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feat(Core/Unit): New helper IsClass and script hook OnPlayerIsClass (#18243)
* Class Comparison Logic Encapsulation - Parity * Add Context to IsClass * Add Unit IsClass script hook * Replace additional getClass with IsClass * Update CanUseItem to replace getClass with IsClass * Add separate context for pet vs ability * Change Create to Init since not all referenced contexts are creation * Align spacing in ClassContext * Drop context on LFGManager max power * Update IsClass context that wraps around Missle Barrage * Rename context for swapping weapons * Be more specific than CLASS_CONTEXT_TALENT * Remove duplicate context * Moved IsClass Hook to Player * Removed unused parameter in virtual base function * Added maybe_unused to IsClass virtual in order to compile To match the override signature, the virtual base needs to include the parameter in question, so using [maybe_unused] to signal to the compiler to allow it * Remove extra blank line * Add ABILITY_REACTIVE context * Add context for PET_CHARM * Remove explicit nullopt check per review * Code Readability - Change if to if else in pet Due to the return pattern, this doesn't change functionality in any way * Add OnPlayer to disambiguate --------- Co-authored-by: NathanHandley <nathanhandley@protonmail.com>
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@@ -1038,6 +1038,19 @@ bool ScriptMgr::CanRepopAtGraveyard(Player* player)
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return true;
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}
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Optional<bool> ScriptMgr::OnPlayerIsClass(Player const* player, Classes unitClass, ClassContext context)
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{
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if (ScriptRegistry<PlayerScript>::ScriptPointerList.empty())
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return {};
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for (auto const& [scriptID, script] : ScriptRegistry<PlayerScript>::ScriptPointerList)
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{
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Optional<bool> scriptResult = script->OnPlayerIsClass(player, unitClass, context);
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if (scriptResult)
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return scriptResult;
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}
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return {};
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}
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void ScriptMgr::OnGetMaxSkillValue(Player* player, uint32 skill, int32& result, bool IsPure)
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{
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ExecuteScript<PlayerScript>([&](PlayerScript* script)
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