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https://github.com/mod-playerbots/azerothcore-wotlk.git
synced 2026-02-17 17:24:33 +00:00
refactor(DB/world): graveyard_zone (#1599)
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@@ -97,7 +97,7 @@ GraveyardStruct const* Graveyard::GetClosestGraveyard(float x, float y, float z,
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// not need to check validity of map object; MapId _MUST_ be valid here
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if (range.first == range.second && !map->IsBattlegroundOrArena())
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{
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sLog->outErrorDb("Table `game_graveyard_zone` incomplete: Zone %u Team %u does not have a linked graveyard.", zoneId, teamId);
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sLog->outErrorDb("Table `graveyard_zone` incomplete: Zone %u Team %u does not have a linked graveyard.", zoneId, teamId);
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return GetDefaultGraveyard(teamId);
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}
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@@ -122,7 +122,7 @@ GraveyardStruct const* Graveyard::GetClosestGraveyard(float x, float y, float z,
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GraveyardStruct const* entry = sGraveyard->GetGraveyard(data.safeLocId);
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if (!entry)
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{
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sLog->outErrorDb("Table `game_graveyard_zone` has record for not existing `game_graveyard` table %u, skipped.", data.safeLocId);
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sLog->outErrorDb("Table `graveyard_zone` has record for not existing `game_graveyard` table %u, skipped.", data.safeLocId);
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continue;
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}
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@@ -239,7 +239,7 @@ void Graveyard::RemoveGraveyardLink(uint32 id, uint32 zoneId, TeamId teamId, boo
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GraveyardMapBoundsNonConst range = GraveyardStore.equal_range(zoneId);
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if (range.first == range.second)
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{
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sLog->outError("Table `game_graveyard_zone` incomplete: Zone %u Team %u does not have a linked graveyard.", zoneId, teamId);
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sLog->outError("Table `graveyard_zone` incomplete: Zone %u Team %u does not have a linked graveyard.", zoneId, teamId);
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return;
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}
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@@ -290,11 +290,11 @@ void Graveyard::LoadGraveyardZones()
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GraveyardStore.clear(); // need for reload case
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// 0 1 2
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QueryResult result = WorldDatabase.Query("SELECT id, ghost_zone, faction FROM game_graveyard_zone");
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QueryResult result = WorldDatabase.Query("SELECT ID, GhostZone, Faction FROM graveyard_zone");
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if (!result)
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{
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sLog->outString(">> Loaded 0 graveyard-zone links. DB table `game_graveyard_zone` is empty.");
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sLog->outString(">> Loaded 0 graveyard-zone links. DB table `graveyard_zone` is empty.");
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sLog->outString();
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return;
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}
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@@ -315,31 +315,31 @@ void Graveyard::LoadGraveyardZones()
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GraveyardStruct const* entry = sGraveyard->GetGraveyard(safeLocId);
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if (!entry)
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{
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sLog->outErrorDb("Table `game_graveyard_zone` has a record for not existing `game_graveyard` table %u, skipped.", safeLocId);
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sLog->outErrorDb("Table `graveyard_zone` has a record for not existing `game_graveyard` table %u, skipped.", safeLocId);
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continue;
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}
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AreaTableEntry const* areaEntry = sAreaTableStore.LookupEntry(zoneId);
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if (!areaEntry)
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{
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sLog->outErrorDb("Table `game_graveyard_zone` has a record for not existing zone id (%u), skipped.", zoneId);
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sLog->outErrorDb("Table `graveyard_zone` has a record for not existing zone id (%u), skipped.", zoneId);
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continue;
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}
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if (areaEntry->zone != 0)
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{
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sLog->outErrorDb("Table `game_graveyard_zone` has a record for subzone id (%u) instead of zone, skipped.", zoneId);
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sLog->outErrorDb("Table `graveyard_zone` has a record for subzone id (%u) instead of zone, skipped.", zoneId);
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continue;
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}
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if (team != 0 && team != HORDE && team != ALLIANCE)
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{
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sLog->outErrorDb("Table `game_graveyard_zone` has a record for non player faction (%u), skipped.", team);
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sLog->outErrorDb("Table `graveyard_zone` has a record for non player faction (%u), skipped.", team);
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continue;
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}
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if (!AddGraveyardLink(safeLocId, zoneId, teamId, false))
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sLog->outErrorDb("Table `game_graveyard_zone` has a duplicate record for Graveyard (ID: %u) and Zone (ID: %u), skipped.", safeLocId, zoneId);
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sLog->outErrorDb("Table `graveyard_zone` has a duplicate record for Graveyard (ID: %u) and Zone (ID: %u), skipped.", safeLocId, zoneId);
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} while (result->NextRow());
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@@ -81,7 +81,7 @@ public:
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{ "event_scripts", SEC_ADMINISTRATOR, true, &HandleReloadEventScriptsCommand, "" },
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{ "fishing_loot_template", SEC_ADMINISTRATOR, true, &HandleReloadLootTemplatesFishingCommand, "" },
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{ "game_graveyard", SEC_ADMINISTRATOR, true, &HandleReloadGameGraveyardCommand, "" },
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{ "game_graveyard_zone", SEC_ADMINISTRATOR, true, &HandleReloadGameGraveyardZoneCommand, "" },
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{ "graveyard_zone", SEC_ADMINISTRATOR, true, &HandleReloadGameGraveyardZoneCommand, "" },
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{ "game_tele", SEC_ADMINISTRATOR, true, &HandleReloadGameTeleCommand, "" },
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{ "gameobject_questender", SEC_ADMINISTRATOR, true, &HandleReloadGOQuestEnderCommand, "" },
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{ "gameobject_loot_template", SEC_ADMINISTRATOR, true, &HandleReloadLootTemplatesGameobjectCommand, "" },
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@@ -1029,7 +1029,7 @@ public:
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sGraveyard->LoadGraveyardZones();
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handler->SendGlobalGMSysMessage("DB table `game_graveyard_zone` reloaded.");
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handler->SendGlobalGMSysMessage("DB table `graveyard_zone` reloaded.");
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return true;
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}
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