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:
hondacrx
2022-07-09 12:37:04 -04:00
parent 5404654d65
commit c6ecb00c0a
5 changed files with 40 additions and 38 deletions
+1 -1
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@@ -601,7 +601,7 @@ namespace Game.Maps
public void DoUpdateWorldState(uint worldStateId, int value) public void DoUpdateWorldState(uint worldStateId, int value)
{ {
Global.WorldStateMgr.SetValue(worldStateId, value, instance); Global.WorldStateMgr.SetValue(worldStateId, value, false, instance);
} }
// Send Notify to all players in instance // Send Notify to all players in instance
+2 -1
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@@ -584,7 +584,7 @@ namespace Game.Maps
public Dictionary<int, int> GetWorldStateValues() { return _worldStateValues; } public Dictionary<int, int> GetWorldStateValues() { return _worldStateValues; }
public void SetWorldStateValue(int worldStateId, int value) public void SetWorldStateValue(int worldStateId, int value, bool hidden)
{ {
int oldValue = _worldStateValues.LookupByKey(worldStateId); int oldValue = _worldStateValues.LookupByKey(worldStateId);
_worldStateValues[worldStateId] = value; _worldStateValues[worldStateId] = value;
@@ -597,6 +597,7 @@ namespace Game.Maps
UpdateWorldState updateWorldState = new(); UpdateWorldState updateWorldState = new();
updateWorldState.VariableID = (uint)worldStateId; updateWorldState.VariableID = (uint)worldStateId;
updateWorldState.Value = value; updateWorldState.Value = value;
updateWorldState.Hidden = hidden;
updateWorldState.Write(); updateWorldState.Write();
foreach (var player in GetPlayers()) foreach (var player in GetPlayers())
+6 -6
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@@ -896,8 +896,8 @@ namespace Game
LoadWorldStates(); LoadWorldStates();
// TODO: this is temporary until custom world states are purged from old world state saved values // TODO: this is temporary until custom world states are purged from old world state saved values
Global.WorldStateMgr.SetValue(WorldStates.WarModeHordeBuffValue, (int)GetWorldState(WorldStates.WarModeHordeBuffValue), null); Global.WorldStateMgr.SetValue(WorldStates.WarModeHordeBuffValue, (int)GetWorldState(WorldStates.WarModeHordeBuffValue), false, null);
Global.WorldStateMgr.SetValue(WorldStates.WarModeAllianceBuffValue, (int)GetWorldState(WorldStates.WarModeAllianceBuffValue), null); Global.WorldStateMgr.SetValue(WorldStates.WarModeAllianceBuffValue, (int)GetWorldState(WorldStates.WarModeAllianceBuffValue), false, null);
Global.ObjectMgr.LoadPhases(); Global.ObjectMgr.LoadPhases();
@@ -1258,8 +1258,8 @@ namespace Game
public void SetForcedWarModeFactionBalanceState(int team, int reward = 0) public void SetForcedWarModeFactionBalanceState(int team, int reward = 0)
{ {
Global.WorldStateMgr.SetValue(WorldStates.WarModeHordeBuffValue, 10 + (team == TeamId.Alliance ? reward : 0), null); Global.WorldStateMgr.SetValue(WorldStates.WarModeHordeBuffValue, 10 + (team == TeamId.Alliance ? reward : 0), false, null);
Global.WorldStateMgr.SetValue(WorldStates.WarModeAllianceBuffValue, 10 + (team == TeamId.Horde ? reward : 0), null); Global.WorldStateMgr.SetValue(WorldStates.WarModeAllianceBuffValue, 10 + (team == TeamId.Horde ? reward : 0), false, null);
// save to db // save to db
SetWorldState(WorldStates.WarModeHordeBuffValue, Global.WorldStateMgr.GetValue(WorldStates.WarModeHordeBuffValue, null)); SetWorldState(WorldStates.WarModeHordeBuffValue, Global.WorldStateMgr.GetValue(WorldStates.WarModeHordeBuffValue, null));
@@ -2533,8 +2533,8 @@ namespace Game
outnumberedFactionReward = 5; outnumberedFactionReward = 5;
} }
Global.WorldStateMgr.SetValue(WorldStates.WarModeHordeBuffValue, 10 + (dominantFaction == TeamId.Alliance ? outnumberedFactionReward : 0), null); Global.WorldStateMgr.SetValue(WorldStates.WarModeHordeBuffValue, 10 + (dominantFaction == TeamId.Alliance ? outnumberedFactionReward : 0), false, null);
Global.WorldStateMgr.SetValue(WorldStates.WarModeAllianceBuffValue, 10 + (dominantFaction == TeamId.Horde ? outnumberedFactionReward : 0), null); Global.WorldStateMgr.SetValue(WorldStates.WarModeAllianceBuffValue, 10 + (dominantFaction == TeamId.Horde ? outnumberedFactionReward : 0), false, null);
// save to db // save to db
SetWorldState(WorldStates.WarModeHordeBuffValue, Global.WorldStateMgr.GetValue(WorldStates.WarModeHordeBuffValue, null)); SetWorldState(WorldStates.WarModeHordeBuffValue, Global.WorldStateMgr.GetValue(WorldStates.WarModeHordeBuffValue, null));
+7 -6
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@@ -160,17 +160,17 @@ namespace Game
return map.GetWorldStateValue(worldStateId); return map.GetWorldStateValue(worldStateId);
} }
public void SetValue(WorldStates worldStateId, int value, Map map) public void SetValue(WorldStates worldStateId, int value, bool hidden, Map map)
{ {
SetValue((int)worldStateId, value, map); SetValue((int)worldStateId, value, hidden, map);
} }
public void SetValue(uint worldStateId, int value, Map map) public void SetValue(uint worldStateId, int value, bool hidden, Map map)
{ {
SetValue((int)worldStateId, value, map); SetValue((int)worldStateId, value, hidden, map);
} }
public void SetValue(int worldStateId, int value, Map map) public void SetValue(int worldStateId, int value, bool hidden, Map map)
{ {
WorldStateTemplate worldStateTemplate = GetWorldStateTemplate(worldStateId); WorldStateTemplate worldStateTemplate = GetWorldStateTemplate(worldStateId);
if (worldStateTemplate == null || worldStateTemplate.MapIds.Empty()) if (worldStateTemplate == null || worldStateTemplate.MapIds.Empty())
@@ -185,6 +185,7 @@ namespace Game
UpdateWorldState updateWorldState = new(); UpdateWorldState updateWorldState = new();
updateWorldState.VariableID = (uint)worldStateId; updateWorldState.VariableID = (uint)worldStateId;
updateWorldState.Value = value; updateWorldState.Value = value;
updateWorldState.Hidden = hidden;
Global.WorldMgr.SendGlobalMessage(updateWorldState); Global.WorldMgr.SendGlobalMessage(updateWorldState);
return; return;
} }
@@ -192,7 +193,7 @@ namespace Game
if (!worldStateTemplate.MapIds.Contains(map.GetId())) if (!worldStateTemplate.MapIds.Contains(map.GetId()))
return; return;
map.SetWorldStateValue(worldStateId, value); map.SetWorldStateValue(worldStateId, value, hidden);
} }
public Dictionary<int, int> GetInitialWorldStatesForMap(Map map) public Dictionary<int, int> GetInitialWorldStatesForMap(Map map)
+24 -24
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@@ -82,14 +82,14 @@ namespace Game.BattleFields
void loadSavedWorldState(WorldStates id) void loadSavedWorldState(WorldStates id)
{ {
Global.WorldStateMgr.SetValue(id, (int)Global.WorldMgr.GetWorldState(id), m_Map); Global.WorldStateMgr.SetValue(id, (int)Global.WorldMgr.GetWorldState(id), false, m_Map);
} }
loadSavedWorldState(WorldStates.BattlefieldWgShowTimeNextBattle); loadSavedWorldState(WorldStates.BattlefieldWgShowTimeNextBattle);
loadSavedWorldState(WorldStates.BattlefieldWgDefender); loadSavedWorldState(WorldStates.BattlefieldWgDefender);
Global.WorldStateMgr.SetValue(WorldStates.BattlefieldWgAttacker, (int)GetAttackerTeam(), m_Map); Global.WorldStateMgr.SetValue(WorldStates.BattlefieldWgAttacker, (int)GetAttackerTeam(), false, m_Map);
Global.WorldStateMgr.SetValue(WGConst.ClockWorldState[0], (int)(GameTime.GetGameTime() + m_Timer / Time.InMilliseconds), m_Map); Global.WorldStateMgr.SetValue(WGConst.ClockWorldState[0], (int)(GameTime.GetGameTime() + m_Timer / Time.InMilliseconds), false, m_Map);
Global.WorldStateMgr.SetValue(WGConst.ClockWorldState[1], (int)(GameTime.GetGameTime() + m_Timer / Time.InMilliseconds), m_Map); Global.WorldStateMgr.SetValue(WGConst.ClockWorldState[1], (int)(GameTime.GetGameTime() + m_Timer / Time.InMilliseconds), false, m_Map);
loadSavedWorldState(WorldStates.BattlefieldWgAttackedA); loadSavedWorldState(WorldStates.BattlefieldWgAttackedA);
loadSavedWorldState(WorldStates.BattlefieldWgDefendedA); loadSavedWorldState(WorldStates.BattlefieldWgDefendedA);
loadSavedWorldState(WorldStates.BattlefieldWgAttackedH); loadSavedWorldState(WorldStates.BattlefieldWgAttackedH);
@@ -210,11 +210,11 @@ namespace Game.BattleFields
else else
Log.outError(LogFilter.Battlefield, "WG: Failed to spawn titan relic."); Log.outError(LogFilter.Battlefield, "WG: Failed to spawn titan relic.");
Global.WorldStateMgr.SetValue(WorldStates.BattlefieldWgAttacker, (int)GetAttackerTeam(), m_Map); Global.WorldStateMgr.SetValue(WorldStates.BattlefieldWgAttacker, (int)GetAttackerTeam(), false, m_Map);
Global.WorldStateMgr.SetValue(WorldStates.BattlefieldWgDefender, (int)GetDefenderTeam(), m_Map); Global.WorldStateMgr.SetValue(WorldStates.BattlefieldWgDefender, (int)GetDefenderTeam(), false, m_Map);
Global.WorldStateMgr.SetValue(WorldStates.BattlefieldWgShowTimeNextBattle, 0, m_Map); Global.WorldStateMgr.SetValue(WorldStates.BattlefieldWgShowTimeNextBattle, 0, false, m_Map);
Global.WorldStateMgr.SetValue(WorldStates.BattlefieldWgShowTimeBattleEnd, 1, m_Map); Global.WorldStateMgr.SetValue(WorldStates.BattlefieldWgShowTimeBattleEnd, 1, false, m_Map);
Global.WorldStateMgr.SetValue(WGConst.ClockWorldState[0], (int)(GameTime.GetGameTime() + m_Timer / Time.InMilliseconds), m_Map); Global.WorldStateMgr.SetValue(WGConst.ClockWorldState[0], (int)(GameTime.GetGameTime() + m_Timer / Time.InMilliseconds), false, m_Map);
// Update tower visibility and update faction // Update tower visibility and update faction
foreach (var guid in CanonList) foreach (var guid in CanonList)
@@ -316,12 +316,12 @@ namespace Game.BattleFields
else else
worldStateId = GetDefenderTeam() == TeamId.Horde ? WorldStates.BattlefieldWgAttackedH : WorldStates.BattlefieldWgAttackedA; worldStateId = GetDefenderTeam() == TeamId.Horde ? WorldStates.BattlefieldWgAttackedH : WorldStates.BattlefieldWgAttackedA;
Global.WorldStateMgr.SetValue(worldStateId, Global.WorldStateMgr.GetValue((int)worldStateId, m_Map) + 1, m_Map); Global.WorldStateMgr.SetValue(worldStateId, Global.WorldStateMgr.GetValue((int)worldStateId, m_Map) + 1, false, m_Map);
} }
Global.WorldStateMgr.SetValue(WorldStates.BattlefieldWgShowTimeNextBattle, 1, m_Map); Global.WorldStateMgr.SetValue(WorldStates.BattlefieldWgShowTimeNextBattle, 1, false, m_Map);
Global.WorldStateMgr.SetValue(WorldStates.BattlefieldWgShowTimeBattleEnd, 0, m_Map); Global.WorldStateMgr.SetValue(WorldStates.BattlefieldWgShowTimeBattleEnd, 0, false, m_Map);
Global.WorldStateMgr.SetValue(WGConst.ClockWorldState[1], (int)(GameTime.GetGameTime() + m_Timer / Time.InMilliseconds), m_Map); Global.WorldStateMgr.SetValue(WGConst.ClockWorldState[1], (int)(GameTime.GetGameTime() + m_Timer / Time.InMilliseconds), false, m_Map);
// Remove turret // Remove turret
foreach (var guid in CanonList) foreach (var guid in CanonList)
@@ -841,7 +841,7 @@ namespace Game.BattleFields
else else
m_Timer -= 600000; m_Timer -= 600000;
Global.WorldStateMgr.SetValue(WGConst.ClockWorldState[0], (int)(GameTime.GetGameTime() + m_Timer / Time.InMilliseconds), m_Map); Global.WorldStateMgr.SetValue(WGConst.ClockWorldState[0], (int)(GameTime.GetGameTime() + m_Timer / Time.InMilliseconds), false, m_Map);
} }
} }
else // Keep tower else // Keep tower
@@ -903,10 +903,10 @@ namespace Game.BattleFields
// Update vehicle count WorldState to player // Update vehicle count WorldState to player
void UpdateVehicleCountWG() void UpdateVehicleCountWG()
{ {
Global.WorldStateMgr.SetValue(WorldStates.BattlefieldWgVehicleH, (int)GetData(WGData.VehicleH), m_Map); Global.WorldStateMgr.SetValue(WorldStates.BattlefieldWgVehicleH, (int)GetData(WGData.VehicleH), false, m_Map);
Global.WorldStateMgr.SetValue(WorldStates.BattlefieldWgMaxVehicleH, (int)GetData(WGData.MaxVehicleH), m_Map); Global.WorldStateMgr.SetValue(WorldStates.BattlefieldWgMaxVehicleH, (int)GetData(WGData.MaxVehicleH), false, m_Map);
Global.WorldStateMgr.SetValue(WorldStates.BattlefieldWgVehicleA, (int)GetData(WGData.VehicleA), m_Map); Global.WorldStateMgr.SetValue(WorldStates.BattlefieldWgVehicleA, (int)GetData(WGData.VehicleA), false, m_Map);
Global.WorldStateMgr.SetValue(WorldStates.BattlefieldWgMaxVehicleA, (int)GetData(WGData.MaxVehicleA), m_Map); Global.WorldStateMgr.SetValue(WorldStates.BattlefieldWgMaxVehicleA, (int)GetData(WGData.MaxVehicleA), false, m_Map);
} }
void UpdateTenacity() void UpdateTenacity()
@@ -1080,7 +1080,7 @@ namespace Game.BattleFields
// Update worldstate // Update worldstate
_state = WGGameObjectState.AllianceIntact - ((int)_teamControl * 3); _state = WGGameObjectState.AllianceIntact - ((int)_teamControl * 3);
Global.WorldStateMgr.SetValue(_worldState, (int)_state, _wg.GetMap()); Global.WorldStateMgr.SetValue(_worldState, (int)_state, false, _wg.GetMap());
} }
UpdateCreatureAndGo(); UpdateCreatureAndGo();
build.SetFaction(WGConst.WintergraspFaction[_teamControl]); build.SetFaction(WGConst.WintergraspFaction[_teamControl]);
@@ -1106,7 +1106,7 @@ namespace Game.BattleFields
{ {
// Update worldstate // Update worldstate
_state = WGGameObjectState.AllianceDamage - ((int)_teamControl * 3); _state = WGGameObjectState.AllianceDamage - ((int)_teamControl * 3);
Global.WorldStateMgr.SetValue(_worldState, (int)_state, _wg.GetMap()); Global.WorldStateMgr.SetValue(_worldState, (int)_state, false, _wg.GetMap());
// Send warning message // Send warning message
if (_staticTowerInfo != null) // tower damage + name if (_staticTowerInfo != null) // tower damage + name
@@ -1137,7 +1137,7 @@ namespace Game.BattleFields
{ {
// Update worldstate // Update worldstate
_state = WGGameObjectState.AllianceDestroy - ((int)_teamControl * 3); _state = WGGameObjectState.AllianceDestroy - ((int)_teamControl * 3);
Global.WorldStateMgr.SetValue(_worldState, (int)_state, _wg.GetMap()); Global.WorldStateMgr.SetValue(_worldState, (int)_state, false, _wg.GetMap());
// Warn players // Warn players
if (_staticTowerInfo != null) if (_staticTowerInfo != null)
@@ -1194,7 +1194,7 @@ namespace Game.BattleFields
} }
_state = (WGGameObjectState)Global.WorldMgr.GetWorldState(_worldState); _state = (WGGameObjectState)Global.WorldMgr.GetWorldState(_worldState);
Global.WorldStateMgr.SetValue(_worldState, (int)_state, _wg.GetMap()); Global.WorldStateMgr.SetValue(_worldState, (int)_state, false, _wg.GetMap());
switch (_state) switch (_state)
{ {
case WGGameObjectState.NeutralIntact: case WGGameObjectState.NeutralIntact:
@@ -1505,7 +1505,7 @@ namespace Game.BattleFields
{ {
// Updating worldstate // Updating worldstate
_state = WGGameObjectState.AllianceIntact; _state = WGGameObjectState.AllianceIntact;
Global.WorldStateMgr.SetValue(_staticInfo.WorldStateId, (int)_state, _wg.GetMap()); Global.WorldStateMgr.SetValue(_staticInfo.WorldStateId, (int)_state, false, _wg.GetMap());
// Warning message // Warning message
if (!init) if (!init)
@@ -1525,7 +1525,7 @@ namespace Game.BattleFields
{ {
// Update worldstate // Update worldstate
_state = WGGameObjectState.HordeIntact; _state = WGGameObjectState.HordeIntact;
Global.WorldStateMgr.SetValue(_staticInfo.WorldStateId, (int)_state, _wg.GetMap()); Global.WorldStateMgr.SetValue(_staticInfo.WorldStateId, (int)_state, false, _wg.GetMap());
// Warning message // Warning message
if (!init) if (!init)