[11964] Implement new conditions system

Tree-like design idea by Faramir118, thanks for that!

* Add `conditions` table to store conditions.
* REPLACE current handling of conditions for the *_loot_template tables
  Convert the old conditions in *_loot_template to the new system by SQL-Queries
* ADD support for new conditions to gossip_menu and gossip_menu_option.
  If for these tables no condition_id (new system) is provided, the old conditions will still be used
* Add a small helper python script to contrib/convertConditions, see README there for details
* Add new command to reload the `conditions` table (.reload conditions)
* Add two Meta-Condition types CONDITION_AND (-1) and CONDITION_OR (-2) which are used as:
  value1 (as condition_entry) AND / OR value2 (as condition_entry)

  With these meta-conditions it is possible to create tree like and very complicated combined conditions (like HasAura && (HasItem || HasQuest))

NOTE about conversion:
For easier convertion all the old table data is still preserved, but will be removed eventually (within a circle of the moon approximately)
The python script will not create an optimal initial fill of the `conditions` table. You might want to tweak it manually or suggest some optimized algorithm :)

Signed-off-by: Schmoozerd <schmoozerd@scriptdev2.com>
This commit is contained in:
Schmoozerd 2012-04-15 22:40:13 +02:00
parent f3b5e1e4bc
commit 8c29893310
18 changed files with 729 additions and 132 deletions

View file

@ -1105,6 +1105,10 @@ void World::SetInitialWorldSettings()
sLog.outString( ">>> Game Event Data loaded" );
sLog.outString();
// Load Conditions
sLog.outString( "Loading Conditions..." );
sObjectMgr.LoadConditions();
sLog.outString( "Creating map persistent states for non-instanceable maps..." ); // must be after PackInstances(), LoadCreatures(), sPoolMgr.LoadFromDB(), sGameEventMgr.LoadFromDB();
sMapPersistentStateMgr.InitWorldMaps();