Core/Graveyards: Fix graveyards in subzones when there is no valid graveyard in that subzone
Port From (https://github.com/TrinityCore/TrinityCore/commit/7ba4e2df84e4ddefb080f71685294c619a8397de)
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@@ -864,6 +864,26 @@ namespace Game
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}
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}
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var graveyard = GetClosestGraveyardInZone(location, team, conditionObject, zoneId);
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var zoneEntry = CliDB.AreaTableStorage.LookupByKey(zoneId);
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var parentEntry = CliDB.AreaTableStorage.LookupByKey(zoneEntry.ParentAreaID);
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while (graveyard == null && parentEntry != null)
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{
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graveyard = GetClosestGraveyardInZone(location, team, conditionObject, parentEntry.Id);
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if (graveyard == null && parentEntry.ParentAreaID != 0)
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parentEntry = CliDB.AreaTableStorage.LookupByKey(parentEntry.ParentAreaID);
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else // nothing found, cant look further, give up.
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parentEntry = null;
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}
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return graveyard;
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}
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WorldSafeLocsEntry GetClosestGraveyardInZone(WorldLocation location, Team team, WorldObject conditionObject, uint zoneId)
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{
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location.GetPosition(out float x, out float y, out float z);
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uint MapId = location.GetMapId();
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// Simulate std. algorithm:
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// found some graveyard associated to (ghost_zone, ghost_map)
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//
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@@ -981,6 +1001,7 @@ namespace Game
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return entryFar;
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}
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public GraveYardData FindGraveYardData(uint id, uint zoneId)
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{
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var range = GraveYardStorage.LookupByKey(zoneId);
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@@ -991,6 +1012,7 @@ namespace Game
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}
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return null;
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}
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public WorldSafeLocsEntry GetWorldSafeLoc(uint id)
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{
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return _worldSafeLocs.LookupByKey(id);
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