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Core/Conditions: Convert CONDITION_MAP_DIFFICULTY in CONDITION_SPAWNMASK for more handling
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4
sql/updates/world/2012_09_16_01_world_conditions.sql
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4
sql/updates/world/2012_09_16_01_world_conditions.sql
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@@ -0,0 +1,4 @@
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DELETE FROM `conditions` WHERE `SourceTypeOrReferenceId`=10 AND `SourceGroup`=34379;
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INSERT INTO `conditions` (`SourceTypeOrReferenceId`, `SourceGroup`, `SourceEntry`, `SourceId`, `ElseGroup`, `ConditionTypeOrReference`, `ConditionTarget`, `ConditionValue1`, `ConditionValue2`, `ConditionValue3`, `NegativeCondition`, `ErrorTextId`, `ScriptName`, `Comment`) VALUES
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(10,34379,50452,0,0,19,0,8,0,0,0,0,'', 'Wodin''s Lucky Necklace only 25 heroic'),
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(10,34379,50453,0,0,19,0,8,0,0,0,0,'', 'Ring of Rotting Sinew only 25 heroic');
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@@ -279,16 +279,9 @@ bool Condition::Meets(ConditionSourceInfo& sourceInfo)
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condMeets = player->HasTitle(ConditionValue1);
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break;
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}
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case CONDITION_MAP_DIFFICULTY:
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case CONDITION_SPAWNMASK:
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{
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if (Unit* unit = object->ToUnit())
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{
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if (unit->GetMap()->IsRaid())
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if (unit->GetMap()->Is25ManRaid() != ((ConditionValue1 & RAID_DIFFICULTY_MASK_25MAN) != 0))
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return false;
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condMeets = unit->GetMap()->GetSpawnMode() >= ConditionValue1;
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}
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condMeets = ((1 << object->GetMap()->GetSpawnMode()) & ConditionValue1);
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break;
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}
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default:
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@@ -442,7 +435,7 @@ uint32 Condition::GetSearcherTypeMaskForCondition()
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case CONDITION_TITLE:
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mask |= GRID_MAP_TYPE_MASK_PLAYER;
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break;
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case CONDITION_MAP_DIFFICULTY:
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case CONDITION_SPAWNMASK:
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mask |= GRID_MAP_TYPE_MASK_ALL;
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break;
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default:
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@@ -1857,9 +1850,9 @@ bool ConditionMgr::isConditionTypeValid(Condition* cond)
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}
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break;
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}
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case CONDITION_MAP_DIFFICULTY:
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case CONDITION_SPAWNMASK:
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{
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if (cond->ConditionValue1 >= MAX_DIFFICULTY)
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if (cond->ConditionValue1 > SPAWNMASK_RAID_ALL)
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{
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sLog->outError(LOG_FILTER_SQL, "Map Difficulty condition has non existing map difficulty in value1 (%u), skipped", cond->ConditionValue1);
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return false;
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@@ -49,7 +49,7 @@ enum ConditionTypes
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CONDITION_RACE = 16, // race 0 0 true if player's race is equal to race
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CONDITION_ACHIEVEMENT = 17, // achievement_id 0 0 true if achievement is complete
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CONDITION_TITLE = 18, // title id 0 0 true if player has title
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CONDITION_MAP_DIFFICULTY = 19, // difficulty 0 0
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CONDITION_SPAWNMASK = 19, // spawnMask 0 0
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CONDITION_UNUSED_20 = 20, //
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CONDITION_UNUSED_21 = 21, //
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CONDITION_MAPID = 22, // map_id 0 0 true if in map_id
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