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
+4 -4
View File
@@ -56,7 +56,7 @@ namespace Game.Scenarios
return;
}
SQLTransaction trans = new SQLTransaction();
SQLTransaction trans = new();
foreach (var iter in _criteriaProgress)
{
if (!iter.Value.Changed)
@@ -101,10 +101,10 @@ namespace Game.Scenarios
SQLResult result = DB.Characters.Query(stmt);
if (!result.IsEmpty())
{
SQLTransaction trans = new SQLTransaction();
SQLTransaction trans = new();
long now = Time.UnixTime;
List<CriteriaTree> criteriaTrees = new List<CriteriaTree>();
List<CriteriaTree> criteriaTrees = new();
do
{
uint id = result.Read<uint>(0);
@@ -178,6 +178,6 @@ namespace Game.Scenarios
}
Map _map;
Dictionary<byte, Dictionary<uint, CriteriaProgress>> _stepCriteriaProgress = new Dictionary<byte, Dictionary<uint, CriteriaProgress>>();
Dictionary<byte, Dictionary<uint, CriteriaProgress>> _stepCriteriaProgress = new();
}
}
+9 -9
View File
@@ -109,7 +109,7 @@ namespace Game.Scenarios
if (step != null)
SetStepState(step, ScenarioStepState.InProgress);
ScenarioState scenarioState = new ScenarioState();
ScenarioState scenarioState = new();
BuildScenarioState(scenarioState);
SendPacket(scenarioState);
}
@@ -155,7 +155,7 @@ namespace Game.Scenarios
public override void SendCriteriaUpdate(Criteria criteria, CriteriaProgress progress, uint timeElapsed, bool timedCompleted)
{
ScenarioProgressUpdate progressUpdate = new ScenarioProgressUpdate();
ScenarioProgressUpdate progressUpdate = new();
progressUpdate.CriteriaProgress.Id = criteria.Id;
progressUpdate.CriteriaProgress.Quantity = progress.Counter;
progressUpdate.CriteriaProgress.Player = progress.PlayerGUID;
@@ -279,14 +279,14 @@ namespace Game.Scenarios
public void SendScenarioState(Player player)
{
ScenarioState scenarioState = new ScenarioState();
ScenarioState scenarioState = new();
BuildScenarioState(scenarioState);
player.SendPacket(scenarioState);
}
List<BonusObjectiveData> GetBonusObjectivesData()
{
List<BonusObjectiveData> bonusObjectivesData = new List<BonusObjectiveData>();
List<BonusObjectiveData> bonusObjectivesData = new();
foreach (var step in _data.Steps.Values)
{
if (!step.IsBonusObjective())
@@ -306,13 +306,13 @@ namespace Game.Scenarios
List<CriteriaProgressPkt> GetCriteriasProgress()
{
List<CriteriaProgressPkt> criteriasProgress = new List<CriteriaProgressPkt>();
List<CriteriaProgressPkt> criteriasProgress = new();
if (!_criteriaProgress.Empty())
{
foreach (var pair in _criteriaProgress)
{
CriteriaProgressPkt criteriaProgress = new CriteriaProgressPkt();
CriteriaProgressPkt criteriaProgress = new();
criteriaProgress.Id = pair.Key;
criteriaProgress.Quantity = pair.Value.Counter;
criteriaProgress.Date = pair.Value.Date;
@@ -331,7 +331,7 @@ namespace Game.Scenarios
void SendBootPlayer(Player player)
{
ScenarioVacate scenarioBoot = new ScenarioVacate();
ScenarioVacate scenarioBoot = new();
scenarioBoot.ScenarioID = (int)_data.Entry.Id;
player.SendPacket(scenarioBoot);
}
@@ -348,10 +348,10 @@ namespace Game.Scenarios
public override void AfterCriteriaTreeUpdate(CriteriaTree tree, Player referencePlayer) { }
public override void SendAllData(Player receiver) { }
List<ObjectGuid> _players = new List<ObjectGuid>();
List<ObjectGuid> _players = new();
ScenarioData _data;
ScenarioStepRecord _currentstep;
Dictionary<ScenarioStepRecord, ScenarioStepState> _stepStates = new Dictionary<ScenarioStepRecord, ScenarioStepState>();
Dictionary<ScenarioStepRecord, ScenarioStepState> _stepStates = new();
}
public enum ScenarioStepState
+9 -9
View File
@@ -95,7 +95,7 @@ namespace Game.Scenarios
if (scenarioHordeId == 0)
scenarioHordeId = scenarioAllianceId;
ScenarioDBData data = new ScenarioDBData();
ScenarioDBData data = new();
data.MapID = mapId;
data.DifficultyID = difficulty;
data.Scenario_A = scenarioAllianceId;
@@ -111,7 +111,7 @@ namespace Game.Scenarios
{
_scenarioData.Clear();
Dictionary<uint, Dictionary<byte, ScenarioStepRecord>> scenarioSteps = new Dictionary<uint, Dictionary<byte, ScenarioStepRecord>>();
Dictionary<uint, Dictionary<byte, ScenarioStepRecord>> scenarioSteps = new();
uint deepestCriteriaTreeSize = 0;
foreach (ScenarioStepRecord step in CliDB.ScenarioStepStorage.Values)
@@ -136,7 +136,7 @@ namespace Game.Scenarios
foreach (ScenarioRecord scenario in CliDB.ScenarioStorage.Values)
{
ScenarioData data = new ScenarioData();
ScenarioData data = new();
data.Entry = scenario;
data.Steps = scenarioSteps.LookupByKey(scenario.Id);
_scenarioData[scenario.Id] = data;
@@ -160,7 +160,7 @@ namespace Game.Scenarios
}
List<Vector2>[][] POIs = new List<Vector2>[0][];
Dictionary<uint, MultiMap<int, ScenarioPOIPoint>> allPoints = new Dictionary<uint, MultiMap<int, ScenarioPOIPoint>>();
Dictionary<uint, MultiMap<int, ScenarioPOIPoint>> allPoints = new();
// 0 1 2 3 4
SQLResult pointsResult = DB.World.Query("SELECT CriteriaTreeID, Idx1, X, Y, Z FROM scenario_poi_points ORDER BY CriteriaTreeID DESC, Idx1, Idx2");
@@ -225,15 +225,15 @@ namespace Game.Scenarios
return _scenarioPOIStore[CriteriaTreeID];
}
Dictionary<uint, ScenarioData> _scenarioData = new Dictionary<uint, ScenarioData>();
MultiMap<uint, ScenarioPOI> _scenarioPOIStore = new MultiMap<uint, ScenarioPOI>();
Dictionary<Tuple<uint, byte>, ScenarioDBData> _scenarioDBData = new Dictionary<Tuple<uint, byte>, ScenarioDBData>();
Dictionary<uint, ScenarioData> _scenarioData = new();
MultiMap<uint, ScenarioPOI> _scenarioPOIStore = new();
Dictionary<Tuple<uint, byte>, ScenarioDBData> _scenarioDBData = new();
}
public class ScenarioData
{
public ScenarioRecord Entry;
public Dictionary<byte, ScenarioStepRecord> Steps = new Dictionary<byte, ScenarioStepRecord>();
public Dictionary<byte, ScenarioStepRecord> Steps = new();
}
class ScenarioDBData
@@ -268,7 +268,7 @@ namespace Game.Scenarios
public int WorldEffectID;
public int PlayerConditionID;
public int NavigationPlayerConditionID;
public List<ScenarioPOIPoint> Points = new List<ScenarioPOIPoint>();
public List<ScenarioPOIPoint> Points = new();
public ScenarioPOI(int blobIndex, int mapID, int uiMapID, int priority, int flags, int worldEffectID, int playerConditionID, int navigationPlayerConditionID, List<ScenarioPOIPoint> points)
{