Core/Achievements: Optimized resetting achievement criteria by condition and changed the functionality to properly reset all possible criteria with given condition
Port From (https://github.com/TrinityCore/TrinityCore/commit/6f7ff9a3efd10cd4f776a67540109e7bb774f1c5)
This commit is contained in:
@@ -91,11 +91,15 @@ namespace Framework.Constants
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Unk2 = 2,
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BgMap = 3,
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NoLose = 4,
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Unk5 = 5,
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Unk8 = 8,
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RemoveAura = 5,
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CastSpell = 8,
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NoSpellHit = 9,
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NotInGroup = 10,
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Unk13 = 13
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LostPetBattle = 11,
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Unk13 = 13,
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Event = 14,
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Max
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}
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public enum CriteriaAdditionalCondition
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@@ -355,36 +355,37 @@ namespace Game.Achievements
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}
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}
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public void ResetCriteria(CriteriaTypes type, ulong miscValue1, ulong miscValue2, bool evenIfCriteriaComplete)
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public void ResetCriteria(CriteriaCondition condition, uint failAsset, bool evenIfCriteriaComplete)
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{
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Log.outDebug(LogFilter.Achievement, "ResetAchievementCriteria({0}, {1}, {2})", type, miscValue1, miscValue2);
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Log.outDebug(LogFilter.Achievement, $"ResetAchievementCriteria({condition}, {failAsset}, {evenIfCriteriaComplete})");
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// disable for gamemasters with GM-mode enabled
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if (_owner.IsGameMaster())
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return;
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var achievementCriteriaList = GetCriteriaByType(type);
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foreach (Criteria achievementCriteria in achievementCriteriaList)
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var achievementCriteriaList = Global.CriteriaMgr.GetCriteriaByFailEvent(condition, (int)failAsset);
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if (!achievementCriteriaList.Empty())
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{
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if (achievementCriteria.Entry.FailEvent != miscValue1 || (achievementCriteria.Entry.FailAsset != 0 && achievementCriteria.Entry.FailAsset != miscValue2))
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continue;
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var trees = Global.CriteriaMgr.GetCriteriaTreesByCriteria(achievementCriteria.Id);
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bool allComplete = true;
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foreach (CriteriaTree tree in trees)
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foreach (Criteria achievementCriteria in achievementCriteriaList)
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{
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// don't update already completed criteria if not forced or achievement already complete
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if (!(IsCompletedCriteriaTree(tree) && !evenIfCriteriaComplete) || !HasAchieved(tree.Achievement.Id))
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var trees = Global.CriteriaMgr.GetCriteriaTreesByCriteria(achievementCriteria.Id);
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bool allComplete = true;
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foreach (CriteriaTree tree in trees)
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{
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allComplete = false;
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break;
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// don't update already completed criteria if not forced or achievement already complete
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if (!(IsCompletedCriteriaTree(tree) && !evenIfCriteriaComplete) || !HasAchieved(tree.Achievement.Id))
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{
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allComplete = false;
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break;
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}
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}
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if (allComplete)
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continue;
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RemoveCriteriaProgress(achievementCriteria);
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}
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if (allComplete)
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continue;
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RemoveCriteriaProgress(achievementCriteria);
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}
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}
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@@ -2620,6 +2620,8 @@ namespace Game.Achievements
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{
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Cypher.Assert(criteriaEntry.Type < CriteriaTypes.TotalTypes,
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$"CRITERIA_TYPE_TOTAL must be greater than or equal to {criteriaEntry.Type + 1} but is currently equal to {CriteriaTypes.TotalTypes}");
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Cypher.Assert(criteriaEntry.StartEvent < CriteriaTimedTypes.Max, $"CRITERIA_TYPE_TOTAL must be greater than or equal to {criteriaEntry.StartEvent + 1} but is currently equal to {CriteriaTimedTypes.Max}");
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Cypher.Assert(criteriaEntry.FailEvent < (byte)CriteriaCondition.Max, $"CRITERIA_CONDITION_MAX must be greater than or equal to {criteriaEntry.FailEvent + 1} but is currently equal to {CriteriaCondition.Max}");
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var treeList = _criteriaTreeByCriteria.LookupByKey(criteriaEntry.Id);
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if (treeList.Empty())
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@@ -2678,6 +2680,9 @@ namespace Game.Achievements
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if (criteriaEntry.StartTimer != 0)
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_criteriasByTimedType.Add(criteriaEntry.StartEvent, criteria);
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if (criteriaEntry.FailEvent != 0)
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_criteriasByFailEvent[criteriaEntry.FailEvent].Add((int)criteriaEntry.FailAsset, criteria);
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}
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foreach (var p in _criteriaTrees)
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@@ -2789,6 +2794,11 @@ namespace Game.Achievements
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return _criteriasByTimedType.LookupByKey(type);
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}
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public List<Criteria> GetCriteriaByFailEvent(CriteriaCondition condition, int asset)
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{
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return _criteriasByFailEvent[(int)condition].LookupByKey(asset);
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}
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public CriteriaDataSet GetCriteriaDataSet(Criteria criteria)
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{
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return _criteriaDataMap.LookupByKey(criteria.Id);
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@@ -2835,6 +2845,7 @@ namespace Game.Achievements
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MultiMap<CriteriaTypes, Criteria> _questObjectiveCriteriasByType = new MultiMap<CriteriaTypes, Criteria>();
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MultiMap<CriteriaTimedTypes, Criteria> _criteriasByTimedType = new MultiMap<CriteriaTimedTypes, Criteria>();
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MultiMap<int, Criteria>[] _criteriasByFailEvent = new MultiMap<int, Criteria>[(int)CriteriaCondition.Max];
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}
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public class ModifierTreeNode
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@@ -282,7 +282,7 @@ namespace Game.Arenas
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loserArenaTeam.MemberLost(player, winnerMatchmakerRating, loserMatchmakerChange);
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// Arena lost => reset the win_rated_arena having the "no_lose" condition
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player.ResetCriteria(CriteriaTypes.WinRatedArena, (uint)CriteriaCondition.NoLose);
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player.ResetCriteria(CriteriaCondition.NoLose, 0);
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}
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}
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@@ -914,6 +914,9 @@ namespace Game.BattleGrounds
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// reset destination bg team
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player.SetBGTeam(0);
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// remove all criterias on bg leave
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player.ResetCriteria(CriteriaCondition.BgMap, GetMapId(), true);
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if (Transport)
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player.TeleportToBGEntryPoint();
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@@ -1036,17 +1039,8 @@ namespace Game.BattleGrounds
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}
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}
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player.ResetCriteria(CriteriaTypes.KillCreature, (int)CriteriaCondition.BgMap, GetMapId(), true);
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player.ResetCriteria(CriteriaTypes.WinBg, (int)CriteriaCondition.BgMap, GetMapId(), true);
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player.ResetCriteria(CriteriaTypes.DamageDone, (int)CriteriaCondition.BgMap, GetMapId(), true);
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player.ResetCriteria(CriteriaTypes.BeSpellTarget, (int)CriteriaCondition.BgMap, GetMapId(), true);
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player.ResetCriteria(CriteriaTypes.CastSpell, (int)CriteriaCondition.BgMap, GetMapId(), true);
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player.ResetCriteria(CriteriaTypes.BgObjectiveCapture, (int)CriteriaCondition.BgMap, GetMapId(), true);
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player.ResetCriteria(CriteriaTypes.HonorableKillAtArea, (int)CriteriaCondition.BgMap, GetMapId(), true);
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player.ResetCriteria(CriteriaTypes.HonorableKill, (int)CriteriaCondition.BgMap, GetMapId(), true);
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player.ResetCriteria(CriteriaTypes.HealingDone, (int)CriteriaCondition.BgMap, GetMapId(), true);
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player.ResetCriteria(CriteriaTypes.GetKillingBlows, (int)CriteriaCondition.BgMap, GetMapId(), true);
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player.ResetCriteria(CriteriaTypes.SpecialPvpKill, (int)CriteriaCondition.BgMap, GetMapId(), true);
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// reset all map criterias on map enter
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player.ResetCriteria(CriteriaCondition.BgMap, GetMapId(), true);
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// setup BG group membership
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PlayerAddedToBGCheckIfBGIsRunning(player);
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@@ -53,10 +53,10 @@ namespace Game.Entities
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m_achievementSys.RemoveCriteriaTimer(type, entry);
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}
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public void ResetCriteria(CriteriaTypes type, ulong miscValue1 = 0, ulong miscValue2 = 0, bool evenIfCriteriaComplete = false)
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public void ResetCriteria(CriteriaCondition condition, uint failAsset, bool evenIfCriteriaComplete = false)
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{
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m_achievementSys.ResetCriteria(type, miscValue1, miscValue2, evenIfCriteriaComplete);
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m_questObjectiveCriteriaMgr.ResetCriteria(type, miscValue1, miscValue2, evenIfCriteriaComplete);
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m_achievementSys.ResetCriteria(condition, failAsset, evenIfCriteriaComplete);
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m_questObjectiveCriteriaMgr.ResetCriteria(condition, failAsset, evenIfCriteriaComplete);
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}
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public void UpdateCriteria(CriteriaTypes type, ulong miscValue1 = 0, ulong miscValue2 = 0, ulong miscValue3 = 0, Unit unit = null)
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@@ -774,9 +774,9 @@ namespace Game.Entities
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UpdateCriteria(CriteriaTypes.DeathAtMap, 1);
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UpdateCriteria(CriteriaTypes.Death, 1);
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UpdateCriteria(CriteriaTypes.DeathInDungeon, 1);
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ResetCriteria(CriteriaTypes.BgObjectiveCapture, (uint)CriteriaCondition.NoDeath);
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ResetCriteria(CriteriaTypes.HonorableKill, (uint)CriteriaCondition.NoDeath);
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ResetCriteria(CriteriaTypes.GetKillingBlows, (uint)CriteriaCondition.NoDeath);
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// reset all death criterias
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ResetCriteria(CriteriaCondition.NoDeath, 0);
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}
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base.SetDeathState(s);
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@@ -163,20 +163,17 @@ namespace Game
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}
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}
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public void ResetCriteria(CriteriaTypes type, ulong miscValue1, ulong miscValue2, bool evenIfCriteriaComplete)
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public void ResetCriteria(CriteriaCondition condition, uint failAsset, bool evenIfCriteriaComplete)
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{
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Log.outDebug(LogFilter.Player, "QuestObjectiveCriteriaMgr.ResetCriteria({type}, {miscValue1}, {miscValue2})");
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Log.outDebug(LogFilter.Player, $"QuestObjectiveCriteriaMgr.ResetCriteria({condition}, {failAsset}, {evenIfCriteriaComplete})");
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// disable for gamemasters with GM-mode enabled
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if (_owner.IsGameMaster())
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return;
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var playerCriteriaList = GetCriteriaByType(type);
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var playerCriteriaList = Global.CriteriaMgr.GetCriteriaByFailEvent(condition, (int)failAsset);
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foreach (Criteria playerCriteria in playerCriteriaList)
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{
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if (playerCriteria.Entry.FailEvent != miscValue1 || (playerCriteria.Entry.FailAsset != 0 && playerCriteria.Entry.FailAsset != miscValue2))
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continue;
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var trees = Global.CriteriaMgr.GetCriteriaTreesByCriteria(playerCriteria.Id);
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bool allComplete = true;
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foreach (CriteriaTree tree in trees)
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