Core/Items: implement some helper methods for easier readability
Port From (https://github.com/TrinityCore/TrinityCore/commit/9124fd1f1fafea19b118eb69c6a35f94376fc7e8)
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@@ -35,7 +35,7 @@ namespace Game.Loots
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conditions = li.conditions;
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ItemTemplate proto = Global.ObjectMgr.GetItemTemplate(itemid);
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freeforall = proto != null && proto.GetFlags().HasAnyFlag(ItemFlags.MultiDrop);
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freeforall = proto != null && proto.HasFlag(ItemFlags.MultiDrop);
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follow_loot_rules = proto != null && proto.FlagsCu.HasAnyFlag(ItemFlagsCustom.FollowLootRules);
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needs_quest = li.needs_quest;
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@@ -54,10 +54,10 @@ namespace Game.Loots
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return false;
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// not show loot for not own team
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if (pProto.GetFlags2().HasAnyFlag(ItemFlags2.FactionHorde) && player.GetTeam() != Team.Horde)
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if (pProto.HasFlag(ItemFlags2.FactionHorde) && player.GetTeam() != Team.Horde)
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return false;
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if (pProto.GetFlags2().HasAnyFlag(ItemFlags2.FactionAlliance) && player.GetTeam() != Team.Alliance)
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if (pProto.HasFlag(ItemFlags2.FactionAlliance) && player.GetTeam() != Team.Alliance)
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return false;
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// Master looter can see certain items even if the character can't loot them
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@@ -71,7 +71,7 @@ namespace Game.Loots
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}
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// Don't allow loot for players without profession or those who already know the recipe
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if (pProto.GetFlags().HasFlag(ItemFlags.HideUnusableRecipe))
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if (pProto.HasFlag(ItemFlags.HideUnusableRecipe))
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{
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if (!player.HasSkill((SkillType)pProto.GetRequiredSkill()))
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return false;
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@@ -231,7 +231,7 @@ namespace Game.Loots
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// non-conditional one-player only items are counted here,
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// free for all items are counted in FillFFALoot(),
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// non-ffa conditionals are counted in FillNonQuestNonFFAConditionalLoot()
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if (!item.needs_quest && item.conditions.Empty() && !proto.GetFlags().HasAnyFlag(ItemFlags.MultiDrop))
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if (!item.needs_quest && item.conditions.Empty() && !proto.HasFlag(ItemFlags.MultiDrop))
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++unlootedCount;
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}
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}
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@@ -203,7 +203,7 @@ namespace Game.Loots
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// remove real entries and check existence loot
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var its = Global.ObjectMgr.GetItemTemplates();
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foreach (var pair in its)
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if (lootIdSet.Contains(pair.Value.GetId()) && pair.Value.GetFlags().HasAnyFlag(ItemFlags.HasLoot))
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if (lootIdSet.Contains(pair.Value.GetId()) && pair.Value.HasFlag(ItemFlags.HasLoot))
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lootIdSet.Remove(pair.Value.GetId());
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// output error for any still listed (not referenced from appropriate table) ids
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@@ -228,7 +228,7 @@ namespace Game.Loots
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var its = Global.ObjectMgr.GetItemTemplates();
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foreach (var pair in its)
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{
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if (!pair.Value.GetFlags().HasAnyFlag(ItemFlags.IsMillable))
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if (!pair.Value.HasFlag(ItemFlags.IsMillable))
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continue;
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if (lootIdSet.Contains(pair.Value.GetId()))
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@@ -293,7 +293,7 @@ namespace Game.Loots
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var its = Global.ObjectMgr.GetItemTemplates();
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foreach (var pair in its)
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{
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if (!pair.Value.GetFlags().HasAnyFlag(ItemFlags.IsProspectable))
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if (!pair.Value.HasFlag(ItemFlags.IsProspectable))
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continue;
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if (lootIdSet.Contains(pair.Value.GetId()))
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