Core/Spells: rework part 2: Split up target selection logic
Port From (https://github.com/TrinityCore/TrinityCore/commit/52ae3c89d1d4dbcff309d940fd41c7212edc77b7)
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@@ -596,9 +596,9 @@ namespace Game.Entities
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switch (action.TargetType)
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{
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case AreaTriggerActionUserTypes.Friend:
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return caster._IsValidAssistTarget(unit, Global.SpellMgr.GetSpellInfo(action.Param, caster.GetMap().GetDifficultyID()));
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return caster.IsValidAssistTarget(unit, Global.SpellMgr.GetSpellInfo(action.Param, caster.GetMap().GetDifficultyID()));
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case AreaTriggerActionUserTypes.Enemy:
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return caster._IsValidAttackTarget(unit, Global.SpellMgr.GetSpellInfo(action.Param, caster.GetMap().GetDifficultyID()));
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return caster.IsValidAttackTarget(unit, Global.SpellMgr.GetSpellInfo(action.Param, caster.GetMap().GetDifficultyID()));
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case AreaTriggerActionUserTypes.Raid:
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return caster.IsInRaidWith(unit);
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case AreaTriggerActionUserTypes.Party:
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