Core/LFG: Change InstanceScript::UpdateLfgEncounterState to only pass valid dungeon encounter ids to LFGMgr
Port From (https://github.com/TrinityCore/TrinityCore/commit/db4af7ca4cd105b5a1dd1493fb1740cdd27329bb)
This commit is contained in:
@@ -138,8 +138,9 @@ namespace Game.Maps
|
||||
void LoadDungeonEncounterData(uint bossId, uint[] dungeonEncounterIds)
|
||||
{
|
||||
if (bossId < bosses.Count)
|
||||
for (int i = 0; i < dungeonEncounterIds.Length && i < MapConst.MaxDungeonEncountersPerBoss; ++i)
|
||||
bosses[bossId].DungeonEncounters[i] = CliDB.DungeonEncounterStorage.LookupByKey(dungeonEncounterIds[i]);
|
||||
for (int i = 0, j = 0; i < dungeonEncounterIds.Length && i < MapConst.MaxDungeonEncountersPerBoss; ++i)
|
||||
if (dungeonEncounterIds[i] != 0)
|
||||
bosses[bossId].DungeonEncounters[j++] = CliDB.DungeonEncounterStorage.LookupByKey(dungeonEncounterIds[i]);
|
||||
}
|
||||
|
||||
public virtual void UpdateDoorState(GameObject door)
|
||||
@@ -724,10 +725,9 @@ namespace Game.Maps
|
||||
|
||||
public bool IsEncounterCompleted(uint dungeonEncounterId)
|
||||
{
|
||||
for (uint i = 0; i < bosses.Count; ++i)
|
||||
for (var j = 0; j < bosses[i].DungeonEncounters.Length; ++j)
|
||||
if (bosses[i].DungeonEncounters[j] != null && bosses[i].DungeonEncounters[j].Id == dungeonEncounterId)
|
||||
return bosses[i].state == EncounterState.Done;
|
||||
foreach (var (_, boss) in bosses)
|
||||
if (boss.DungeonEncounters.Any(p => p.Id == dungeonEncounterId))
|
||||
return boss.state == EncounterState.Done;
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user