Revert "Core/Event: prevent seasonal quests from resetting at server restart (#17455)"
This reverts commit 6a8ca9b0bf6f7cd355e1994723d6be6a5003d4d4. # Conflicts: # src/server/game/Events/GameEventMgr.cpp
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aea5d7429e
commit
e7f8a0e086
1 file changed
+2
-12
@@ -142,9 +142,6 @@ bool GameEventMgr::StartEvent(uint16 event_id, bool overwrite)
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if (data.end <= data.start)
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data.end = data.start + data.length;
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}
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// When event is started, set its worldstate to current time
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sWorld->setWorldState(event_id, GameTime::GetGameTime());
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return false;
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}
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else
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@@ -180,9 +177,6 @@ void GameEventMgr::StopEvent(uint16 event_id, bool overwrite)
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RemoveActiveEvent(event_id);
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UnApplyEvent(event_id);
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// When event is stopped, clean up its worldstate
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sWorld->setWorldState(event_id, 0);
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if (overwrite && !serverwide_evt)
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{
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data.start = GameTime::GetGameTime() - data.length * MINUTE;
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@@ -1098,8 +1092,6 @@ uint32 GameEventMgr::Update() // return the next e
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}
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else
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{
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// If event is inactive, periodically clean up its worldstate
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sWorld->setWorldState(itr, 0);
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//TC_LOG_DEBUG("misc", "GameEvent %u is not active", itr->first);
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if (IsActiveEvent(itr))
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deactivate.insert(itr);
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@@ -1182,10 +1174,8 @@ void GameEventMgr::ApplyNewEvent(uint16 event_id)
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UpdateEventNPCVendor(event_id, true);
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// update bg holiday
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UpdateBattlegroundSettings();
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// If event's worldstate is 0, it means the event hasn't been started yet. In that case, reset seasonal quests.
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// When event ends (if it expires or if it's stopped via commands) worldstate will be set to 0 again, ready for another seasonal quest reset.
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if (sWorld->getWorldState(event_id) == 0)
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sWorld->ResetEventSeasonalQuests(event_id);
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// check for seasonal quest reset.
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sWorld->ResetEventSeasonalQuests(event_id);
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}
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void GameEventMgr::UpdateEventNPCFlags(uint16 event_id)
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