refactor(Core/World): Move various worldstate related functions to worldstate class. (#22086)

This commit is contained in:
Benjamin Jackson
2025-05-09 06:29:09 -04:00
committed by GitHub
parent 19d1595fc1
commit e6b203f184
12 changed files with 132 additions and 132 deletions

View File

@@ -81,19 +81,19 @@ bool BattlefieldWG::SetupBattlefield()
SetGraveyardNumber(BATTLEFIELD_WG_GRAVEYARD_MAX);
// Load from db
if (!sWorld->getWorldState(WORLD_STATE_BATTLEFIELD_WG_ACTIVE) &&
!sWorld->getWorldState(WORLD_STATE_BATTLEFIELD_WG_DEFENDER) &&
!sWorld->getWorldState(ClockWorldState[0]))
if (!sWorldState->getWorldState(WORLD_STATE_BATTLEFIELD_WG_ACTIVE) &&
!sWorldState->getWorldState(WORLD_STATE_BATTLEFIELD_WG_DEFENDER) &&
!sWorldState->getWorldState(ClockWorldState[0]))
{
sWorld->setWorldState(WORLD_STATE_BATTLEFIELD_WG_ACTIVE, uint64(false));
sWorld->setWorldState(WORLD_STATE_BATTLEFIELD_WG_DEFENDER, uint64(urand(0, 1)));
sWorld->setWorldState(ClockWorldState[0], uint64(m_NoWarBattleTime));
sWorldState->setWorldState(WORLD_STATE_BATTLEFIELD_WG_ACTIVE, uint64(false));
sWorldState->setWorldState(WORLD_STATE_BATTLEFIELD_WG_DEFENDER, uint64(urand(0, 1)));
sWorldState->setWorldState(ClockWorldState[0], uint64(m_NoWarBattleTime));
}
m_isActive = bool(sWorld->getWorldState(WORLD_STATE_BATTLEFIELD_WG_ACTIVE));
m_DefenderTeam = TeamId(sWorld->getWorldState(WORLD_STATE_BATTLEFIELD_WG_DEFENDER));
m_isActive = bool(sWorldState->getWorldState(WORLD_STATE_BATTLEFIELD_WG_ACTIVE));
m_DefenderTeam = TeamId(sWorldState->getWorldState(WORLD_STATE_BATTLEFIELD_WG_DEFENDER));
m_Timer = sWorld->getWorldState(ClockWorldState[0]);
m_Timer = sWorldState->getWorldState(ClockWorldState[0]);
if (m_isActive)
{
m_isActive = false;
@@ -195,9 +195,9 @@ bool BattlefieldWG::Update(uint32 diff)
bool m_return = Battlefield::Update(diff);
if (m_saveTimer <= diff)
{
sWorld->setWorldState(WORLD_STATE_BATTLEFIELD_WG_ACTIVE, m_isActive);
sWorld->setWorldState(WORLD_STATE_BATTLEFIELD_WG_DEFENDER, m_DefenderTeam);
sWorld->setWorldState(ClockWorldState[0], m_Timer);
sWorldState->setWorldState(WORLD_STATE_BATTLEFIELD_WG_ACTIVE, m_isActive);
sWorldState->setWorldState(WORLD_STATE_BATTLEFIELD_WG_DEFENDER, m_DefenderTeam);
sWorldState->setWorldState(ClockWorldState[0], m_Timer);
m_saveTimer = 60 * IN_MILLISECONDS;
}
else
@@ -490,14 +490,14 @@ void BattlefieldWG::OnBattleEnd(bool endByTimer)
if (!endByTimer) // win alli/horde
{
uint32 const worldStateId = GetDefenderTeam() == TEAM_ALLIANCE ? WORLD_STATE_BATTLEFIELD_WG_ALLIANCE_KEEP_CAPTURED : WORLD_STATE_BATTLEFIELD_WG_HORDE_KEEP_CAPTURED;
sWorld->setWorldState(worldStateId, sWorld->getWorldState(worldStateId) + 1);
sWorldState->setWorldState(worldStateId, sWorldState->getWorldState(worldStateId) + 1);
SendWarning((GetDefenderTeam() == TEAM_ALLIANCE) ? BATTLEFIELD_WG_TEXT_WIN_KEEP : (BATTLEFIELD_WG_TEXT_WIN_KEEP + 2));
}
else // defend alli/horde
{
uint32 const worldStateId = GetDefenderTeam() == TEAM_ALLIANCE ? WORLD_STATE_BATTLEFIELD_WG_ALLIANCE_KEEP_DEFENDED : WORLD_STATE_BATTLEFIELD_WG_HORDE_KEEP_DEFENDED;
sWorld->setWorldState(worldStateId, sWorld->getWorldState(worldStateId) + 1);
sWorldState->setWorldState(worldStateId, sWorldState->getWorldState(worldStateId) + 1);
SendWarning((GetDefenderTeam() == TEAM_ALLIANCE) ? BATTLEFIELD_WG_TEXT_DEFEND_KEEP : (BATTLEFIELD_WG_TEXT_DEFEND_KEEP + 2));
}
@@ -959,10 +959,10 @@ void BattlefieldWG::FillInitialWorldStates(WorldPackets::WorldState::InitWorldSt
packet.Worldstates.emplace_back(WORLD_STATE_BATTLEFIELD_WG_VEHICLE_A, GetData(BATTLEFIELD_WG_DATA_VEHICLE_A));
packet.Worldstates.emplace_back(WORLD_STATE_BATTLEFIELD_WG_MAX_VEHICLE_A, GetData(BATTLEFIELD_WG_DATA_MAX_VEHICLE_A));
packet.Worldstates.emplace_back(WORLD_STATE_BATTLEFIELD_WG_ALLIANCE_KEEP_DEFENDED, uint32(sWorld->getWorldState(WORLD_STATE_BATTLEFIELD_WG_ALLIANCE_KEEP_DEFENDED)));
packet.Worldstates.emplace_back(WORLD_STATE_BATTLEFIELD_WG_HORDE_KEEP_CAPTURED, uint32(sWorld->getWorldState(WORLD_STATE_BATTLEFIELD_WG_HORDE_KEEP_CAPTURED)));
packet.Worldstates.emplace_back(WORLD_STATE_BATTLEFIELD_WG_HORDE_KEEP_DEFENDED, uint32(sWorld->getWorldState(WORLD_STATE_BATTLEFIELD_WG_HORDE_KEEP_DEFENDED)));
packet.Worldstates.emplace_back(WORLD_STATE_BATTLEFIELD_WG_ALLIANCE_KEEP_CAPTURED, uint32(sWorld->getWorldState(WORLD_STATE_BATTLEFIELD_WG_ALLIANCE_KEEP_CAPTURED)));
packet.Worldstates.emplace_back(WORLD_STATE_BATTLEFIELD_WG_ALLIANCE_KEEP_DEFENDED, uint32(sWorldState->getWorldState(WORLD_STATE_BATTLEFIELD_WG_ALLIANCE_KEEP_DEFENDED)));
packet.Worldstates.emplace_back(WORLD_STATE_BATTLEFIELD_WG_HORDE_KEEP_CAPTURED, uint32(sWorldState->getWorldState(WORLD_STATE_BATTLEFIELD_WG_HORDE_KEEP_CAPTURED)));
packet.Worldstates.emplace_back(WORLD_STATE_BATTLEFIELD_WG_HORDE_KEEP_DEFENDED, uint32(sWorldState->getWorldState(WORLD_STATE_BATTLEFIELD_WG_HORDE_KEEP_DEFENDED)));
packet.Worldstates.emplace_back(WORLD_STATE_BATTLEFIELD_WG_ALLIANCE_KEEP_CAPTURED, uint32(sWorldState->getWorldState(WORLD_STATE_BATTLEFIELD_WG_ALLIANCE_KEEP_CAPTURED)));
for (GameObjectBuilding::const_iterator itr = BuildingsInZone.begin(); itr != BuildingsInZone.end(); ++itr)
packet.Worldstates.emplace_back((*itr)->m_WorldState, (*itr)->m_State);