// 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.Networking; using Game.Networking.Packets; using System.Collections.Generic; namespace Game { public partial class WorldSession { [WorldPacketHandler(ClientOpcodes.QueryScenarioPoi, Processing = PacketProcessing.Inplace)] void HandleQueryScenarioPOI(QueryScenarioPOI queryScenarioPOI) { ScenarioPOIs response = new(); // Read criteria tree ids and add the in a unordered_set so we don't send POIs for the same criteria tree multiple times List criteriaTreeIds = new(); for (int i = 0; i < queryScenarioPOI.MissingScenarioPOIs.Count; ++i) criteriaTreeIds.Add(queryScenarioPOI.MissingScenarioPOIs[i]); // CriteriaTreeID foreach (int criteriaTreeId in criteriaTreeIds) { var poiVector = Global.ScenarioMgr.GetScenarioPOIs((uint)criteriaTreeId); if (poiVector != null) { ScenarioPOIData scenarioPOIData = new(); scenarioPOIData.CriteriaTreeID = criteriaTreeId; scenarioPOIData.ScenarioPOIs = poiVector; response.ScenarioPOIDataStats.Add(scenarioPOIData); } } SendPacket(response); } } }