BFA Update (still lots of testing to do tho)
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@@ -151,8 +151,8 @@ namespace Game.Scenarios
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uint count = 0;
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// 0 1 2 6 7 8 9 10 11 12
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SQLResult result = DB.World.Query("SELECT CriteriaTreeID, BlobIndex, Idx1, MapID, WorldMapAreaId, Floor, Priority, Flags, WorldEffectID, PlayerConditionID FROM scenario_poi ORDER BY CriteriaTreeID, Idx1");
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// 0 1 2 3 4 5 6 7 8
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SQLResult result = DB.World.Query("SELECT CriteriaTreeID, BlobIndex, Idx1, MapID, UiMapID, Priority, Flags, WorldEffectID, PlayerConditionID FROM scenario_poi ORDER BY CriteriaTreeID, Idx1");
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if (result.IsEmpty())
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{
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Log.outInfo(LogFilter.ServerLoading, "Loaded 0 scenario POI definitions. DB table `scenario_poi` is empty.");
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@@ -186,24 +186,23 @@ namespace Game.Scenarios
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do
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{
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int CriteriaTreeID = result.Read<int>(0);
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int BlobIndex = result.Read<int>(1);
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int Idx1 = result.Read<int>(2);
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int MapID = result.Read<int>(3);
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int WorldMapAreaId = result.Read<int>(4);
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int Floor = result.Read<int>(5);
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int Priority = result.Read<int>(6);
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int Flags = result.Read<int>(7);
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int WorldEffectID = result.Read<int>(8);
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int PlayerConditionID = result.Read<int>(9);
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int criteriaTreeID = result.Read<int>(0);
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int blobIndex = result.Read<int>(1);
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int idx1 = result.Read<int>(2);
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int mapID = result.Read<int>(3);
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int uiMapID = result.Read<int>(4);
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int priority = result.Read<int>(5);
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int flags = result.Read<int>(6);
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int worldEffectID = result.Read<int>(7);
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int playerConditionID = result.Read<int>(8);
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if (Global.CriteriaMgr.GetCriteriaTree((uint)CriteriaTreeID) == null)
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Log.outError(LogFilter.Sql, "`scenario_poi` CriteriaTreeID ({0}) Idx1 ({1}) does not correspond to a valid criteria tree", CriteriaTreeID, Idx1);
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if (Global.CriteriaMgr.GetCriteriaTree((uint)criteriaTreeID) == null)
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Log.outError(LogFilter.Sql, "`scenario_poi` CriteriaTreeID ({0}) Idx1 ({1}) does not correspond to a valid criteria tree", criteriaTreeID, idx1);
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if (CriteriaTreeID < POIs.Length && Idx1 < POIs[CriteriaTreeID].Length)
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_scenarioPOIStore.Add((uint)CriteriaTreeID, new ScenarioPOI(BlobIndex, MapID, WorldMapAreaId, Floor, Priority, Flags, WorldEffectID, PlayerConditionID, POIs[CriteriaTreeID][Idx1]));
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if (criteriaTreeID < POIs.Length && idx1 < POIs[criteriaTreeID].Length)
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_scenarioPOIStore.Add((uint)criteriaTreeID, new ScenarioPOI(blobIndex, mapID, uiMapID, priority, flags, worldEffectID, playerConditionID, POIs[criteriaTreeID][idx1]));
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else
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Log.outError(LogFilter.ServerLoading, "Table scenario_poi references unknown scenario poi points for criteria tree id {0} POI id {1}", CriteriaTreeID, BlobIndex);
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Log.outError(LogFilter.ServerLoading, "Table scenario_poi references unknown scenario poi points for criteria tree id {0} POI id {1}", criteriaTreeID, blobIndex);
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++count;
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} while (result.NextRow());
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@@ -240,12 +239,11 @@ namespace Game.Scenarios
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public class ScenarioPOI
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{
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public ScenarioPOI(int blobIndex, int mapID, int worldMapAreaID, int floor, int priority, int flags, int worldEffectID, int playerConditionID, List<Vector2> points)
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public ScenarioPOI(int blobIndex, int mapID, int uiMapID, int priority, int flags, int worldEffectID, int playerConditionID, List<Vector2> points)
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{
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BlobIndex = blobIndex;
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MapID = mapID;
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WorldMapAreaID = worldMapAreaID;
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Floor = floor;
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UiMapID = uiMapID;
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Priority = priority;
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Flags = flags;
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WorldEffectID = worldEffectID;
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@@ -255,8 +253,7 @@ namespace Game.Scenarios
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public int BlobIndex;
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public int MapID;
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public int WorldMapAreaID;
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public int Floor;
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public int UiMapID;
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public int Priority;
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public int Flags;
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public int WorldEffectID;
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