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Change space indentation to tabs
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@@ -68,8 +68,8 @@ void AdventureManager::CalculateAdventureRequestReply(const char *data)
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}
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/**
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* This block checks to see if we actually have any adventures for the requested theme.
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*/
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* This block checks to see if we actually have any adventures for the requested theme.
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*/
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map<uint32, list<AdventureTemplate*> >::iterator adv_list_iter = adventure_entries.find(sar->template_id);
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if(adv_list_iter == adventure_entries.end())
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{
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@@ -84,10 +84,10 @@ void AdventureManager::CalculateAdventureRequestReply(const char *data)
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}
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/**
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* This block checks to see if our requested group has anyone with an "Active" adventure
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* Active being in progress, finished adventures that are still waiting to expire do not count
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* Though they will count against you for which new adventure you can get.
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*/
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* This block checks to see if our requested group has anyone with an "Active" adventure
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* Active being in progress, finished adventures that are still waiting to expire do not count
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* Though they will count against you for which new adventure you can get.
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*/
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list<Adventure*>::iterator iter = adventure_list.begin();
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while(iter != adventure_list.end())
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{
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@@ -117,9 +117,9 @@ void AdventureManager::CalculateAdventureRequestReply(const char *data)
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}
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/**
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* Now we need to get every available adventure for our selected theme and exclude ones we can't use.
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* ie. the ones that would cause overlap issues for new adventures with the old unexpired adventures.
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*/
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* Now we need to get every available adventure for our selected theme and exclude ones we can't use.
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* ie. the ones that would cause overlap issues for new adventures with the old unexpired adventures.
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*/
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list<AdventureZones> excluded_zones;
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list<AdventureZoneIn> excluded_zone_ins;
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for(int i = 0; i < sar->member_count; ++i)
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@@ -149,9 +149,9 @@ void AdventureManager::CalculateAdventureRequestReply(const char *data)
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list<AdventureTemplate*> eligible_adventures = adventure_entries[sar->template_id];
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/**
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* Remove zones from eligible zones based on their difficulty and type.
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* ie only use difficult zones for difficult, collect for collect, etc.
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*/
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* Remove zones from eligible zones based on their difficulty and type.
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* ie only use difficult zones for difficult, collect for collect, etc.
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*/
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list<AdventureTemplate*>::iterator ea_iter = eligible_adventures.begin();
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while(ea_iter != eligible_adventures.end())
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{
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@@ -170,8 +170,8 @@ void AdventureManager::CalculateAdventureRequestReply(const char *data)
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}
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/**
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* Get levels for this group.
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*/
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* Get levels for this group.
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*/
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int valid_count = 0;
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int avg_level = 0;
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int min_level = 40000;
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@@ -263,8 +263,8 @@ void AdventureManager::CalculateAdventureRequestReply(const char *data)
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}
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/**
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* Remove the zones from our eligible zones based on the exclusion above
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*/
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* Remove the zones from our eligible zones based on the exclusion above
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*/
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list<AdventureZones>::iterator ez_iter = excluded_zones.begin();
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while(ez_iter != excluded_zones.end())
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{
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@@ -282,7 +282,7 @@ void AdventureManager::CalculateAdventureRequestReply(const char *data)
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}
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list<AdventureZoneIn>::iterator ezi_iter = excluded_zone_ins.begin();
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while(ezi_iter != excluded_zone_ins.end())
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while(ezi_iter != excluded_zone_ins.end())
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{
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list<AdventureTemplate*>::iterator ea_iter = eligible_adventures.begin();
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while(ea_iter != eligible_adventures.end())
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@@ -297,9 +297,9 @@ void AdventureManager::CalculateAdventureRequestReply(const char *data)
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ezi_iter++;
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}
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/**
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* Remove Zones based on level
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*/
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/**
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* Remove Zones based on level
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*/
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ea_iter = eligible_adventures.begin();
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while(ea_iter != eligible_adventures.end())
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{
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