feat(Core/Battleground): split Arena and Battleground score (#10616)
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@@ -24,6 +24,7 @@
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#include "CreatureAIImpl.h"
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#include "DBCEnums.h"
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#include <unordered_map>
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#include <functional>
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typedef std::map<uint32, Battleground*> BattlegroundContainer;
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typedef std::unordered_map<uint32, BattlegroundTypeId> BattleMastersMap;
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@@ -42,15 +43,8 @@ struct CreateBattlegroundData
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uint32 LevelMax;
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char const* BattlegroundName;
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uint32 MapID;
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float Team1StartLocX;
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float Team1StartLocY;
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float Team1StartLocZ;
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float Team1StartLocO;
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float Team2StartLocX;
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float Team2StartLocY;
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float Team2StartLocZ;
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float Team2StartLocO;
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float StartMaxDist;
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std::array<Position, PVP_TEAMS_COUNT> StartLocation;
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uint32 scriptId;
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uint8 Weight;
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};
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@@ -73,7 +67,6 @@ public:
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void BuildPlayerLeftBattlegroundPacket(WorldPacket* data, ObjectGuid guid);
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void BuildBattlegroundListPacket(WorldPacket* data, ObjectGuid guid, Player* player, BattlegroundTypeId bgTypeId, uint8 fromWhere);
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void BuildGroupJoinedBattlegroundPacket(WorldPacket* data, GroupJoinBattlegroundResult result);
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void BuildPvpLogDataPacket(WorldPacket* data, Battleground* bg);
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void BuildBattlegroundStatusPacket(WorldPacket* data, Battleground* bg, uint8 queueSlot, uint8 statusId, uint32 time1, uint32 time2, uint8 arenaType, TeamId teamId, bool isRated = false, BattlegroundTypeId forceBgTypeId = BATTLEGROUND_TYPE_NONE);
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void BuildPlaySoundPacket(WorldPacket* data, uint32 soundid);
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void SendAreaSpiritHealerQueryOpcode(Player* player, Battleground* bg, ObjectGuid guid);
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@@ -96,8 +89,6 @@ public:
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void ScheduleArenaQueueUpdate(uint32 arenaRatedTeamId, BattlegroundQueueTypeId bgQueueTypeId, BattlegroundBracketId bracket_id);
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uint32 GetPrematureFinishTime() const;
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static void InviteGroupToBG(GroupQueueInfo* ginfo, Battleground* bg, TeamId teamId);
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void ToggleArenaTesting();
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void ToggleTesting();
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@@ -138,6 +129,8 @@ public:
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static std::unordered_map<uint32, BattlegroundQueueTypeId> ArenaTypeToQueue; // ArenaType -> BattlegroundQueueTypeId
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static std::unordered_map<uint32, ArenaType> QueueToArenaType; // BattlegroundQueueTypeId -> ArenaType
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void DoForAllBattlegrounds(std::function<void(Battleground*)> const& worker);
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private:
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bool CreateBattleground(CreateBattlegroundData& data);
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uint32 GetNextClientVisibleInstanceId();
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