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https://github.com/mod-playerbots/azerothcore-wotlk.git
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feat(Core/Battleground): split Arena and Battleground score (#10616)
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@@ -72,7 +72,6 @@ public:
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void UpdateEvents(uint32 diff);
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void FillPlayersToBG(Battleground* bg, int32 aliFree, int32 hordeFree, BattlegroundBracketId bracket_id);
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void FillPlayersToBGWithSpecific(Battleground* bg, int32 aliFree, int32 hordeFree, BattlegroundBracketId thisBracketId, BattlegroundQueue* specificQueue, BattlegroundBracketId specificBracketId);
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bool CheckPremadeMatch(BattlegroundBracketId bracket_id, uint32 MinPlayersPerTeam, uint32 MaxPlayersPerTeam);
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bool CheckNormalMatch(Battleground* bgTemplate, BattlegroundBracketId bracket_id, uint32 minPlayers, uint32 maxPlayers);
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bool CheckSkirmishForSameFaction(BattlegroundBracketId bracket_id, uint32 minPlayersPerTeam);
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@@ -83,6 +82,7 @@ public:
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bool GetPlayerGroupInfoData(ObjectGuid guid, GroupQueueInfo* ginfo);
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void PlayerInvitedToBGUpdateAverageWaitTime(GroupQueueInfo* ginfo);
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uint32 GetAverageQueueWaitTime(GroupQueueInfo* ginfo) const;
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void InviteGroupToBG(GroupQueueInfo* ginfo, Battleground* bg, TeamId teamId);
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[[nodiscard]] uint32 GetPlayersCountInGroupsQueue(BattlegroundBracketId bracketId, BattlegroundQueueGroupTypes bgqueue);
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[[nodiscard]] bool IsAllQueuesEmpty(BattlegroundBracketId bracket_id);
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void SendMessageBGQueue(Player* leader, Battleground* bg, PvPDifficultyEntry const* bracketEntry);
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@@ -125,7 +125,7 @@ public:
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};
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//one selection pool for horde, other one for alliance
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SelectionPool m_SelectionPools[BG_TEAMS_COUNT];
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SelectionPool m_SelectionPools[PVP_TEAMS_COUNT];
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ArenaType GetArenaType() { return m_arenaType; }
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BattlegroundTypeId GetBGTypeID() { return m_bgTypeId; }
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@@ -136,8 +136,8 @@ public:
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private:
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BattlegroundTypeId m_bgTypeId;
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ArenaType m_arenaType;
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uint32 m_WaitTimes[BG_TEAMS_COUNT][MAX_BATTLEGROUND_BRACKETS][COUNT_OF_PLAYERS_TO_AVERAGE_WAIT_TIME];
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uint32 m_WaitTimeLastIndex[BG_TEAMS_COUNT][MAX_BATTLEGROUND_BRACKETS];
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uint32 m_WaitTimes[PVP_TEAMS_COUNT][MAX_BATTLEGROUND_BRACKETS][COUNT_OF_PLAYERS_TO_AVERAGE_WAIT_TIME];
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uint32 m_WaitTimeLastIndex[PVP_TEAMS_COUNT][MAX_BATTLEGROUND_BRACKETS];
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// Event handler
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EventProcessor m_events;
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