aboutsummaryrefslogtreecommitdiff
path: root/src/server/game
diff options
context:
space:
mode:
authorMeji <alvaro.megias@outlook.com>2022-08-02 21:18:27 +0200
committerGitHub <noreply@github.com>2022-08-02 21:18:27 +0200
commit3a56b914c64dd44303f63fe8f6cb9ac4865e5a59 (patch)
tree068108baa352896d55ac9bf4c5b3a47ba28cd927 /src/server/game
parentf20135696b28775449a2e6e9d6ef4fd8b422a74f (diff)
Core/Conditions: Added CONDITION_PLAYER_CONDITION to integrate conditions with db2 data (#28169)
Diffstat (limited to 'src/server/game')
-rw-r--r--src/server/game/Conditions/ConditionMgr.cpp20
-rw-r--r--src/server/game/Conditions/ConditionMgr.h113
2 files changed, 77 insertions, 56 deletions
diff --git a/src/server/game/Conditions/ConditionMgr.cpp b/src/server/game/Conditions/ConditionMgr.cpp
index c0be07a60d9..6516c7422a1 100644
--- a/src/server/game/Conditions/ConditionMgr.cpp
+++ b/src/server/game/Conditions/ConditionMgr.cpp
@@ -151,6 +151,7 @@ ConditionMgr::ConditionTypeInfo const ConditionMgr::StaticConditionTypeData[COND
{ "BattlePet Species Learned", true, true, true },
{ "On Scenario Step", true, false, false },
{ "Scene In Progress", true, false, false },
+ { "Player Condition", true, false, false },
};
ConditionSourceInfo::ConditionSourceInfo(WorldObject* target0, WorldObject* target1, WorldObject* target2)
@@ -621,6 +622,13 @@ bool Condition::Meets(ConditionSourceInfo& sourceInfo) const
condMeets = player->GetSceneMgr().GetActiveSceneCount(ConditionValue1) > 0;
break;
}
+ case CONDITION_PLAYER_CONDITION:
+ {
+ if (Player* player = object->ToPlayer())
+ if (PlayerConditionEntry const* playerCondition = sPlayerConditionStore.LookupEntry(ConditionValue1))
+ condMeets = ConditionMgr::IsPlayerMeetingCondition(player, playerCondition);
+ break;
+ }
default:
break;
}
@@ -830,6 +838,9 @@ uint32 Condition::GetSearcherTypeMaskForCondition() const
case CONDITION_SCENE_IN_PROGRESS:
mask |= GRID_MAP_TYPE_MASK_PLAYER;
break;
+ case CONDITION_PLAYER_CONDITION:
+ mask |= GRID_MAP_TYPE_MASK_PLAYER;
+ break;
default:
ABORT_MSG("Condition::GetSearcherTypeMaskForCondition - missing condition handling!");
break;
@@ -2719,6 +2730,15 @@ bool ConditionMgr::isConditionTypeValid(Condition* cond) const
}
break;
}
+ case CONDITION_PLAYER_CONDITION:
+ {
+ if (!sPlayerConditionStore.LookupEntry(cond->ConditionValue1))
+ {
+ TC_LOG_ERROR("sql.sql", "%s has non existing PlayerConditionId in value1 (%u), skipped.", cond->ToString(true).c_str(), cond->ConditionValue1);
+ return false;
+ }
+ break;
+ }
default:
TC_LOG_ERROR("sql.sql", "%s Invalid ConditionType in `condition` table, ignoring.", cond->ToString().c_str());
return false;
diff --git a/src/server/game/Conditions/ConditionMgr.h b/src/server/game/Conditions/ConditionMgr.h
index 3b0ba3bb7f0..6d0e3d625d3 100644
--- a/src/server/game/Conditions/ConditionMgr.h
+++ b/src/server/game/Conditions/ConditionMgr.h
@@ -56,63 +56,64 @@ enum class PlayerConditionLfgStatus : uint8;
Step 7: Define condition name and expected condition values in ConditionMgr::StaticConditionTypeData.
*/
enum ConditionTypes
-{ // value1 value2 value3
- CONDITION_NONE = 0, // 0 0 0 always true
- CONDITION_AURA = 1, // spell_id effindex 0 true if target has aura of spell_id with effect effindex
- CONDITION_ITEM = 2, // item_id count bank true if has #count of item_ids (if 'bank' is set it searches in bank slots too)
- CONDITION_ITEM_EQUIPPED = 3, // item_id 0 0 true if has item_id equipped
- CONDITION_ZONEID = 4, // zone_id 0 0 true if in zone_id
- CONDITION_REPUTATION_RANK = 5, // faction_id rankMask 0 true if has min_rank for faction_id
- CONDITION_TEAM = 6, // player_team 0, 0 469 - Alliance, 67 - Horde)
- CONDITION_SKILL = 7, // skill_id skill_value 0 true if has skill_value for skill_id
- CONDITION_QUESTREWARDED = 8, // quest_id 0 0 true if quest_id was rewarded before
- CONDITION_QUESTTAKEN = 9, // quest_id 0, 0 true while quest active
- CONDITION_DRUNKENSTATE = 10, // DrunkenState 0, 0 true if player is drunk enough
- CONDITION_WORLD_STATE = 11, // index value 0 true if world has the value for the index
- CONDITION_ACTIVE_EVENT = 12, // event_id 0 0 true if event is active
- CONDITION_INSTANCE_INFO = 13, // entry data type true if the instance info defined by type (enum InstanceInfo) equals data.
- CONDITION_QUEST_NONE = 14, // quest_id 0 0 true if doesn't have quest saved
- CONDITION_CLASS = 15, // class 0 0 true if player's class is equal to class
- CONDITION_RACE = 16, // race 0 0 true if player's race is equal to race
- CONDITION_ACHIEVEMENT = 17, // achievement_id 0 0 true if achievement is complete
- CONDITION_TITLE = 18, // title id 0 0 true if player has title
+{ // value1 value2 value3
+ CONDITION_NONE = 0, // 0 0 0 always true
+ CONDITION_AURA = 1, // spell_id effindex 0 true if target has aura of spell_id with effect effindex
+ CONDITION_ITEM = 2, // item_id count bank true if has #count of item_ids (if 'bank' is set it searches in bank slots too)
+ CONDITION_ITEM_EQUIPPED = 3, // item_id 0 0 true if has item_id equipped
+ CONDITION_ZONEID = 4, // zone_id 0 0 true if in zone_id
+ CONDITION_REPUTATION_RANK = 5, // faction_id rankMask 0 true if has min_rank for faction_id
+ CONDITION_TEAM = 6, // player_team 0, 0 469 - Alliance, 67 - Horde)
+ CONDITION_SKILL = 7, // skill_id skill_value 0 true if has skill_value for skill_id
+ CONDITION_QUESTREWARDED = 8, // quest_id 0 0 true if quest_id was rewarded before
+ CONDITION_QUESTTAKEN = 9, // quest_id 0, 0 true while quest active
+ CONDITION_DRUNKENSTATE = 10, // DrunkenState 0, 0 true if player is drunk enough
+ CONDITION_WORLD_STATE = 11, // index value 0 true if world has the value for the index
+ CONDITION_ACTIVE_EVENT = 12, // event_id 0 0 true if event is active
+ CONDITION_INSTANCE_INFO = 13, // entry data type true if the instance info defined by type (enum InstanceInfo) equals data.
+ CONDITION_QUEST_NONE = 14, // quest_id 0 0 true if doesn't have quest saved
+ CONDITION_CLASS = 15, // class 0 0 true if player's class is equal to class
+ CONDITION_RACE = 16, // race 0 0 true if player's race is equal to race
+ CONDITION_ACHIEVEMENT = 17, // achievement_id 0 0 true if achievement is complete
+ CONDITION_TITLE = 18, // title id 0 0 true if player has title
CONDITION_SPAWNMASK_DEPRECATED = 19, // DEPRECATED
- CONDITION_GENDER = 20, // gender 0 0 true if player's gender is equal to gender
- CONDITION_UNIT_STATE = 21, // unitState 0 0 true if unit has unitState
- CONDITION_MAPID = 22, // map_id 0 0 true if in map_id
- CONDITION_AREAID = 23, // area_id 0 0 true if in area_id
- CONDITION_CREATURE_TYPE = 24, // cinfo.type 0 0 true if creature_template.type = value1
- CONDITION_SPELL = 25, // spell_id 0 0 true if player has learned spell
- CONDITION_PHASEID = 26, // phaseid 0 0 true if object is in phaseid
- CONDITION_LEVEL = 27, // level ComparisonType 0 true if unit's level is equal to param1 (param2 can modify the statement)
- CONDITION_QUEST_COMPLETE = 28, // quest_id 0 0 true if player has quest_id with all objectives complete, but not yet rewarded
- CONDITION_NEAR_CREATURE = 29, // creature entry distance dead (0/1) true if there is a creature of entry in range
- CONDITION_NEAR_GAMEOBJECT = 30, // gameobject entry distance 0 true if there is a gameobject of entry in range
- CONDITION_OBJECT_ENTRY_GUID_LEGACY = 31, // LEGACY_TypeID entry guid true if object is type TypeID and the entry is 0 or matches entry of the object or matches guid of the object
- CONDITION_TYPE_MASK_LEGACY = 32, // LEGACY_TypeMask 0 0 true if object is type object's TypeMask matches provided TypeMask
- CONDITION_RELATION_TO = 33, // ConditionTarget RelationType 0 true if object is in given relation with object specified by ConditionTarget
- CONDITION_REACTION_TO = 34, // ConditionTarget rankMask 0 true if object's reaction matches rankMask object specified by ConditionTarget
- CONDITION_DISTANCE_TO = 35, // ConditionTarget distance ComparisonType true if object and ConditionTarget are within distance given by parameters
- CONDITION_ALIVE = 36, // 0 0 0 true if unit is alive
- CONDITION_HP_VAL = 37, // hpVal ComparisonType 0 true if unit's hp matches given value
- CONDITION_HP_PCT = 38, // hpPct ComparisonType 0 true if unit's hp matches given pct
- CONDITION_REALM_ACHIEVEMENT = 39, // achievement_id 0 0 true if realm achievement is complete
- CONDITION_IN_WATER = 40, // 0 0 0 true if unit in water
- CONDITION_TERRAIN_SWAP = 41, // terrainSwap 0 0 true if object is in terrainswap
- CONDITION_STAND_STATE = 42, // stateType state 0 true if unit matches specified sitstate (0,x: has exactly state x; 1,0: any standing state; 1,1: any sitting state;)
- CONDITION_DAILY_QUEST_DONE = 43, // quest id 0 0 true if daily quest has been completed for the day
- CONDITION_CHARMED = 44, // 0 0 0 true if unit is currently charmed
- CONDITION_PET_TYPE = 45, // mask 0 0 true if player has a pet of given type(s)
- CONDITION_TAXI = 46, // 0 0 0 true if player is on taxi
- CONDITION_QUESTSTATE = 47, // quest_id state_mask 0 true if player is in any of the provided quest states for the quest (1 = not taken, 2 = completed, 8 = in progress, 32 = failed, 64 = rewarded)
- CONDITION_QUEST_OBJECTIVE_PROGRESS = 48, // ID 0 0 true if player has ID objective complete, but quest not yet rewarded
- CONDITION_DIFFICULTY_ID = 49, // Difficulty 0 0 true is map has difficulty id
- CONDITION_GAMEMASTER = 50, // canBeGM 0 0 true if player is gamemaster (or can be gamemaster)
- CONDITION_OBJECT_ENTRY_GUID = 51, // TypeID entry guid true if object is type TypeID and the entry is 0 or matches entry of the object or matches guid of the object
- CONDITION_TYPE_MASK = 52, // TypeMask 0 0 true if object is type object's TypeMask matches provided TypeMask
- CONDITION_BATTLE_PET_COUNT = 53, // SpecieId count ComparisonType true if player has `count` of battle pet species
- CONDITION_SCENARIO_STEP = 54, // ScenarioStepId 0 0 true if player is at scenario with current step equal to ScenarioStepID
- CONDITION_SCENE_IN_PROGRESS = 55, // SceneScriptPackageId 0 0 true if player is playing a scene with ScriptPackageId equal to given value
+ CONDITION_GENDER = 20, // gender 0 0 true if player's gender is equal to gender
+ CONDITION_UNIT_STATE = 21, // unitState 0 0 true if unit has unitState
+ CONDITION_MAPID = 22, // map_id 0 0 true if in map_id
+ CONDITION_AREAID = 23, // area_id 0 0 true if in area_id
+ CONDITION_CREATURE_TYPE = 24, // cinfo.type 0 0 true if creature_template.type = value1
+ CONDITION_SPELL = 25, // spell_id 0 0 true if player has learned spell
+ CONDITION_PHASEID = 26, // phaseid 0 0 true if object is in phaseid
+ CONDITION_LEVEL = 27, // level ComparisonType 0 true if unit's level is equal to param1 (param2 can modify the statement)
+ CONDITION_QUEST_COMPLETE = 28, // quest_id 0 0 true if player has quest_id with all objectives complete, but not yet rewarded
+ CONDITION_NEAR_CREATURE = 29, // creature entry distance dead (0/1) true if there is a creature of entry in range
+ CONDITION_NEAR_GAMEOBJECT = 30, // gameobject entry distance 0 true if there is a gameobject of entry in range
+ CONDITION_OBJECT_ENTRY_GUID_LEGACY = 31, // LEGACY_TypeID entry guid true if object is type TypeID and the entry is 0 or matches entry of the object or matches guid of the object
+ CONDITION_TYPE_MASK_LEGACY = 32, // LEGACY_TypeMask 0 0 true if object is type object's TypeMask matches provided TypeMask
+ CONDITION_RELATION_TO = 33, // ConditionTarget RelationType 0 true if object is in given relation with object specified by ConditionTarget
+ CONDITION_REACTION_TO = 34, // ConditionTarget rankMask 0 true if object's reaction matches rankMask object specified by ConditionTarget
+ CONDITION_DISTANCE_TO = 35, // ConditionTarget distance ComparisonType true if object and ConditionTarget are within distance given by parameters
+ CONDITION_ALIVE = 36, // 0 0 0 true if unit is alive
+ CONDITION_HP_VAL = 37, // hpVal ComparisonType 0 true if unit's hp matches given value
+ CONDITION_HP_PCT = 38, // hpPct ComparisonType 0 true if unit's hp matches given pct
+ CONDITION_REALM_ACHIEVEMENT = 39, // achievement_id 0 0 true if realm achievement is complete
+ CONDITION_IN_WATER = 40, // 0 0 0 true if unit in water
+ CONDITION_TERRAIN_SWAP = 41, // terrainSwap 0 0 true if object is in terrainswap
+ CONDITION_STAND_STATE = 42, // stateType state 0 true if unit matches specified sitstate (0,x: has exactly state x; 1,0: any standing state; 1,1: any sitting state;)
+ CONDITION_DAILY_QUEST_DONE = 43, // quest id 0 0 true if daily quest has been completed for the day
+ CONDITION_CHARMED = 44, // 0 0 0 true if unit is currently charmed
+ CONDITION_PET_TYPE = 45, // mask 0 0 true if player has a pet of given type(s)
+ CONDITION_TAXI = 46, // 0 0 0 true if player is on taxi
+ CONDITION_QUESTSTATE = 47, // quest_id state_mask 0 true if player is in any of the provided quest states for the quest (1 = not taken, 2 = completed, 8 = in progress, 32 = failed, 64 = rewarded)
+ CONDITION_QUEST_OBJECTIVE_PROGRESS = 48, // ID 0 0 true if player has ID objective complete, but quest not yet rewarded
+ CONDITION_DIFFICULTY_ID = 49, // Difficulty 0 0 true is map has difficulty id
+ CONDITION_GAMEMASTER = 50, // canBeGM 0 0 true if player is gamemaster (or can be gamemaster)
+ CONDITION_OBJECT_ENTRY_GUID = 51, // TypeID entry guid true if object is type TypeID and the entry is 0 or matches entry of the object or matches guid of the object
+ CONDITION_TYPE_MASK = 52, // TypeMask 0 0 true if object is type object's TypeMask matches provided TypeMask
+ CONDITION_BATTLE_PET_COUNT = 53, // SpecieId count ComparisonType true if player has `count` of battle pet species
+ CONDITION_SCENARIO_STEP = 54, // ScenarioStepId 0 0 true if player is at scenario with current step equal to ScenarioStepID
+ CONDITION_SCENE_IN_PROGRESS = 55, // SceneScriptPackageId 0 0 true if player is playing a scene with ScriptPackageId equal to given value
+ CONDITION_PLAYER_CONDITION = 56, // PlayerConditionId 0 0 true if player satisfies PlayerCondition
CONDITION_MAX
};