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Implement new player conditions CONDITION_NO_AURA, CONDITION_ACTIVE_EVENT.
Signed-off-by: VladimirMangos <vladimir@getmangos.com> Currently can be used in loot conditions, later possible in gossip options show.
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2 changed files with 31 additions and 1 deletions
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@ -6381,6 +6381,10 @@ bool PlayerCondition::Meets(Player const * player) const
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return true;
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return false;
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}
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case CONDITION_NO_AURA:
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return !player->HasAura(value1, value2);
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case CONDITION_ACTIVE_EVENT:
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return gameeventmgr.IsActiveEvent(value1);
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default:
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return false;
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}
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@ -6501,6 +6505,30 @@ bool PlayerCondition::IsValid(ConditionType condition, uint32 value1, uint32 val
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sLog.outErrorDb("Quest condition has useless data in value2 (%u)!", value2);
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break;
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}
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case CONDITION_NO_AURA:
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{
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if(!sSpellStore.LookupEntry(value1))
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{
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sLog.outErrorDb("Aura condition requires to have non existing spell (Id: %d), skipped", value1);
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return false;
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}
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if(value2 > 2)
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{
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sLog.outErrorDb("Aura condition requires to have non existing effect index (%u) (must be 0..2), skipped", value2);
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return false;
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}
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break;
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}
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case CONDITION_ACTIVE_EVENT:
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{
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GameEvent::GameEventDataMap const& events = gameeventmgr.GetEventMap();
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if(value1 >=events.size() || !events[value1].isValid())
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{
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sLog.outErrorDb("Active event condition requires existed event id (%u), skipped", value1);
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return false;
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}
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break;
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}
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}
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return true;
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}
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@ -203,9 +203,11 @@ enum ConditionType
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CONDITION_QUESTREWARDED = 8, // quest_id 0
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CONDITION_QUESTTAKEN = 9, // quest_id 0, for condition true while quest active.
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CONDITION_AD_COMMISSION_AURA = 10, // 0 0, for condition true while one from AD ñommission aura active
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CONDITION_NO_AURA = 11, // spell_id effindex
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CONDITION_ACTIVE_EVENT = 12, // event_id
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};
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#define MAX_CONDITION 11 // maximum value in ConditionType enum
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#define MAX_CONDITION 13 // maximum value in ConditionType enum
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struct PlayerCondition
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{
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