Core/WorldStates: Migrate battleground HolidayWorldState to new system
Port From (https://github.com/TrinityCore/TrinityCore/commit/020166649dd5afb94dddbfcc990d4bb51e231ab1)
This commit is contained in:
@@ -38,13 +38,13 @@ namespace Game
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{
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default:
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case GameEventState.Normal:
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{
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long currenttime = GameTime.GetGameTime();
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// Get the event information
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return mGameEvent[entry].start < currenttime
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&& currenttime < mGameEvent[entry].end
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&& (currenttime - mGameEvent[entry].start) % (mGameEvent[entry].occurence * Time.Minute) < mGameEvent[entry].length * Time.Minute;
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}
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{
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long currenttime = GameTime.GetGameTime();
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// Get the event information
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return mGameEvent[entry].start < currenttime
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&& currenttime < mGameEvent[entry].end
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&& (currenttime - mGameEvent[entry].start) % (mGameEvent[entry].occurence * Time.Minute) < mGameEvent[entry].length * Time.Minute;
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}
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// if the state is conditions or nextphase, then the event should be active
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case GameEventState.WorldConditions:
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case GameEventState.WorldNextPhase:
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@@ -55,18 +55,18 @@ namespace Game
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return false;
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// if inactive world event, check the prerequisite events
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case GameEventState.WorldInactive:
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{
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long currenttime = GameTime.GetGameTime();
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foreach (var gameEventId in mGameEvent[entry].prerequisite_events)
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{
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long currenttime = GameTime.GetGameTime();
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foreach (var gameEventId in mGameEvent[entry].prerequisite_events)
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{
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if ((mGameEvent[gameEventId].state != GameEventState.WorldNextPhase && mGameEvent[gameEventId].state != GameEventState.WorldFinished) || // if prereq not in nextphase or finished state, then can't start this one
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mGameEvent[gameEventId].nextstart > currenttime) // if not in nextphase state for long enough, can't start this one
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return false;
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}
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// all prerequisite events are met
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// but if there are no prerequisites, this can be only activated through gm command
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return !(mGameEvent[entry].prerequisite_events.Empty());
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if ((mGameEvent[gameEventId].state != GameEventState.WorldNextPhase && mGameEvent[gameEventId].state != GameEventState.WorldFinished) || // if prereq not in nextphase or finished state, then can't start this one
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mGameEvent[gameEventId].nextstart > currenttime) // if not in nextphase state for long enough, can't start this one
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return false;
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}
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// all prerequisite events are met
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// but if there are no prerequisites, this can be only activated through gm command
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return !(mGameEvent[entry].prerequisite_events.Empty());
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}
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}
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}
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@@ -1005,7 +1005,7 @@ namespace Game
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// changed, save to DB the gameevent state, will be updated in next update cycle
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SaveWorldEventStateToDB(id);
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Log.outDebug(LogFilter.Misc, "GameEvent {0} is active", id);
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Log.outDebug(LogFilter.Misc, "GameEvent {0} is active", id);
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// queue for activation
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if (!IsActiveEvent(id))
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activate.Add(id);
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@@ -1137,7 +1137,7 @@ namespace Game
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}
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}
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});
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}
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}
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}
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void UpdateBattlegroundSettings()
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@@ -1342,7 +1342,7 @@ namespace Game
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{
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var creatureBounds = map.GetCreatureBySpawnIdStore().LookupByKey(tuple.Item1);
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foreach (var creature in creatureBounds)
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{
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{
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if (activate)
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{
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tuple.Item2.equipement_id_prev = creature.GetCurrentEquipmentId();
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@@ -1477,15 +1477,10 @@ namespace Game
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BattlegroundTypeId bgTypeId = Global.BattlegroundMgr.WeekendHolidayIdToBGType(Event.holiday_id);
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if (bgTypeId != BattlegroundTypeId.None)
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{
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BattlemasterListRecord bl = CliDB.BattlemasterListStorage.LookupByKey(bgTypeId);
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if (bl != null && bl.HolidayWorldState != 0)
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{
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UpdateWorldState worldstate = new();
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worldstate.VariableID = bl.HolidayWorldState;
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worldstate.Value = Activate ? 1 : 0;
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//worldstate.Hidden = false;
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Global.WorldMgr.SendGlobalMessage(worldstate);
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}
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var bl = CliDB.BattlemasterListStorage.LookupByKey(Global.BattlegroundMgr.WeekendHolidayIdToBGType(Event.holiday_id));
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if (bl != null)
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if (bl.HolidayWorldState != 0)
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Global.WorldStateMgr.SetValue(bl.HolidayWorldState, Activate ? 1 : 0, false, null);
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}
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}
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}
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