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:
Hondacrx
2025-08-18 20:52:49 -04:00
parent 61f3ae2885
commit 8b82e1c494
2 changed files with 9 additions and 9 deletions
+3 -3
View File
@@ -1339,9 +1339,9 @@ namespace Game.DungeonFinding
/// Check if dungeon can be rewarded, if any. /// Check if dungeon can be rewarded, if any.
/// </summary> /// </summary>
/// <param name="gguid">Group guid</param> /// <param name="gguid">Group guid</param>
/// <param name="dungeonEncounterIds">DungeonEncounter that was just completed</param> /// <param name="dungeonEncounters">DungeonEncounter that was just completed</param>
/// <param name="currMap">Map of the instance where encounter was completed</param> /// <param name="currMap">Map of the instance where encounter was completed</param>
public void OnDungeonEncounterDone(ObjectGuid gguid, uint[] dungeonEncounterIds, Map currMap) public void OnDungeonEncounterDone(ObjectGuid gguid, uint[] dungeonEncounters, Map currMap)
{ {
if (GetState(gguid) == LfgState.FinishedDungeon) // Shouldn't happen. Do not reward multiple times if (GetState(gguid) == LfgState.FinishedDungeon) // Shouldn't happen. Do not reward multiple times
{ {
@@ -1352,7 +1352,7 @@ namespace Game.DungeonFinding
uint gDungeonId = GetDungeon(gguid); uint gDungeonId = GetDungeon(gguid);
LFGDungeonData dungeonDone = GetLFGDungeon(gDungeonId); LFGDungeonData dungeonDone = GetLFGDungeon(gDungeonId);
// LFGDungeons can point to a DungeonEncounter from any difficulty so we need this kind of lenient check // LFGDungeons can point to a DungeonEncounter from any difficulty so we need this kind of lenient check
if (dungeonDone.finalDungeonEncounterId == 0 || !dungeonEncounterIds.Contains(dungeonDone.finalDungeonEncounterId)) if (dungeonDone.finalDungeonEncounterId == 0 || !dungeonEncounters.Contains(dungeonDone.finalDungeonEncounterId))
return; return;
FinishDungeon(gguid, gDungeonId, currMap); FinishDungeon(gguid, gDungeonId, currMap);
+6 -6
View File
@@ -138,8 +138,9 @@ namespace Game.Maps
void LoadDungeonEncounterData(uint bossId, uint[] dungeonEncounterIds) void LoadDungeonEncounterData(uint bossId, uint[] dungeonEncounterIds)
{ {
if (bossId < bosses.Count) if (bossId < bosses.Count)
for (int i = 0; i < dungeonEncounterIds.Length && i < MapConst.MaxDungeonEncountersPerBoss; ++i) for (int i = 0, j = 0; i < dungeonEncounterIds.Length && i < MapConst.MaxDungeonEncountersPerBoss; ++i)
bosses[bossId].DungeonEncounters[i] = CliDB.DungeonEncounterStorage.LookupByKey(dungeonEncounterIds[i]); if (dungeonEncounterIds[i] != 0)
bosses[bossId].DungeonEncounters[j++] = CliDB.DungeonEncounterStorage.LookupByKey(dungeonEncounterIds[i]);
} }
public virtual void UpdateDoorState(GameObject door) public virtual void UpdateDoorState(GameObject door)
@@ -724,10 +725,9 @@ namespace Game.Maps
public bool IsEncounterCompleted(uint dungeonEncounterId) public bool IsEncounterCompleted(uint dungeonEncounterId)
{ {
for (uint i = 0; i < bosses.Count; ++i) foreach (var (_, boss) in bosses)
for (var j = 0; j < bosses[i].DungeonEncounters.Length; ++j) if (boss.DungeonEncounters.Any(p => p.Id == dungeonEncounterId))
if (bosses[i].DungeonEncounters[j] != null && bosses[i].DungeonEncounters[j].Id == dungeonEncounterId) return boss.state == EncounterState.Done;
return bosses[i].state == EncounterState.Done;
return false; return false;
} }