Core/WorldStates: Migrate OutdoorPvP worldstates to new system

Port From (https://github.com/TrinityCore/TrinityCore/commit/36ff703df55704265a28e28f4ea9f9cdcb54e85c)
This commit is contained in:
hondacrx
2022-07-13 17:31:56 -04:00
parent ecb70dc4a9
commit 9421aeee98
4 changed files with 137 additions and 241 deletions
+7 -17
View File
@@ -73,20 +73,14 @@ namespace Game.PvP
return objective_changed;
}
public void SendUpdateWorldState(uint field, uint value)
public int GetWorldState(int worldStateId)
{
if (m_sendUpdate)
{
for (int i = 0; i < 2; ++i)
{
foreach (var guid in m_players[i])
{
Player player = Global.ObjAccessor.FindPlayer(guid);
if (player)
player.SendUpdateWorldState(field, value);
}
}
}
return Global.WorldStateMgr.GetValue(worldStateId, m_map);
}
public void SetWorldState(int worldStateId, int value)
{
Global.WorldStateMgr.SetValue(worldStateId, value, false, m_map);
}
public virtual void HandleKill(Player killer, Unit killed)
@@ -264,8 +258,6 @@ namespace Game.PvP
}
}
public virtual void FillInitialWorldStates(InitWorldStates data) { }
// setup stuff
public virtual bool SetupOutdoorPvP() { return true; }
@@ -672,8 +664,6 @@ namespace Game.PvP
return -1;
}
public virtual void FillInitialWorldStates(InitWorldStates data) { }
public virtual void ChangeState() { }
public virtual void ChangeTeam(uint oldTeam) { }