Core/Loot: Set loot dungeon encounter id before generating

Port From (https://github.com/TrinityCore/TrinityCore/commit/5f1a4cf9044d9ad65b49eb859ec36e1f62c2be10)
This commit is contained in:
hondacrx
2022-10-05 16:21:19 -04:00
parent 023fc60699
commit 86fa768ef3
4 changed files with 23 additions and 16 deletions
+10 -4
View File
@@ -16,18 +16,15 @@
*/
using Framework.Constants;
using Framework.Database;
using Framework.IO;
using Game.AI;
using Game.DataStorage;
using Game.Entities;
using Game.Groups;
using Game.Networking.Packets;
using Game.Scenarios;
using Game.Spells;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace Game.Maps
{
@@ -703,6 +700,15 @@ namespace Game.Maps
{
return id < bosses.Count ? bosses[id].GetDungeonEncounterForDifficulty(instance.GetDifficultyID()) : null;
}
public DungeonEncounterRecord GetBossDungeonEncounter(Creature creature)
{
BossAI bossAi = (BossAI)creature.GetAI();
if (bossAi != null)
return GetBossDungeonEncounter(bossAi.GetBossId());
return null;
}
public virtual bool CheckAchievementCriteriaMeet(uint criteria_id, Player source, Unit target = null, uint miscvalue1 = 0)
{