Core/Spells: rework part 2: Split up target selection logic

Port From (https://github.com/TrinityCore/TrinityCore/commit/52ae3c89d1d4dbcff309d940fd41c7212edc77b7)
This commit is contained in:
hondacrx
2021-08-28 14:40:52 -04:00
parent 9123dec4b9
commit 5ff5fb7d3f
6 changed files with 194 additions and 137 deletions
@@ -596,9 +596,9 @@ namespace Game.Entities
switch (action.TargetType)
{
case AreaTriggerActionUserTypes.Friend:
return caster._IsValidAssistTarget(unit, Global.SpellMgr.GetSpellInfo(action.Param, caster.GetMap().GetDifficultyID()));
return caster.IsValidAssistTarget(unit, Global.SpellMgr.GetSpellInfo(action.Param, caster.GetMap().GetDifficultyID()));
case AreaTriggerActionUserTypes.Enemy:
return caster._IsValidAttackTarget(unit, Global.SpellMgr.GetSpellInfo(action.Param, caster.GetMap().GetDifficultyID()));
return caster.IsValidAttackTarget(unit, Global.SpellMgr.GetSpellInfo(action.Param, caster.GetMap().GetDifficultyID()));
case AreaTriggerActionUserTypes.Raid:
return caster.IsInRaidWith(unit);
case AreaTriggerActionUserTypes.Party: