Core/Map: Implement several difficulty getters
Port From (https://github.com/TrinityCore/TrinityCore/commit/9eceff2bc243946998c006418229dbb639e898d6)
This commit is contained in:
@@ -933,11 +933,11 @@ namespace Framework.Constants
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public enum DifficultyFlags : ushort
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{
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Heroic = 0x01,
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HeroicStyleLockouts = 0x01,
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Default = 0x02,
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CanSelect = 0x04, // Player can select this difficulty in dropdown menu
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ChallengeMode = 0x08,
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//ChallengeMode = 0x08, // deprecated since Legion expansion
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LfgOnly = 0x10,
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Legacy = 0x20,
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DisplayHeroic = 0x40, // Controls icon displayed on minimap when inside the instance
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DisplayMythic = 0x80 // Controls icon displayed on minimap when inside the instance
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@@ -16,12 +16,10 @@ namespace Game.AI
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{
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Difficulty _difficulty;
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bool _isCombatMovementAllowed;
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bool _isHeroic;
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public ScriptedAI(Creature creature) : base(creature)
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{
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_isCombatMovementAllowed = true;
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_isHeroic = me.GetMap().IsHeroic();
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_difficulty = me.GetMap().GetDifficultyID();
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}
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@@ -109,7 +107,7 @@ namespace Game.AI
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/// <param name="who"></param>
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public void AddThreat(Unit victim, float amount, Unit who = null)
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{
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if (victim == null)
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if (victim == null)
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return;
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if (who == null)
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@@ -126,7 +124,7 @@ namespace Game.AI
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/// <param name="who"></param>
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public void ModifyThreatByPercent(Unit victim, int pct, Unit who = null)
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{
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if (victim == null)
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if (victim == null)
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return;
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if (who == null)
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@@ -142,7 +140,7 @@ namespace Game.AI
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/// <param name="who"></param>
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public void ResetThreat(Unit victim, Unit who)
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{
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if (victim == null)
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if (victim == null)
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return;
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if (who == null)
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@@ -171,7 +169,7 @@ namespace Game.AI
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/// <returns></returns>
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public float GetThreat(Unit victim, Unit who = null)
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{
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if (victim == null)
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if (victim == null)
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return 0.0f;
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if (who == null)
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@@ -306,10 +304,10 @@ namespace Game.AI
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break;
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}
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}
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if (!hasPower)
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continue;
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//Check if the spell meets our range requirements
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if (rangeMin != 0 && me.GetSpellMinRangeForTarget(target, tempSpell) < rangeMin)
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continue;
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@@ -449,23 +447,52 @@ namespace Game.AI
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{
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return source.FindNearestCreatureWithOptions(maxSearchRange, options);
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}
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public static GameObject GetClosestGameObjectWithEntry(WorldObject source, uint entry, float maxSearchRange, bool spawnedOnly = true)
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{
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return source.FindNearestGameObject(entry, maxSearchRange, spawnedOnly);
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}
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public bool HealthBelowPct(int pct) { return me.HealthBelowPct(pct); }
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public bool HealthAbovePct(int pct) { return me.HealthAbovePct(pct); }
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public bool IsCombatMovementAllowed() { return _isCombatMovementAllowed; }
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public bool IsLFR()
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{
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return me.GetMap().IsLFR();
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}
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// return true for heroic mode. i.e.
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// - for dungeon in mode 10-heroic,
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// - for raid in mode 10-Heroic
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// - for raid in mode 25-heroic
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// DO NOT USE to check raid in mode 25-normal.
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public bool IsHeroic() { return _isHeroic; }
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public bool IsNormal()
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{
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return me.GetMap().IsNormal();
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}
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public bool IsHeroic()
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{
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return me.GetMap().IsHeroic();
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}
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public bool IsMythic()
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{
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return me.GetMap().IsMythic();
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}
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public bool IsMythicPlus()
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{
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return me.GetMap().IsMythicPlus();
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}
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public bool IsHeroicOrHigher()
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{
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return me.GetMap().IsHeroicOrHigher();
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}
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public bool IsTimewalking()
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{
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return me.GetMap().IsTimewalking();
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}
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public bool IsCombatMovementAllowed() { return _isCombatMovementAllowed; }
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// return the dungeon or raid difficulty
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public Difficulty GetDifficulty() { return _difficulty; }
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+43
-1
@@ -3264,20 +3264,62 @@ namespace Game.Maps
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return i_mapRecord != null && i_mapRecord.IsRaid();
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}
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public bool IsLFR() => i_spawnMode switch
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{
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Difficulty.LFR or Difficulty.LFRNew or Difficulty.LFR15thAnniversary => true,
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_ => false
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};
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public bool IsNormal() => i_spawnMode switch
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{
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Difficulty.Normal or Difficulty.Raid10N or Difficulty.Raid25N or Difficulty.NormalRaid or Difficulty.NormalIsland or Difficulty.NormalWarfront => true,
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_ => false
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};
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public bool IsHeroic()
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{
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DifficultyRecord difficulty = CliDB.DifficultyStorage.LookupByKey(i_spawnMode);
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if (difficulty != null && difficulty.Flags.HasFlag(DifficultyFlags.DisplayHeroic))
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return true;
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// compatibility purposes of old difficulties
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return i_spawnMode switch
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{
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Difficulty.Raid10HC or Difficulty.Raid25HC or Difficulty.Heroic or Difficulty.Scenario3ManHC => true,
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_ => false
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};
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}
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public bool IsMythic()
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{
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var difficulty = CliDB.DifficultyStorage.LookupByKey(i_spawnMode);
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if (difficulty != null)
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return difficulty.Flags.HasAnyFlag(DifficultyFlags.Heroic);
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return difficulty.Flags.HasFlag(DifficultyFlags.DisplayMythic);
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return false;
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}
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public bool IsMythicPlus()
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{
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return IsDungeon() && i_spawnMode == Difficulty.MythicKeystone;
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}
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public bool IsHeroicOrHigher()
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{
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return IsHeroic() || IsMythic() || IsMythicPlus();
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}
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public bool Is25ManRaid()
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{
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// since 25man difficulties are 1 and 3, we can check them like that
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return IsRaid() && (i_spawnMode == Difficulty.Raid25N || i_spawnMode == Difficulty.Raid25HC);
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}
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public bool IsTimewalking()
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{
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return (IsDungeon() && i_spawnMode == Difficulty.Timewalking) || (IsRaid() && i_spawnMode == Difficulty.TimewalkingRaid);
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}
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public bool IsBattleground()
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{
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return i_mapRecord != null && i_mapRecord.IsBattleground();
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