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https://github.com/mod-playerbots/azerothcore-wotlk.git
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chore(Core/EventMgr): Align code to Code standard & improve LoadFromDB function (#21151)
Co-authored-by: Jelle Meeus <sogladev@gmail.com> Co-authored-by: Ludwig <sudlud@users.noreply.github.com>
This commit is contained in:
@@ -6066,7 +6066,7 @@ Item* Player::_LoadItem(CharacterDatabaseTransaction trans, uint32 zoneId, uint3
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GameEventMgr::ActiveEvents const& activeEventsList = sGameEventMgr->GetActiveEventList();
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for (GameEventMgr::ActiveEvents::const_iterator itr = activeEventsList.begin(); itr != activeEventsList.end(); ++itr)
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{
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if (uint32(events[*itr].holiday_id) == proto->HolidayId)
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if (uint32(events[*itr].HolidayId) == proto->HolidayId)
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{
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remove = false;
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break;
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File diff suppressed because it is too large
Load Diff
@@ -38,17 +38,17 @@ enum GameEventState
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struct GameEventFinishCondition
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{
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float reqNum; // required number // use float, since some events use percent
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float done; // done number
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uint32 max_world_state; // max resource count world state update id
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uint32 done_world_state; // done resource count world state update id
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float ReqNum; // required number // use float, since some events use percent
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float Done; // done number
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uint32 MaxWorldState; // max resource count world state update id
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uint32 DoneWorldState; // done resource count world state update id
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};
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struct GameEventQuestToEventConditionNum
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{
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uint16 event_id;
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uint32 condition;
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float num;
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uint16 EventId;
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uint32 Condition;
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float Num;
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};
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typedef std::map<uint32 /*condition id*/, GameEventFinishCondition> GameEventConditionMap;
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@@ -56,37 +56,37 @@ typedef std::map<uint32 /*condition id*/, GameEventFinishCondition> GameEventCon
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struct GameEventData
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{
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GameEventData() = default;
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uint32 eventId;
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time_t start{1}; // occurs after this time
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time_t end{0}; // occurs before this time
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time_t nextstart{0}; // after this time the follow-up events count this phase completed
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uint32 occurence{0}; // time between end and start
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uint32 length{0}; // length of the event (minutes) after finishing all conditions
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HolidayIds holiday_id{HOLIDAY_NONE};
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uint8 holidayStage;
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GameEventState state{GAMEEVENT_NORMAL}; // state of the game event, these are saved into the game_event table on change!
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GameEventConditionMap conditions; // conditions to finish
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std::set<uint16 /*gameevent id*/> prerequisite_events; // events that must be completed before starting this event
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std::string description;
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uint8 announce; // if 0 dont announce, if 1 announce, if 2 take config value
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uint32 EventId;
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time_t Start{1}; // occurs after this time
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time_t End{0}; // occurs before this time
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time_t NextStart{0}; // after this time the follow-up events count this phase completed
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uint32 Occurence{0}; // time between end and start
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uint32 Length{0}; // length of the event (minutes) after finishing all conditions
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HolidayIds HolidayId{HOLIDAY_NONE};
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uint8 HolidayStage;
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GameEventState State{GAMEEVENT_NORMAL}; // state of the game event, these are saved into the game_event table on change!
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GameEventConditionMap Conditions; // conditions to finish
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std::set<uint16 /*gameevent id*/> PrerequisiteEvents; // events that must be completed before starting this event
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std::string Description;
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uint8 Announce; // if 0 dont announce, if 1 announce, if 2 take config value
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[[nodiscard]] bool isValid() const { return length > 0 || state > GAMEEVENT_NORMAL; }
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[[nodiscard]] bool isValid() const { return Length > 0 || State > GAMEEVENT_NORMAL; }
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};
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struct ModelEquip
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{
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uint32 modelid;
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uint32 modelid_prev;
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uint8 equipment_id;
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uint8 equipement_id_prev;
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uint32 ModelId;
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uint32 ModelIdPrev;
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uint8 EquipmentId;
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uint8 EquipementIdPrev;
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};
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struct NPCVendorEntry
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{
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uint32 entry; // creature entry
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uint32 item; // item id
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int32 maxcount; // 0 for infinite
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uint32 incrtime; // time for restore items amount if maxcount != 0
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uint32 Entry; // creature entry
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uint32 Item; // item id
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int32 MaxCount; // 0 for infinite
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uint32 Incrtime; // time for restore items amount if maxcount != 0
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uint32 ExtendedCost;
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};
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@@ -105,46 +105,62 @@ public:
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typedef std::set<uint16> ActiveEvents;
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typedef std::vector<GameEventData> GameEventDataMap;
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[[nodiscard]] ActiveEvents const& GetActiveEventList() const { return m_ActiveEvents; }
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[[nodiscard]] GameEventDataMap const& GetEventMap() const { return mGameEvent; }
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[[nodiscard]] ActiveEvents const& GetActiveEventList() const { return _activeEvents; }
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[[nodiscard]] GameEventDataMap const& GetEventMap() const { return _gameEvent; }
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[[nodiscard]] bool CheckOneGameEvent(uint16 entry) const;
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[[nodiscard]] uint32 NextCheck(uint16 entry) const;
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void LoadFromDB();
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void LoadHolidayDates();
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uint32 Update();
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bool IsActiveEvent(uint16 event_id) { return (m_ActiveEvents.find(event_id) != m_ActiveEvents.end()); }
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bool IsActiveEvent(uint16 eventId) { return (_activeEvents.find(eventId) != _activeEvents.end()); }
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uint32 StartSystem();
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void Initialize();
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void StartArenaSeason();
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void StartInternalEvent(uint16 event_id);
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bool StartEvent(uint16 event_id, bool overwrite = false);
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void StopEvent(uint16 event_id, bool overwrite = false);
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void HandleQuestComplete(uint32 quest_id); // called on world event type quest completions
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void StartInternalEvent(uint16 eventId);
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bool StartEvent(uint16 eventId, bool overwrite = false);
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void StopEvent(uint16 eventId, bool overwrite = false);
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void HandleQuestComplete(uint32 questId); // called on world event type quest completions
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uint32 GetNPCFlag(Creature* cr);
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// Load the game event npc vendor table from the DB
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void LoadEventVendors();
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[[nodiscard]] uint32 GetHolidayEventId(uint32 holidayId) const;
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private:
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void SendWorldStateUpdate(Player* player, uint16 event_id);
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void AddActiveEvent(uint16 event_id) { m_ActiveEvents.insert(event_id); }
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void RemoveActiveEvent(uint16 event_id) { m_ActiveEvents.erase(event_id); }
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void ApplyNewEvent(uint16 event_id);
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void UnApplyEvent(uint16 event_id);
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void GameEventSpawn(int16 event_id);
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void GameEventUnspawn(int16 event_id);
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void ChangeEquipOrModel(int16 event_id, bool activate);
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void UpdateEventQuests(uint16 event_id, bool activate);
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void UpdateWorldStates(uint16 event_id, bool Activate);
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void UpdateEventNPCFlags(uint16 event_id);
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void UpdateEventNPCVendor(uint16 event_id, bool activate);
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void LoadEvents();
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void LoadEventSaveData();
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void LoadEventPrerequisiteData();
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void LoadEventCreatureData();
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void LoadEventGameObjectData();
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void LoadEventModelEquipmentChangeData();
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void LoadEventQuestData();
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void LoadEventGameObjectQuestData();
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void LoadEventQuestConditionData();
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void LoadEventConditionData();
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void LoadEventConditionSaveData();
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void LoadEventNPCFlags();
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void LoadEventSeasonalQuestRelations();
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void LoadEventBattlegroundData();
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void LoadEventPoolData();
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void SendWorldStateUpdate(Player* player, uint16 eventId);
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void AddActiveEvent(uint16 eventId) { _activeEvents.insert(eventId); }
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void RemoveActiveEvent(uint16 eventId) { _activeEvents.erase(eventId); }
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void ApplyNewEvent(uint16 eventId);
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void UnApplyEvent(uint16 eventId);
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void GameEventSpawn(int16 eventId);
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void GameEventUnspawn(int16 eventId);
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void ChangeEquipOrModel(int16 eventId, bool activate);
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void UpdateEventQuests(uint16 eventId, bool activate);
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void UpdateWorldStates(uint16 eventId, bool Activate);
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void UpdateEventNPCFlags(uint16 eventId);
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void UpdateEventNPCVendor(uint16 eventId, bool activate);
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void UpdateBattlegroundSettings();
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void RunSmartAIScripts(uint16 event_id, bool activate); //! Runs SMART_EVENT_GAME_EVENT_START/_END SAI
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bool CheckOneGameEventConditions(uint16 event_id);
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void SaveWorldEventStateToDB(uint16 event_id);
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bool hasCreatureQuestActiveEventExcept(uint32 quest_id, uint16 event_id);
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bool hasGameObjectQuestActiveEventExcept(uint32 quest_id, uint16 event_id);
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bool hasCreatureActiveEventExcept(ObjectGuid::LowType creature_guid, uint16 event_id);
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bool hasGameObjectActiveEventExcept(ObjectGuid::LowType go_guid, uint16 event_id);
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void RunSmartAIScripts(uint16 eventId, bool activate); //! Runs SMART_EVENT_GAME_EVENT_START/_END SAI
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bool CheckOneGameEventConditions(uint16 eventId);
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void SaveWorldEventStateToDB(uint16 eventId);
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bool HasCreatureQuestActiveEventExcept(uint32 quest_id, uint16 eventId);
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bool HasGameObjectQuestActiveEventExcept(uint32 quest_id, uint16 eventId);
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bool HasCreatureActiveEventExcept(ObjectGuid::LowType creature_guid, uint16 eventId);
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bool HasGameObjectActiveEventExcept(ObjectGuid::LowType go_guid, uint16 eventId);
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void SetHolidayEventTime(GameEventData& event);
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typedef std::list<ObjectGuid::LowType> GuidLowList;
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@@ -165,29 +181,27 @@ private:
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typedef std::vector<NPCFlagList> GameEventNPCFlagMap;
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typedef std::vector<uint32> GameEventBitmask;
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typedef std::unordered_map<uint32, std::vector<uint32>> GameEventSeasonalQuestsMap;
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GameEventQuestMap mGameEventCreatureQuests;
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GameEventQuestMap mGameEventGameObjectQuests;
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GameEventNPCVendorMap mGameEventVendors;
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GameEventModelEquipMap mGameEventModelEquip;
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//GameEventGuidMap mGameEventCreatureGuids;
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//GameEventGuidMap mGameEventGameobjectGuids;
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GameEventIdMap mGameEventPoolIds;
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GameEventDataMap mGameEvent;
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GameEventBitmask mGameEventBattlegroundHolidays;
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QuestIdToEventConditionMap mQuestToEventConditions;
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GameEventNPCFlagMap mGameEventNPCFlags;
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ActiveEvents m_ActiveEvents;
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bool isSystemInit;
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GameEventQuestMap _gameEventCreatureQuests;
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GameEventQuestMap _gameEventGameObjectQuests;
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GameEventNPCVendorMap _gameEventVendors;
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GameEventModelEquipMap _gameEventModelEquip;
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GameEventIdMap _gameEventPoolIds;
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GameEventDataMap _gameEvent;
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GameEventBitmask _gameEventBattlegroundHolidays;
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QuestIdToEventConditionMap _questToEventConditions;
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GameEventNPCFlagMap _gameEventNPCFlags;
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ActiveEvents _activeEvents;
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bool _isSystemInit;
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GameEventSeasonalQuestsMap _gameEventSeasonalQuestsMap;
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public:
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GameEventGuidMap mGameEventCreatureGuids;
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GameEventGuidMap mGameEventGameobjectGuids;
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std::vector<uint32> modifiedHolidays;
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GameEventGuidMap GameEventCreatureGuids;
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GameEventGuidMap GameEventGameobjectGuids;
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std::vector<uint32> ModifiedHolidays;
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};
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#define sGameEventMgr GameEventMgr::instance()
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bool IsHolidayActive(HolidayIds id);
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bool IsEventActive(uint16 event_id);
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bool IsEventActive(uint16 eventId);
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#endif
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@@ -153,8 +153,8 @@ void WorldSession::HandleCalendarGetCalendar(WorldPacket& /*recvData*/)
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data.append(dataBuffer);
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/// @todo: Fix this, how we do know how many and what holidays to send?
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data << uint32(sGameEventMgr->modifiedHolidays.size());
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for (uint32 entry : sGameEventMgr->modifiedHolidays)
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data << uint32(sGameEventMgr->ModifiedHolidays.size());
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for (uint32 entry : sGameEventMgr->ModifiedHolidays)
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{
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HolidaysEntry const* holiday = sHolidaysStore.LookupEntry(entry);
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