questId = result.Read<uint>(0);
spawns.ActivateObject<Quest>(questId, poolId);
PoolObject tempObj = new PoolObject(questId, 0.0f);
PoolObject tempObj = new(questId, 0.0f);
Spawn1Object(tempObj);
--limit;
} while (result.NextRow() && limit != 0);
@@ -847,7 +847,7 @@ namespace Game
}
List<ulong> currentQuests = spawns.GetActiveQuests();
List<ulong> newQuests = new List<ulong>();
List<ulong> newQuests = new();
// always try to select different quests
foreach (var poolObject in EqualChanced)
@@ -876,7 +876,7 @@ namespace Game
{
ulong questId = newQuests.SelectRandom();
spawns.ActivateObject<Quest>(questId, poolId);
PoolObject tempObj = new PoolObject(questId, 0.0f);
PoolObject tempObj = new(questId, 0.0f);
Spawn1Object(tempObj);
newQuests.Remove(questId);
--limit;
@@ -971,8 +971,8 @@ namespace Game
public uint GetPoolId() { return poolId; }
uint poolId;
List<PoolObject> ExplicitlyChanced = new List<PoolObject>();
List<PoolObject> EqualChanced = new List<PoolObject>();
List<PoolObject> ExplicitlyChanced = new();
List<PoolObject> EqualChanced = new();
}
public class ActivePoolData
@@ -1051,10 +1051,10 @@ namespace Game
public List<ulong> GetActiveQuests() { return mActiveQuests; } // a copy of the set
List<ulong> mSpawnedCreatures = new List<ulong>();
List<ulong> mSpawnedGameobjects = new List<ulong>();
List<ulong> mActiveQuests = new List<ulong>();
Dictionary<ulong, uint> mSpawnedPools = new Dictionary<ulong, uint>();
List<ulong> mSpawnedCreatures = new();
List<ulong> mSpawnedGameobjects = new();
List<ulong> mActiveQuests = new();
Dictionary<ulong, uint> mSpawnedPools = new();
}
public class PoolObject