Core/SpawnTracking: Check if the objective is completable to get correct spawn tracking state (#30923)

This commit is contained in:
Meji
2025-05-17 13:31:03 +02:00
committed by GitHub
parent ab456bfd31
commit 553ce72707
2 changed files with 19 additions and 1 deletions
+18 -1
View File
@@ -17178,6 +17178,23 @@ bool Player::IsQuestObjectiveCompletable(uint16 slot, Quest const* quest, QuestO
return true;
}
bool Player::IsQuestObjectiveCompletable(uint32 questId, uint32 objectiveId) const
{
Quest const* quest = sObjectMgr->GetQuestTemplate(questId);
if (!quest)
return false;
uint16 slot = FindQuestSlot(questId);
if (slot >= MAX_QUEST_LOG_SIZE)
return false;
QuestObjective const* obj = sObjectMgr->GetQuestObjective(objectiveId);
if (!obj)
return false;
return IsQuestObjectiveCompletable(slot, quest, *obj);
}
bool Player::IsQuestObjectiveComplete(uint16 slot, Quest const* quest, QuestObjective const& objective) const
{
switch (objective.Type)
@@ -17527,7 +17544,7 @@ SpawnTrackingState Player::GetSpawnTrackingStateByObjective(uint32 spawnTracking
{
if (IsQuestRewarded(questObjective->QuestID) || IsQuestObjectiveComplete(questObjective->QuestID, questObjective->ID))
return SpawnTrackingState::Complete;
else if (GetQuestStatus(questObjective->QuestID) != QUEST_STATUS_NONE)
else if (GetQuestStatus(questObjective->QuestID) != QUEST_STATUS_NONE && IsQuestObjectiveCompletable(questObjective->QuestID, questObjective->ID))
{
auto itr = m_QuestStatus.find(questObjective->QuestID);
if (itr != m_QuestStatus.end() && itr->second.Slot < MAX_QUEST_LOG_SIZE)
+1
View File
@@ -1740,6 +1740,7 @@ class TC_GAME_API Player final : public Unit, public GridObject<Player>
int32 GetQuestObjectiveData(QuestObjective const& objective) const;
void SetQuestObjectiveData(QuestObjective const& objective, int32 data);
bool IsQuestObjectiveCompletable(uint16 slot, Quest const* quest, QuestObjective const& objective) const;
bool IsQuestObjectiveCompletable(uint32 questId, uint32 objectiveId) const;
bool IsQuestObjectiveComplete(uint16 slot, Quest const* quest, QuestObjective const& objective) const;
bool IsQuestObjectiveComplete(uint32 questId, uint32 objectiveId) const;
bool IsQuestObjectiveProgressBarComplete(uint16 slot, Quest const* quest) const;