Core/Conditions: Refactor ConditionMgr internals to get rid of separate containers for some condition source types
Port From (https://github.com/TrinityCore/TrinityCore/commit/0b5406dd882c6d96bc1be6fd0a78375c3b316415)
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@@ -901,7 +901,7 @@ namespace Game
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if (conditionObject != null)
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{
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if (!Global.ConditionMgr.IsObjectMeetToConditions(conditionSource, data.Conditions))
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if (!data.Conditions.Meets(conditionSource))
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continue;
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if (entry.Loc.GetMapId() == mapEntry.ParentMapID && !conditionObject.GetPhaseShift().HasVisibleMapId(entry.Loc.GetMapId()))
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@@ -910,7 +910,7 @@ namespace Game
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else if (team != 0)
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{
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bool teamConditionMet = true;
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foreach (Condition cond in data.Conditions)
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foreach (Condition cond in data.Conditions.Conditions)
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{
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if (cond.ConditionType != ConditionTypes.Team)
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continue;
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@@ -11309,7 +11309,7 @@ namespace Game
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public class GraveyardData
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{
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public uint SafeLocId;
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public List<Condition> Conditions = new();
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public ConditionsReference Conditions;
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}
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public class QuestPOIBlobData
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