Core/Misc: Reduce number of player spec hardcoded checks
Port From (https://github.com/TrinityCore/TrinityCore/commit/054723241eaf1abe7d45a96460e84b9ff113ffb2)
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@@ -2742,13 +2742,13 @@ namespace Game
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case UnitConditionVariable.IsEnemy:
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return (otherUnit && unit.GetReactionTo(otherUnit) <= ReputationRank.Hostile) ? 1 : 0;
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case UnitConditionVariable.IsSpecMelee:
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return (unit.IsPlayer() && unit.ToPlayer().GetPrimarySpecialization() != 0 && CliDB.ChrSpecializationStorage.LookupByKey(unit.ToPlayer().GetPrimarySpecialization()).Flags.HasFlag(ChrSpecializationFlag.Melee)) ? 1 : 0;
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return (unit.IsPlayer() && unit.ToPlayer().GetPrimarySpecialization() != 0 && CliDB.ChrSpecializationStorage.LookupByKey(unit.ToPlayer().GetPrimarySpecialization()).GetFlags().HasFlag(ChrSpecializationFlag.Melee)) ? 1 : 0;
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case UnitConditionVariable.IsSpecTank:
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return (unit.IsPlayer() && unit.ToPlayer().GetPrimarySpecialization() != 0 && CliDB.ChrSpecializationStorage.LookupByKey(unit.ToPlayer().GetPrimarySpecialization()).Role == 0) ? 1 : 0;
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return (unit.IsPlayer() && unit.ToPlayer().GetPrimarySpecialization() != 0 && CliDB.ChrSpecializationStorage.LookupByKey(unit.ToPlayer().GetPrimarySpecialization()).GetRole() == ChrSpecializationRole.Tank) ? 1 : 0;
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case UnitConditionVariable.IsSpecRanged:
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return (unit.IsPlayer() && unit.ToPlayer().GetPrimarySpecialization() != 0 && CliDB.ChrSpecializationStorage.LookupByKey(unit.ToPlayer().GetPrimarySpecialization()).Flags.HasFlag(ChrSpecializationFlag.Ranged)) ? 1 : 0;
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return (unit.IsPlayer() && unit.ToPlayer().GetPrimarySpecialization() != 0 && CliDB.ChrSpecializationStorage.LookupByKey(unit.ToPlayer().GetPrimarySpecialization()).GetFlags().HasFlag(ChrSpecializationFlag.Ranged)) ? 1 : 0;
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case UnitConditionVariable.IsSpecHealer:
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return (unit.IsPlayer() && unit.ToPlayer().GetPrimarySpecialization() != 0 && CliDB.ChrSpecializationStorage.LookupByKey(unit.ToPlayer().GetPrimarySpecialization()).Role == 1) ? 1 : 0;
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return (unit.IsPlayer() && unit.ToPlayer().GetPrimarySpecialization() != 0 && CliDB.ChrSpecializationStorage.LookupByKey(unit.ToPlayer().GetPrimarySpecialization()).GetRole() == ChrSpecializationRole.Healer) ? 1 : 0;
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case UnitConditionVariable.IsPlayerControlledNPC:
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return unit.IsCreature() && unit.HasUnitFlag(UnitFlags.PlayerControlled) ? 1 : 0;
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case UnitConditionVariable.IsDying:
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