Core/Conditions: Implemented many more UnitCondition types

Port From (https://github.com/TrinityCore/TrinityCore/commit/bf357312e0c4d0a68a95379ecdcbed817b136c31)
This commit is contained in:
hondacrx
2022-02-26 18:33:10 -05:00
parent 26deeb7a1e
commit dfe2303d6f
2 changed files with 131 additions and 91 deletions
+45 -45
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@@ -2177,20 +2177,20 @@ namespace Framework.Constants
DamageFrostPct = 28, // NYI Damage (Frost) {$Relative Op} {#Frost Damage %}% DamageFrostPct = 28, // NYI Damage (Frost) {$Relative Op} {#Frost Damage %}%
DamageShadowPct = 29, // NYI Damage (Shadow) {$Relative Op} {#Shadow Damage %}% DamageShadowPct = 29, // NYI Damage (Shadow) {$Relative Op} {#Shadow Damage %}%
DamageArcanePct = 30, // NYI Damage (Arcane) {$Relative Op} {#Arcane Damage %}% DamageArcanePct = 30, // NYI Damage (Arcane) {$Relative Op} {#Arcane Damage %}%
InCombat = 31, // NYI In combat? {$Yes/No}{=1} InCombat = 31, // In combat? {$Yes/No}{=1}
IsMoving = 32, // NYI Is moving? {$Yes/No}{=1} IsMoving = 32, // Is moving? {$Yes/No}{=1}
IsCasting = 33, // NYI Is casting? {$Yes/No}{=1} IsCasting = 33, // Is casting? {$Yes/No}{=1}
IsCastingSpell = 34, // NYI Is casting spell? {$Yes/No}{=1} IsCastingSpell = 34, // Is casting spell? {$Yes/No}{=1}
IsChanneling = 35, // NYI Is channeling? {$Yes/No}{=1} IsChanneling = 35, // Is channeling? {$Yes/No}{=1}
IsChannelingSpell = 36, // NYI Is channeling spell? {$Yes/No}{=1} IsChannelingSpell = 36, // Is channeling spell? {$Yes/No}{=1}
NumberOfMeleeAttackers = 37, // NYI Number of melee attackers {$Relative Op} {#Attackers} NumberOfMeleeAttackers = 37, // Number of melee attackers {$Relative Op} {#Attackers}
IsAttackingMe = 38, // NYI Is attacking me? {$Yes/No}{=1} IsAttackingMe = 38, // Is attacking me? {$Yes/No}{=1}
Range = 39, // NYI Range {$Relative Op} {#Yards} Range = 39, // Range {$Relative Op} {#Yards}
InMeleeRange = 40, // NYI In melee range? {$Yes/No}{=1} InMeleeRange = 40, // In melee range? {$Yes/No}{=1}
PursuitTime = 41, // NYI Pursuit time {$Relative Op} {#Seconds} PursuitTime = 41, // NYI Pursuit time {$Relative Op} {#Seconds}
HasHarmfulAuraCanceledByDamage = 42, // NYI Has harmful aura canceled by damage? {$Yes/No}{=1} HasHarmfulAuraCanceledByDamage = 42, // Has harmful aura canceled by damage? {$Yes/No}{=1}
HasHarmfulAuraWithPeriodicDamage = 43, // NYI Has harmful aura with periodic damage? {$Yes/No}{=1} HasHarmfulAuraWithPeriodicDamage = 43, // Has harmful aura with periodic damage? {$Yes/No}{=1}
NumberOfEnemies = 44, // NYI Number of enemies {$Relative Op} {#Enemies} NumberOfEnemies = 44, // Number of enemies {$Relative Op} {#Enemies}
NumberOfFriends = 45, // NYI Number of friends {$Relative Op} {#Friends} NumberOfFriends = 45, // NYI Number of friends {$Relative Op} {#Friends}
ThreatPhysicalPct = 46, // NYI Threat (Physical) {$Relative Op} {#Physical Threat %}% ThreatPhysicalPct = 46, // NYI Threat (Physical) {$Relative Op} {#Physical Threat %}%
ThreatHolyPct = 47, // NYI Threat (Holy) {$Relative Op} {#Holy Threat %}% ThreatHolyPct = 47, // NYI Threat (Holy) {$Relative Op} {#Holy Threat %}%
@@ -2200,48 +2200,48 @@ namespace Framework.Constants
ThreatShadowPct = 51, // NYI Threat (Shadow) {$Relative Op} {#Shadow Threat %}% ThreatShadowPct = 51, // NYI Threat (Shadow) {$Relative Op} {#Shadow Threat %}%
ThreatArcanePct = 52, // NYI Threat (Arcane) {$Relative Op} {#Arcane Threat %}% ThreatArcanePct = 52, // NYI Threat (Arcane) {$Relative Op} {#Arcane Threat %}%
IsInterruptible = 53, // NYI Is interruptible? {$Yes/No}{=1} IsInterruptible = 53, // NYI Is interruptible? {$Yes/No}{=1}
NumberOfAttackers = 54, // NYI Number of attackers {$Relative Op} {#Attackers} NumberOfAttackers = 54, // Number of attackers {$Relative Op} {#Attackers}
NumberOfRangedAttackers = 55, // NYI Number of ranged attackers {$Relative Op} {#Ranged Attackers} NumberOfRangedAttackers = 55, // Number of ranged attackers {$Relative Op} {#Ranged Attackers}
CreatureType = 56, // NYI Creature type {$Is/Is Not} "{CreatureType}" CreatureType = 56, // Creature type {$Is/Is Not} "{CreatureType}"
IsMeleeAttacking = 57, // NYI Is melee-attacking? {$Yes/No}{=1} IsMeleeAttacking = 57, // Is melee-attacking? {$Yes/No}{=1}
IsRangedAttacking = 58, // NYI Is ranged-attacking? {$Yes/No}{=1} IsRangedAttacking = 58, // Is ranged-attacking? {$Yes/No}{=1}
Health = 59, // NYI Health {$Relative Op} {#HP} HP Health = 59, // Health {$Relative Op} {#HP} HP
SpellKnown = 60, // NYI Spell known? {$Yes/No} "{Spell}" SpellKnown = 60, // Spell known? {$Yes/No} "{Spell}"
HasHarmfulAuraEffect = 61, // NYI Has harmful aura effect? {$Yes/No} "{#Spell Aura}" HasHarmfulAuraEffect = 61, // Has harmful aura effect? {$Yes/No} "{#Spell Aura}"
IsImmuneToAreaOfEffect = 62, // NYI Is immune to area-of-effect? {$Yes/No}{=1} IsImmuneToAreaOfEffect = 62, // NYI Is immune to area-of-effect? {$Yes/No}{=1}
IsPlayer = 63, // NYI Is player? {$Yes/No}{=1} IsPlayer = 63, // Is player? {$Yes/No}{=1}
DamageMagicPct = 64, // NYI Damage (Magic) {$Relative Op} {#Magic Damage %}% DamageMagicPct = 64, // NYI Damage (Magic) {$Relative Op} {#Magic Damage %}%
DamageTotalPct = 65, // NYI Damage (Total) {$Relative Op} {#Damage %}% DamageTotalPct = 65, // NYI Damage (Total) {$Relative Op} {#Damage %}%
ThreatMagicPct = 66, // NYI Threat (Magic) {$Relative Op} {#Magic Threat %}% ThreatMagicPct = 66, // NYI Threat (Magic) {$Relative Op} {#Magic Threat %}%
ThreatTotalPct = 67, // NYI Threat (Total) {$Relative Op} {#Threat %}% ThreatTotalPct = 67, // NYI Threat (Total) {$Relative Op} {#Threat %}%
HasCritter = 68, // NYI Has critter? {$Yes/No}{=1} HasCritter = 68, // Has critter? {$Yes/No}{=1}
HasTotemInSlot1 = 69, // NYI Has totem in slot 1? {$Yes/No}{=1} HasTotemInSlot1 = 69, // Has totem in slot 1? {$Yes/No}{=1}
HasTotemInSlot2 = 70, // NYI Has totem in slot 2? {$Yes/No}{=1} HasTotemInSlot2 = 70, // Has totem in slot 2? {$Yes/No}{=1}
HasTotemInSlot3 = 71, // NYI Has totem in slot 3? {$Yes/No}{=1} HasTotemInSlot3 = 71, // Has totem in slot 3? {$Yes/No}{=1}
HasTotemInSlot4 = 72, // NYI Has totem in slot 4? {$Yes/No}{=1} HasTotemInSlot4 = 72, // Has totem in slot 4? {$Yes/No}{=1}
HasTotemInSlot5 = 73, // NYI Has totem in slot 5? {$Yes/No}{=1} HasTotemInSlot5 = 73, // NYI Has totem in slot 5? {$Yes/No}{=1}
Creature = 74, // NYI Creature {$Is/Is Not} "{Creature}" Creature = 74, // Creature {$Is/Is Not} "{Creature}"
StringID = 75, // NYI String ID {$Is/Is Not} "{StringID}" StringID = 75, // NYI String ID {$Is/Is Not} "{StringID}"
HasAura = 76, // NYI Has aura? {$Yes/No} {Spell} HasAura = 76, // Has aura? {$Yes/No} {Spell}
IsEnemy = 77, // NYI Is enemy? {$Yes/No}{=1} IsEnemy = 77, // Is enemy? {$Yes/No}{=1}
IsSpecMelee = 78, // NYI Is spec - melee? {$Yes/No}{=1} IsSpecMelee = 78, // Is spec - melee? {$Yes/No}{=1}
IsSpecTank = 79, // NYI Is spec - tank? {$Yes/No}{=1} IsSpecTank = 79, // Is spec - tank? {$Yes/No}{=1}
IsSpecRanged = 80, // NYI Is spec - ranged? {$Yes/No}{=1} IsSpecRanged = 80, // Is spec - ranged? {$Yes/No}{=1}
IsSpecHealer = 81, // NYI Is spec - healer? {$Yes/No}{=1} IsSpecHealer = 81, // Is spec - healer? {$Yes/No}{=1}
IsPlayerControlledNPC = 82, // NYI Is player controlled NPC? {$Yes/No}{=1} IsPlayerControlledNPC = 82, // Is player controlled NPC? {$Yes/No}{=1}
IsDying = 83, // NYI Is dying? {$Yes/No}{=1} IsDying = 83, // Is dying? {$Yes/No}{=1}
PathFailCount = 84, // NYI Path fail count {$Relative Op} {#Path Fail Count} PathFailCount = 84, // NYI Path fail count {$Relative Op} {#Path Fail Count}
IsMounted = 85, // NYI Is mounted? {$Yes/No}{=1} IsMounted = 85, // Is mounted? {$Yes/No}{=1}
Label = 86, // NYI Label {$Is/Is Not} "{Label}" Label = 86, // NYI Label {$Is/Is Not} "{Label}"
IsMySummon = 87, // NYI IsMySummon = 87, //
IsSummoner = 88, // NYI IsSummoner = 88, //
IsMyTarget = 89, // NYI IsMyTarget = 89, //
Sex = 90, // NYI Sex {$Is/Is Not} "{UnitSex}" Sex = 90, // Sex {$Is/Is Not} "{UnitSex}"
LevelWithinContentTuning = 91, // NYI Level is within {$Is/Is Not} {ContentTuning} LevelWithinContentTuning = 91, // Level is within {$Is/Is Not} {ContentTuning}
IsFlying = 93, // NYI Is flying? {$Yes/No}{=1} IsFlying = 93, // Is flying? {$Yes/No}{=1}
IsHovering = 94, // NYI Is hovering? {$Yes/No}{=1} IsHovering = 94, // Is hovering? {$Yes/No}{=1}
HasHelpfulAuraEffect = 95, // NYI Has helpful aura effect? {$Yes/No} "{#Spell Aura}" HasHelpfulAuraEffect = 95, // Has helpful aura effect? {$Yes/No} "{#Spell Aura}"
HasHelpfulAuraSchool = 96, // Has helpful aura school? {$Yes/No} "{Resistances}" HasHelpfulAuraSchool = 96, // Has helpful aura school? {$Yes/No} "{Resistances}"
} }
+86 -46
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@@ -2434,33 +2434,44 @@ namespace Game
case UnitConditionVariable.DamageArcanePct: case UnitConditionVariable.DamageArcanePct:
break; break;
case UnitConditionVariable.InCombat: case UnitConditionVariable.InCombat:
break; return unit.IsInCombat() ? 1 : 0;
case UnitConditionVariable.IsMoving: case UnitConditionVariable.IsMoving:
break; return unit.HasUnitMovementFlag(MovementFlag.Forward | MovementFlag.Backward | MovementFlag.StrafeLeft | MovementFlag.StrafeRight) ? 1:0;
case UnitConditionVariable.IsCasting: case UnitConditionVariable.IsCasting:
break; case UnitConditionVariable.IsCastingSpell: // this is supposed to return spell id by client code but data always has 0 or 1
case UnitConditionVariable.IsCastingSpell: return unit.GetCurrentSpell(CurrentSpellTypes.Generic) != null ? 1 : 0;
break;
case UnitConditionVariable.IsChanneling: case UnitConditionVariable.IsChanneling:
break; case UnitConditionVariable.IsChannelingSpell: // this is supposed to return spell id by client code but data always has 0 or 1
case UnitConditionVariable.IsChannelingSpell: return unit.GetChannelSpellId() != 0 ? 1 : 0;
break;
case UnitConditionVariable.NumberOfMeleeAttackers: case UnitConditionVariable.NumberOfMeleeAttackers:
break; return unit.GetAttackers().Count(attacker =>
{
float distance = Math.Max(unit.GetCombatReach() + attacker.GetCombatReach() + 1.3333334f, 5.0f);
if (unit.HasUnitFlag(UnitFlags.PlayerControlled) || attacker.HasUnitFlag(UnitFlags.PlayerControlled))
distance += 1.0f;
return unit.GetExactDistSq(attacker) < distance * distance;
});
case UnitConditionVariable.IsAttackingMe: case UnitConditionVariable.IsAttackingMe:
break; return (otherUnit != null && unit.GetTarget() == otherUnit.GetGUID()) ? 1:0;
case UnitConditionVariable.Range: case UnitConditionVariable.Range:
break; return otherUnit ? (int)unit.GetExactDist(otherUnit) : 0;
case UnitConditionVariable.InMeleeRange: case UnitConditionVariable.InMeleeRange:
break; if (otherUnit)
{
float distance = Math.Max(unit.GetCombatReach() + otherUnit.GetCombatReach() + 1.3333334f, 5.0f);
if (unit.HasUnitFlag(UnitFlags.PlayerControlled) || otherUnit.HasUnitFlag(UnitFlags.PlayerControlled))
distance += 1.0f;
return (unit.GetExactDistSq(otherUnit) < distance * distance) ? 1 : 0;
}
return 0;
case UnitConditionVariable.PursuitTime: case UnitConditionVariable.PursuitTime:
break; break;
case UnitConditionVariable.HasHarmfulAuraCanceledByDamage: case UnitConditionVariable.HasHarmfulAuraCanceledByDamage:
break; return unit.HasNegativeAuraWithInterruptFlag(SpellAuraInterruptFlags.Damage) ? 1 : 0;
case UnitConditionVariable.HasHarmfulAuraWithPeriodicDamage: case UnitConditionVariable.HasHarmfulAuraWithPeriodicDamage:
break; return unit.HasAuraType(AuraType.PeriodicDamage) ? 1 : 0;
case UnitConditionVariable.NumberOfEnemies: case UnitConditionVariable.NumberOfEnemies:
break; return unit.GetThreatManager().GetThreatListSize();
case UnitConditionVariable.NumberOfFriends: case UnitConditionVariable.NumberOfFriends:
break; break;
case UnitConditionVariable.ThreatPhysicalPct: case UnitConditionVariable.ThreatPhysicalPct:
@@ -2480,25 +2491,51 @@ namespace Game
case UnitConditionVariable.IsInterruptible: case UnitConditionVariable.IsInterruptible:
break; break;
case UnitConditionVariable.NumberOfAttackers: case UnitConditionVariable.NumberOfAttackers:
break; return unit.GetAttackers().Count;
case UnitConditionVariable.NumberOfRangedAttackers: case UnitConditionVariable.NumberOfRangedAttackers:
break; return unit.GetAttackers().Count(attacker =>
{
float distance = Math.Max(unit.GetCombatReach() + attacker.GetCombatReach() + 1.3333334f, 5.0f);
if (unit.HasUnitFlag(UnitFlags.PlayerControlled) || attacker.HasUnitFlag(UnitFlags.PlayerControlled))
distance += 1.0f;
return unit.GetExactDistSq(attacker) >= distance * distance;
});
case UnitConditionVariable.CreatureType: case UnitConditionVariable.CreatureType:
break; return (int)unit.GetCreatureType();
case UnitConditionVariable.IsMeleeAttacking: case UnitConditionVariable.IsMeleeAttacking:
break; {
Unit target = Global.ObjAccessor.GetUnit(unit, unit.GetTarget());
if (target != null)
{
float distance = Math.Max(unit.GetCombatReach() + target.GetCombatReach() + 1.3333334f, 5.0f);
if (unit.HasUnitFlag(UnitFlags.PlayerControlled) || target.HasUnitFlag(UnitFlags.PlayerControlled))
distance += 1.0f;
return (unit.GetExactDistSq(target) < distance * distance) ? 1 : 0;
}
return 0;
}
case UnitConditionVariable.IsRangedAttacking: case UnitConditionVariable.IsRangedAttacking:
break; {
Unit target = Global.ObjAccessor.GetUnit(unit, unit.GetTarget());
if (target != null)
{
float distance = Math.Max(unit.GetCombatReach() + target.GetCombatReach() + 1.3333334f, 5.0f);
if (unit.HasUnitFlag(UnitFlags.PlayerControlled) || target.HasUnitFlag(UnitFlags.PlayerControlled))
distance += 1.0f;
return (unit.GetExactDistSq(target) >= distance * distance) ? 1 : 0;
}
return 0;
}
case UnitConditionVariable.Health: case UnitConditionVariable.Health:
break; return (int)unit.GetHealth();
case UnitConditionVariable.SpellKnown: case UnitConditionVariable.SpellKnown:
break; return unit.HasSpell((uint)value) ? value : 0;
case UnitConditionVariable.HasHarmfulAuraEffect: case UnitConditionVariable.HasHarmfulAuraEffect:
break; return (value >= 0 && value < (int)AuraType.Total && unit.GetAuraEffectsByType((AuraType)value).Any(aurEff => aurEff.GetBase().GetApplicationOfTarget(unit.GetGUID()).GetFlags().HasFlag(AuraFlags.Negative))) ? 1 : 0;
case UnitConditionVariable.IsImmuneToAreaOfEffect: case UnitConditionVariable.IsImmuneToAreaOfEffect:
break; break;
case UnitConditionVariable.IsPlayer: case UnitConditionVariable.IsPlayer:
break; return unit.IsPlayer() ? 1 : 0;
case UnitConditionVariable.DamageMagicPct: case UnitConditionVariable.DamageMagicPct:
break; break;
case UnitConditionVariable.DamageTotalPct: case UnitConditionVariable.DamageTotalPct:
@@ -2510,57 +2547,60 @@ namespace Game
case UnitConditionVariable.HasCritter: case UnitConditionVariable.HasCritter:
return unit.GetCritterGUID().IsEmpty() ? 0 : 1; return unit.GetCritterGUID().IsEmpty() ? 0 : 1;
case UnitConditionVariable.HasTotemInSlot1: case UnitConditionVariable.HasTotemInSlot1:
break; return unit.m_SummonSlot[(int)SummonSlot.Totem].IsEmpty() ? 0 : 1;
case UnitConditionVariable.HasTotemInSlot2: case UnitConditionVariable.HasTotemInSlot2:
break; return unit.m_SummonSlot[(int)SummonSlot.Totem2].IsEmpty() ? 0 : 1;
case UnitConditionVariable.HasTotemInSlot3: case UnitConditionVariable.HasTotemInSlot3:
break; return unit.m_SummonSlot[(int)SummonSlot.Totem3].IsEmpty() ? 0 : 1;
case UnitConditionVariable.HasTotemInSlot4: case UnitConditionVariable.HasTotemInSlot4:
break; return unit.m_SummonSlot[(int)SummonSlot.Totem4].IsEmpty() ? 0 : 1;
case UnitConditionVariable.HasTotemInSlot5: case UnitConditionVariable.HasTotemInSlot5:
break; break;
case UnitConditionVariable.Creature: case UnitConditionVariable.Creature:
break; return (int)unit.GetEntry();
case UnitConditionVariable.StringID: case UnitConditionVariable.StringID:
break; break;
case UnitConditionVariable.HasAura: case UnitConditionVariable.HasAura:
break; return unit.HasAura((uint)value) ? value : 0;
case UnitConditionVariable.IsEnemy: case UnitConditionVariable.IsEnemy:
break; return (otherUnit && unit.GetReactionTo(otherUnit) <= ReputationRank.Hostile) ? 1 : 0;
case UnitConditionVariable.IsSpecMelee: case UnitConditionVariable.IsSpecMelee:
break; return (unit.IsPlayer() && CliDB.ChrSpecializationStorage.LookupByKey(unit.ToPlayer().GetPrimarySpecialization()).Flags.HasFlag(ChrSpecializationFlag.Melee)) ? 1 : 0;
case UnitConditionVariable.IsSpecTank: case UnitConditionVariable.IsSpecTank:
break; return (unit.IsPlayer() && CliDB.ChrSpecializationStorage.LookupByKey(unit.ToPlayer().GetPrimarySpecialization()).Role == 0) ? 1 : 0;
case UnitConditionVariable.IsSpecRanged: case UnitConditionVariable.IsSpecRanged:
break; return (unit.IsPlayer() && CliDB.ChrSpecializationStorage.LookupByKey(unit.ToPlayer().GetPrimarySpecialization()).Flags.HasFlag(ChrSpecializationFlag.Ranged)) ? 1 : 0;
case UnitConditionVariable.IsSpecHealer: case UnitConditionVariable.IsSpecHealer:
break; return (unit.IsPlayer() && CliDB.ChrSpecializationStorage.LookupByKey(unit.ToPlayer().GetPrimarySpecialization()).Role == 1) ? 1 : 0;
case UnitConditionVariable.IsPlayerControlledNPC: case UnitConditionVariable.IsPlayerControlledNPC:
break; return unit.IsCreature() && unit.HasUnitFlag(UnitFlags.PlayerControlled) ? 1 : 0;
case UnitConditionVariable.IsDying: case UnitConditionVariable.IsDying:
break; return unit.GetHealth() == 0 ? 1 : 0;
case UnitConditionVariable.PathFailCount: case UnitConditionVariable.PathFailCount:
break; break;
case UnitConditionVariable.IsMounted: case UnitConditionVariable.IsMounted:
break; return unit.GetMountDisplayId() != 0 ? 1 : 0;
case UnitConditionVariable.Label: case UnitConditionVariable.Label:
break; break;
case UnitConditionVariable.IsMySummon: case UnitConditionVariable.IsMySummon:
break; return (otherUnit && (otherUnit.GetCharmerGUID() == unit.GetGUID() || otherUnit.GetCreatorGUID() == unit.GetGUID())) ? 1 : 0;
case UnitConditionVariable.IsSummoner: case UnitConditionVariable.IsSummoner:
break; return (otherUnit && (unit.GetCharmerGUID() == otherUnit.GetGUID() || unit.GetCreatorGUID() == otherUnit.GetGUID())) ? 1 : 0;
case UnitConditionVariable.IsMyTarget: case UnitConditionVariable.IsMyTarget:
break; return (otherUnit && unit.GetTarget() == otherUnit.GetGUID()) ? 1 : 0;
case UnitConditionVariable.Sex: case UnitConditionVariable.Sex:
break; return (int)unit.GetGender();
case UnitConditionVariable.LevelWithinContentTuning: case UnitConditionVariable.LevelWithinContentTuning:
break; var levelRange = Global.DB2Mgr.GetContentTuningData((uint)value, 0);
if (levelRange.HasValue)
return unit.GetLevel() >= levelRange.Value.MinLevel && unit.GetLevel() <= levelRange.Value.MaxLevel ? value : 0;
return 0;
case UnitConditionVariable.IsFlying: case UnitConditionVariable.IsFlying:
break; return unit.IsFlying() ? 1 : 0;
case UnitConditionVariable.IsHovering: case UnitConditionVariable.IsHovering:
break; return unit.IsHovering() ? 1 : 0;
case UnitConditionVariable.HasHelpfulAuraEffect: case UnitConditionVariable.HasHelpfulAuraEffect:
break; return (value >= 0 && value < (int)AuraType.Total && unit.GetAuraEffectsByType((AuraType)value).Any(aurEff => !aurEff.GetBase().GetApplicationOfTarget(unit.GetGUID()).GetFlags().HasFlag(AuraFlags.Negative))) ? 1 : 0;
case UnitConditionVariable.HasHelpfulAuraSchool: case UnitConditionVariable.HasHelpfulAuraSchool:
return unit.GetAuraApplication(aurApp => return unit.GetAuraApplication(aurApp =>
{ {