fix(Core/Map): Dynamic respawns: preserve original respawn timer and skip rares (#21440)

This commit is contained in:
Andrew
2025-02-14 07:30:59 -03:00
committed by GitHub
parent db9b4cf0c6
commit 062f9c4341
4 changed files with 17 additions and 15 deletions

View File

@@ -2658,38 +2658,40 @@ void Map::SendObjectUpdates()
}
}
void Map::ApplyDynamicModeRespawnScaling(WorldObject const* obj, uint32& respawnDelay) const
uint32 Map::ApplyDynamicModeRespawnScaling(WorldObject const* obj, uint32 respawnDelay) const
{
ASSERT(obj->GetMap() == this);
float rate = sWorld->getFloatConfig(obj->IsGameObject() ? CONFIG_RESPAWN_DYNAMICRATE_GAMEOBJECT : CONFIG_RESPAWN_DYNAMICRATE_CREATURE);
if (rate == 1.0f)
return;
return respawnDelay;
// No instanced maps (dungeons, battlegrounds, arenas etc.)
if (obj->GetMap()->Instanceable())
return;
return respawnDelay;
// No quest givers or world bosses
if (Creature const* creature = obj->ToCreature())
if (creature->IsQuestGiver() || creature->isWorldBoss())
return;
if (creature->IsQuestGiver() || creature->isWorldBoss()
|| (creature->GetCreatureTemplate()->rank == CREATURE_ELITE_RARE)
|| (creature->GetCreatureTemplate()->rank == CREATURE_ELITE_RAREELITE))
return respawnDelay;
auto it = _zonePlayerCountMap.find(obj->GetZoneId());
if (it == _zonePlayerCountMap.end())
return;
return respawnDelay;
uint32 const playerCount = it->second;
if (!playerCount)
return;
return respawnDelay;
double const adjustFactor = rate / playerCount;
if (adjustFactor >= 1.0) // nothing to do here
return;
return respawnDelay;
uint32 const timeMinimum = sWorld->getIntConfig(obj->IsGameObject() ? CONFIG_RESPAWN_DYNAMICMINIMUM_GAMEOBJECT : CONFIG_RESPAWN_DYNAMICMINIMUM_CREATURE);
if (respawnDelay <= timeMinimum)
return;
return respawnDelay;
respawnDelay = std::max<uint32>(std::ceil(respawnDelay * adjustFactor), timeMinimum);
return std::max<uint32>(std::ceil(respawnDelay * adjustFactor), timeMinimum);
}
void Map::DelayedUpdate(const uint32 t_diff)