refactor(Core/Game): restyle game lib with astyle (#3466)

This commit is contained in:
Kargatum
2020-10-12 15:08:15 +07:00
committed by GitHub
parent e99b526e17
commit a2b26272d2
338 changed files with 52196 additions and 50944 deletions

View File

@@ -41,7 +41,7 @@ void BattlegroundAB::PostUpdateImpl(uint32 diff)
if (GetStatus() == STATUS_IN_PROGRESS)
{
_bgEvents.Update(diff);
while (uint32 eventId =_bgEvents.ExecuteEvent())
while (uint32 eventId = _bgEvents.ExecuteEvent())
switch (eventId)
{
case BG_AB_EVENT_UPDATE_BANNER_STABLE:
@@ -56,59 +56,59 @@ void BattlegroundAB::PostUpdateImpl(uint32 diff)
case BG_AB_EVENT_CAPTURE_BLACKSMITH:
case BG_AB_EVENT_CAPTURE_LUMBERMILL:
case BG_AB_EVENT_CAPTURE_GOLDMINE:
{
uint8 node = eventId - BG_AB_EVENT_CAPTURE_STABLE;
TeamId teamId = _capturePointInfo[node]._state == BG_AB_NODE_STATE_ALLY_CONTESTED ? TEAM_ALLIANCE : TEAM_HORDE;
DeleteBanner(node);
_capturePointInfo[node]._ownerTeamId = teamId;
_capturePointInfo[node]._state = teamId == TEAM_ALLIANCE ? BG_AB_NODE_STATE_ALLY_OCCUPIED : BG_AB_NODE_STATE_HORDE_OCCUPIED;
_capturePointInfo[node]._captured = true;
CreateBanner(node, false);
NodeOccupied(node);
SendNodeUpdate(node);
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);
PlaySoundToAll(teamId == TEAM_ALLIANCE ? BG_AB_SOUND_NODE_CAPTURED_ALLIANCE : BG_AB_SOUND_NODE_CAPTURED_HORDE);
break;
}
case BG_AB_EVENT_ALLIANCE_TICK:
case BG_AB_EVENT_HORDE_TICK:
{
auto teamId = TeamId(eventId - BG_AB_EVENT_ALLIANCE_TICK);
uint8 controlledPoints = _controlledPoints[teamId];
if (controlledPoints == 0)
{
_bgEvents.ScheduleEvent(eventId, 3000);
uint8 node = eventId - BG_AB_EVENT_CAPTURE_STABLE;
TeamId teamId = _capturePointInfo[node]._state == BG_AB_NODE_STATE_ALLY_CONTESTED ? TEAM_ALLIANCE : TEAM_HORDE;
DeleteBanner(node);
_capturePointInfo[node]._ownerTeamId = teamId;
_capturePointInfo[node]._state = teamId == TEAM_ALLIANCE ? BG_AB_NODE_STATE_ALLY_OCCUPIED : BG_AB_NODE_STATE_HORDE_OCCUPIED;
_capturePointInfo[node]._captured = true;
CreateBanner(node, false);
NodeOccupied(node);
SendNodeUpdate(node);
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);
PlaySoundToAll(teamId == TEAM_ALLIANCE ? BG_AB_SOUND_NODE_CAPTURED_ALLIANCE : BG_AB_SOUND_NODE_CAPTURED_HORDE);
break;
}
auto honorRewards = uint8(m_TeamScores[teamId] / _honorTics);
auto reputationRewards = uint8(m_TeamScores[teamId] / _reputationTics);
auto information = uint8(m_TeamScores[teamId] / BG_AB_WARNING_NEAR_VICTORY_SCORE);
m_TeamScores[teamId] += BG_AB_TickPoints[controlledPoints];
if (m_TeamScores[teamId] > BG_AB_MAX_TEAM_SCORE)
m_TeamScores[teamId] = BG_AB_MAX_TEAM_SCORE;
if (honorRewards < uint8(m_TeamScores[teamId] / _honorTics))
RewardHonorToTeam(GetBonusHonorFromKill(1), teamId);
if (reputationRewards < uint8(m_TeamScores[teamId] / _reputationTics))
RewardReputationToTeam(teamId == TEAM_ALLIANCE ? 509 : 510, 10, teamId);
if (information < uint8(m_TeamScores[teamId] / BG_AB_WARNING_NEAR_VICTORY_SCORE))
case BG_AB_EVENT_ALLIANCE_TICK:
case BG_AB_EVENT_HORDE_TICK:
{
SendMessageToAll(teamId == TEAM_ALLIANCE ? LANG_BG_AB_A_NEAR_VICTORY : LANG_BG_AB_H_NEAR_VICTORY, CHAT_MSG_BG_SYSTEM_NEUTRAL);
PlaySoundToAll(BG_AB_SOUND_NEAR_VICTORY);
auto teamId = TeamId(eventId - BG_AB_EVENT_ALLIANCE_TICK);
uint8 controlledPoints = _controlledPoints[teamId];
if (controlledPoints == 0)
{
_bgEvents.ScheduleEvent(eventId, 3000);
break;
}
auto honorRewards = uint8(m_TeamScores[teamId] / _honorTics);
auto reputationRewards = uint8(m_TeamScores[teamId] / _reputationTics);
auto information = uint8(m_TeamScores[teamId] / BG_AB_WARNING_NEAR_VICTORY_SCORE);
m_TeamScores[teamId] += BG_AB_TickPoints[controlledPoints];
if (m_TeamScores[teamId] > BG_AB_MAX_TEAM_SCORE)
m_TeamScores[teamId] = BG_AB_MAX_TEAM_SCORE;
if (honorRewards < uint8(m_TeamScores[teamId] / _honorTics))
RewardHonorToTeam(GetBonusHonorFromKill(1), teamId);
if (reputationRewards < uint8(m_TeamScores[teamId] / _reputationTics))
RewardReputationToTeam(teamId == TEAM_ALLIANCE ? 509 : 510, 10, teamId);
if (information < uint8(m_TeamScores[teamId] / BG_AB_WARNING_NEAR_VICTORY_SCORE))
{
SendMessageToAll(teamId == TEAM_ALLIANCE ? LANG_BG_AB_A_NEAR_VICTORY : LANG_BG_AB_H_NEAR_VICTORY, CHAT_MSG_BG_SYSTEM_NEUTRAL);
PlaySoundToAll(BG_AB_SOUND_NEAR_VICTORY);
}
UpdateWorldState(teamId == TEAM_ALLIANCE ? BG_AB_OP_RESOURCES_ALLY : BG_AB_OP_RESOURCES_HORDE, m_TeamScores[teamId]);
if (m_TeamScores[teamId] > m_TeamScores[GetOtherTeamId(teamId)] + 500)
_teamScores500Disadvantage[GetOtherTeamId(teamId)] = true;
if (m_TeamScores[teamId] >= BG_AB_MAX_TEAM_SCORE)
EndBattleground(teamId);
_bgEvents.ScheduleEvent(eventId, BG_AB_TickIntervals[controlledPoints]);
break;
}
UpdateWorldState(teamId == TEAM_ALLIANCE ? BG_AB_OP_RESOURCES_ALLY : BG_AB_OP_RESOURCES_HORDE, m_TeamScores[teamId]);
if (m_TeamScores[teamId] > m_TeamScores[GetOtherTeamId(teamId)] + 500)
_teamScores500Disadvantage[GetOtherTeamId(teamId)] = true;
if (m_TeamScores[teamId] >= BG_AB_MAX_TEAM_SCORE)
EndBattleground(teamId);
_bgEvents.ScheduleEvent(eventId, BG_AB_TickIntervals[controlledPoints]);
break;
}
default:
break;
}
@@ -193,29 +193,29 @@ void BattlegroundAB::CreateBanner(uint8 node, bool delay)
// Just put it into the queue
if (delay)
{
_bgEvents.RescheduleEvent(BG_AB_EVENT_UPDATE_BANNER_STABLE+node, BG_AB_BANNER_UPDATE_TIME);
_bgEvents.RescheduleEvent(BG_AB_EVENT_UPDATE_BANNER_STABLE + node, BG_AB_BANNER_UPDATE_TIME);
return;
}
SpawnBGObject(node*BG_AB_OBJECTS_PER_NODE + _capturePointInfo[node]._state, RESPAWN_IMMEDIATELY);
SpawnBGObject(node*BG_AB_OBJECTS_PER_NODE + BG_AB_OBJECT_AURA_ALLY + _capturePointInfo[node]._ownerTeamId, RESPAWN_IMMEDIATELY);
SpawnBGObject(node * BG_AB_OBJECTS_PER_NODE + _capturePointInfo[node]._state, RESPAWN_IMMEDIATELY);
SpawnBGObject(node * BG_AB_OBJECTS_PER_NODE + BG_AB_OBJECT_AURA_ALLY + _capturePointInfo[node]._ownerTeamId, RESPAWN_IMMEDIATELY);
}
void BattlegroundAB::DeleteBanner(uint8 node)
{
SpawnBGObject(node*BG_AB_OBJECTS_PER_NODE + _capturePointInfo[node]._state, RESPAWN_ONE_DAY);
SpawnBGObject(node*BG_AB_OBJECTS_PER_NODE + BG_AB_OBJECT_AURA_ALLY + _capturePointInfo[node]._ownerTeamId, RESPAWN_ONE_DAY);
SpawnBGObject(node * BG_AB_OBJECTS_PER_NODE + _capturePointInfo[node]._state, RESPAWN_ONE_DAY);
SpawnBGObject(node * BG_AB_OBJECTS_PER_NODE + BG_AB_OBJECT_AURA_ALLY + _capturePointInfo[node]._ownerTeamId, RESPAWN_ONE_DAY);
}
void BattlegroundAB::FillInitialWorldStates(WorldPacket& data)
{
for (auto & node : _capturePointInfo)
for (auto& node : _capturePointInfo)
{
if (node._state == BG_AB_NODE_STATE_NEUTRAL)
data << uint32(node._iconNone) << uint32(1);
for (uint8 i = BG_AB_NODE_STATE_ALLY_OCCUPIED; i <= BG_AB_NODE_STATE_HORDE_CONTESTED; ++i)
data << uint32(node._iconCapture + i-1) << uint32(node._state == i);
data << uint32(node._iconCapture + i - 1) << uint32(node._state == i);
}
data << uint32(BG_AB_OP_OCCUPIED_BASES_ALLY) << uint32(_controlledPoints[TEAM_ALLIANCE]);
@@ -231,7 +231,7 @@ void BattlegroundAB::SendNodeUpdate(uint8 node)
{
UpdateWorldState(_capturePointInfo[node]._iconNone, 0);
for (uint8 i = BG_AB_NODE_STATE_ALLY_OCCUPIED; i <= BG_AB_NODE_STATE_HORDE_CONTESTED; ++i)
UpdateWorldState(_capturePointInfo[node]._iconCapture + i-1, _capturePointInfo[node]._state == i);
UpdateWorldState(_capturePointInfo[node]._iconCapture + i - 1, _capturePointInfo[node]._state == i);
UpdateWorldState(BG_AB_OP_OCCUPIED_BASES_ALLY, _controlledPoints[TEAM_ALLIANCE]);
UpdateWorldState(BG_AB_OP_OCCUPIED_BASES_HORDE, _controlledPoints[TEAM_HORDE]);
@@ -280,9 +280,9 @@ void BattlegroundAB::EventPlayerClickedOnFlag(Player* player, GameObject* gameOb
if (player->GetDistance2d(BG_AB_NodePositions[node][0], BG_AB_NodePositions[node][1]) < 10.0f)
break;
if (node == BG_AB_DYNAMIC_NODES_COUNT || _capturePointInfo[node]._ownerTeamId == player->GetTeamId() ||
(_capturePointInfo[node]._state == BG_AB_NODE_STATE_ALLY_CONTESTED && player->GetTeamId() == TEAM_ALLIANCE) ||
(_capturePointInfo[node]._state == BG_AB_NODE_STATE_HORDE_CONTESTED && player->GetTeamId() == TEAM_HORDE))
if (node == BG_AB_DYNAMIC_NODES_COUNT || _capturePointInfo[node]._ownerTeamId == player->GetTeamId() ||
(_capturePointInfo[node]._state == BG_AB_NODE_STATE_ALLY_CONTESTED && player->GetTeamId() == TEAM_ALLIANCE) ||
(_capturePointInfo[node]._state == BG_AB_NODE_STATE_HORDE_CONTESTED && player->GetTeamId() == TEAM_HORDE))
return;
player->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_ENTER_PVP_COMBAT);
@@ -356,14 +356,14 @@ bool BattlegroundAB::SetupBattleground()
{
for (uint32 i = 0; i < BG_AB_DYNAMIC_NODES_COUNT; ++i)
{
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);
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);
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);
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);
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);
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);
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);
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);
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);
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);
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);
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);
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);
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);
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);
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);
}
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);
@@ -371,9 +371,9 @@ bool BattlegroundAB::SetupBattleground()
for (uint32 i = 0; i < BG_AB_DYNAMIC_NODES_COUNT; ++i)
{
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);
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);
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);
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);
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);
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)