Core/Maps: Improvements to terrain swap handling
Port From (https://github.com/TrinityCore/TrinityCore/commit/eba31dea27b7fdc4a49c024898ef3a01bcbc7295)
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@@ -471,19 +471,12 @@ namespace Game
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return phaseShift.VisibleMapIds.First().Key;
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GridCoord gridCoord = GridDefines.ComputeGridCoord(x, y);
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uint gx = (uint)((MapConst.MaxGrids - 1) - gridCoord.X_coord);
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uint gy = (uint)((MapConst.MaxGrids - 1) - gridCoord.Y_coord);
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uint gx = ((MapConst.MaxGrids - 1) - gridCoord.X_coord);
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uint gy = ((MapConst.MaxGrids - 1) - gridCoord.Y_coord);
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uint gxbegin = Math.Max(gx - 1, 0);
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uint gxend = Math.Min(gx + 1, MapConst.MaxGrids);
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uint gybegin = Math.Max(gy - 1, 0);
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uint gyend = Math.Min(gy + 1, MapConst.MaxGrids);
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foreach (var itr in phaseShift.VisibleMapIds)
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for (uint gxi = gxbegin; gxi < gxend; ++gxi)
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for (uint gyi = gybegin; gyi < gyend; ++gyi)
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if (map.HasGridMap(itr.Key, gxi, gyi))
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return itr.Key;
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foreach (var visibleMap in phaseShift.VisibleMapIds)
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if (map.HasChildMapGridFile(visibleMap.Key, gx, gy))
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return visibleMap.Key;
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return map.GetId();
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}
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