Core/Maps: implement new flags for instance spawn groups to allow to restrict spawn groups to horde or alliance only

*use the new flags to restrict the Scarlet Monastery Alliance spawns to alliance players only
This commit is contained in:
Ovahlord committed 2020-11-16 18:55:27 +01:00
1 parent 4a28a9d700
commit 4ff5b6189d
5 files changed
+41 -33

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+16 -30
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@@ -242,49 +242,35 @@ void InstanceScript::UpdateSpawnGroups()
{
if (!_instanceSpawnGroups)
return;
enum states : uint8
{
BLOCK = 0x0,
SPAWN = 0x1,
FORCEBLOCK = 0x2,
FORCEDESPAWN = 0x4
};
std::unordered_map<uint32, uint8> newStates;
enum states { BLOCK, SPAWN, FORCEBLOCK };
std::unordered_map<uint32, states> newStates;
for (auto it = _instanceSpawnGroups->begin(), end = _instanceSpawnGroups->end(); it != end; ++it)
{
InstanceSpawnGroupInfo const& info = *it;
uint8& curValue = newStates[info.SpawnGroupId]; // makes sure there's a BLOCK value in the map
states& curValue = newStates[info.SpawnGroupId]; // makes sure there's a BLOCK value in the map
if (curValue == FORCEBLOCK) // nothing will change this
continue;
if (!((1 << GetBossState(info.BossStateId)) & info.BossStates))
if (info.BossStates && !((1 << GetBossState(info.BossStateId)) & info.BossStates)) // allow boss state 0 to always bypass this check
continue;
if (instance->GetTeamIdInInstance() == TEAM_ALLIANCE && (info.Flags & InstanceSpawnGroupInfo::FLAG_HORDE_ONLY)
|| instance->GetTeamIdInInstance() == TEAM_HORDE && (info.Flags & InstanceSpawnGroupInfo::FLAG_ALLIANCE_ONLY))
continue;
if (info.Flags & InstanceSpawnGroupInfo::FLAG_BLOCK_SPAWN)
curValue |= FORCEBLOCK;
if (info.Flags & InstanceSpawnGroupInfo::FLAG_ACTIVATE_SPAWN)
curValue |= SPAWN;
if (info.Flags & InstanceSpawnGroupInfo::FLAG_FORCE_DESPAWN)
curValue |= FORCEDESPAWN;
curValue = FORCEBLOCK;
else if (info.Flags & InstanceSpawnGroupInfo::FLAG_ACTIVATE_SPAWN)
curValue = SPAWN;
}
for (auto const& pair : newStates)
{
uint32 const groupId = pair.first;
uint8 state = pair.second;
// Spawn group is already active, skip
if (instance->IsSpawnGroupActive(groupId) == (state & SPAWN))
continue;
// Spawn group shall be spawned, spawn it
if (state & SPAWN)
bool const doSpawn = (pair.second == SPAWN);
if (instance->IsSpawnGroupActive(groupId) == doSpawn)
continue; // nothing to do here
// if we should spawn group, then spawn it...
if (doSpawn)
instance->SpawnGroupSpawn(groupId);
// Spawn group shall be disabled, disable it
if (state & FORCEBLOCK)
else // otherwise, set it as inactive so it no longer respawns (but don't despawn it)
instance->SetSpawnGroupInactive(groupId);
// Spawn group shall be despawned, despawn it
if (state & FORCEDESPAWN)
instance->SpawnGroupDespawn(groupId);
}
}