Core/Quests: Optimize Player::HasQuestForGO

Port From (https://github.com/TrinityCore/TrinityCore/commit/eb834272cb0c0a1b1bb102bcee1b2a18b27f862d)
This commit is contained in:
hondacrx
2021-12-07 17:03:53 -05:00
parent 7bb87b1a8e
commit c1fd2cef37
+10 -26
View File
@@ -2882,38 +2882,22 @@ namespace Game.Entities
public bool HasQuestForGO(int GOId)
{
for (byte i = 0; i < SharedConst.MaxQuestLogSize; ++i)
foreach (var objectiveStatusData in m_questObjectiveStatus.LookupByKey((QuestObjectiveType.GameObject, GOId)))
{
uint questid = GetQuestSlotQuestId(i);
if (questid == 0)
Quest qInfo = Global.ObjectMgr.GetQuestTemplate(objectiveStatusData.QuestStatusPair.QuestID);
QuestObjective objective = objectiveStatusData.Objective;
if (!IsQuestObjectiveCompletable(objectiveStatusData.QuestStatusPair.Status.Slot, qInfo, objective))
continue;
var qs = m_QuestStatus.LookupByKey(questid);
if (qs == null)
continue;
if (qs.Status == QuestStatus.Incomplete)
{
Quest qInfo = Global.ObjectMgr.GetQuestTemplate(questid);
if (qInfo == null)
// hide quest if player is in raid-group and quest is no raid quest
if (GetGroup() && GetGroup().IsRaidGroup() && !qInfo.IsAllowedInRaid(GetMap().GetDifficultyID()))
if (!InBattleground()) //there are two ways.. we can make every bg-quest a raidquest, or add this code here.. i don't know if this can be exploited by other quests, but i think all other quests depend on a specific area.. but keep this in mind, if something strange happens later
continue;
if (GetGroup() != null && GetGroup().IsRaidGroup() && !qInfo.IsAllowedInRaid(GetMap().GetDifficultyID()))
continue;
foreach (QuestObjective obj in qInfo.Objectives)
{
if (obj.Type != QuestObjectiveType.GameObject) //skip non GO case
continue;
if (!IsQuestObjectiveCompletable(i, qInfo, obj))
continue;
if (GOId == obj.ObjectID && GetQuestSlotObjectiveData(i, obj) < obj.Amount)
return true;
}
}
if (!IsQuestObjectiveComplete(objectiveStatusData.QuestStatusPair.Status.Slot, qInfo, objective))
return true;
}
return false;
}