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Core/Battlegrounds: Fix log errors about creatures not found
Move "Battleground::GetBGCreature: creature not found for BG" error log to INFO level when the caller expects no creatures to be found, like on Battleground startup. Closes #3538
This commit is contained in:
@@ -1522,21 +1522,33 @@ void Battleground::DoorOpen(uint32 type)
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type, GUID_LOPART(BgObjects[type]), m_MapId, m_InstanceID);
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}
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GameObject* Battleground::GetBGObject(uint32 type)
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GameObject* Battleground::GetBGObject(uint32 type, bool logError)
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{
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GameObject* obj = GetBgMap()->GetGameObject(BgObjects[type]);
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if (!obj)
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TC_LOG_ERROR("bg.battleground", "Battleground::GetBGObject: gameobject (type: %u, GUID: %u) not found for BG (map: %u, instance id: %u)!",
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type, GUID_LOPART(BgObjects[type]), m_MapId, m_InstanceID);
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{
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if (logError)
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TC_LOG_ERROR("bg.battleground", "Battleground::GetBGObject: gameobject (type: %u, GUID: %u) not found for BG (map: %u, instance id: %u)!",
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type, GUID_LOPART(BgObjects[type]), m_MapId, m_InstanceID);
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else
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TC_LOG_INFO("bg.battleground", "Battleground::GetBGObject: gameobject (type: %u, GUID: %u) not found for BG (map: %u, instance id: %u)!",
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type, GUID_LOPART(BgObjects[type]), m_MapId, m_InstanceID);
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}
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return obj;
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}
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Creature* Battleground::GetBGCreature(uint32 type)
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Creature* Battleground::GetBGCreature(uint32 type, bool logError)
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{
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Creature* creature = GetBgMap()->GetCreature(BgCreatures[type]);
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if (!creature)
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TC_LOG_ERROR("bg.battleground", "Battleground::GetBGCreature: creature (type: %u, GUID: %u) not found for BG (map: %u, instance id: %u)!",
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type, GUID_LOPART(BgCreatures[type]), m_MapId, m_InstanceID);
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{
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if (logError)
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TC_LOG_ERROR("bg.battleground", "Battleground::GetBGCreature: creature (type: %u, GUID: %u) not found for BG (map: %u, instance id: %u)!",
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type, GUID_LOPART(BgCreatures[type]), m_MapId, m_InstanceID);
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else
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TC_LOG_INFO("bg.battleground", "Battleground::GetBGCreature: creature (type: %u, GUID: %u) not found for BG (map: %u, instance id: %u)!",
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type, GUID_LOPART(BgCreatures[type]), m_MapId, m_InstanceID);
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}
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return creature;
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}
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@@ -382,8 +382,8 @@ class Battleground
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void StartBattleground();
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GameObject* GetBGObject(uint32 type);
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Creature* GetBGCreature(uint32 type);
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GameObject* GetBGObject(uint32 type, bool logError = true);
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Creature* GetBGCreature(uint32 type, bool logError = true);
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// Location
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void SetMapId(uint32 MapID) { m_MapId = MapID; }
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@@ -790,7 +790,7 @@ void BattlegroundAV::PopulateNode(BG_AV_Nodes node)
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if (node >= BG_AV_NODES_MAX)//fail safe
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return;
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Creature* trigger = GetBGCreature(node + 302);//0-302 other creatures
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Creature* trigger = GetBGCreature(node + 302, false);//0-302 other creatures
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if (!trigger)
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{
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trigger = AddCreature(WORLD_TRIGGER,
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@@ -780,7 +780,7 @@ void BattlegroundEY::EventTeamCapturedPoint(Player* player, uint32 Point)
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if (Point >= EY_POINTS_MAX)
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return;
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Creature* trigger = GetBGCreature(Point + 6);//0-5 spirit guides
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Creature* trigger = GetBGCreature(Point + 6, false);//0-5 spirit guides
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if (!trigger)
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trigger = AddCreature(WORLD_TRIGGER, Point+6, Team, BG_EY_TriggerPositions[Point][0], BG_EY_TriggerPositions[Point][1], BG_EY_TriggerPositions[Point][2], BG_EY_TriggerPositions[Point][3]);
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@@ -658,7 +658,7 @@ void BattlegroundIC::HandleCapturedNodes(ICNodePoint* nodePoint, bool recapture)
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// we must del opposing faction vehicles when the node is captured (unused ones)
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for (uint8 i = (nodePoint->faction == TEAM_ALLIANCE ? BG_IC_NPC_GLAIVE_THROWER_1_H : BG_IC_NPC_GLAIVE_THROWER_1_A); i < (nodePoint->faction == TEAM_ALLIANCE ? BG_IC_NPC_GLAIVE_THROWER_2_H : BG_IC_NPC_GLAIVE_THROWER_2_A); ++i)
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{
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if (Creature* glaiveThrower = GetBGCreature(i))
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if (Creature* glaiveThrower = GetBGCreature(i, false))
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{
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if (Vehicle* vehicleGlaive = glaiveThrower->GetVehicleKit())
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{
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@@ -670,7 +670,7 @@ void BattlegroundIC::HandleCapturedNodes(ICNodePoint* nodePoint, bool recapture)
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for (uint8 i = (nodePoint->faction == TEAM_ALLIANCE ? BG_IC_NPC_CATAPULT_1_H : BG_IC_NPC_CATAPULT_1_A); i < (nodePoint->faction == TEAM_ALLIANCE ? BG_IC_NPC_CATAPULT_4_H : BG_IC_NPC_CATAPULT_4_A); ++i)
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{
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if (Creature* catapult = GetBGCreature(i))
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if (Creature* catapult = GetBGCreature(i, false))
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{
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if (Vehicle* vehicleGlaive = catapult->GetVehicleKit())
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{
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@@ -685,7 +685,7 @@ void BattlegroundIC::HandleCapturedNodes(ICNodePoint* nodePoint, bool recapture)
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{
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uint8 type = (nodePoint->faction == TEAM_ALLIANCE ? BG_IC_NPC_GLAIVE_THROWER_1_A : BG_IC_NPC_GLAIVE_THROWER_1_H)+i;
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if (GetBGCreature(type) && GetBGCreature(type)->IsAlive())
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if (GetBGCreature(type, false) && GetBGCreature(type)->IsAlive())
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continue;
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if (AddCreature(nodePoint->faction == TEAM_ALLIANCE ? NPC_GLAIVE_THROWER_A : NPC_GLAIVE_THROWER_H, type, nodePoint->faction,
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@@ -700,7 +700,7 @@ void BattlegroundIC::HandleCapturedNodes(ICNodePoint* nodePoint, bool recapture)
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{
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uint8 type = (nodePoint->faction == TEAM_ALLIANCE ? BG_IC_NPC_CATAPULT_1_A : BG_IC_NPC_CATAPULT_1_H)+i;
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if (GetBGCreature(type) && GetBGCreature(type)->IsAlive())
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if (GetBGCreature(type, false) && GetBGCreature(type)->IsAlive())
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continue;
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if (AddCreature(NPC_CATAPULT, type, nodePoint->faction,
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@@ -720,7 +720,7 @@ void BattlegroundIC::HandleCapturedNodes(ICNodePoint* nodePoint, bool recapture)
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// we must del opposing faction vehicles when the node is captured (unused ones)
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for (uint8 i = (nodePoint->faction == TEAM_ALLIANCE ? BG_IC_NPC_DEMOLISHER_1_H : BG_IC_NPC_DEMOLISHER_1_A); i < (nodePoint->faction == TEAM_ALLIANCE ? BG_IC_NPC_DEMOLISHER_4_H : BG_IC_NPC_DEMOLISHER_4_A); ++i)
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{
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if (Creature* demolisher = GetBGCreature(i))
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if (Creature* demolisher = GetBGCreature(i, false))
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{
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if (Vehicle* vehicleDemolisher = demolisher->GetVehicleKit())
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{
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@@ -735,7 +735,7 @@ void BattlegroundIC::HandleCapturedNodes(ICNodePoint* nodePoint, bool recapture)
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{
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uint8 type = (nodePoint->faction == TEAM_ALLIANCE ? BG_IC_NPC_DEMOLISHER_1_A : BG_IC_NPC_DEMOLISHER_1_H)+i;
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if (GetBGCreature(type) && GetBGCreature(type)->IsAlive())
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if (GetBGCreature(type, false) && GetBGCreature(type)->IsAlive())
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continue;
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if (AddCreature(NPC_DEMOLISHER, type, nodePoint->faction,
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@@ -748,7 +748,7 @@ void BattlegroundIC::HandleCapturedNodes(ICNodePoint* nodePoint, bool recapture)
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// we check if the opossing siege engine is in use
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int8 enemySiege = (nodePoint->faction == TEAM_ALLIANCE ? BG_IC_NPC_SIEGE_ENGINE_H : BG_IC_NPC_SIEGE_ENGINE_A);
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if (Creature* siegeEngine = GetBGCreature(enemySiege))
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if (Creature* siegeEngine = GetBGCreature(enemySiege, false))
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{
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if (Vehicle* vehicleSiege = siegeEngine->GetVehicleKit())
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{
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@@ -759,7 +759,7 @@ void BattlegroundIC::HandleCapturedNodes(ICNodePoint* nodePoint, bool recapture)
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}
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uint8 siegeType = (nodePoint->faction == TEAM_ALLIANCE ? BG_IC_NPC_SIEGE_ENGINE_A : BG_IC_NPC_SIEGE_ENGINE_H);
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if (!GetBGCreature(siegeType) || !GetBGCreature(siegeType)->IsAlive())
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if (!GetBGCreature(siegeType, false) || !GetBGCreature(siegeType)->IsAlive())
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{
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AddCreature((nodePoint->faction == TEAM_ALLIANCE ? NPC_SIEGE_ENGINE_A : NPC_SIEGE_ENGINE_H), siegeType, nodePoint->faction,
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BG_IC_WorkshopVehicles[4].GetPositionX(), BG_IC_WorkshopVehicles[4].GetPositionY(),
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