Core/Objects: Cleanup SmoothPhasing code - move to separate files and better integrate it with visibility system
Port From (https://github.com/TrinityCore/TrinityCore/commit/70442041300bb0a1146717497fd5f771d874befa)
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@@ -167,9 +167,11 @@ namespace Game.Maps
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public class VisibleChangesNotifier : Notifier
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{
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public VisibleChangesNotifier(WorldObject obj)
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ICollection<WorldObject> i_objects;
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public VisibleChangesNotifier(ICollection<WorldObject> objects)
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{
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i_object = obj;
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i_objects = objects;
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}
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public override void Visit(IList<Player> objs)
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@@ -177,19 +179,14 @@ namespace Game.Maps
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for (var i = 0; i < objs.Count; ++i)
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{
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Player player = objs[i];
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if (player.GetGUID() == i_object.GetGUID())
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return;
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player.UpdateVisibilityOf(i_object);
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player.UpdateVisibilityOf(i_objects);
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if (player.HasSharedVision())
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foreach (var visionPlayer in player.GetSharedVisionList())
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{
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foreach (var visionPlayer in player.GetSharedVisionList())
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{
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if (visionPlayer.seerView == player)
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visionPlayer.UpdateVisibilityOf(i_object);
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}
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}
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if (visionPlayer.seerView == player)
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visionPlayer.UpdateVisibilityOf(i_objects);
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}
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}
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}
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@@ -198,12 +195,9 @@ namespace Game.Maps
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for (var i = 0; i < objs.Count; ++i)
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{
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Creature creature = objs[i];
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if (creature.HasSharedVision())
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{
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foreach (var visionPlayer in creature.GetSharedVisionList())
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if (visionPlayer.seerView == creature)
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visionPlayer.UpdateVisibilityOf(i_object);
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}
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foreach (var visionPlayer in creature.GetSharedVisionList())
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if (visionPlayer.seerView == creature)
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visionPlayer.UpdateVisibilityOf(i_objects);
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}
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}
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@@ -217,12 +211,10 @@ namespace Game.Maps
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{
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Player pl = caster.ToPlayer();
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if (pl && pl.seerView == dynamicObject)
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pl.UpdateVisibilityOf(i_object);
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pl.UpdateVisibilityOf(i_objects);
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}
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}
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}
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WorldObject i_object;
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}
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public class PlayerRelocationNotifier : VisibleNotifier
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