Core/Conditions: Added CONDITION_SCENE_IN_PROGRESS, useful for cases where you need phase things when a scene is in progress.
Port From (https://github.com/TrinityCore/TrinityCore/commit/bd401af0912eca2c938b6dd93fdb7689b9146c89)
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@@ -411,6 +411,12 @@ namespace Game.Conditions
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}
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break;
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}
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case ConditionTypes.SceneInProgress:
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{
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if (player != null)
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condMeets = player.GetSceneMgr().GetActiveSceneCount(ConditionValue1) > 0;
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break;
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}
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default:
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condMeets = false;
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break;
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@@ -527,6 +533,9 @@ namespace Game.Conditions
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case ConditionTypes.ScenarioStep:
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mask |= GridMapTypeMask.All;
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break;
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case ConditionTypes.SceneInProgress:
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mask |= GridMapTypeMask.Player;
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break;
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default:
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Cypher.Assert(false, "Condition.GetSearcherTypeMaskForCondition - missing condition handling!");
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break;
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@@ -1767,6 +1767,15 @@ namespace Game
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}
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break;
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}
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case ConditionTypes.SceneInProgress:
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{
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if (!CliDB.SceneScriptPackageStorage.ContainsKey(cond.ConditionValue1))
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{
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Log.outError(LogFilter.Sql, $"{cond.ToString(true)} has non existing SceneScriptPackageId in value1 ({cond.ConditionValue1}), skipped.");
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return false;
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}
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break;
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}
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default:
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Log.outError(LogFilter.Sql, $"{cond.ToString()} Invalid ConditionType in `condition` table, ignoring.");
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return false;
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@@ -2986,7 +2995,8 @@ namespace Game
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new ConditionTypeInfo("Object Entry or Guid", true, true, true),
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new ConditionTypeInfo("Object TypeMask", true, false, false),
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new ConditionTypeInfo("BattlePet Species Learned", true, true, true),
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new ConditionTypeInfo("On Scenario Step", true, false, false)
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new ConditionTypeInfo("On Scenario Step", true, false, false),
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new ConditionTypeInfo("Scene In Progress", true, false, false)
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};
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public struct ConditionTypeInfo
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