mirror of
https://github.com/mod-playerbots/azerothcore-wotlk.git
synced 2026-01-25 22:56:24 +00:00
refactor(Core/Game): restyle game lib with astyle (#3466)
This commit is contained in:
@@ -41,7 +41,7 @@ void BattlegroundAB::PostUpdateImpl(uint32 diff)
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if (GetStatus() == STATUS_IN_PROGRESS)
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{
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_bgEvents.Update(diff);
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while (uint32 eventId =_bgEvents.ExecuteEvent())
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while (uint32 eventId = _bgEvents.ExecuteEvent())
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switch (eventId)
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{
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case BG_AB_EVENT_UPDATE_BANNER_STABLE:
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@@ -56,59 +56,59 @@ void BattlegroundAB::PostUpdateImpl(uint32 diff)
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case BG_AB_EVENT_CAPTURE_BLACKSMITH:
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case BG_AB_EVENT_CAPTURE_LUMBERMILL:
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case BG_AB_EVENT_CAPTURE_GOLDMINE:
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{
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uint8 node = eventId - BG_AB_EVENT_CAPTURE_STABLE;
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TeamId teamId = _capturePointInfo[node]._state == BG_AB_NODE_STATE_ALLY_CONTESTED ? TEAM_ALLIANCE : TEAM_HORDE;
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DeleteBanner(node);
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_capturePointInfo[node]._ownerTeamId = teamId;
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_capturePointInfo[node]._state = teamId == TEAM_ALLIANCE ? BG_AB_NODE_STATE_ALLY_OCCUPIED : BG_AB_NODE_STATE_HORDE_OCCUPIED;
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_capturePointInfo[node]._captured = true;
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CreateBanner(node, false);
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NodeOccupied(node);
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SendNodeUpdate(node);
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SendMessage2ToAll(LANG_BG_AB_NODE_TAKEN, teamId == TEAM_ALLIANCE ? CHAT_MSG_BG_SYSTEM_ALLIANCE : CHAT_MSG_BG_SYSTEM_HORDE, nullptr, teamId == TEAM_ALLIANCE ? LANG_BG_AB_ALLY : LANG_BG_AB_HORDE, LANG_BG_AB_NODE_STABLES + node);
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PlaySoundToAll(teamId == TEAM_ALLIANCE ? BG_AB_SOUND_NODE_CAPTURED_ALLIANCE : BG_AB_SOUND_NODE_CAPTURED_HORDE);
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break;
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}
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case BG_AB_EVENT_ALLIANCE_TICK:
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case BG_AB_EVENT_HORDE_TICK:
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{
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auto teamId = TeamId(eventId - BG_AB_EVENT_ALLIANCE_TICK);
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uint8 controlledPoints = _controlledPoints[teamId];
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if (controlledPoints == 0)
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{
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_bgEvents.ScheduleEvent(eventId, 3000);
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uint8 node = eventId - BG_AB_EVENT_CAPTURE_STABLE;
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TeamId teamId = _capturePointInfo[node]._state == BG_AB_NODE_STATE_ALLY_CONTESTED ? TEAM_ALLIANCE : TEAM_HORDE;
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DeleteBanner(node);
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_capturePointInfo[node]._ownerTeamId = teamId;
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_capturePointInfo[node]._state = teamId == TEAM_ALLIANCE ? BG_AB_NODE_STATE_ALLY_OCCUPIED : BG_AB_NODE_STATE_HORDE_OCCUPIED;
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_capturePointInfo[node]._captured = true;
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CreateBanner(node, false);
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NodeOccupied(node);
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SendNodeUpdate(node);
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SendMessage2ToAll(LANG_BG_AB_NODE_TAKEN, teamId == TEAM_ALLIANCE ? CHAT_MSG_BG_SYSTEM_ALLIANCE : CHAT_MSG_BG_SYSTEM_HORDE, nullptr, teamId == TEAM_ALLIANCE ? LANG_BG_AB_ALLY : LANG_BG_AB_HORDE, LANG_BG_AB_NODE_STABLES + node);
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PlaySoundToAll(teamId == TEAM_ALLIANCE ? BG_AB_SOUND_NODE_CAPTURED_ALLIANCE : BG_AB_SOUND_NODE_CAPTURED_HORDE);
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break;
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}
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auto honorRewards = uint8(m_TeamScores[teamId] / _honorTics);
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auto reputationRewards = uint8(m_TeamScores[teamId] / _reputationTics);
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auto information = uint8(m_TeamScores[teamId] / BG_AB_WARNING_NEAR_VICTORY_SCORE);
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m_TeamScores[teamId] += BG_AB_TickPoints[controlledPoints];
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if (m_TeamScores[teamId] > BG_AB_MAX_TEAM_SCORE)
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m_TeamScores[teamId] = BG_AB_MAX_TEAM_SCORE;
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if (honorRewards < uint8(m_TeamScores[teamId] / _honorTics))
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RewardHonorToTeam(GetBonusHonorFromKill(1), teamId);
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if (reputationRewards < uint8(m_TeamScores[teamId] / _reputationTics))
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RewardReputationToTeam(teamId == TEAM_ALLIANCE ? 509 : 510, 10, teamId);
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if (information < uint8(m_TeamScores[teamId] / BG_AB_WARNING_NEAR_VICTORY_SCORE))
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case BG_AB_EVENT_ALLIANCE_TICK:
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case BG_AB_EVENT_HORDE_TICK:
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{
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SendMessageToAll(teamId == TEAM_ALLIANCE ? LANG_BG_AB_A_NEAR_VICTORY : LANG_BG_AB_H_NEAR_VICTORY, CHAT_MSG_BG_SYSTEM_NEUTRAL);
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PlaySoundToAll(BG_AB_SOUND_NEAR_VICTORY);
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auto teamId = TeamId(eventId - BG_AB_EVENT_ALLIANCE_TICK);
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uint8 controlledPoints = _controlledPoints[teamId];
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if (controlledPoints == 0)
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{
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_bgEvents.ScheduleEvent(eventId, 3000);
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break;
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}
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auto honorRewards = uint8(m_TeamScores[teamId] / _honorTics);
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auto reputationRewards = uint8(m_TeamScores[teamId] / _reputationTics);
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auto information = uint8(m_TeamScores[teamId] / BG_AB_WARNING_NEAR_VICTORY_SCORE);
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m_TeamScores[teamId] += BG_AB_TickPoints[controlledPoints];
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if (m_TeamScores[teamId] > BG_AB_MAX_TEAM_SCORE)
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m_TeamScores[teamId] = BG_AB_MAX_TEAM_SCORE;
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if (honorRewards < uint8(m_TeamScores[teamId] / _honorTics))
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RewardHonorToTeam(GetBonusHonorFromKill(1), teamId);
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if (reputationRewards < uint8(m_TeamScores[teamId] / _reputationTics))
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RewardReputationToTeam(teamId == TEAM_ALLIANCE ? 509 : 510, 10, teamId);
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if (information < uint8(m_TeamScores[teamId] / BG_AB_WARNING_NEAR_VICTORY_SCORE))
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{
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SendMessageToAll(teamId == TEAM_ALLIANCE ? LANG_BG_AB_A_NEAR_VICTORY : LANG_BG_AB_H_NEAR_VICTORY, CHAT_MSG_BG_SYSTEM_NEUTRAL);
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PlaySoundToAll(BG_AB_SOUND_NEAR_VICTORY);
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}
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UpdateWorldState(teamId == TEAM_ALLIANCE ? BG_AB_OP_RESOURCES_ALLY : BG_AB_OP_RESOURCES_HORDE, m_TeamScores[teamId]);
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if (m_TeamScores[teamId] > m_TeamScores[GetOtherTeamId(teamId)] + 500)
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_teamScores500Disadvantage[GetOtherTeamId(teamId)] = true;
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if (m_TeamScores[teamId] >= BG_AB_MAX_TEAM_SCORE)
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EndBattleground(teamId);
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_bgEvents.ScheduleEvent(eventId, BG_AB_TickIntervals[controlledPoints]);
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break;
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}
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UpdateWorldState(teamId == TEAM_ALLIANCE ? BG_AB_OP_RESOURCES_ALLY : BG_AB_OP_RESOURCES_HORDE, m_TeamScores[teamId]);
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if (m_TeamScores[teamId] > m_TeamScores[GetOtherTeamId(teamId)] + 500)
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_teamScores500Disadvantage[GetOtherTeamId(teamId)] = true;
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if (m_TeamScores[teamId] >= BG_AB_MAX_TEAM_SCORE)
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EndBattleground(teamId);
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_bgEvents.ScheduleEvent(eventId, BG_AB_TickIntervals[controlledPoints]);
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break;
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}
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default:
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break;
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}
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@@ -193,29 +193,29 @@ void BattlegroundAB::CreateBanner(uint8 node, bool delay)
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// Just put it into the queue
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if (delay)
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{
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_bgEvents.RescheduleEvent(BG_AB_EVENT_UPDATE_BANNER_STABLE+node, BG_AB_BANNER_UPDATE_TIME);
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_bgEvents.RescheduleEvent(BG_AB_EVENT_UPDATE_BANNER_STABLE + node, BG_AB_BANNER_UPDATE_TIME);
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return;
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}
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SpawnBGObject(node*BG_AB_OBJECTS_PER_NODE + _capturePointInfo[node]._state, RESPAWN_IMMEDIATELY);
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SpawnBGObject(node*BG_AB_OBJECTS_PER_NODE + BG_AB_OBJECT_AURA_ALLY + _capturePointInfo[node]._ownerTeamId, RESPAWN_IMMEDIATELY);
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SpawnBGObject(node * BG_AB_OBJECTS_PER_NODE + _capturePointInfo[node]._state, RESPAWN_IMMEDIATELY);
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SpawnBGObject(node * BG_AB_OBJECTS_PER_NODE + BG_AB_OBJECT_AURA_ALLY + _capturePointInfo[node]._ownerTeamId, RESPAWN_IMMEDIATELY);
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}
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void BattlegroundAB::DeleteBanner(uint8 node)
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{
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SpawnBGObject(node*BG_AB_OBJECTS_PER_NODE + _capturePointInfo[node]._state, RESPAWN_ONE_DAY);
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SpawnBGObject(node*BG_AB_OBJECTS_PER_NODE + BG_AB_OBJECT_AURA_ALLY + _capturePointInfo[node]._ownerTeamId, RESPAWN_ONE_DAY);
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SpawnBGObject(node * BG_AB_OBJECTS_PER_NODE + _capturePointInfo[node]._state, RESPAWN_ONE_DAY);
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SpawnBGObject(node * BG_AB_OBJECTS_PER_NODE + BG_AB_OBJECT_AURA_ALLY + _capturePointInfo[node]._ownerTeamId, RESPAWN_ONE_DAY);
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}
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void BattlegroundAB::FillInitialWorldStates(WorldPacket& data)
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{
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for (auto & node : _capturePointInfo)
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for (auto& node : _capturePointInfo)
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{
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if (node._state == BG_AB_NODE_STATE_NEUTRAL)
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data << uint32(node._iconNone) << uint32(1);
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for (uint8 i = BG_AB_NODE_STATE_ALLY_OCCUPIED; i <= BG_AB_NODE_STATE_HORDE_CONTESTED; ++i)
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data << uint32(node._iconCapture + i-1) << uint32(node._state == i);
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data << uint32(node._iconCapture + i - 1) << uint32(node._state == i);
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}
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data << uint32(BG_AB_OP_OCCUPIED_BASES_ALLY) << uint32(_controlledPoints[TEAM_ALLIANCE]);
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@@ -231,7 +231,7 @@ void BattlegroundAB::SendNodeUpdate(uint8 node)
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{
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UpdateWorldState(_capturePointInfo[node]._iconNone, 0);
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for (uint8 i = BG_AB_NODE_STATE_ALLY_OCCUPIED; i <= BG_AB_NODE_STATE_HORDE_CONTESTED; ++i)
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UpdateWorldState(_capturePointInfo[node]._iconCapture + i-1, _capturePointInfo[node]._state == i);
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UpdateWorldState(_capturePointInfo[node]._iconCapture + i - 1, _capturePointInfo[node]._state == i);
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UpdateWorldState(BG_AB_OP_OCCUPIED_BASES_ALLY, _controlledPoints[TEAM_ALLIANCE]);
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UpdateWorldState(BG_AB_OP_OCCUPIED_BASES_HORDE, _controlledPoints[TEAM_HORDE]);
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@@ -280,9 +280,9 @@ void BattlegroundAB::EventPlayerClickedOnFlag(Player* player, GameObject* gameOb
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if (player->GetDistance2d(BG_AB_NodePositions[node][0], BG_AB_NodePositions[node][1]) < 10.0f)
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break;
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if (node == BG_AB_DYNAMIC_NODES_COUNT || _capturePointInfo[node]._ownerTeamId == player->GetTeamId() ||
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(_capturePointInfo[node]._state == BG_AB_NODE_STATE_ALLY_CONTESTED && player->GetTeamId() == TEAM_ALLIANCE) ||
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(_capturePointInfo[node]._state == BG_AB_NODE_STATE_HORDE_CONTESTED && player->GetTeamId() == TEAM_HORDE))
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if (node == BG_AB_DYNAMIC_NODES_COUNT || _capturePointInfo[node]._ownerTeamId == player->GetTeamId() ||
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(_capturePointInfo[node]._state == BG_AB_NODE_STATE_ALLY_CONTESTED && player->GetTeamId() == TEAM_ALLIANCE) ||
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(_capturePointInfo[node]._state == BG_AB_NODE_STATE_HORDE_CONTESTED && player->GetTeamId() == TEAM_HORDE))
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return;
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player->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_ENTER_PVP_COMBAT);
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@@ -356,14 +356,14 @@ bool BattlegroundAB::SetupBattleground()
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{
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for (uint32 i = 0; i < BG_AB_DYNAMIC_NODES_COUNT; ++i)
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{
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AddObject(BG_AB_OBJECT_BANNER_NEUTRAL + BG_AB_OBJECTS_PER_NODE*i, BG_AB_OBJECTID_NODE_BANNER_0 + i, BG_AB_NodePositions[i][0], BG_AB_NodePositions[i][1], BG_AB_NodePositions[i][2], BG_AB_NodePositions[i][3], 0, 0, sin(BG_AB_NodePositions[i][3]/2), cos(BG_AB_NodePositions[i][3]/2), RESPAWN_ONE_DAY);
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AddObject(BG_AB_OBJECT_BANNER_ALLY + BG_AB_OBJECTS_PER_NODE*i, BG_AB_OBJECTID_BANNER_A, BG_AB_NodePositions[i][0], BG_AB_NodePositions[i][1], BG_AB_NodePositions[i][2], BG_AB_NodePositions[i][3], 0, 0, sin(BG_AB_NodePositions[i][3]/2), cos(BG_AB_NodePositions[i][3]/2), RESPAWN_ONE_DAY);
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AddObject(BG_AB_OBJECT_BANNER_HORDE + BG_AB_OBJECTS_PER_NODE*i, BG_AB_OBJECTID_BANNER_H, BG_AB_NodePositions[i][0], BG_AB_NodePositions[i][1], BG_AB_NodePositions[i][2], BG_AB_NodePositions[i][3], 0, 0, sin(BG_AB_NodePositions[i][3]/2), cos(BG_AB_NodePositions[i][3]/2), RESPAWN_ONE_DAY);
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AddObject(BG_AB_OBJECT_BANNER_CONT_A + BG_AB_OBJECTS_PER_NODE*i, BG_AB_OBJECTID_BANNER_CONT_A, BG_AB_NodePositions[i][0], BG_AB_NodePositions[i][1], BG_AB_NodePositions[i][2], BG_AB_NodePositions[i][3], 0, 0, sin(BG_AB_NodePositions[i][3]/2), cos(BG_AB_NodePositions[i][3]/2), RESPAWN_ONE_DAY);
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AddObject(BG_AB_OBJECT_BANNER_CONT_H + BG_AB_OBJECTS_PER_NODE*i, BG_AB_OBJECTID_BANNER_CONT_H, BG_AB_NodePositions[i][0], BG_AB_NodePositions[i][1], BG_AB_NodePositions[i][2], BG_AB_NodePositions[i][3], 0, 0, sin(BG_AB_NodePositions[i][3]/2), cos(BG_AB_NodePositions[i][3]/2), RESPAWN_ONE_DAY);
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AddObject(BG_AB_OBJECT_AURA_ALLY + BG_AB_OBJECTS_PER_NODE*i, BG_AB_OBJECTID_AURA_A, BG_AB_NodePositions[i][0], BG_AB_NodePositions[i][1], BG_AB_NodePositions[i][2], BG_AB_NodePositions[i][3], 0, 0, sin(BG_AB_NodePositions[i][3]/2), cos(BG_AB_NodePositions[i][3]/2), RESPAWN_ONE_DAY);
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AddObject(BG_AB_OBJECT_AURA_HORDE + BG_AB_OBJECTS_PER_NODE*i, BG_AB_OBJECTID_AURA_H, BG_AB_NodePositions[i][0], BG_AB_NodePositions[i][1], BG_AB_NodePositions[i][2], BG_AB_NodePositions[i][3], 0, 0, sin(BG_AB_NodePositions[i][3]/2), cos(BG_AB_NodePositions[i][3]/2), RESPAWN_ONE_DAY);
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AddObject(BG_AB_OBJECT_AURA_CONTESTED + BG_AB_OBJECTS_PER_NODE*i, BG_AB_OBJECTID_AURA_C, BG_AB_NodePositions[i][0], BG_AB_NodePositions[i][1], BG_AB_NodePositions[i][2], BG_AB_NodePositions[i][3], 0, 0, sin(BG_AB_NodePositions[i][3]/2), cos(BG_AB_NodePositions[i][3]/2), RESPAWN_ONE_DAY);
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AddObject(BG_AB_OBJECT_BANNER_NEUTRAL + BG_AB_OBJECTS_PER_NODE * i, BG_AB_OBJECTID_NODE_BANNER_0 + i, BG_AB_NodePositions[i][0], BG_AB_NodePositions[i][1], BG_AB_NodePositions[i][2], BG_AB_NodePositions[i][3], 0, 0, sin(BG_AB_NodePositions[i][3] / 2), cos(BG_AB_NodePositions[i][3] / 2), RESPAWN_ONE_DAY);
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AddObject(BG_AB_OBJECT_BANNER_ALLY + BG_AB_OBJECTS_PER_NODE * i, BG_AB_OBJECTID_BANNER_A, BG_AB_NodePositions[i][0], BG_AB_NodePositions[i][1], BG_AB_NodePositions[i][2], BG_AB_NodePositions[i][3], 0, 0, sin(BG_AB_NodePositions[i][3] / 2), cos(BG_AB_NodePositions[i][3] / 2), RESPAWN_ONE_DAY);
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AddObject(BG_AB_OBJECT_BANNER_HORDE + BG_AB_OBJECTS_PER_NODE * i, BG_AB_OBJECTID_BANNER_H, BG_AB_NodePositions[i][0], BG_AB_NodePositions[i][1], BG_AB_NodePositions[i][2], BG_AB_NodePositions[i][3], 0, 0, sin(BG_AB_NodePositions[i][3] / 2), cos(BG_AB_NodePositions[i][3] / 2), RESPAWN_ONE_DAY);
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AddObject(BG_AB_OBJECT_BANNER_CONT_A + BG_AB_OBJECTS_PER_NODE * i, BG_AB_OBJECTID_BANNER_CONT_A, BG_AB_NodePositions[i][0], BG_AB_NodePositions[i][1], BG_AB_NodePositions[i][2], BG_AB_NodePositions[i][3], 0, 0, sin(BG_AB_NodePositions[i][3] / 2), cos(BG_AB_NodePositions[i][3] / 2), RESPAWN_ONE_DAY);
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AddObject(BG_AB_OBJECT_BANNER_CONT_H + BG_AB_OBJECTS_PER_NODE * i, BG_AB_OBJECTID_BANNER_CONT_H, BG_AB_NodePositions[i][0], BG_AB_NodePositions[i][1], BG_AB_NodePositions[i][2], BG_AB_NodePositions[i][3], 0, 0, sin(BG_AB_NodePositions[i][3] / 2), cos(BG_AB_NodePositions[i][3] / 2), RESPAWN_ONE_DAY);
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AddObject(BG_AB_OBJECT_AURA_ALLY + BG_AB_OBJECTS_PER_NODE * i, BG_AB_OBJECTID_AURA_A, BG_AB_NodePositions[i][0], BG_AB_NodePositions[i][1], BG_AB_NodePositions[i][2], BG_AB_NodePositions[i][3], 0, 0, sin(BG_AB_NodePositions[i][3] / 2), cos(BG_AB_NodePositions[i][3] / 2), RESPAWN_ONE_DAY);
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AddObject(BG_AB_OBJECT_AURA_HORDE + BG_AB_OBJECTS_PER_NODE * i, BG_AB_OBJECTID_AURA_H, BG_AB_NodePositions[i][0], BG_AB_NodePositions[i][1], BG_AB_NodePositions[i][2], BG_AB_NodePositions[i][3], 0, 0, sin(BG_AB_NodePositions[i][3] / 2), cos(BG_AB_NodePositions[i][3] / 2), RESPAWN_ONE_DAY);
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AddObject(BG_AB_OBJECT_AURA_CONTESTED + BG_AB_OBJECTS_PER_NODE * i, BG_AB_OBJECTID_AURA_C, BG_AB_NodePositions[i][0], BG_AB_NodePositions[i][1], BG_AB_NodePositions[i][2], BG_AB_NodePositions[i][3], 0, 0, sin(BG_AB_NodePositions[i][3] / 2), cos(BG_AB_NodePositions[i][3] / 2), RESPAWN_ONE_DAY);
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}
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AddObject(BG_AB_OBJECT_GATE_A, BG_AB_OBJECTID_GATE_A, BG_AB_DoorPositions[0][0], BG_AB_DoorPositions[0][1], BG_AB_DoorPositions[0][2], BG_AB_DoorPositions[0][3], BG_AB_DoorPositions[0][4], BG_AB_DoorPositions[0][5], BG_AB_DoorPositions[0][6], BG_AB_DoorPositions[0][7], RESPAWN_IMMEDIATELY);
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@@ -371,9 +371,9 @@ bool BattlegroundAB::SetupBattleground()
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for (uint32 i = 0; i < BG_AB_DYNAMIC_NODES_COUNT; ++i)
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{
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AddObject(BG_AB_OBJECT_SPEEDBUFF_STABLES + 3 * i, Buff_Entries[0], BG_AB_BuffPositions[i][0], BG_AB_BuffPositions[i][1], BG_AB_BuffPositions[i][2], BG_AB_BuffPositions[i][3], 0, 0, sin(BG_AB_BuffPositions[i][3]/2), cos(BG_AB_BuffPositions[i][3]/2), RESPAWN_ONE_DAY);
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AddObject(BG_AB_OBJECT_SPEEDBUFF_STABLES + 3 * i + 1, Buff_Entries[1], BG_AB_BuffPositions[i][0], BG_AB_BuffPositions[i][1], BG_AB_BuffPositions[i][2], BG_AB_BuffPositions[i][3], 0, 0, sin(BG_AB_BuffPositions[i][3]/2), cos(BG_AB_BuffPositions[i][3]/2), RESPAWN_ONE_DAY);
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AddObject(BG_AB_OBJECT_SPEEDBUFF_STABLES + 3 * i + 2, Buff_Entries[2], BG_AB_BuffPositions[i][0], BG_AB_BuffPositions[i][1], BG_AB_BuffPositions[i][2], BG_AB_BuffPositions[i][3], 0, 0, sin(BG_AB_BuffPositions[i][3]/2), cos(BG_AB_BuffPositions[i][3]/2), RESPAWN_ONE_DAY);
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AddObject(BG_AB_OBJECT_SPEEDBUFF_STABLES + 3 * i, Buff_Entries[0], BG_AB_BuffPositions[i][0], BG_AB_BuffPositions[i][1], BG_AB_BuffPositions[i][2], BG_AB_BuffPositions[i][3], 0, 0, sin(BG_AB_BuffPositions[i][3] / 2), cos(BG_AB_BuffPositions[i][3] / 2), RESPAWN_ONE_DAY);
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AddObject(BG_AB_OBJECT_SPEEDBUFF_STABLES + 3 * i + 1, Buff_Entries[1], BG_AB_BuffPositions[i][0], BG_AB_BuffPositions[i][1], BG_AB_BuffPositions[i][2], BG_AB_BuffPositions[i][3], 0, 0, sin(BG_AB_BuffPositions[i][3] / 2), cos(BG_AB_BuffPositions[i][3] / 2), RESPAWN_ONE_DAY);
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AddObject(BG_AB_OBJECT_SPEEDBUFF_STABLES + 3 * i + 2, Buff_Entries[2], BG_AB_BuffPositions[i][0], BG_AB_BuffPositions[i][1], BG_AB_BuffPositions[i][2], BG_AB_BuffPositions[i][3], 0, 0, sin(BG_AB_BuffPositions[i][3] / 2), cos(BG_AB_BuffPositions[i][3] / 2), RESPAWN_ONE_DAY);
|
||||
}
|
||||
|
||||
AddSpiritGuide(BG_AB_SPIRIT_ALIANCE, BG_AB_SpiritGuidePos[BG_AB_SPIRIT_ALIANCE][0], BG_AB_SpiritGuidePos[BG_AB_SPIRIT_ALIANCE][1], BG_AB_SpiritGuidePos[BG_AB_SPIRIT_ALIANCE][2], BG_AB_SpiritGuidePos[BG_AB_SPIRIT_ALIANCE][3], TEAM_ALLIANCE);
|
||||
@@ -434,14 +434,14 @@ GraveyardStruct const* BattlegroundAB::GetClosestGraveyard(Player* player)
|
||||
|
||||
float pX = player->GetPositionX();
|
||||
float pY = player->GetPositionY();
|
||||
float dist = (entry->x - pX)*(entry->x - pX)+(entry->y - pY)*(entry->y - pY);
|
||||
float dist = (entry->x - pX) * (entry->x - pX) + (entry->y - pY) * (entry->y - pY);
|
||||
float minDist = dist;
|
||||
|
||||
for (uint8 i = BG_AB_NODE_STABLES; i < BG_AB_DYNAMIC_NODES_COUNT; ++i)
|
||||
if (_capturePointInfo[i]._ownerTeamId == player->GetTeamId())
|
||||
{
|
||||
entry = sGraveyard->GetGraveyard(BG_AB_GraveyardIds[i]);
|
||||
dist = (entry->x - pX)*(entry->x - pX) + (entry->y - pY)*(entry->y - pY);
|
||||
dist = (entry->x - pX) * (entry->x - pX) + (entry->y - pY) * (entry->y - pY);
|
||||
if (dist < minDist)
|
||||
{
|
||||
minDist = dist;
|
||||
@@ -484,7 +484,7 @@ void BattlegroundAB::ApplyPhaseMask()
|
||||
uint32 phaseMask = 1;
|
||||
for (uint32 i = BG_AB_NODE_STABLES; i < BG_AB_DYNAMIC_NODES_COUNT; ++i)
|
||||
if (_capturePointInfo[i]._ownerTeamId != TEAM_NEUTRAL)
|
||||
phaseMask |= 1 << (i*2+1 + _capturePointInfo[i]._ownerTeamId);
|
||||
phaseMask |= 1 << (i * 2 + 1 + _capturePointInfo[i]._ownerTeamId);
|
||||
|
||||
const BattlegroundPlayerMap& bgPlayerMap = GetPlayers();
|
||||
for (auto itr : bgPlayerMap)
|
||||
|
||||
Reference in New Issue
Block a user