Core/WorldStates: Allow setting "hidden" field of SMSG_UPDATE_WORLD_STATE
Port From (https://github.com/TrinityCore/TrinityCore/commit/de26cafbbe1b355b69ec871f4fee0704a3ef29a5)
This commit is contained in:
@@ -82,14 +82,14 @@ namespace Game.BattleFields
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void loadSavedWorldState(WorldStates id)
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{
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Global.WorldStateMgr.SetValue(id, (int)Global.WorldMgr.GetWorldState(id), m_Map);
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Global.WorldStateMgr.SetValue(id, (int)Global.WorldMgr.GetWorldState(id), false, m_Map);
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}
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loadSavedWorldState(WorldStates.BattlefieldWgShowTimeNextBattle);
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loadSavedWorldState(WorldStates.BattlefieldWgDefender);
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Global.WorldStateMgr.SetValue(WorldStates.BattlefieldWgAttacker, (int)GetAttackerTeam(), m_Map);
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Global.WorldStateMgr.SetValue(WGConst.ClockWorldState[0], (int)(GameTime.GetGameTime() + m_Timer / Time.InMilliseconds), m_Map);
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Global.WorldStateMgr.SetValue(WGConst.ClockWorldState[1], (int)(GameTime.GetGameTime() + m_Timer / Time.InMilliseconds), m_Map);
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Global.WorldStateMgr.SetValue(WorldStates.BattlefieldWgAttacker, (int)GetAttackerTeam(), false, m_Map);
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Global.WorldStateMgr.SetValue(WGConst.ClockWorldState[0], (int)(GameTime.GetGameTime() + m_Timer / Time.InMilliseconds), false, m_Map);
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Global.WorldStateMgr.SetValue(WGConst.ClockWorldState[1], (int)(GameTime.GetGameTime() + m_Timer / Time.InMilliseconds), false, m_Map);
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loadSavedWorldState(WorldStates.BattlefieldWgAttackedA);
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loadSavedWorldState(WorldStates.BattlefieldWgDefendedA);
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loadSavedWorldState(WorldStates.BattlefieldWgAttackedH);
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@@ -210,11 +210,11 @@ namespace Game.BattleFields
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else
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Log.outError(LogFilter.Battlefield, "WG: Failed to spawn titan relic.");
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Global.WorldStateMgr.SetValue(WorldStates.BattlefieldWgAttacker, (int)GetAttackerTeam(), m_Map);
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Global.WorldStateMgr.SetValue(WorldStates.BattlefieldWgDefender, (int)GetDefenderTeam(), m_Map);
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Global.WorldStateMgr.SetValue(WorldStates.BattlefieldWgShowTimeNextBattle, 0, m_Map);
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Global.WorldStateMgr.SetValue(WorldStates.BattlefieldWgShowTimeBattleEnd, 1, m_Map);
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Global.WorldStateMgr.SetValue(WGConst.ClockWorldState[0], (int)(GameTime.GetGameTime() + m_Timer / Time.InMilliseconds), m_Map);
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Global.WorldStateMgr.SetValue(WorldStates.BattlefieldWgAttacker, (int)GetAttackerTeam(), false, m_Map);
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Global.WorldStateMgr.SetValue(WorldStates.BattlefieldWgDefender, (int)GetDefenderTeam(), false, m_Map);
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Global.WorldStateMgr.SetValue(WorldStates.BattlefieldWgShowTimeNextBattle, 0, false, m_Map);
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Global.WorldStateMgr.SetValue(WorldStates.BattlefieldWgShowTimeBattleEnd, 1, false, m_Map);
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Global.WorldStateMgr.SetValue(WGConst.ClockWorldState[0], (int)(GameTime.GetGameTime() + m_Timer / Time.InMilliseconds), false, m_Map);
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// Update tower visibility and update faction
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foreach (var guid in CanonList)
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@@ -316,12 +316,12 @@ namespace Game.BattleFields
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else
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worldStateId = GetDefenderTeam() == TeamId.Horde ? WorldStates.BattlefieldWgAttackedH : WorldStates.BattlefieldWgAttackedA;
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Global.WorldStateMgr.SetValue(worldStateId, Global.WorldStateMgr.GetValue((int)worldStateId, m_Map) + 1, m_Map);
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Global.WorldStateMgr.SetValue(worldStateId, Global.WorldStateMgr.GetValue((int)worldStateId, m_Map) + 1, false, m_Map);
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}
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Global.WorldStateMgr.SetValue(WorldStates.BattlefieldWgShowTimeNextBattle, 1, m_Map);
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Global.WorldStateMgr.SetValue(WorldStates.BattlefieldWgShowTimeBattleEnd, 0, m_Map);
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Global.WorldStateMgr.SetValue(WGConst.ClockWorldState[1], (int)(GameTime.GetGameTime() + m_Timer / Time.InMilliseconds), m_Map);
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Global.WorldStateMgr.SetValue(WorldStates.BattlefieldWgShowTimeNextBattle, 1, false, m_Map);
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Global.WorldStateMgr.SetValue(WorldStates.BattlefieldWgShowTimeBattleEnd, 0, false, m_Map);
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Global.WorldStateMgr.SetValue(WGConst.ClockWorldState[1], (int)(GameTime.GetGameTime() + m_Timer / Time.InMilliseconds), false, m_Map);
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// Remove turret
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foreach (var guid in CanonList)
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@@ -841,7 +841,7 @@ namespace Game.BattleFields
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else
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m_Timer -= 600000;
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Global.WorldStateMgr.SetValue(WGConst.ClockWorldState[0], (int)(GameTime.GetGameTime() + m_Timer / Time.InMilliseconds), m_Map);
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Global.WorldStateMgr.SetValue(WGConst.ClockWorldState[0], (int)(GameTime.GetGameTime() + m_Timer / Time.InMilliseconds), false, m_Map);
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}
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}
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else // Keep tower
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@@ -903,10 +903,10 @@ namespace Game.BattleFields
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// Update vehicle count WorldState to player
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void UpdateVehicleCountWG()
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{
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Global.WorldStateMgr.SetValue(WorldStates.BattlefieldWgVehicleH, (int)GetData(WGData.VehicleH), m_Map);
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Global.WorldStateMgr.SetValue(WorldStates.BattlefieldWgMaxVehicleH, (int)GetData(WGData.MaxVehicleH), m_Map);
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Global.WorldStateMgr.SetValue(WorldStates.BattlefieldWgVehicleA, (int)GetData(WGData.VehicleA), m_Map);
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Global.WorldStateMgr.SetValue(WorldStates.BattlefieldWgMaxVehicleA, (int)GetData(WGData.MaxVehicleA), m_Map);
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Global.WorldStateMgr.SetValue(WorldStates.BattlefieldWgVehicleH, (int)GetData(WGData.VehicleH), false, m_Map);
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Global.WorldStateMgr.SetValue(WorldStates.BattlefieldWgMaxVehicleH, (int)GetData(WGData.MaxVehicleH), false, m_Map);
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Global.WorldStateMgr.SetValue(WorldStates.BattlefieldWgVehicleA, (int)GetData(WGData.VehicleA), false, m_Map);
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Global.WorldStateMgr.SetValue(WorldStates.BattlefieldWgMaxVehicleA, (int)GetData(WGData.MaxVehicleA), false, m_Map);
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}
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void UpdateTenacity()
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@@ -1080,7 +1080,7 @@ namespace Game.BattleFields
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// Update worldstate
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_state = WGGameObjectState.AllianceIntact - ((int)_teamControl * 3);
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Global.WorldStateMgr.SetValue(_worldState, (int)_state, _wg.GetMap());
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Global.WorldStateMgr.SetValue(_worldState, (int)_state, false, _wg.GetMap());
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}
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UpdateCreatureAndGo();
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build.SetFaction(WGConst.WintergraspFaction[_teamControl]);
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@@ -1106,7 +1106,7 @@ namespace Game.BattleFields
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{
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// Update worldstate
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_state = WGGameObjectState.AllianceDamage - ((int)_teamControl * 3);
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Global.WorldStateMgr.SetValue(_worldState, (int)_state, _wg.GetMap());
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Global.WorldStateMgr.SetValue(_worldState, (int)_state, false, _wg.GetMap());
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// Send warning message
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if (_staticTowerInfo != null) // tower damage + name
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@@ -1137,7 +1137,7 @@ namespace Game.BattleFields
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{
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// Update worldstate
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_state = WGGameObjectState.AllianceDestroy - ((int)_teamControl * 3);
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Global.WorldStateMgr.SetValue(_worldState, (int)_state, _wg.GetMap());
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Global.WorldStateMgr.SetValue(_worldState, (int)_state, false, _wg.GetMap());
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// Warn players
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if (_staticTowerInfo != null)
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@@ -1194,7 +1194,7 @@ namespace Game.BattleFields
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}
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_state = (WGGameObjectState)Global.WorldMgr.GetWorldState(_worldState);
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Global.WorldStateMgr.SetValue(_worldState, (int)_state, _wg.GetMap());
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Global.WorldStateMgr.SetValue(_worldState, (int)_state, false, _wg.GetMap());
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switch (_state)
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{
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case WGGameObjectState.NeutralIntact:
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@@ -1505,7 +1505,7 @@ namespace Game.BattleFields
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{
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// Updating worldstate
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_state = WGGameObjectState.AllianceIntact;
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Global.WorldStateMgr.SetValue(_staticInfo.WorldStateId, (int)_state, _wg.GetMap());
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Global.WorldStateMgr.SetValue(_staticInfo.WorldStateId, (int)_state, false, _wg.GetMap());
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// Warning message
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if (!init)
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@@ -1525,7 +1525,7 @@ namespace Game.BattleFields
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{
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// Update worldstate
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_state = WGGameObjectState.HordeIntact;
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Global.WorldStateMgr.SetValue(_staticInfo.WorldStateId, (int)_state, _wg.GetMap());
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Global.WorldStateMgr.SetValue(_staticInfo.WorldStateId, (int)_state, false, _wg.GetMap());
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// Warning message
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if (!init)
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