/*
* This file is part of the TrinityCore Project. See AUTHORS file for Copyright information
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (at your
* option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License along
* with this program. If not, see .
*/
#ifndef TRINITY_CONDITIONMGR_H
#define TRINITY_CONDITIONMGR_H
#include "Define.h"
#include "Hash.h"
#include
#include
#include
#include
#include
#include
class Creature;
class Map;
class Player;
class Unit;
class WorldObject;
class LootTemplate;
struct Condition;
struct PlayerConditionEntry;
struct UnitConditionEntry;
struct WorldStateExpressionEntry;
enum class PlayerConditionLfgStatus : uint8;
/*! Documentation on implementing a new ConditionType:
Step 1: Check for the lowest free ID. Look for CONDITION_UNUSED_XX in the enum.
Then define the new condition type.
Step 2: Determine and map the parameters for the new condition type.
Step 3: Add a case block to ConditionMgr::isConditionTypeValid with the new condition type
and validate the parameters.
Step 4: Define the maximum available condition targets in ConditionMgr::GetMaxAvailableConditionTargets.
Step 5: Define the grid searcher mask in Condition::GetSearcherTypeMaskForCondition.
Step 6: Add a case block to ConditionMgr::Meets with the new condition type.
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
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 progressValue true if player has ID objective progress equal to ConditionValue3 (and quest is in quest log)
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_PRIVATE_OBJECT = 57, // 0 0 0 true if entity is private object
CONDITION_STRING_ID = 58,
CONDITION_MAX
};
/*! Documentation on implementing a new ConditionSourceType:
Step 1: Check for the lowest free ID. Look for CONDITION_SOURCE_TYPE_UNUSED_XX in the enum.
Then define the new source type.
Step 2: Determine and map the parameters for the new condition source type.
Step 3: Add a case block to ConditionMgr::isSourceTypeValid with the new condition type
and validate the parameters.
Step 4: If your condition can be grouped (determined in step 2), add a rule for it in
ConditionMgr::CanHaveSourceGroupSet, following the example of the existing types.
Step 5: Define the maximum available condition targets in ConditionMgr::GetMaxAvailableConditionTargets.
Step 6: Define ConditionSourceType Name in ConditionMgr::StaticSourceTypeData.
The following steps only apply if your condition can be grouped:
Step 7: Determine how you are going to store your conditions. You need to add a new storage container
for it in ConditionMgr class, along with a function like:
ConditionList GetConditionsForXXXYourNewSourceTypeXXX(parameters...)
The above function should be placed in upper level (practical) code that actually
checks the conditions.
Step 8: Implement loading for your source type in ConditionMgr::LoadConditions.
Step 9: Implement memory cleaning for your source type in ConditionMgr::Clean.
*/
enum ConditionSourceType
{
CONDITION_SOURCE_TYPE_NONE = 0,
CONDITION_SOURCE_TYPE_CREATURE_LOOT_TEMPLATE = 1,
CONDITION_SOURCE_TYPE_DISENCHANT_LOOT_TEMPLATE = 2,
CONDITION_SOURCE_TYPE_FISHING_LOOT_TEMPLATE = 3,
CONDITION_SOURCE_TYPE_GAMEOBJECT_LOOT_TEMPLATE = 4,
CONDITION_SOURCE_TYPE_ITEM_LOOT_TEMPLATE = 5,
CONDITION_SOURCE_TYPE_MAIL_LOOT_TEMPLATE = 6,
CONDITION_SOURCE_TYPE_MILLING_LOOT_TEMPLATE = 7,
CONDITION_SOURCE_TYPE_PICKPOCKETING_LOOT_TEMPLATE = 8,
CONDITION_SOURCE_TYPE_PROSPECTING_LOOT_TEMPLATE = 9,
CONDITION_SOURCE_TYPE_REFERENCE_LOOT_TEMPLATE = 10,
CONDITION_SOURCE_TYPE_SKINNING_LOOT_TEMPLATE = 11,
CONDITION_SOURCE_TYPE_SPELL_LOOT_TEMPLATE = 12,
CONDITION_SOURCE_TYPE_SPELL_IMPLICIT_TARGET = 13,
CONDITION_SOURCE_TYPE_GOSSIP_MENU = 14,
CONDITION_SOURCE_TYPE_GOSSIP_MENU_OPTION = 15,
CONDITION_SOURCE_TYPE_CREATURE_TEMPLATE_VEHICLE = 16,
CONDITION_SOURCE_TYPE_SPELL = 17,
CONDITION_SOURCE_TYPE_SPELL_CLICK_EVENT = 18,
CONDITION_SOURCE_TYPE_QUEST_AVAILABLE = 19,
// Condition source type 20 unused
CONDITION_SOURCE_TYPE_VEHICLE_SPELL = 21,
CONDITION_SOURCE_TYPE_SMART_EVENT = 22,
CONDITION_SOURCE_TYPE_NPC_VENDOR = 23,
CONDITION_SOURCE_TYPE_SPELL_PROC = 24,
CONDITION_SOURCE_TYPE_TERRAIN_SWAP = 25,
CONDITION_SOURCE_TYPE_PHASE = 26,
CONDITION_SOURCE_TYPE_GRAVEYARD = 27,
CONDITION_SOURCE_TYPE_AREATRIGGER = 28,
CONDITION_SOURCE_TYPE_CONVERSATION_LINE = 29,
CONDITION_SOURCE_TYPE_AREATRIGGER_CLIENT_TRIGGERED = 30,
CONDITION_SOURCE_TYPE_TRAINER_SPELL = 31,
CONDITION_SOURCE_TYPE_OBJECT_ID_VISIBILITY = 32,
CONDITION_SOURCE_TYPE_SPAWN_GROUP = 33,
CONDITION_SOURCE_TYPE_PLAYER_CONDITION = 34,
CONDITION_SOURCE_TYPE_SKILL_LINE_ABILITY = 35,
CONDITION_SOURCE_TYPE_MAX_DB_ALLOWED,
CONDITION_SOURCE_TYPE_REFERENCE_CONDITION = CONDITION_SOURCE_TYPE_MAX_DB_ALLOWED, // internal, not set in db
CONDITION_SOURCE_TYPE_MAX // MAX
};
enum RelationType
{
RELATION_SELF = 0,
RELATION_IN_PARTY,
RELATION_IN_RAID_OR_PARTY,
RELATION_OWNED_BY,
RELATION_PASSENGER_OF,
RELATION_CREATED_BY,
RELATION_MAX
};
enum InstanceInfo
{
INSTANCE_INFO_DATA = 0,
INSTANCE_INFO_GUID_DATA,
INSTANCE_INFO_BOSS_STATE,
INSTANCE_INFO_DATA64
};
enum MaxConditionTargets
{
MAX_CONDITION_TARGETS = 3
};
struct TC_GAME_API ConditionSourceInfo
{
std::array mConditionTargets; // an array of targets available for conditions
Map const* mConditionMap;
Condition const* mLastFailedCondition;
ConditionSourceInfo(WorldObject const* target0, WorldObject const* target1 = nullptr, WorldObject const* target2 = nullptr);
ConditionSourceInfo(Map const* map);
};
struct TC_GAME_API ConditionId
{
uint32 SourceGroup = 0;
int32 SourceEntry = 0;
uint32 SourceId = 0;
std::size_t GetHash() const;
bool operator==(ConditionId const& right) const = default;
std::strong_ordering operator<=>(ConditionId const& right) const = default;
};
template<>
struct std::hash
{
std::size_t operator()(ConditionId const& id) const noexcept { return id.GetHash(); }
};
struct TC_GAME_API Condition
{
ConditionSourceType SourceType; //SourceTypeOrReferenceId
uint32 SourceGroup;
int32 SourceEntry;
uint32 SourceId; // So far, only used in CONDITION_SOURCE_TYPE_SMART_EVENT
uint32 ElseGroup;
ConditionTypes ConditionType; //ConditionTypeOrReference
uint32 ConditionValue1;
uint32 ConditionValue2;
uint32 ConditionValue3;
std::string ConditionStringValue1;
uint32 ErrorType;
uint32 ErrorTextId;
uint32 ReferenceId;
uint32 ScriptId;
uint8 ConditionTarget;
bool NegativeCondition;
Condition()
{
SourceType = CONDITION_SOURCE_TYPE_NONE;
SourceGroup = 0;
SourceEntry = 0;
SourceId = 0;
ElseGroup = 0;
ConditionType = CONDITION_NONE;
ConditionTarget = 0;
ConditionValue1 = 0;
ConditionValue2 = 0;
ConditionValue3 = 0;
ReferenceId = 0;
ErrorType = 0;
ErrorTextId = 0;
ScriptId = 0;
NegativeCondition = false;
}
bool Meets(ConditionSourceInfo& sourceInfo) const;
uint32 GetSearcherTypeMaskForCondition() const;
bool isLoaded() const { return ConditionType > CONDITION_NONE || ReferenceId || ScriptId; }
uint32 GetMaxAvailableConditionTargets() const;
std::string ToString(bool ext = false) const; /// For logging purpose
};
typedef std::vector ConditionContainer;
typedef std::unordered_map> ConditionsByEntryMap; // stored as shared_ptr to give out weak_ptrs to hold by other code (ownership not shared)
typedef std::array ConditionEntriesByTypeArray;
class TC_GAME_API ConditionMgr
{
private:
ConditionMgr();
~ConditionMgr();
public:
static ConditionMgr* instance();
void LoadConditions(bool isReload = false);
bool isConditionTypeValid(Condition* cond) const;
uint32 GetSearcherTypeMaskForConditionList(ConditionContainer const& conditions) const;
bool IsObjectMeetToConditions(WorldObject const* object, ConditionContainer const& conditions) const;
bool IsObjectMeetToConditions(WorldObject const* object1, WorldObject const* object2, ConditionContainer const& conditions) const;
bool IsObjectMeetToConditions(ConditionSourceInfo& sourceInfo, ConditionContainer const& conditions) const;
static bool CanHaveSourceGroupSet(ConditionSourceType sourceType);
static bool CanHaveSourceIdSet(ConditionSourceType sourceType);
static bool CanHaveConditionType(ConditionSourceType sourceType, ConditionTypes conditionType);
bool IsObjectMeetingNotGroupedConditions(ConditionSourceType sourceType, uint32 entry, ConditionSourceInfo& sourceInfo) const;
bool IsObjectMeetingNotGroupedConditions(ConditionSourceType sourceType, uint32 entry, WorldObject const* target0, WorldObject const* target1 = nullptr, WorldObject const* target2 = nullptr) const;
bool IsMapMeetingNotGroupedConditions(ConditionSourceType sourceType, uint32 entry, Map const* map) const;
bool HasConditionsForNotGroupedEntry(ConditionSourceType sourceType, uint32 entry) const;
bool IsObjectMeetingSpellClickConditions(uint32 creatureId, uint32 spellId, WorldObject const* clicker, WorldObject const* target) const;
bool HasConditionsForSpellClickEvent(uint32 creatureId, uint32 spellId) const;
bool IsObjectMeetingVehicleSpellConditions(uint32 creatureId, uint32 spellId, Player const* player, Unit const* vehicle) const;
bool IsObjectMeetingSmartEventConditions(int64 entryOrGuid, uint32 eventId, uint32 sourceType, Unit const* unit, WorldObject const* baseObject) const;
bool IsObjectMeetingVendorItemConditions(uint32 creatureId, uint32 itemId, Player const* player, Creature const* vendor) const;
bool IsSpellUsedInSpellClickConditions(uint32 spellId) const;
ConditionContainer const* GetConditionsForAreaTrigger(uint32 areaTriggerId, bool isServerSide) const;
bool IsObjectMeetingTrainerSpellConditions(uint32 trainerId, uint32 spellId, Player* player) const;
bool IsObjectMeetingVisibilityByObjectIdConditions(WorldObject const* obj, WorldObject const* seer) const;
static uint32 GetPlayerConditionLfgValue(Player const* player, PlayerConditionLfgStatus status);
static bool IsPlayerMeetingCondition(Player const* player, uint32 conditionId);
static bool IsPlayerMeetingCondition(Player const* player, PlayerConditionEntry const* condition);
static bool IsMeetingWorldStateExpression(Map const* map, WorldStateExpressionEntry const* expression);
static bool IsUnitMeetingCondition(Unit const* unit, Unit const* otherUnit, UnitConditionEntry const* condition);
struct ConditionTypeInfo
{
char const* Name;
bool HasConditionValue1;
bool HasConditionValue2;
bool HasConditionValue3;
bool HasConditionStringValue1;
};
static char const* const StaticSourceTypeData[CONDITION_SOURCE_TYPE_MAX_DB_ALLOWED];
static ConditionTypeInfo const StaticConditionTypeData[CONDITION_MAX];
private:
bool isSourceTypeValid(Condition* cond) const;
void addToLootTemplate(ConditionId const& id, std::shared_ptr> conditions, LootTemplate* loot) const;
void addToGossipMenus(ConditionId const& id, std::shared_ptr> conditions) const;
void addToGossipMenuItems(ConditionId const& id, std::shared_ptr> conditions) const;
void addToSpellImplicitTargetConditions(Condition const& cond) const;
void addToPhases(ConditionId const& id, std::shared_ptr> conditions) const;
void addToGraveyardData(ConditionId const& id, std::shared_ptr> conditions) const;
bool IsObjectMeetToConditionList(ConditionSourceInfo& sourceInfo, ConditionContainer const& conditions) const;
static void LogUselessConditionValue(Condition const* cond, uint8 index, uint32 value);
static void LogUselessConditionValue(Condition const* cond, uint8 index, std::string_view value);
void Clean(); // free up resources
ConditionEntriesByTypeArray ConditionStore;
std::unordered_set SpellsUsedInSpellClickConditions;
};
#define sConditionMgr ConditionMgr::instance()
struct ConditionsReference
{
bool Meets(WorldObject const* object) const
{
if (std::shared_ptr> conditions = Conditions.lock())
return sConditionMgr->IsObjectMeetToConditions(object, *conditions);
return true;
}
bool Meets(WorldObject const* object1, WorldObject const* object2) const
{
if (std::shared_ptr> conditions = Conditions.lock())
return sConditionMgr->IsObjectMeetToConditions(object1, object2, *conditions);
return true;
}
bool Meets(ConditionSourceInfo& sourceInfo) const
{
if (std::shared_ptr> conditions = Conditions.lock())
return sConditionMgr->IsObjectMeetToConditions(sourceInfo, *conditions);
return true;
}
bool IsEmpty() const
{
if (std::shared_ptr> conditions = Conditions.lock())
return conditions->empty();
return true;
}
std::weak_ptr Conditions;
};
#endif