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feat(Core/Maps): Implement dynamic respawn rates (#21417)
Co-authored-by: r00ty-tc <r00ty-tc@users.noreply.github.com>
Co-authored-by: Jelle Meeus <sogladev@gmail.com>
Co-authored-by Treeston
This is a partial cherry-pick of: 59db2eeea0
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@@ -594,6 +594,9 @@ public:
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void DeleteRespawnTimes();
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[[nodiscard]] time_t GetInstanceResetPeriod() const { return _instanceResetPeriod; }
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void UpdatePlayerZoneStats(uint32 oldZone, uint32 newZone);
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void ApplyDynamicModeRespawnScaling(WorldObject const* obj, uint32& respawnDelay) const;
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TaskScheduler _creatureRespawnScheduler;
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void ScheduleCreatureRespawn(ObjectGuid /*creatureGuid*/, Milliseconds /*respawnTimer*/, Position pos = Position());
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@@ -780,6 +783,8 @@ private:
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std::unordered_map<ObjectGuid::LowType /*dbGUID*/, time_t> _creatureRespawnTimes;
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std::unordered_map<ObjectGuid::LowType /*dbGUID*/, time_t> _goRespawnTimes;
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std::unordered_map<uint32, uint32> _zonePlayerCountMap;
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ZoneDynamicInfoMap _zoneDynamicInfo;
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uint32 _defaultLight;
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