Core/Spells: Added helper function to select random injured healing spell targets
Port From (https://github.com/TrinityCore/TrinityCore/commit/c0f976d23d7fd9ef687d47ae41bed0924bfdd5c7)
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@@ -20,6 +20,7 @@ using Game.Entities;
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using Game.Spells;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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namespace Game.Scripting
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{
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@@ -866,6 +867,66 @@ namespace Game.Scripting
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m_spell.m_customError = result;
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}
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public void SelectRandomInjuredTargets(List<WorldObject> targets, uint maxTargets, bool prioritizePlayers)
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{
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if (targets.Count <= maxTargets)
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return;
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//List of all player targets.
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var tempPlayers = targets.Where(p => p.IsPlayer()).ToList();
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//List of all injured non player targets.
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var tempInjuredUnits = targets.Where(target => target.IsUnit() && !target.ToUnit().IsFullHealth()).ToList();
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//List of all none injured non player targets.
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var tempNoneInjuredUnits = targets.Where(target => target.IsUnit() && target.ToUnit().IsFullHealth()).ToList();
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targets.Clear();
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if (prioritizePlayers)
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{
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if (tempPlayers.Count < maxTargets)
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{
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// not enough players, add nonplayer targets
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// prioritize injured nonplayers over full health nonplayers
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if (tempPlayers.Count + tempInjuredUnits.Count < maxTargets)
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{
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// not enough players + injured nonplayers
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// fill remainder with random full health nonplayers
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targets.AddRange(tempPlayers);
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targets.AddRange(tempInjuredUnits);
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targets.AddRange(tempNoneInjuredUnits.Shuffle());
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}
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else if (tempPlayers.Count + tempInjuredUnits.Count > maxTargets)
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{
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// randomize injured nonplayers order
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// final list will contain all players + random injured nonplayers
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targets.AddRange(tempPlayers);
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targets.AddRange(tempInjuredUnits.Shuffle());
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}
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targets.Resize(maxTargets);
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return;
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}
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}
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var lookupPlayers = tempPlayers.ToLookup(target => !target.ToUnit().IsFullHealth());
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if (lookupPlayers[true].Count() < maxTargets)
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{
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// not enough injured units
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// fill remainder with full health units
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targets.AddRange(lookupPlayers[true]);
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targets.AddRange(lookupPlayers[false].Shuffle()));
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}
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else if (lookupPlayers[true].Count() > maxTargets)
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{
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// select random injured units
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targets.AddRange(lookupPlayers[true].Shuffle());
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}
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targets.Resize(maxTargets);
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}
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}
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public class AuraScript : BaseSpellScript
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