// Copyright (c) CypherCore All rights reserved. // Licensed under the GNU GENERAL PUBLIC LICENSE. See LICENSE file in the project root for full license information. using Framework.Constants; using Game.Achievements; using Game.DataStorage; using Game.Guilds; using Game.Scenarios; using System; using System.Collections.Generic; namespace Game.Entities { public partial class Player { public void ResetAchievements() { m_achievementSys.Reset(); } public void SendRespondInspectAchievements(Player player) { m_achievementSys.SendAchievementInfo(player); } public uint GetAchievementPoints() { return m_achievementSys.GetAchievementPoints(); } public ICollection GetCompletedAchievementIds() { return m_achievementSys.GetCompletedAchievementIds(); } public bool HasAchieved(uint achievementId) { return m_achievementSys.HasAchieved(achievementId); } public void StartCriteria(CriteriaStartEvent startEvent, uint entry, TimeSpan timeLost = default) { m_achievementSys.StartCriteria(startEvent, entry, timeLost); } public void FailCriteria(CriteriaFailEvent failEvent, uint failAsset) { m_achievementSys.FailCriteria(failEvent, failAsset); m_questObjectiveCriteriaMgr.FailCriteria(failEvent, failAsset); } public void UpdateCriteria(CriteriaType type, ulong miscValue1 = 0, ulong miscValue2 = 0, ulong miscValue3 = 0, WorldObject refe = null) { m_achievementSys.UpdateCriteria(type, miscValue1, miscValue2, miscValue3, refe, this); m_questObjectiveCriteriaMgr.UpdateCriteria(type, miscValue1, miscValue2, miscValue3, refe, this); // Update only individual achievement criteria here, otherwise we may get multiple updates // from a single boss kill if (CriteriaManager.IsGroupCriteriaType(type)) return; Scenario scenario = GetScenario(); if (scenario != null) scenario.UpdateCriteria(type, miscValue1, miscValue2, miscValue3, refe, this); Guild guild = Global.GuildMgr.GetGuildById(GetGuildId()); if (guild != null) guild.UpdateCriteria(type, miscValue1, miscValue2, miscValue3, refe, this); } public void CompletedAchievement(AchievementRecord entry) { m_achievementSys.CompletedAchievement(entry, this); } public bool ModifierTreeSatisfied(uint modifierTreeId) { return m_achievementSys.ModifierTreeSatisfied(modifierTreeId); } } }