Core/Players: PlayerChoice improvements
Port From (https://github.com/TrinityCore/TrinityCore/commit/e59059e1bd2f67691e2da0105771b0cb55b123a4)
This commit is contained in:
@@ -4954,22 +4954,28 @@ namespace Game.Entities
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PlayerTalkClass.GetInteractionData().Reset();
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PlayerTalkClass.GetInteractionData().SourceGuid = sender;
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PlayerTalkClass.GetInteractionData().PlayerChoiceId = (uint)choiceId;
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PlayerTalkClass.GetInteractionData().SetPlayerChoice((uint)choiceId);
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DisplayPlayerChoice displayPlayerChoice = new();
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displayPlayerChoice.SenderGUID = sender;
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displayPlayerChoice.ChoiceID = choiceId;
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displayPlayerChoice.UiTextureKitID = playerChoice.UiTextureKitId;
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displayPlayerChoice.SoundKitID = playerChoice.SoundKitId;
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displayPlayerChoice.CloseUISoundKitID = playerChoice.CloseSoundKitId;
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if (playerChoice.Duration > TimeSpan.Zero)
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displayPlayerChoice.ExpireTime = (GameTime.GetSystemTime() + playerChoice.Duration).ToFileTime();
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displayPlayerChoice.Question = playerChoice.Question;
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if (playerChoiceLocale != null)
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ObjectManager.GetLocaleString(playerChoiceLocale.Question, locale, ref displayPlayerChoice.Question);
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displayPlayerChoice.InfiniteRange = false;
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displayPlayerChoice.InfiniteRange = playerChoice.InfiniteRange;
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displayPlayerChoice.HideWarboardHeader = playerChoice.HideWarboardHeader;
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displayPlayerChoice.KeepOpenAfterChoice = playerChoice.KeepOpenAfterChoice;
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displayPlayerChoice.ShowChoicesAsList = playerChoice.ShowChoicesAsList;
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displayPlayerChoice.ForceDontShowChoicesAsList = playerChoice.ForceDontShowChoicesAsList;
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for (var i = 0; i < playerChoice.Responses.Count; ++i)
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for (var i = 0; i < playerChoice.Responses.Count && (playerChoice.MaxResponses == 0 || displayPlayerChoice.Responses.Count < playerChoice.MaxResponses); ++i)
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{
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PlayerChoiceResponse playerChoiceResponseTemplate = playerChoice.Responses[i];
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if (!Global.ConditionMgr.IsObjectMeetingPlayerChoiceResponseConditions((uint)choiceId, playerChoiceResponseTemplate.ResponseId, this))
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@@ -4977,9 +4983,9 @@ namespace Game.Entities
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var playerChoiceResponse = new Networking.Packets.PlayerChoiceResponse();
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playerChoiceResponse.ResponseID = playerChoiceResponseTemplate.ResponseId;
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playerChoiceResponse.ResponseIdentifier = playerChoiceResponseTemplate.ResponseIdentifier;
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playerChoiceResponse.ResponseIdentifier = PlayerTalkClass.GetInteractionData().AddPlayerChoiceResponse((uint)playerChoiceResponseTemplate.ResponseId);
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playerChoiceResponse.ChoiceArtFileID = playerChoiceResponseTemplate.ChoiceArtFileId;
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playerChoiceResponse.Flags = playerChoiceResponseTemplate.Flags;
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playerChoiceResponse.Flags = (int)playerChoiceResponseTemplate.Flags;
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playerChoiceResponse.WidgetSetID = playerChoiceResponseTemplate.WidgetSetID;
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playerChoiceResponse.UiTextureAtlasElementID = playerChoiceResponseTemplate.UiTextureAtlasElementID;
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playerChoiceResponse.SoundKitID = playerChoiceResponseTemplate.SoundKitID;
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@@ -5017,51 +5023,32 @@ namespace Game.Entities
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reward.Money = playerChoiceResponseTemplate.Reward.Money;
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reward.Xp = playerChoiceResponseTemplate.Reward.Xp;
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foreach (var item in playerChoiceResponseTemplate.Reward.Items)
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void fillRewardItems<T>(List<T> src, List<Networking.Packets.PlayerChoiceResponseRewardEntry> dest)
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{
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var rewardEntry = new Networking.Packets.PlayerChoiceResponseRewardEntry();
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rewardEntry.Item.ItemID = item.Id;
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rewardEntry.Quantity = item.Quantity;
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if (!item.BonusListIDs.Empty())
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for (var j = 0; j < src.Count; ++j)
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{
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rewardEntry.Item.ItemBonus = new();
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rewardEntry.Item.ItemBonus.BonusListIDs = item.BonusListIDs;
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dynamic rewardEntryTemplate = src[j];
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Networking.Packets.PlayerChoiceResponseRewardEntry rewardEntry = new();
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rewardEntry.Item.ItemID = rewardEntryTemplate.Id;
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rewardEntry.Quantity = rewardEntryTemplate.Quantity;
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if (rewardEntryTemplate is PlayerChoiceResponseRewardItem)
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{
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if (!rewardEntryTemplate.BonusListIDs.empty())
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{
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ItemBonuses itemBonuses = new();
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itemBonuses.BonusListIDs = rewardEntryTemplate.BonusListIDs;
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rewardEntry.Item.ItemBonus = itemBonuses;
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}
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}
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dest.Add(rewardEntry);
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}
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reward.Items.Add(rewardEntry);
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}
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foreach (var currency in playerChoiceResponseTemplate.Reward.Currency)
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{
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var rewardEntry = new Networking.Packets.PlayerChoiceResponseRewardEntry();
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rewardEntry.Item.ItemID = currency.Id;
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rewardEntry.Quantity = currency.Quantity;
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reward.Items.Add(rewardEntry);
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}
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foreach (var faction in playerChoiceResponseTemplate.Reward.Faction)
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{
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var rewardEntry = new Networking.Packets.PlayerChoiceResponseRewardEntry();
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rewardEntry.Item.ItemID = faction.Id;
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rewardEntry.Quantity = faction.Quantity;
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reward.Items.Add(rewardEntry);
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}
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foreach (PlayerChoiceResponseRewardItem item in playerChoiceResponseTemplate.Reward.ItemChoices)
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{
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var rewardEntry = new Networking.Packets.PlayerChoiceResponseRewardEntry();
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rewardEntry.Item.ItemID = item.Id;
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rewardEntry.Quantity = item.Quantity;
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if (!item.BonusListIDs.Empty())
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{
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rewardEntry.Item.ItemBonus = new();
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rewardEntry.Item.ItemBonus.BonusListIDs = item.BonusListIDs;
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}
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reward.ItemChoices.Add(rewardEntry);
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}
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playerChoiceResponse.Reward = reward;
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displayPlayerChoice.Responses[i] = playerChoiceResponse;
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fillRewardItems(playerChoiceResponseTemplate.Reward.Items, playerChoiceResponse.Reward.Items);
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fillRewardItems(playerChoiceResponseTemplate.Reward.Currency, playerChoiceResponse.Reward.Currencies);
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fillRewardItems(playerChoiceResponseTemplate.Reward.Faction, playerChoiceResponse.Reward.Factions);
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fillRewardItems(playerChoiceResponseTemplate.Reward.ItemChoices, playerChoiceResponse.Reward.ItemChoices);
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}
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playerChoiceResponse.RewardQuestID = playerChoiceResponseTemplate.RewardQuestID;
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