Core/Quests: Dont immediately update object visibility at PhaseShift and wait for the AI Hooks to be called in Player::RewardQuest (#28516)

This commit is contained in:
Seyden
2023-01-28 15:36:28 +01:00
committed by GitHub
parent b5176eb6c2
commit b5886f6a2d
5 changed files with 64 additions and 56 deletions

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@@ -15051,15 +15051,70 @@ void Player::RewardQuest(Quest const* quest, LootItemType rewardType, uint32 rew
UpdatePvPState();
}
SendQuestUpdate(quest_id);
SendQuestGiverStatusMultiple();
bool conditionChanged = SendQuestUpdate(quest_id, false);
//lets remove flag for delayed teleports
SetCanDelayTeleport(false);
bool canHaveNextQuest = !quest->HasFlag(QUEST_FLAGS_AUTOCOMPLETE) ? !questGiver->IsPlayer() : true;
if (canHaveNextQuest)
{
switch (questGiver->GetTypeId())
{
case TYPEID_UNIT:
case TYPEID_PLAYER:
{
//For AutoSubmition was added plr case there as it almost same exclute AI script cases.
// Send next quest
if (Quest const* nextQuest = GetNextQuest(questGiver->GetGUID(), quest))
{
// Only send the quest to the player if the conditions are met
if (CanTakeQuest(nextQuest, false))
{
if (nextQuest->IsAutoAccept() && CanAddQuest(nextQuest, true))
AddQuestAndCheckCompletion(nextQuest, questGiver);
PlayerTalkClass->SendQuestGiverQuestDetails(nextQuest, questGiver->GetGUID(), true, false);
}
}
PlayerTalkClass->ClearMenus();
if (Creature* creatureQGiver = questGiver->ToCreature())
creatureQGiver->AI()->OnQuestReward(this, quest, rewardType, rewardId);
break;
}
case TYPEID_GAMEOBJECT:
{
GameObject* questGiverGob = questGiver->ToGameObject();
// Send next quest
if (Quest const* nextQuest = GetNextQuest(questGiverGob->GetGUID(), quest))
{
// Only send the quest to the player if the conditions are met
if (CanTakeQuest(nextQuest, false))
{
if (nextQuest->IsAutoAccept() && CanAddQuest(nextQuest, true))
AddQuestAndCheckCompletion(nextQuest, questGiver);
PlayerTalkClass->SendQuestGiverQuestDetails(nextQuest, questGiverGob->GetGUID(), true, false);
}
}
PlayerTalkClass->ClearMenus();
questGiverGob->AI()->OnQuestReward(this, quest, rewardType, rewardId);
break;
}
default:
break;
}
}
sScriptMgr->OnQuestStatusChange(this, quest_id);
sScriptMgr->OnQuestStatusChange(this, quest, oldStatus, QUEST_STATUS_REWARDED);
if (conditionChanged)
UpdateObjectVisibility();
}
void Player::SetRewardedQuest(uint32 quest_id)
@@ -15750,7 +15805,7 @@ void Player::RemoveRewardedQuest(uint32 questId, bool update /*= true*/)
SendQuestUpdate(questId);
}
void Player::SendQuestUpdate(uint32 questId)
bool Player::SendQuestUpdate(uint32 questId, bool updateVisiblity /*= true*/)
{
SpellAreaForQuestMapBounds saBounds = sSpellMgr->GetSpellAreaForQuestMapBounds(questId);
@@ -15799,7 +15854,7 @@ void Player::SendQuestUpdate(uint32 questId)
}
UpdateVisibleGameobjectsOrSpellClicks();
PhasingHandler::OnConditionChange(this);
return PhasingHandler::OnConditionChange(this, updateVisiblity);
}
QuestGiverStatus Player::GetQuestDialogStatus(Object* questgiver)

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@@ -1607,7 +1607,7 @@ class TC_GAME_API Player : public Unit, public GridObject<Player>
void SetQuestStatus(uint32 questId, QuestStatus status, bool update = true);
void RemoveActiveQuest(uint32 questId, bool update = true);
void RemoveRewardedQuest(uint32 questId, bool update = true);
void SendQuestUpdate(uint32 questId);
bool SendQuestUpdate(uint32 questId, bool updateVisiblity = true);
QuestGiverStatus GetQuestDialogStatus(Object* questGiver);
void SetDailyQuestStatus(uint32 quest_id);

View File

@@ -386,54 +386,6 @@ void WorldSession::HandleQuestgiverChooseRewardOpcode(WorldPackets::Quest::Quest
bg->HandleQuestComplete(packet.QuestID, _player);
_player->RewardQuest(quest, packet.Choice.LootItemType, packet.Choice.Item.ItemID, object);
switch (object->GetTypeId())
{
case TYPEID_UNIT:
case TYPEID_PLAYER:
{
//For AutoSubmition was added plr case there as it almost same exclute AI script cases.
// Send next quest
if (Quest const* nextQuest = _player->GetNextQuest(packet.QuestGiverGUID, quest))
{
// Only send the quest to the player if the conditions are met
if (_player->CanTakeQuest(nextQuest, false))
{
if (nextQuest->IsAutoAccept() && _player->CanAddQuest(nextQuest, true))
_player->AddQuestAndCheckCompletion(nextQuest, object);
_player->PlayerTalkClass->SendQuestGiverQuestDetails(nextQuest, packet.QuestGiverGUID, true, false);
}
}
_player->PlayerTalkClass->ClearMenus();
if (Creature* creatureQGiver = object->ToCreature())
creatureQGiver->AI()->OnQuestReward(_player, quest, packet.Choice.LootItemType, packet.Choice.Item.ItemID);
break;
}
case TYPEID_GAMEOBJECT:
{
GameObject* questGiver = object->ToGameObject();
// Send next quest
if (Quest const* nextQuest = _player->GetNextQuest(packet.QuestGiverGUID, quest))
{
// Only send the quest to the player if the conditions are met
if (_player->CanTakeQuest(nextQuest, false))
{
if (nextQuest->IsAutoAccept() && _player->CanAddQuest(nextQuest, true))
_player->AddQuestAndCheckCompletion(nextQuest, object);
_player->PlayerTalkClass->SendQuestGiverQuestDetails(nextQuest, packet.QuestGiverGUID, true, false);
}
}
_player->PlayerTalkClass->ClearMenus();
questGiver->AI()->OnQuestReward(_player, quest, packet.Choice.LootItemType, packet.Choice.Item.ItemID);
break;
}
default:
break;
}
}
}
else

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@@ -366,7 +366,7 @@ void PhasingHandler::OnAreaChange(WorldObject* object)
UpdateVisibilityIfNeeded(object, true, changed);
}
void PhasingHandler::OnConditionChange(WorldObject* object)
bool PhasingHandler::OnConditionChange(WorldObject* object, bool updateVisibility /*= true*/)
{
PhaseShift& phaseShift = object->GetPhaseShift();
PhaseShift& suppressedPhaseShift = object->GetSuppressedPhaseShift();
@@ -478,7 +478,8 @@ void PhasingHandler::OnConditionChange(WorldObject* object)
unit->RemoveNotOwnSingleTargetAuras(true);
}
UpdateVisibilityIfNeeded(object, true, changed);
UpdateVisibilityIfNeeded(object, updateVisibility, changed);
return changed;
}
void PhasingHandler::SendToPlayer(Player const* player, PhaseShift const& phaseShift)

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@@ -52,7 +52,7 @@ public:
static void OnMapChange(WorldObject* object);
static void OnAreaChange(WorldObject* object);
static void OnConditionChange(WorldObject* object);
static bool OnConditionChange(WorldObject* object, bool updateVisibility = true);
static void SendToPlayer(Player const* player, PhaseShift const& phaseShift);
static void SendToPlayer(Player const* player);