refactor(Core/WorldState): Initial addition of world state definition file. (#21875)
Many world states had their enums from script's header and hardcoded values to their respective header file (WorldStateDefines.h) Co-authored-by: Jelle Meeus <sogladev@gmail.com>
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73 changed files with 1828 additions and 1789 deletions
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@ -21,6 +21,7 @@
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#include "ScriptedGossip.h"
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#include "SpellScript.h"
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#include "SpellScriptLoader.h"
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#include "WorldStateDefines.h"
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enum LightOfDawnSays
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{
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@ -198,13 +199,6 @@ enum LightOfDawnEncounter
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ENCOUNTER_TOTAL_DEFENDERS = 300,
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ENCOUNTER_TOTAL_SCOURGE = 10000,
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WORLD_STATE_DEFENDERS_COUNT = 3590,
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WORLD_STATE_SCOURGE_COUNT = 3591,
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WORLD_STATE_SOLDIERS_ENABLE = 3592,
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WORLD_STATE_COUNTDOWN_ENABLE = 3603,
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WORLD_STATE_COUNTDOWN_TIME = 3604,
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WORLD_STATE_EVENT_BEGIN_ENABLE = 3605,
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ENCOUNTER_STATE_NONE = 0,
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ENCOUNTER_STATE_FIGHT = 1,
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ENCOUNTER_STATE_OUTRO = 2,
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@ -343,7 +337,7 @@ public:
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if (creature->IsQuestGiver())
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player->PrepareQuestMenu(creature->GetGUID());
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if (player->GetQuestStatus(12801) == QUEST_STATUS_INCOMPLETE && !creature->AI()->GetData(WORLD_STATE_SOLDIERS_ENABLE))
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if (player->GetQuestStatus(12801) == QUEST_STATUS_INCOMPLETE && !creature->AI()->GetData(WORLD_STATE_BATTLE_FOR_LIGHTS_HOPE_SOLDIERS_ENABLE))
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AddGossipItemFor(player, 9795, 0, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 1);
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SendGossipMenuFor(player, player->GetGossipTextId(creature), creature->GetGUID());
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@ -414,17 +408,17 @@ public:
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{
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switch (type)
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{
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case WORLD_STATE_DEFENDERS_COUNT:
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case WORLD_STATE_BATTLE_FOR_LIGHTS_HOPE_DEFENDERS_COUNT:
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return defendersRemaining;
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case WORLD_STATE_SCOURGE_COUNT:
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case WORLD_STATE_BATTLE_FOR_LIGHTS_HOPE_SCOURGE_COUNT:
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return scourgeRemaining;
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case WORLD_STATE_SOLDIERS_ENABLE:
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case WORLD_STATE_BATTLE_FOR_LIGHTS_HOPE_SOLDIERS_ENABLE:
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return me->IsAlive() && (startTimeRemaining || battleStarted);
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case WORLD_STATE_COUNTDOWN_ENABLE:
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case WORLD_STATE_BATTLE_FOR_LIGHTS_HOPE_COUNTDOWN_ENABLE:
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return me->IsAlive() && startTimeRemaining;
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case WORLD_STATE_COUNTDOWN_TIME:
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case WORLD_STATE_BATTLE_FOR_LIGHTS_HOPE_COUNTDOWN_TIME:
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return startTimeRemaining;
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case WORLD_STATE_EVENT_BEGIN_ENABLE:
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case WORLD_STATE_BATTLE_FOR_LIGHTS_HOPE_EVENT_BEGIN_ENABLE:
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return me->IsAlive() && !startTimeRemaining && battleStarted;
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}
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return 0;
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@ -442,12 +436,12 @@ public:
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void SendInitialWorldStates()
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{
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SendUpdateWorldState(WORLD_STATE_DEFENDERS_COUNT, GetData(WORLD_STATE_DEFENDERS_COUNT));
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SendUpdateWorldState(WORLD_STATE_SCOURGE_COUNT, GetData(WORLD_STATE_SCOURGE_COUNT));
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SendUpdateWorldState(WORLD_STATE_SOLDIERS_ENABLE, GetData(WORLD_STATE_SOLDIERS_ENABLE));
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SendUpdateWorldState(WORLD_STATE_COUNTDOWN_ENABLE, GetData(WORLD_STATE_COUNTDOWN_ENABLE));
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SendUpdateWorldState(WORLD_STATE_COUNTDOWN_TIME, GetData(WORLD_STATE_COUNTDOWN_TIME));
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SendUpdateWorldState(WORLD_STATE_EVENT_BEGIN_ENABLE, GetData(WORLD_STATE_EVENT_BEGIN_ENABLE));
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SendUpdateWorldState(WORLD_STATE_BATTLE_FOR_LIGHTS_HOPE_DEFENDERS_COUNT, GetData(WORLD_STATE_BATTLE_FOR_LIGHTS_HOPE_DEFENDERS_COUNT));
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SendUpdateWorldState(WORLD_STATE_BATTLE_FOR_LIGHTS_HOPE_SCOURGE_COUNT, GetData(WORLD_STATE_BATTLE_FOR_LIGHTS_HOPE_SCOURGE_COUNT));
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SendUpdateWorldState(WORLD_STATE_BATTLE_FOR_LIGHTS_HOPE_SOLDIERS_ENABLE, GetData(WORLD_STATE_BATTLE_FOR_LIGHTS_HOPE_SOLDIERS_ENABLE));
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SendUpdateWorldState(WORLD_STATE_BATTLE_FOR_LIGHTS_HOPE_COUNTDOWN_ENABLE, GetData(WORLD_STATE_BATTLE_FOR_LIGHTS_HOPE_COUNTDOWN_ENABLE));
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SendUpdateWorldState(WORLD_STATE_BATTLE_FOR_LIGHTS_HOPE_COUNTDOWN_TIME, GetData(WORLD_STATE_BATTLE_FOR_LIGHTS_HOPE_COUNTDOWN_TIME));
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SendUpdateWorldState(WORLD_STATE_BATTLE_FOR_LIGHTS_HOPE_EVENT_BEGIN_ENABLE, GetData(WORLD_STATE_BATTLE_FOR_LIGHTS_HOPE_EVENT_BEGIN_ENABLE));
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}
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void JustSummoned(Creature* cr) override
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@ -482,12 +476,12 @@ public:
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if (creature->GetEntry() >= NPC_RAMPAGING_ABOMINATION)
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{
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--scourgeRemaining;
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SendUpdateWorldState(WORLD_STATE_SCOURGE_COUNT, GetData(WORLD_STATE_SCOURGE_COUNT));
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SendUpdateWorldState(WORLD_STATE_BATTLE_FOR_LIGHTS_HOPE_SCOURGE_COUNT, GetData(WORLD_STATE_BATTLE_FOR_LIGHTS_HOPE_SCOURGE_COUNT));
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}
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else
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{
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--defendersRemaining;
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SendUpdateWorldState(WORLD_STATE_DEFENDERS_COUNT, GetData(WORLD_STATE_DEFENDERS_COUNT));
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SendUpdateWorldState(WORLD_STATE_BATTLE_FOR_LIGHTS_HOPE_DEFENDERS_COUNT, GetData(WORLD_STATE_BATTLE_FOR_LIGHTS_HOPE_DEFENDERS_COUNT));
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if (defendersRemaining == 200)
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FinishFight();
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@ -610,25 +604,25 @@ public:
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switch (eventId)
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{
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case EVENT_START_COUNTDOWN_1:
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SendUpdateWorldState(WORLD_STATE_COUNTDOWN_TIME, 4);
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SendUpdateWorldState(WORLD_STATE_BATTLE_FOR_LIGHTS_HOPE_COUNTDOWN_TIME, 4);
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break;
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case EVENT_START_COUNTDOWN_2:
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SendUpdateWorldState(WORLD_STATE_COUNTDOWN_TIME, 3);
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SendUpdateWorldState(WORLD_STATE_BATTLE_FOR_LIGHTS_HOPE_COUNTDOWN_TIME, 3);
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break;
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case EVENT_START_COUNTDOWN_3:
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SendUpdateWorldState(WORLD_STATE_COUNTDOWN_TIME, 2);
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SendUpdateWorldState(WORLD_STATE_BATTLE_FOR_LIGHTS_HOPE_COUNTDOWN_TIME, 2);
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break;
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case EVENT_START_COUNTDOWN_4:
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Talk(SAY_LIGHT_OF_DAWN02);
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SendUpdateWorldState(WORLD_STATE_COUNTDOWN_TIME, 1);
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SendUpdateWorldState(WORLD_STATE_BATTLE_FOR_LIGHTS_HOPE_COUNTDOWN_TIME, 1);
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break;
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case EVENT_START_COUNTDOWN_5:
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battleStarted = ENCOUNTER_STATE_FIGHT;
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me->ReplaceAllNpcFlags(UNIT_NPC_FLAG_NONE);
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Talk(SAY_LIGHT_OF_DAWN04); // Wrong order in DB!
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SendUpdateWorldState(WORLD_STATE_COUNTDOWN_TIME, 0);
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SendUpdateWorldState(WORLD_STATE_COUNTDOWN_ENABLE, 0);
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SendUpdateWorldState(WORLD_STATE_EVENT_BEGIN_ENABLE, 1);
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SendUpdateWorldState(WORLD_STATE_BATTLE_FOR_LIGHTS_HOPE_COUNTDOWN_TIME, 0);
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SendUpdateWorldState(WORLD_STATE_BATTLE_FOR_LIGHTS_HOPE_COUNTDOWN_ENABLE, 0);
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SendUpdateWorldState(WORLD_STATE_BATTLE_FOR_LIGHTS_HOPE_EVENT_BEGIN_ENABLE, 1);
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break;
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case EVENT_START_COUNTDOWN_6:
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case EVENT_START_COUNTDOWN_7:
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