feat(Core/WorldState): improved WorldState scripting (#20141)

* implement world state script

based on
0b87ca9d9e

Co-authored-by: killerwife <killerwife@gmail.com>

* refactor to use onleave and onenter instead of spell_area

allows players to right click remove adal's buff

* add MapMgr.h

* refactor: use condition enum instead of uint32, prefix WORLD_STATE where needed

* remove lock from WorldState::Update

sWorldState->Update() is only called from World::Update

* remove unsafe SmartAI action of setWorldState

---------

Co-authored-by: killerwife <killerwife@gmail.com>
This commit is contained in:
Jelle Meeus
2024-11-12 16:15:27 +01:00
committed by GitHub
parent e80b0ce8b8
commit 3565e4a9eb
20 changed files with 785 additions and 37 deletions

View File

@@ -38,6 +38,7 @@
#include "Vehicle.h"
#include "Weather.h"
#include "WeatherMgr.h"
#include "WorldState.h"
#include "WorldStatePackets.h"
/// @todo: this import is not necessary for compilation and marked as unused by the IDE
@@ -1215,6 +1216,8 @@ void Player::UpdateZone(uint32 newZone, uint32 newArea)
{
sOutdoorPvPMgr->HandlePlayerLeaveZone(this, m_zoneUpdateId);
sOutdoorPvPMgr->HandlePlayerEnterZone(this, newZone);
sWorldState->HandlePlayerLeaveZone(this, static_cast<WorldStateZoneId>(m_zoneUpdateId));
sWorldState->HandlePlayerEnterZone(this, static_cast<WorldStateZoneId>(newZone));
sBattlefieldMgr->HandlePlayerLeaveZone(this, m_zoneUpdateId);
sBattlefieldMgr->HandlePlayerEnterZone(this, newZone);
SendInitWorldStates(newZone,