Core/Pools: Fix pools with 1 member never spawning anything anymore (#26620)
* Core/Pools: Fix pools with 1 member never spawning anything anymore Attempts to fix a 6 years old bug and never fixed by the original author. * Remove respawn times from db once a respawn has been handled * Allow to specify if Despawn1Object() should save or not the respawn time. We don't need to do that when respawning an object. * Apply the same fix to GameObjects too (cherry picked from commit c8ca48823d45dadb042a80637eff954483dd5328)
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@@ -1805,9 +1805,12 @@ bool Creature::LoadFromDB(ObjectGuid::LowType spawnId, Map* map, bool addToMap,
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return false;
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}
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}
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else
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{
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// compatibility mode creatures will be respawned in ::Update()
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m_deathState = DEAD;
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}
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// compatibility mode creatures will be respawned in ::Update()
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m_deathState = DEAD;
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if (CanFly())
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{
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float tz = map->GetHeight(GetPhaseShift(), data->spawnPoint, true, MAX_FALL_DISTANCE);
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@@ -3399,6 +3399,7 @@ void Map::ProcessRespawns()
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sPoolMgr->UpdatePool(poolId, next->type, next->spawnId);
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// step 3: get rid of the actual entry
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RemoveRespawnTime(next->type, next->spawnId, nullptr, true);
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delete next;
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}
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else if (CheckRespawn(next)) // see if we're allowed to respawn
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@@ -3411,12 +3412,14 @@ void Map::ProcessRespawns()
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DoRespawn(next->type, next->spawnId, next->gridId);
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// step 3: get rid of the actual entry
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RemoveRespawnTime(next->type, next->spawnId, nullptr, true);
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delete next;
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}
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else if (!next->respawnTime)
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{ // just remove this respawn entry without rescheduling
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_respawnTimes.pop();
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ASSERT_NOTNULL(GetRespawnMapForType(next->type))->erase(next->spawnId);
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RemoveRespawnTime(next->type, next->spawnId, nullptr, true);
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delete next;
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}
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else
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@@ -186,7 +186,7 @@ void PoolGroup<T>::DespawnObject(ActivePoolData& spawns, uint64 guid, bool alway
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// Method that is actualy doing the removal job on one creature
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template<>
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void PoolGroup<Creature>::Despawn1Object(uint64 guid, bool alwaysDeleteRespawnTime)
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void PoolGroup<Creature>::Despawn1Object(uint64 guid, bool alwaysDeleteRespawnTime, bool saveRespawnTime)
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{
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if (CreatureData const* data = sObjectMgr->GetCreatureData(guid))
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{
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@@ -201,7 +201,7 @@ void PoolGroup<Creature>::Despawn1Object(uint64 guid, bool alwaysDeleteRespawnTi
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Creature* creature = itr->second;
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++itr;
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// For dynamic spawns, save respawn time here
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if (!creature->GetRespawnCompatibilityMode())
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if (saveRespawnTime && !creature->GetRespawnCompatibilityMode())
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creature->SaveRespawnTime();
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creature->AddObjectToRemoveList();
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}
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@@ -214,7 +214,7 @@ void PoolGroup<Creature>::Despawn1Object(uint64 guid, bool alwaysDeleteRespawnTi
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// Same on one gameobject
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template<>
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void PoolGroup<GameObject>::Despawn1Object(uint64 guid, bool alwaysDeleteRespawnTime)
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void PoolGroup<GameObject>::Despawn1Object(uint64 guid, bool alwaysDeleteRespawnTime, bool saveRespawnTime)
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{
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if (GameObjectData const* data = sObjectMgr->GetGameObjectData(guid))
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{
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@@ -230,7 +230,7 @@ void PoolGroup<GameObject>::Despawn1Object(uint64 guid, bool alwaysDeleteRespawn
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++itr;
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// For dynamic spawns, save respawn time here
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if (!go->GetRespawnCompatibilityMode())
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if (saveRespawnTime && !go->GetRespawnCompatibilityMode())
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go->SaveRespawnTime();
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go->AddObjectToRemoveList();
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}
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@@ -243,7 +243,7 @@ void PoolGroup<GameObject>::Despawn1Object(uint64 guid, bool alwaysDeleteRespawn
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// Same on one pool
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template<>
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void PoolGroup<Pool>::Despawn1Object(uint64 child_pool_id, bool alwaysDeleteRespawnTime)
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void PoolGroup<Pool>::Despawn1Object(uint64 child_pool_id, bool alwaysDeleteRespawnTime, bool /*saveRespawnTime*/)
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{
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sPoolMgr->DespawnPool(child_pool_id, alwaysDeleteRespawnTime);
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}
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@@ -296,7 +296,7 @@ void PoolGroup<T>::SpawnObject(ActivePoolData& spawns, uint32 limit, uint64 trig
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roll -= obj.chance;
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// Triggering object is marked as spawned at this time and can be also rolled (respawn case)
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// so this need explicit check for this case
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if (roll < 0 && (/*obj.guid == triggerFrom ||*/ !spawns.IsActiveObject<T>(obj.guid)))
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if (roll < 0 && (obj.guid == triggerFrom || !spawns.IsActiveObject<T>(obj.guid)))
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{
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rolledObjects.push_back(obj);
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break;
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@@ -306,9 +306,9 @@ void PoolGroup<T>::SpawnObject(ActivePoolData& spawns, uint32 limit, uint64 trig
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if (!EqualChanced.empty() && rolledObjects.empty())
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{
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std::copy_if(EqualChanced.begin(), EqualChanced.end(), std::back_inserter(rolledObjects), [/*triggerFrom, */&spawns](PoolObject const& object)
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std::copy_if(EqualChanced.begin(), EqualChanced.end(), std::back_inserter(rolledObjects), [triggerFrom, &spawns](PoolObject const& object)
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{
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return /*object.guid == triggerFrom ||*/ !spawns.IsActiveObject<T>(object.guid);
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return object.guid == triggerFrom || !spawns.IsActiveObject<T>(object.guid);
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});
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Trinity::Containers::RandomResize(rolledObjects, count);
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@@ -385,16 +385,18 @@ void PoolGroup<Pool>::Spawn1Object(PoolObject* obj)
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// Method that does the respawn job on the specified creature
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template <>
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void PoolGroup<Creature>::ReSpawn1Object(PoolObject* /*obj*/)
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void PoolGroup<Creature>::ReSpawn1Object(PoolObject* obj)
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{
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// Creature is still on map, nothing to do
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Despawn1Object(obj->guid, false, false);
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Spawn1Object(obj);
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}
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// Method that does the respawn job on the specified gameobject
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template <>
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void PoolGroup<GameObject>::ReSpawn1Object(PoolObject* /*obj*/)
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void PoolGroup<GameObject>::ReSpawn1Object(PoolObject* obj)
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{
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// GameObject is still on map, nothing to do
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Despawn1Object(obj->guid, false, false);
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Spawn1Object(obj);
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}
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// Nothing to do for a child Pool
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@@ -93,7 +93,7 @@ class TC_GAME_API PoolGroup
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void AddEntry(PoolObject& poolitem, uint32 maxentries);
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bool CheckPool() const;
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void DespawnObject(ActivePoolData& spawns, uint64 guid=0, bool alwaysDeleteRespawnTime = false);
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void Despawn1Object(uint64 guid, bool alwaysDeleteRespawnTime = false);
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void Despawn1Object(uint64 guid, bool alwaysDeleteRespawnTime = false, bool saveRespawnTime = true);
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void SpawnObject(ActivePoolData& spawns, uint32 limit, uint64 triggerFrom);
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void RemoveRespawnTimeFromDB(uint64 guid);
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