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fix(Core/Events): Prevent seasonal quests from resetting at server re… (#9708)
* fix(Core/Events): Prevent seasonal quests from resetting at server restart. Source: TrinityCore. Fixes #6973 * Update. * Update. * Update.
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@@ -153,6 +153,13 @@ bool GameEventMgr::StartEvent(uint16 event_id, bool overwrite)
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if (IsActiveEvent(event_id))
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sScriptMgr->OnGameEventStart(event_id);
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// When event is started, set its worldstate to current time
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auto itr = _gameEventSeasonalQuestsMap.find(event_id);
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if (itr != _gameEventSeasonalQuestsMap.end() && !itr->second.empty())
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{
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sWorld->setWorldState(event_id, sWorld->GetGameTime());
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}
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return false;
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}
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else
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@@ -191,6 +198,9 @@ void GameEventMgr::StopEvent(uint16 event_id, bool overwrite)
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RemoveActiveEvent(event_id);
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UnApplyEvent(event_id);
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// When event is stopped, clean up its worldstate
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sWorld->setWorldState(event_id, 0);
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if (overwrite && !serverwide_evt)
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{
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data.start = time(nullptr) - data.length * MINUTE;
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@@ -832,6 +842,7 @@ void GameEventMgr::LoadFromDB()
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}
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questTemplate->SetEventIdForQuest((uint16)eventEntry);
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_gameEventSeasonalQuestsMap[eventEntry].push_back(questId);
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++count;
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} while (result->NextRow());
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@@ -1150,6 +1161,9 @@ uint32 GameEventMgr::Update() // return the next e
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}
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else
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{
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// If event is inactive, periodically clean up its worldstate
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sWorld->setWorldState(itr, 0);
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if (IsActiveEvent(itr))
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{
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// Xinef: do not deactivate internal events on whim
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@@ -1207,8 +1221,6 @@ void GameEventMgr::UnApplyEvent(uint16 event_id)
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UpdateEventNPCVendor(event_id, false);
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// update bg holiday
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UpdateBattlegroundSettings();
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// check for seasonal quest reset.
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sWorld->ResetEventSeasonalQuests(event_id);
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}
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void GameEventMgr::ApplyNewEvent(uint16 event_id)
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@@ -1238,6 +1250,13 @@ void GameEventMgr::ApplyNewEvent(uint16 event_id)
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UpdateEventNPCVendor(event_id, true);
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// update bg holiday
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UpdateBattlegroundSettings();
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// If event's worldstate is 0, it means the event hasn't been started yet. In that case, reset seasonal quests.
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// When event ends (if it expires or if it's stopped via commands) worldstate will be set to 0 again, ready for another seasonal quest reset.
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if (sWorld->getWorldState(event_id) == 0)
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{
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sWorld->ResetEventSeasonalQuests(event_id);
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}
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}
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void GameEventMgr::UpdateEventNPCFlags(uint16 event_id)
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@@ -161,6 +161,7 @@ private:
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typedef std::list<GuidNPCFlagPair> NPCFlagList;
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typedef std::vector<NPCFlagList> GameEventNPCFlagMap;
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typedef std::vector<uint32> GameEventBitmask;
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typedef std::unordered_map<uint32, std::vector<uint32>> GameEventSeasonalQuestsMap;
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GameEventQuestMap mGameEventCreatureQuests;
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GameEventQuestMap mGameEventGameObjectQuests;
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GameEventNPCVendorMap mGameEventVendors;
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@@ -174,6 +175,7 @@ private:
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GameEventNPCFlagMap mGameEventNPCFlags;
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ActiveEvents m_ActiveEvents;
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bool isSystemInit;
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GameEventSeasonalQuestsMap _gameEventSeasonalQuestsMap;
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public:
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GameEventGuidMap mGameEventCreatureGuids;
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GameEventGuidMap mGameEventGameobjectGuids;
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@@ -219,6 +219,8 @@ enum riggleBassbait
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QUEST_MASTER_ANGLER = 8193,
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DATA_ANGLER_FINISHED = 1,
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GAME_EVENT_FISHING = 62
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};
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class npc_riggle_bassbait : public CreatureScript
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@@ -232,7 +234,7 @@ public:
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{
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events.Reset();
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events.ScheduleEvent(EVENT_RIGGLE_ANNOUNCE, 1000, 1, 0);
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finished = false;
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finished = sWorld->getWorldState(GAME_EVENT_FISHING) == 1;
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startWarning = false;
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finishWarning = false;
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}
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@@ -253,7 +255,10 @@ public:
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void DoAction(int32 param) override
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{
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if (param == DATA_ANGLER_FINISHED)
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{
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finished = true;
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sWorld->setWorldState(GAME_EVENT_FISHING, 1);
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}
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}
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void UpdateAI(uint32 diff) override
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