/* * Copyright (C) 2012-2020 CypherCore * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . */ 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); } } }