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refactor(Core/InstanceScript): refactored load and save methods (#14977)
Co-authored-by: joschiwald <736792+joschiwald@users.noreply.github.com>
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@@ -148,14 +148,14 @@ public:
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//On creation, NOT load.
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virtual void Initialize() {}
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//On load
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virtual void Load(char const* data) { LoadBossState(data); }
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// On load
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virtual void Load(char const* data);
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//Called when creature is Looted
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virtual void CreatureLooted(Creature* /*creature*/, LootType) {}
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//When save is needed, this function generates the data
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virtual std::string GetSaveData() { return GetBossSaveData(); }
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// When save is needed, this function generates the data
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virtual std::string GetSaveData();
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void SaveToDB();
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@@ -255,6 +255,7 @@ public:
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// Allows to perform particular actions
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virtual void DoAction(int32 /*action*/) {}
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protected:
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void SetHeaders(std::string const& dataHeaders);
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void SetBossNumber(uint32 number) { bosses.resize(number); }
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void LoadBossBoundaries(BossBoundaryData const& data);
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void LoadDoorData(DoorData const* data);
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@@ -271,11 +272,18 @@ protected:
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void UpdateDoorState(GameObject* door);
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void UpdateMinionState(Creature* minion, EncounterState state);
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void LoadBossState(char const* data);
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std::string GetBossSaveData();
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// Instance Load and Save
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bool ReadSaveDataHeaders(std::istringstream& data);
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void ReadSaveDataBossStates(std::istringstream& data);
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virtual void ReadSaveDataMore(std::istringstream& /*data*/) { }
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void WriteSaveDataHeaders(std::ostringstream& data);
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void WriteSaveDataBossStates(std::ostringstream& data);
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virtual void WriteSaveDataMore(std::ostringstream& /*data*/) { }
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private:
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static void LoadObjectData(ObjectData const* creatureData, ObjectInfoMap& objectInfo);
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std::vector<char> headers;
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std::vector<BossInfo> bosses;
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DoorInfoMap doors;
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MinionInfoMap minions;
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