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diff --git a/src/server/game/Miscellaneous/CommonHelpers.cpp b/src/server/game/Miscellaneous/CommonHelpers.cpp
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+#include "CommonHelpers.h"
+#include "Common.h"
+#include "Item.h"
+#include "ItemTemplate.h"
+#include "Player.h"
+#include "SharedDefines.h"
+
+enum PlayerSpecializationIconicSpellIds
+{
+ /* Warrior - Arms */
+ SPELL_SWEEPING_STRIKES = 12328,
+ SPELL_MORTAL_STRIKE = 12294,
+ SPELL_BLADESTORM = 46924,
+
+ /* Warrior - Fury */
+ SPELL_DEATH_WISH = 12292,
+ SPELL_BLOODTHIRST = 23881,
+ PASSIVE_TITANS_GRIP = 46917,
+
+ /* Warrior - Protection */
+ SPELL_VIGILANCE = 50720,
+ SPELL_DEVASTATE = 20243,
+ SPELL_SHOCKWAVE = 46968,
+
+ /* Paladin - Holy*/
+ PASSIVE_ILLUMINATION = 20215,
+ SPELL_HOLY_SHOCK = 20473,
+ SPELL_BEACON_OF_LIGHT = 53563,
+
+ /* Paladin - Protection */
+ SPELL_BLESS_OF_SANC = 20911,
+ SPELL_HOLY_SHIELD = 20925,
+ SPELL_HAMMER_OF_RIGHTEOUS = 53595,
+
+ /* Paladin - Retribution */
+ SPELL_SEAL_OF_COMMAND = 20375,
+ SPELL_CRUSADER_STRIKE = 35395,
+ SPELL_DIVINE_STORM = 53385,
+
+ /* Hunter - Beast Mastery */
+ SPELL_BESTIAL_WRATH = 19574,
+ PASSIVE_BEAST_WITHIN = 34692,
+ PASSIVE_BEAST_MASTERY = 53270,
+
+ /* Hunter - Marksmanship */
+ SPELL_AIMED_SHOT = 19434,
+ PASSIVE_TRUESHOT_AURA = 19506,
+ SPELL_CHIMERA_SHOT = 53209,
+
+ /* Hunter - Survival */
+ PASSIVE_LOCK_AND_LOAD = 56344,
+ SPELL_WYVERN_STING = 19386,
+ SPELL_EXPLOSIVE_SHOT = 53301,
+
+ /* Rogue - Assassination */
+ SPELL_COLD_BLOOD = 14177,
+ SPELL_MUTILATE = 1329,
+ SPELL_HUNGER_FOR_BLOOD = 51662,
+
+ /* Rogue - Combat */
+ SPELL_BLADE_FLURRY = 13877,
+ SPELL_ADRENALINE_RUSH = 13750,
+ SPELL_KILLING_SPREE = 51690,
+
+ /* Rogue - Sublety */
+ SPELL_HEMORRHAGE = 16511,
+ SPELL_PREMEDITATION = 14183,
+ SPELL_SHADOW_DANCE = 51713,
+
+ /* Priest - Discipline */
+ PASSIVE_SOUL_WARDING = 63574,
+ SPELL_POWER_INFUSION = 10060,
+ SPELL_PENANCE = 47540,
+
+ /* Priest - Holy */
+ PASSIVE_SPIRIT_REDEMPTION = 20711,
+ SPELL_DESPERATE_PRAYER = 19236,
+ SPELL_GUARDIAN_SPIRIT = 47788,
+
+ /* Priest - Shadow */
+ SPELL_VAMPIRIC_EMBRACE = 15286,
+ SPELL_SHADOWFORM = 15473,
+ SPELL_VAMPIRIC_TOUCH = 34914,
+
+ /* Death Knight - Blood */
+ SPELL_RUNE_TAP = 48982,
+ SPELL_HYSTERIA = 49016,
+ SPELL_HEART_STRIKE = 55050,
+
+ /* Death Knight - Frost */
+ PASSIVE_ICY_TALONS = 50887,
+ SPELL_FROST_STRIKE = 49143,
+ SPELL_HOWLING_BLAST = 49184,
+
+ /* Death Knight - Unholy */
+ PASSIVE_UNHOLY_BLIGHT = 49194,
+ PASSIVE_MASTER_OF_GHOUL = 52143,
+ SPELL_SCOURGE_STRIKE = 55090,
+
+ /* Shaman - Elemental*/
+ PASSIVE_ELEMENTAL_FOCUS = 16164,
+ SPELL_TOTEM_OF_WRATH = 30706,
+ SPELL_THUNDERSTORM = 51490,
+
+ /* Shaman - Enhancement */
+ PASSIVE_SPIRIT_WEAPONS = 16268,
+ SPELL_LAVA_LASH = 60103,
+ SPELL_FERAL_SPIRIT = 51533,
+
+ /* Shaman - Restoration*/
+ SPELL_SHA_NATURE_SWIFT = 591,
+ SPELL_MANA_TIDE_TOTEM = 590,
+ SPELL_RIPTIDE = 61295,
+
+ /* Mage - Arcane */
+ SPELL_FOCUS_MAGIC = 54646,
+ SPELL_ARCANE_POWER = 12042,
+ SPELL_ARCANE_BARRAGE = 44425,
+
+ /* Mage - Fire */
+ SPELL_PYROBLAST = 11366,
+ SPELL_COMBUSTION = 11129,
+ SPELL_LIVING_BOMB = 44457,
+
+ /* Mage - Frost */
+ SPELL_ICY_VEINS = 12472,
+ SPELL_ICE_BARRIER = 11426,
+ SPELL_DEEP_FREEZE = 44572,
+
+ /* Warlock - Affliction */
+ PASSIVE_SIPHON_LIFE = 63108,
+ SPELL_UNSTABLE_AFFLICTION = 30108,
+ SPELL_HAUNT = 48181,
+
+ /* Warlock - Demonology */
+ SPELL_SOUL_LINK = 19028,
+ SPELL_DEMONIC_EMPOWERMENT = 47193,
+ SPELL_METAMORPHOSIS = 59672,
+
+ /* Warlock - Destruction */
+ SPELL_SHADOWBURN = 17877,
+ SPELL_CONFLAGRATE = 17962,
+ SPELL_CHAOS_BOLT = 50796,
+
+ /* Druid - Balance */
+ SPELL_INSECT_SWARM = 5570,
+ SPELL_MOONKIN_FORM = 24858,
+ SPELL_STARFALL = 48505,
+
+ /* Druid - Feral */
+ SPELL_SURVIVAL_INSTINCTS = 61336,
+ SPELL_MANGLE = 33917,
+ SPELL_BERSERK = 50334,
+
+ /* Druid - Restoration */
+ SPELL_SWIFTMEND = 18562,
+ SPELL_TREE_OF_LIFE = 33891,
+ SPELL_WILD_GROWTH = 48438
+};
+
+static const uint8 MaximumSpecializationIconicSpells = 3u;
+
+// As it turns out, finding out "how many points does the player have in spec X" is actually really expensive to do frequently
+// So instead, we just check for a handful of spells that, realistically, no spec is gonna go without (and "has spell" is cheap!)
+// Can players deliberately trick this check? Yes.
+// Is it worth doing? No.
+// Close enough.
+static const uint32 PlayerSpecializationIconicSpells[MAX_CLASSES][MAX_TALENT_TREES][MaximumSpecializationIconicSpells] = {
+ { // CLASS_NONE
+ {0,0,0},
+ {0,0,0},
+ {0,0,0}
+ },
+ { // CLASS_WARRIOR
+ {SPELL_BLADESTORM, SPELL_MORTAL_STRIKE, SPELL_SWEEPING_STRIKES}, // Arms
+ {PASSIVE_TITANS_GRIP, SPELL_BLOODTHIRST, SPELL_DEATH_WISH}, // Fury
+ {SPELL_SHOCKWAVE, SPELL_DEVASTATE, SPELL_VIGILANCE} // Protection
+ },
+ { // CLASS_PALADIN
+ {SPELL_BEACON_OF_LIGHT, SPELL_HOLY_SHOCK, PASSIVE_ILLUMINATION}, // Holy
+ {SPELL_HAMMER_OF_RIGHTEOUS, SPELL_HOLY_SHIELD, SPELL_BLESS_OF_SANC}, // Protection
+ {SPELL_DIVINE_STORM, SPELL_CRUSADER_STRIKE, SPELL_SEAL_OF_COMMAND} // Retribution
+ },
+ { // CLASS_HUNTER
+ {PASSIVE_BEAST_MASTERY, PASSIVE_BEAST_WITHIN, SPELL_BESTIAL_WRATH}, // Beast Mastery
+ {SPELL_CHIMERA_SHOT, PASSIVE_TRUESHOT_AURA, SPELL_AIMED_SHOT}, // Marksmanship
+ {SPELL_EXPLOSIVE_SHOT, SPELL_WYVERN_STING, PASSIVE_LOCK_AND_LOAD} // Survival
+ },
+ { // CLASS_ROGUE
+ {SPELL_HUNGER_FOR_BLOOD, SPELL_MUTILATE, SPELL_COLD_BLOOD}, // Assassination
+ {SPELL_KILLING_SPREE, SPELL_ADRENALINE_RUSH, SPELL_BLADE_FLURRY}, // Combat
+ {SPELL_SHADOW_DANCE, SPELL_PREMEDITATION, SPELL_HEMORRHAGE} // Sublety
+ },
+ { // CLASS_PRIEST
+ {SPELL_PENANCE, SPELL_POWER_INFUSION, PASSIVE_SOUL_WARDING}, // Discipline
+ {SPELL_GUARDIAN_SPIRIT, PASSIVE_SPIRIT_REDEMPTION, SPELL_DESPERATE_PRAYER}, // Holy
+ {SPELL_VAMPIRIC_TOUCH, SPELL_SHADOWFORM, SPELL_VAMPIRIC_EMBRACE} // Shadow
+ },
+ { // CLASS_DEATH_KNIGHT
+ {SPELL_HEART_STRIKE, SPELL_HYSTERIA, SPELL_RUNE_TAP}, // Blood
+ {SPELL_HOWLING_BLAST, SPELL_FROST_STRIKE, PASSIVE_ICY_TALONS}, // Frost
+ {SPELL_SCOURGE_STRIKE, PASSIVE_MASTER_OF_GHOUL, PASSIVE_UNHOLY_BLIGHT} // Unholy
+ },
+ { // CLASS_SHAMAN
+ {SPELL_THUNDERSTORM, SPELL_TOTEM_OF_WRATH, PASSIVE_ELEMENTAL_FOCUS}, // Elemental
+ {SPELL_FERAL_SPIRIT, SPELL_LAVA_LASH, PASSIVE_SPIRIT_WEAPONS}, // Enhancement
+ {SPELL_RIPTIDE, SPELL_MANA_TIDE_TOTEM, SPELL_SHA_NATURE_SWIFT} // Restoration
+ },
+ { // CLASS_MAGE
+ {SPELL_ARCANE_BARRAGE, SPELL_ARCANE_POWER, SPELL_FOCUS_MAGIC}, // Arcane
+ {SPELL_LIVING_BOMB, SPELL_COMBUSTION, SPELL_PYROBLAST}, // Fire
+ {SPELL_DEEP_FREEZE, SPELL_ICE_BARRIER, SPELL_ICY_VEINS} // Frost
+ },
+ { // CLASS_WARLOCK
+ {SPELL_HAUNT, SPELL_UNSTABLE_AFFLICTION, PASSIVE_SIPHON_LIFE}, // Affliction
+ {SPELL_METAMORPHOSIS, SPELL_DEMONIC_EMPOWERMENT, SPELL_SOUL_LINK}, // Demonology
+ {SPELL_CHAOS_BOLT, SPELL_CONFLAGRATE, SPELL_SHADOWBURN} // Destruction
+ },
+ { // CLASS_UNK
+ {0,0,0},
+ {0,0,0},
+ {0,0,0}
+ },
+ { // CLASS_DRUID
+ {SPELL_STARFALL, SPELL_MOONKIN_FORM, SPELL_INSECT_SWARM}, // Balance
+ {SPELL_BERSERK, SPELL_MANGLE, SPELL_SURVIVAL_INSTINCTS}, // Feral
+ {SPELL_WILD_GROWTH, SPELL_TREE_OF_LIFE, SPELL_SWIFTMEND} // Restoration
+ }
+};
+
+uint8 Trinity::Helpers::Entity::GetPlayerSpecialization(Player const* who)
+{
+ if (!who)
+ return 0;
+
+ uint8 playerClass = who->getClass();
+ for (uint8 tier = 0; tier < MaximumSpecializationIconicSpells; ++tier)
+ {
+ for (uint8 tree = 0; tree < MAX_TALENT_TREES; ++tree)
+ if (PlayerSpecializationIconicSpells[playerClass][tree][tier] && who->HasSpell(PlayerSpecializationIconicSpells[playerClass][tree][tier]))
+ return tree;
+ }
+
+ return 0;
+}
+
+bool Trinity::Helpers::Entity::IsPlayerHealer(Player const* who)
+{
+ if (!who)
+ return false;
+
+ switch (who->getClass())
+ {
+ case CLASS_WARRIOR:
+ case CLASS_HUNTER:
+ case CLASS_ROGUE:
+ case CLASS_DEATH_KNIGHT:
+ case CLASS_MAGE:
+ case CLASS_WARLOCK:
+ default:
+ return false;
+ case CLASS_PALADIN:
+ return (Trinity::Helpers::Entity::GetPlayerSpecialization(who) == SPEC_PALADIN_HOLY);
+ case CLASS_PRIEST:
+ return (Trinity::Helpers::Entity::GetPlayerSpecialization(who) != SPEC_PRIEST_SHADOW);
+ case CLASS_SHAMAN:
+ return (Trinity::Helpers::Entity::GetPlayerSpecialization(who) == SPEC_SHAMAN_RESTORATION);
+ case CLASS_DRUID:
+ return (Trinity::Helpers::Entity::GetPlayerSpecialization(who) == SPEC_DRUID_RESTORATION);
+ }
+}
+
+bool Trinity::Helpers::Entity::IsPlayerRangedAttacker(Player const* who)
+{
+ if (!who)
+ return false;
+
+ switch (who->getClass())
+ {
+ case CLASS_WARRIOR:
+ case CLASS_PALADIN:
+ case CLASS_ROGUE:
+ case CLASS_DEATH_KNIGHT:
+ default:
+ return false;
+ case CLASS_MAGE:
+ case CLASS_WARLOCK:
+ return true;
+ case CLASS_HUNTER:
+ {
+ // check if we have a ranged weapon equipped
+ Item const* rangedSlot = who->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_RANGED);
+ if (ItemTemplate const* rangedTemplate = rangedSlot ? rangedSlot->GetTemplate() : nullptr)
+ {
+ if ((1 << rangedTemplate->SubClass) & ITEM_SUBCLASS_MASK_WEAPON_RANGED)
+ return true;
+ }
+ return false;
+ }
+ case CLASS_PRIEST:
+ return (Trinity::Helpers::Entity::GetPlayerSpecialization(who) == SPEC_PRIEST_SHADOW);
+ case CLASS_SHAMAN:
+ return (Trinity::Helpers::Entity::GetPlayerSpecialization(who) == SPEC_SHAMAN_ELEMENTAL);
+ case CLASS_DRUID:
+ return (Trinity::Helpers::Entity::GetPlayerSpecialization(who) == SPEC_DRUID_BALANCE);
+ }
+}