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Core/Garrison: Add more functions to get garrison data
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@@ -346,13 +346,13 @@ Garrison::Plot const* Garrison::GetPlot(uint32 garrPlotInstanceId) const
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void Garrison::LearnBlueprint(uint32 garrBuildingId)
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{
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WorldPackets::Garrison::GarrisonLearnBlueprintResult learnBlueprintResult;
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learnBlueprintResult.GarrTypeID = GARRISON_TYPE_GARRISON;
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learnBlueprintResult.GarrTypeID = GetType();
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learnBlueprintResult.BuildingID = garrBuildingId;
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learnBlueprintResult.Result = GARRISON_SUCCESS;
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if (!sGarrBuildingStore.LookupEntry(garrBuildingId))
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learnBlueprintResult.Result = GARRISON_ERROR_INVALID_BUILDINGID;
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else if (_knownBuildings.count(garrBuildingId))
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else if (HasBlueprint(garrBuildingId))
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learnBlueprintResult.Result = GARRISON_ERROR_BLUEPRINT_EXISTS;
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else
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_knownBuildings.insert(garrBuildingId);
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@@ -363,13 +363,13 @@ void Garrison::LearnBlueprint(uint32 garrBuildingId)
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void Garrison::UnlearnBlueprint(uint32 garrBuildingId)
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{
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WorldPackets::Garrison::GarrisonUnlearnBlueprintResult unlearnBlueprintResult;
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unlearnBlueprintResult.GarrTypeID = GARRISON_TYPE_GARRISON;
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unlearnBlueprintResult.GarrTypeID = GetType();
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unlearnBlueprintResult.BuildingID = garrBuildingId;
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unlearnBlueprintResult.Result = GARRISON_SUCCESS;
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if (!sGarrBuildingStore.LookupEntry(garrBuildingId))
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unlearnBlueprintResult.Result = GARRISON_ERROR_INVALID_BUILDINGID;
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else if (!_knownBuildings.count(garrBuildingId))
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else if (!HasBlueprint(garrBuildingId))
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unlearnBlueprintResult.Result = GARRISON_ERROR_REQUIRES_BLUEPRINT;
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else
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_knownBuildings.erase(garrBuildingId);
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@@ -380,7 +380,7 @@ void Garrison::UnlearnBlueprint(uint32 garrBuildingId)
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void Garrison::PlaceBuilding(uint32 garrPlotInstanceId, uint32 garrBuildingId)
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{
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WorldPackets::Garrison::GarrisonPlaceBuildingResult placeBuildingResult;
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placeBuildingResult.GarrTypeID = GARRISON_TYPE_GARRISON;
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placeBuildingResult.GarrTypeID = GetType();
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placeBuildingResult.Result = CheckBuildingPlacement(garrPlotInstanceId, garrBuildingId);
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if (placeBuildingResult.Result == GARRISON_SUCCESS)
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{
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@@ -399,7 +399,7 @@ void Garrison::PlaceBuilding(uint32 garrPlotInstanceId, uint32 garrBuildingId)
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{
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oldBuildingId = plot->BuildingInfo.PacketInfo->GarrBuildingID;
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if (sGarrBuildingStore.AssertEntry(oldBuildingId)->BuildingType != building->BuildingType)
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plot->ClearBuildingInfo(_owner);
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plot->ClearBuildingInfo(GetType(), _owner);
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}
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plot->SetBuildingInfo(placeBuildingResult.BuildingInfo, _owner);
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@@ -413,7 +413,7 @@ void Garrison::PlaceBuilding(uint32 garrPlotInstanceId, uint32 garrBuildingId)
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if (oldBuildingId)
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{
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WorldPackets::Garrison::GarrisonBuildingRemoved buildingRemoved;
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buildingRemoved.GarrTypeID = GARRISON_TYPE_GARRISON;
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buildingRemoved.GarrTypeID = GetType();
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buildingRemoved.Result = GARRISON_SUCCESS;
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buildingRemoved.GarrPlotInstanceID = garrPlotInstanceId;
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buildingRemoved.GarrBuildingID = oldBuildingId;
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@@ -429,7 +429,7 @@ void Garrison::PlaceBuilding(uint32 garrPlotInstanceId, uint32 garrBuildingId)
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void Garrison::CancelBuildingConstruction(uint32 garrPlotInstanceId)
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{
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WorldPackets::Garrison::GarrisonBuildingRemoved buildingRemoved;
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buildingRemoved.GarrTypeID = GARRISON_TYPE_GARRISON;
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buildingRemoved.GarrTypeID = GetType();
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buildingRemoved.Result = CheckBuildingRemoval(garrPlotInstanceId);
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if (buildingRemoved.Result == GARRISON_SUCCESS)
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{
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@@ -442,7 +442,7 @@ void Garrison::CancelBuildingConstruction(uint32 garrPlotInstanceId)
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if (map)
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plot->DeleteGameObject(map);
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plot->ClearBuildingInfo(_owner);
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plot->ClearBuildingInfo(GetType(), _owner);
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_owner->SendDirectMessage(buildingRemoved.Write());
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GarrBuildingEntry const* constructing = sGarrBuildingStore.AssertEntry(buildingRemoved.GarrBuildingID);
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@@ -457,7 +457,7 @@ void Garrison::CancelBuildingConstruction(uint32 garrPlotInstanceId)
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ASSERT(restored);
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WorldPackets::Garrison::GarrisonPlaceBuildingResult placeBuildingResult;
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placeBuildingResult.GarrTypeID = GARRISON_TYPE_GARRISON;
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placeBuildingResult.GarrTypeID = GetType();
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placeBuildingResult.Result = GARRISON_SUCCESS;
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placeBuildingResult.BuildingInfo.GarrPlotInstanceID = garrPlotInstanceId;
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placeBuildingResult.BuildingInfo.GarrBuildingID = restored;
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@@ -500,7 +500,7 @@ void Garrison::ActivateBuilding(uint32 garrPlotInstanceId)
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void Garrison::AddFollower(uint32 garrFollowerId)
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{
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WorldPackets::Garrison::GarrisonAddFollowerResult addFollowerResult;
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addFollowerResult.GarrTypeID = GARRISON_TYPE_GARRISON;
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addFollowerResult.GarrTypeID = GetType();
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GarrFollowerEntry const* followerEntry = sGarrFollowerStore.LookupEntry(garrFollowerId);
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if (_followerIds.count(garrFollowerId) || !followerEntry)
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{
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@@ -546,7 +546,7 @@ void Garrison::SendInfo()
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garrisonInfo.Garrisons.emplace_back();
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WorldPackets::Garrison::GarrisonInfo& garrison = garrisonInfo.Garrisons.back();
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garrison.GarrTypeID = GARRISON_TYPE_GARRISON;
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garrison.GarrTypeID = GetType();
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garrison.GarrSiteID = _siteLevel->GarrSiteID;
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garrison.GarrSiteLevelID = _siteLevel->ID;
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garrison.NumFollowerActivationsRemaining = _followerActivationsRemainingToday;
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@@ -585,7 +585,7 @@ void Garrison::SendRemoteInfo() const
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void Garrison::SendBlueprintAndSpecializationData()
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{
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WorldPackets::Garrison::GarrisonRequestBlueprintAndSpecializationDataResult data;
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data.GarrTypeID = GARRISON_TYPE_GARRISON;
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data.GarrTypeID = GetType();
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data.BlueprintsKnown = &_knownBuildings;
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_owner->SendDirectMessage(data.Write());
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}
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@@ -631,7 +631,7 @@ GarrisonError Garrison::CheckBuildingPlacement(uint32 garrPlotInstanceId, uint32
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if (building->Flags & GARRISON_BUILDING_FLAG_NEEDS_PLAN)
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{
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if (!_knownBuildings.count(garrBuildingId))
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if (!HasBlueprint(garrBuildingId))
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return GARRISON_ERROR_REQUIRES_BLUEPRINT;
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}
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else // Building is built as a quest reward
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@@ -805,10 +805,10 @@ void Garrison::Plot::DeleteGameObject(Map* map)
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BuildingInfo.Guid.Clear();
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}
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void Garrison::Plot::ClearBuildingInfo(Player* owner)
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void Garrison::Plot::ClearBuildingInfo(GarrisonType garrisonType, Player* owner)
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{
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WorldPackets::Garrison::GarrisonPlotPlaced plotPlaced;
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plotPlaced.GarrTypeID = GARRISON_TYPE_GARRISON;
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plotPlaced.GarrTypeID = garrisonType;
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plotPlaced.PlotInfo = &PacketInfo;
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owner->SendDirectMessage(plotPlaced.Write());
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