Battlegrounds/Buffs: Rework using areatriggers

Port From (https://github.com/TrinityCore/TrinityCore/commit/f5461a1161a5a9dfabe7a142ad84f8c900776c92)
This commit is contained in:
hondacrx
2023-09-12 15:52:46 -04:00
parent 6f387e563f
commit 543411beec
4 changed files with 44 additions and 74 deletions
+3 -23
View File
@@ -601,17 +601,9 @@ namespace Game.Entities
// Type 0 despawns after being triggered, type 1 does not.
// @todo This is activation radius. Casting radius must be selected from spell
float radius;
if (goInfo.Trap.radius == 0f)
{
// Battlegroundgameobjects have data2 == 0 && data5 == 3
if (goInfo.Trap.cooldown != 3)
break;
radius = 3.0f;
}
else
radius = goInfo.Trap.radius / 2.0f;
float radius = goInfo.Trap.radius / 2.0f; // this division seems to date back to when the field was called diameter, don't think it is still relevant.
if (radius == 0f)
break;
Unit target;
// @todo this hack with search required until GO casting not implemented
@@ -753,18 +745,6 @@ namespace Game.Entities
SetLootState(LootState.JustDeactivated);
else if (goInfo.Trap.charges == 0)
SetLootState(LootState.Ready);
// Battleground gameobjects have data2 == 0 && data5 == 3
if (goInfo.Trap.radius == 0 && goInfo.Trap.cooldown == 3)
{
Player player = target.ToPlayer();
if (player)
{
Battleground bg = player.GetBattleground();
if (bg)
bg.HandleTriggerBuff(GetGUID());
}
}
}
break;
}
+3 -3
View File
@@ -1683,7 +1683,7 @@ namespace Game.Entities
return searcher.GetTarget();
}
GameObject FindNearestGameObjectWithOptions(float range, FindGameObjectOptions options)
public GameObject FindNearestGameObjectWithOptions(float range, FindGameObjectOptions options)
{
NearestCheckCustomizer checkCustomizer = new(this, range);
GameObjectWithOptionsInObjectRangeCheck<NearestCheckCustomizer> checker = new(this, checkCustomizer, options);
@@ -4062,13 +4062,13 @@ namespace Game.Entities
public ObjectGuid? PrivateObjectOwnerGuid;
}
class FindGameObjectOptions
public class FindGameObjectOptions
{
public uint? GameObjectId;
public string StringId;
public bool? IsSummon;
public bool? IsSpawned;
public bool? IsSpawned = true; // most searches should be for spawned objects only, to search for "any" just clear this field at call site
public bool IgnorePhases;
public bool IgnoreNotOwnedPrivateObjects = true;