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[Expeditions] Store description and leader name on dz (#1294)
* Rename dynamic zone source files * Store description and leader name on dz Removes the DynamicZoneInfo struct used for switch list window. This data can be stored on DynamicZone and kept updated by its owning system * Separate create compass packet method Cleanup MarkSingleCompassLoc
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+4
-3
@@ -21,7 +21,7 @@
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#ifndef EXPEDITION_H
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#define EXPEDITION_H
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#include "dynamiczone.h"
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#include "dynamic_zone.h"
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#include "expedition_lockout_timer.h"
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#include "../common/eq_constants.h"
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#include <cstdint>
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@@ -76,7 +76,7 @@ class Expedition
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{
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public:
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Expedition() = delete;
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Expedition(uint32_t id, const std::string& uuid, const DynamicZone& dz, const std::string& expedition_name,
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Expedition(uint32_t id, const std::string& uuid, DynamicZone&& dz, const std::string& expedition_name,
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const ExpeditionMember& leader, uint32_t min_players, uint32_t max_players);
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static Expedition* TryCreate(Client* requester, DynamicZone& dynamiczone, ExpeditionRequest& request);
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@@ -111,7 +111,7 @@ public:
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uint32_t GetMinPlayers() const { return m_min_players; }
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uint32_t GetMaxPlayers() const { return m_max_players; }
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uint32_t GetMemberCount() const { return static_cast<uint32_t>(m_members.size()); }
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const DynamicZone& GetDynamicZone() const { return m_dynamiczone; }
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DynamicZone& GetDynamicZone() { return m_dynamiczone; }
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const std::string& GetName() const { return m_expedition_name; }
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const std::string& GetLeaderName() const { return m_leader.name; }
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const std::string& GetUUID() const { return m_uuid; }
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@@ -209,6 +209,7 @@ private:
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const std::string& add_char_name, uint32_t add_char_id);
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void SendWorldSetSecondsRemaining(uint32_t seconds_remaining);
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void SendWorldSettingChanged(uint16_t server_opcode, bool setting_value);
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void SetDynamicZone(DynamicZone&& dz);
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void TryAddClient(Client* add_client, const std::string& inviter_name,
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const std::string& swap_remove_name, Client* leader_client = nullptr);
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void UpdateDzDuration(uint32_t new_duration) { m_dynamiczone.SetUpdatedDuration(new_duration); }
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