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:
hondacrx
2020-05-06 17:52:14 -04:00
parent 4f6447cc0b
commit 43fcc558e4
8 changed files with 53 additions and 46 deletions
+20 -19
View File
@@ -355,36 +355,37 @@ namespace Game.Achievements
}
}
public void ResetCriteria(CriteriaTypes type, ulong miscValue1, ulong miscValue2, bool evenIfCriteriaComplete)
public void ResetCriteria(CriteriaCondition condition, uint failAsset, bool evenIfCriteriaComplete)
{
Log.outDebug(LogFilter.Achievement, "ResetAchievementCriteria({0}, {1}, {2})", type, miscValue1, miscValue2);
Log.outDebug(LogFilter.Achievement, $"ResetAchievementCriteria({condition}, {failAsset}, {evenIfCriteriaComplete})");
// disable for gamemasters with GM-mode enabled
if (_owner.IsGameMaster())
return;
var achievementCriteriaList = GetCriteriaByType(type);
foreach (Criteria achievementCriteria in achievementCriteriaList)
var achievementCriteriaList = Global.CriteriaMgr.GetCriteriaByFailEvent(condition, (int)failAsset);
if (!achievementCriteriaList.Empty())
{
if (achievementCriteria.Entry.FailEvent != miscValue1 || (achievementCriteria.Entry.FailAsset != 0 && achievementCriteria.Entry.FailAsset != miscValue2))
continue;
var trees = Global.CriteriaMgr.GetCriteriaTreesByCriteria(achievementCriteria.Id);
bool allComplete = true;
foreach (CriteriaTree tree in trees)
foreach (Criteria achievementCriteria in achievementCriteriaList)
{
// don't update already completed criteria if not forced or achievement already complete
if (!(IsCompletedCriteriaTree(tree) && !evenIfCriteriaComplete) || !HasAchieved(tree.Achievement.Id))
var trees = Global.CriteriaMgr.GetCriteriaTreesByCriteria(achievementCriteria.Id);
bool allComplete = true;
foreach (CriteriaTree tree in trees)
{
allComplete = false;
break;
// don't update already completed criteria if not forced or achievement already complete
if (!(IsCompletedCriteriaTree(tree) && !evenIfCriteriaComplete) || !HasAchieved(tree.Achievement.Id))
{
allComplete = false;
break;
}
}
if (allComplete)
continue;
RemoveCriteriaProgress(achievementCriteria);
}
if (allComplete)
continue;
RemoveCriteriaProgress(achievementCriteria);
}
}