Core/Quests: Implement new logic for selecting spell casters for accept/reward spells based on quest flags

Port From (https://github.com/TrinityCore/TrinityCore/commit/7d2cbd4e7cec5737c742437e126ddb745d65f6a9)
This commit is contained in:
hondacrx
2019-09-03 23:57:18 -04:00
parent 42d9ed78ee
commit 4128cc8516
4 changed files with 65 additions and 21 deletions
+24
View File
@@ -3648,6 +3648,30 @@ namespace Game.Spells
return null;
}
public bool HasTargetType(Targets target)
{
foreach (var pair in _effects)
{
foreach (SpellEffectInfo effect in pair.Value)
{
if (effect != null && (effect.TargetA.GetTarget() == target || effect.TargetB.GetTarget() == target))
return true;
}
}
return false;
}
public bool HasTargetType(Difficulty difficulty, Targets target)
{
var effects = GetEffectsForDifficulty(difficulty);
foreach (SpellEffectInfo effect in effects)
{
if (effect != null && (effect.TargetA.GetTarget() == target || effect.TargetB.GetTarget() == target))
return true;
}
return false;
}
public bool HasAttribute(SpellAttr0 attribute) { return Convert.ToBoolean(Attributes & attribute); }
public bool HasAttribute(SpellAttr1 attribute) { return Convert.ToBoolean(AttributesEx & attribute); }
public bool HasAttribute(SpellAttr2 attribute) { return Convert.ToBoolean(AttributesEx2 & attribute); }