.lookup pool $pooldescpart - list of pools (anywhere) with substring in description
.pool list - list of pools with spawn in current map (only work in instances)
Non-instanceable maps share pool system state os useless attempt get all pols at all continents.
.pool spawns - list current creatures/objects listed in pools and spawned (added to grid data, not meaning show in world).
.pool spawns #pool_id - list current creatures/objects listed in #pool_id and spawned (added to grid data, not meaning show in world).
.pool #pool_id - pool information and full list creatures/gameobjects included in pool
* Direct store pool system dynamic data in sPoolMgr replaced by
shared pool system data object (for all non instanceable maps)
into WorldPersistentState, and own copies of pool system data
object in DungeonPersistentState/BattlegroundPersistentState.
This let have pools with object at many non-instanceable maps,
and single map pools with unique state for each instance.
* Avoid direct global grid data modify from pool system, and use for this also
recently added local for MapPersistentState grid spawn data.
* Implemented proper API for update pool system data in MapPersistentStates
from GameEvent system.
* Initialize pool system state at MapPersistendState creating.
For shared pool system state for non-instanceable maps initilized at first map state
creating.
Now pool system propertly work in instance also!
ASSERT hard use in predictable way because diff. 3rd party libs code
redefine it inf different ways and hard make sure that used in end
of mangos define version. This is real detected problem make some
expected assert checks ignored and so bugs not detected as expected from code.
In addition made related changes:
* Common.h header expected to be first include in any src/game/header except most simple cases.
* Related FILE.h header expected to be first include in FILE.cpp
* Fixed some absent includes and type forwards for safe build without PCH enabled.
* Avoid using MANGOS_ASSERT in src/framework code
* `game_event_pool` dropped and related in momory data generated
based by another pool tables content.
* Pool work with spawed at event and despawned at event object now different.
- If object listed in `game_event_*` as spawned at event start and it's part of some pool
then all other pool object must be listed as spawned with this event start, and more,
if pool has mother pool, then all mother pool members must have objects spawned at this
event start. More short: all object of some top (not have mother pool) mitbe or listed for some event start spawn,
or not listed for any event start spawn.
- If object listed in `game_event_*` as DEspawned at event start and it's part of some pool
then nothing special required for other pool objects. Event systemwil command to pool system exclude for spawning and despawn referenced
object until event end.
* Many checks has been added at event/pool data loading.
* Changes fix crashes related to event/pool common work.
Thanks to NoFantasy for help in research original problems and ways for improve code.
This let solve problem with not despawned creature/gameobject at pool update in case when related grid not loaded.
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
Concentrate all dynamic data in single structure for future move it to Map for support pre-Map pool data store.
* This let use pool system in future in instances
* Remove main stoper to move creature/guids to per-map store tht open lot simplifcation and problem autoresolves
* This is also fix some porblems in pool-pool case work.