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refactor(Core): Improve struct alignment and codestyle (#12335)
refactor(Core): improve struct alignment and codestyle
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@@ -31,63 +31,63 @@ struct Condition;
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enum ConditionTypes
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{
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// value1 value2 value3
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CONDITION_NONE = 0, // 0 0 0 always true
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CONDITION_AURA = 1, // spell_id effindex use target? true if player (or target, if value3) has aura of spell_id with effect effindex
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CONDITION_ITEM = 2, // item_id count bank true if has #count of item_ids (if 'bank' is set it searches in bank slots too)
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CONDITION_ITEM_EQUIPPED = 3, // item_id 0 0 true if has item_id equipped
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CONDITION_ZONEID = 4, // zone_id 0 0 true if in zone_id
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CONDITION_REPUTATION_RANK = 5, // faction_id rankMask 0 true if has min_rank for faction_id
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CONDITION_TEAM = 6, // player_team 0, 0 469 - Alliance, 67 - Horde)
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CONDITION_SKILL = 7, // skill_id skill_value 0 true if has skill_value for skill_id
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CONDITION_QUESTREWARDED = 8, // quest_id 0 0 true if quest_id was rewarded before
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CONDITION_QUESTTAKEN = 9, // quest_id 0, 0 true while quest active
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CONDITION_DRUNKENSTATE = 10, // DrunkenState 0, 0 true if player is drunk enough
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CONDITION_WORLD_STATE = 11, // index value 0 true if world has the value for the index
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CONDITION_ACTIVE_EVENT = 12, // event_id 0 0 true if event is active
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CONDITION_INSTANCE_INFO = 13, // entry data type true if the instance info defined by type (enum InstanceInfo) equals data.
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CONDITION_QUEST_NONE = 14, // quest_id 0 0 true if doesn't have quest saved
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CONDITION_CLASS = 15, // class 0 0 true if player's class is equal to class
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CONDITION_RACE = 16, // race 0 0 true if player's race is equal to race
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CONDITION_ACHIEVEMENT = 17, // achievement_id 0 0 true if achievement is complete
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CONDITION_TITLE = 18, // title id 0 0 true if player has title
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CONDITION_SPAWNMASK = 19, // spawnMask 0 0 true if in spawnMask
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CONDITION_GENDER = 20, // gender 0 0 true if player's gender is equal to gender
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CONDITION_UNIT_STATE = 21, // unitState 0 0 true if unit has unitState
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CONDITION_MAPID = 22, // map_id 0 0 true if in map_id
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CONDITION_AREAID = 23, // area_id 0 0 true if in area_id
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CONDITION_CREATURE_TYPE = 24, // cinfo.type 0 0 true if creature_template.type = value1
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CONDITION_SPELL = 25, // spell_id 0 0 true if player has learned spell
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CONDITION_PHASEMASK = 26, // phasemask 0 0 true if object is in phasemask
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CONDITION_LEVEL = 27, // level ComparisonType 0 true if unit's level is equal to param1 (param2 can modify the statement)
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CONDITION_QUEST_COMPLETE = 28, // quest_id 0 0 true if player has quest_id with all objectives complete, but not yet rewarded
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CONDITION_NEAR_CREATURE = 29, // creature entry distance dead true if there is a creature of entry in range
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CONDITION_NEAR_GAMEOBJECT = 30, // gameobject entry distance 0 true if there is a gameobject of entry in range
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CONDITION_OBJECT_ENTRY_GUID = 31, // TypeID entry guid/Attackable true if object is type TypeID and the entry is 0 or matches entry of the object or matches guid of the object
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CONDITION_TYPE_MASK = 32, // TypeMask 0 0 true if object is type object's TypeMask matches provided TypeMask
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CONDITION_RELATION_TO = 33, // ConditionTarget RelationType 0 true if object is in given relation with object specified by ConditionTarget
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CONDITION_REACTION_TO = 34, // ConditionTarget rankMask 0 true if object's reaction matches rankMask object specified by ConditionTarget
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CONDITION_DISTANCE_TO = 35, // ConditionTarget distance ComparisonType true if object and ConditionTarget are within distance given by parameters
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CONDITION_ALIVE = 36, // 0 0 0 true if unit is alive
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CONDITION_HP_VAL = 37, // hpVal ComparisonType 0 true if unit's hp matches given value
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CONDITION_HP_PCT = 38, // hpPct ComparisonType 0 true if unit's hp matches given pct
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CONDITION_REALM_ACHIEVEMENT = 39, // achievement_id 0 0 true if realm achievement is complete
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CONDITION_IN_WATER = 40, // 0 0 0 true if unit in water
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CONDITION_TERRAIN_SWAP = 41, // don't use on 3.3.5a
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CONDITION_STAND_STATE = 42, // stateType state 0 true if unit matches specified sitstate (0,x: has exactly state x; 1,0: any standing state; 1,1: any sitting state;)
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CONDITION_DAILY_QUEST_DONE = 43, // quest id 0 0 true if daily quest has been completed for the day
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CONDITION_CHARMED = 44, // 0 0 0 true if unit is currently charmed
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CONDITION_PET_TYPE = 45, // mask 0 0 true if player has a pet of given type(s)
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CONDITION_TAXI = 46, // 0 0 0 true if player is on taxi
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CONDITION_QUESTSTATE = 47, // quest_id state_mask 0 true if player is in any of the provided quest states for the quest (1 = not taken, 2 = completed, 8 = in progress, 32 = failed, 64 = rewarded)
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CONDITION_QUEST_OBJECTIVE_PROGRESS = 48, // quest_id objectiveIndex objectiveCount true if player has reached the specified objectiveCount quest progress for the objectiveIndex for the specified quest
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CONDITION_DIFFICULTY_ID = 49, // Difficulty 0 0 true is map has difficulty id
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CONDITION_TC_END = 50, // placeholder
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// value1 value2 value3
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CONDITION_NONE = 0, // 0 0 0 always true
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CONDITION_AURA = 1, // spell_id effindex use target? true if player (or target, if value3) has aura of spell_id with effect effindex
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CONDITION_ITEM = 2, // item_id count bank true if has #count of item_ids (if 'bank' is set it searches in bank slots too)
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CONDITION_ITEM_EQUIPPED = 3, // item_id 0 0 true if has item_id equipped
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CONDITION_ZONEID = 4, // zone_id 0 0 true if in zone_id
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CONDITION_REPUTATION_RANK = 5, // faction_id rankMask 0 true if has min_rank for faction_id
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CONDITION_TEAM = 6, // player_team 0, 0 469 - Alliance, 67 - Horde)
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CONDITION_SKILL = 7, // skill_id skill_value 0 true if has skill_value for skill_id
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CONDITION_QUESTREWARDED = 8, // quest_id 0 0 true if quest_id was rewarded before
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CONDITION_QUESTTAKEN = 9, // quest_id 0, 0 true while quest active
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CONDITION_DRUNKENSTATE = 10, // DrunkenState 0, 0 true if player is drunk enough
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CONDITION_WORLD_STATE = 11, // index value 0 true if world has the value for the index
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CONDITION_ACTIVE_EVENT = 12, // event_id 0 0 true if event is active
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CONDITION_INSTANCE_INFO = 13, // entry data type true if the instance info defined by type (enum InstanceInfo) equals data.
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CONDITION_QUEST_NONE = 14, // quest_id 0 0 true if doesn't have quest saved
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CONDITION_CLASS = 15, // class 0 0 true if player's class is equal to class
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CONDITION_RACE = 16, // race 0 0 true if player's race is equal to race
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CONDITION_ACHIEVEMENT = 17, // achievement_id 0 0 true if achievement is complete
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CONDITION_TITLE = 18, // title id 0 0 true if player has title
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CONDITION_SPAWNMASK = 19, // spawnMask 0 0 true if in spawnMask
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CONDITION_GENDER = 20, // gender 0 0 true if player's gender is equal to gender
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CONDITION_UNIT_STATE = 21, // unitState 0 0 true if unit has unitState
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CONDITION_MAPID = 22, // map_id 0 0 true if in map_id
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CONDITION_AREAID = 23, // area_id 0 0 true if in area_id
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CONDITION_CREATURE_TYPE = 24, // cinfo.type 0 0 true if creature_template.type = value1
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CONDITION_SPELL = 25, // spell_id 0 0 true if player has learned spell
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CONDITION_PHASEMASK = 26, // phasemask 0 0 true if object is in phasemask
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CONDITION_LEVEL = 27, // level ComparisonType 0 true if unit's level is equal to param1 (param2 can modify the statement)
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CONDITION_QUEST_COMPLETE = 28, // quest_id 0 0 true if player has quest_id with all objectives complete, but not yet rewarded
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CONDITION_NEAR_CREATURE = 29, // creature entry distance dead true if there is a creature of entry in range
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CONDITION_NEAR_GAMEOBJECT = 30, // gameobject entry distance 0 true if there is a gameobject of entry in range
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CONDITION_OBJECT_ENTRY_GUID = 31, // TypeID entry guid/Attackable true if object is type TypeID and the entry is 0 or matches entry of the object or matches guid of the object
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CONDITION_TYPE_MASK = 32, // TypeMask 0 0 true if object is type object's TypeMask matches provided TypeMask
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CONDITION_RELATION_TO = 33, // ConditionTarget RelationType 0 true if object is in given relation with object specified by ConditionTarget
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CONDITION_REACTION_TO = 34, // ConditionTarget rankMask 0 true if object's reaction matches rankMask object specified by ConditionTarget
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CONDITION_DISTANCE_TO = 35, // ConditionTarget distance ComparisonType true if object and ConditionTarget are within distance given by parameters
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CONDITION_ALIVE = 36, // 0 0 0 true if unit is alive
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CONDITION_HP_VAL = 37, // hpVal ComparisonType 0 true if unit's hp matches given value
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CONDITION_HP_PCT = 38, // hpPct ComparisonType 0 true if unit's hp matches given pct
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CONDITION_REALM_ACHIEVEMENT = 39, // achievement_id 0 0 true if realm achievement is complete
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CONDITION_IN_WATER = 40, // 0 0 0 true if unit in water
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CONDITION_TERRAIN_SWAP = 41, // don't use on 3.3.5a
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CONDITION_STAND_STATE = 42, // stateType state 0 true if unit matches specified sitstate (0,x: has exactly state x; 1,0: any standing state; 1,1: any sitting state;)
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CONDITION_DAILY_QUEST_DONE = 43, // quest id 0 0 true if daily quest has been completed for the day
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CONDITION_CHARMED = 44, // 0 0 0 true if unit is currently charmed
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CONDITION_PET_TYPE = 45, // mask 0 0 true if player has a pet of given type(s)
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CONDITION_TAXI = 46, // 0 0 0 true if player is on taxi
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CONDITION_QUESTSTATE = 47, // quest_id state_mask 0 true if player is in any of the provided quest states for the quest (1 = not taken, 2 = completed, 8 = in progress, 32 = failed, 64 = rewarded)
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CONDITION_QUEST_OBJECTIVE_PROGRESS = 48, // quest_id objectiveIndex objectiveCount true if player has reached the specified objectiveCount quest progress for the objectiveIndex for the specified quest
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CONDITION_DIFFICULTY_ID = 49, // Difficulty 0 0 true is map has difficulty id
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CONDITION_TC_END = 50, // placeholder
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CONDITION_AC_START = 100,
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CONDITION_QUEST_SATISFY_EXCLUSIVE = 101, // quest_id 0 0 true if satisfied exclusive group
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CONDITION_HAS_AURA_TYPE = 102, // aura_type 0 0 true if has aura type
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CONDITION_AC_END = 103 // placeholder
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CONDITION_QUEST_SATISFY_EXCLUSIVE = 101, // quest_id 0 0 true if satisfied exclusive group
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CONDITION_HAS_AURA_TYPE = 102, // aura_type 0 0 true if has aura type
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CONDITION_AC_END = 103 // placeholder
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};
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/*! Documentation on implementing a new ConditionSourceType:
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