Implement instance modes, full-group departures and mandatory flight regions
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bc8f171055
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@@ -6,6 +6,7 @@ s=(root/'src/server/game/World/AdventureBehaviorMgr.cpp').read_text()
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a=s.index('void AdventureBehaviorMgr::Update(');b=s.index('bool AdventureBehaviorMgr::Command(',a)
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code=r'''
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#include "AdventureBehaviorPolicy.h"
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#include "AdventureGroupPolicy.h"
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#include <cassert>
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#include <cstdint>
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#include <ctime>
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@@ -55,7 +56,7 @@ class AdventureBehaviorMgr {
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public:
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enum class Phase{Idle,Travel,OnSite,Switching,Handover};
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struct Record{
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bool Enabled=true,Schedule=false,Queued=false,Dirty=false;
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bool Enabled=true,Schedule=false,Queued=false,Dirty=false;AdventureGroupPolicy::Departure Departure;
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Phase State=Phase::Travel;
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std::string Intent="social",Location="tavern",WantedIntent="social",WantedLocation="tavern",Detail,Micro,ManualNextIntent,ManualNextLocation;
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time_t Deadline=1000;uint32 AreaRevision=0,Date=20261026,Timer=0,MicroTimer=0,GestureTimer=0,RetryTimer=0;int Hour=5;
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@@ -71,6 +72,7 @@ public:
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bool AdoptGroup(Player*,Player*){return false;}
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bool UpdateNavigationRescue(Player*,Record&){return false;}
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bool UpdateGathering(Player*,Record&,time_t){return false;}
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bool UpdateDeparture(Player*,Record&,time_t){return false;}
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void Update(Player*,uint32);
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void EnterPlayerInstance(Player*);
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void Generate(Player*,Record&,uint32){}
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