feat(Core/Spawns): introduce SpawnData base struct and spawn group infrastructure (#25152)
Co-authored-by: r00ty-tc <r00ty-tc@users.noreply.github.com> Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -22,6 +22,7 @@
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#include "DatabaseEnv.h"
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#include "ItemTemplate.h"
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#include "LootMgr.h"
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#include "SpawnData.h"
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#include "Unit.h"
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#include <list>
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@@ -365,32 +366,23 @@ typedef std::unordered_map<uint8, EquipmentInfo> EquipmentInfoContainerInternal;
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typedef std::unordered_map<uint32, EquipmentInfoContainerInternal> EquipmentInfoContainer;
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// from `creature` table
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struct CreatureData
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struct CreatureData : public SpawnData
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{
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CreatureData() = default;
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CreatureData() : SpawnData(SPAWN_TYPE_CREATURE) {}
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uint32 id1{0}; // entry in creature_template
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uint32 id2{0}; // entry in creature_template
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uint32 id3{0}; // entry in creature_template
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uint16 mapid{0};
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uint32 phaseMask{0};
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uint32 displayid{0};
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int8 equipmentId{0};
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float posX{0.0f};
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float posY{0.0f};
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float posZ{0.0f};
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float orientation{0.0f};
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uint32 spawntimesecs{0};
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float wander_distance{0.0f};
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uint32 currentwaypoint{0};
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uint32 curhealth{0};
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uint32 curmana{0};
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uint8 movementType{0};
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uint8 spawnMask{0};
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uint32 npcflag{0};
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uint32 unit_flags{0}; // enum UnitFlags mask values
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uint32 dynamicflags{0};
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uint32 ScriptId;
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bool dbData{true};
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};
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struct CreatureModelInfo
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