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https://github.com/ZhengPeiRu21/mod-individual-progression
synced 2025-11-29 15:38:19 +08:00
Merge pull request #188 from Day36512/master
Added Config Options for LFG and RDF
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@@ -328,3 +328,11 @@ IndividualProgression.AllowEarlyDungeonSet2 = 1
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#
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IndividualProgression.PvPGearRequirements = 1
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#
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# IndividualProgression.DisableRDF
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# Description: Enable or disable the Random Dungeon Finder feature within the context of Individual Progression.
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# Queing for specific dungeons will still be possible. (See worldserver.conf for total LFG removal).
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# Default: 0 - Enabled
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# 1 - Disabled
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#
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IndividualProgression.DisableRDF = 0
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@@ -347,20 +347,29 @@ public:
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}
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void OnQueueRandomDungeon(Player* player, uint32& rDungeonId) override
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{
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if (!sIndividualProgression->hasPassedProgression(player, PROGRESSION_NAXX40))
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{
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rDungeonId = RDF_CLASSIC;
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}
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else if (rDungeonId == RDF_WRATH_OF_THE_LICH_KING && !sIndividualProgression->hasPassedProgression(player, PROGRESSION_TBC_TIER_5))
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{
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rDungeonId = RDF_THE_BURNING_CRUSADE;
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}
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else if (rDungeonId == RDF_WRATH_OF_THE_LICH_KING_HEROIC && !sIndividualProgression->hasPassedProgression(player, PROGRESSION_TBC_TIER_5))
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{
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rDungeonId = RDF_THE_BURNING_CRUSADE_HEROIC;
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}
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}
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{
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// Check if RDF is disabled in the context of Individual Progression
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if (sConfigMgr->GetOption<bool>("IndividualProgression.DisableRDF", false))
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{
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// Notify the player
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player->GetSession()->SendNotification("The Random Dungeon feature is currently disabled by the Individual Progression module.");
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rDungeonId = 1000; // Set dungeon ID to an invalid value to cancel the queuing
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return;
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}
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if (!sIndividualProgression->hasPassedProgression(player, PROGRESSION_NAXX40))
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{
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rDungeonId = RDF_CLASSIC;
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}
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else if (rDungeonId == RDF_WRATH_OF_THE_LICH_KING && !sIndividualProgression->hasPassedProgression(player, PROGRESSION_TBC_TIER_5))
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{
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rDungeonId = RDF_THE_BURNING_CRUSADE;
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}
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else if (rDungeonId == RDF_WRATH_OF_THE_LICH_KING_HEROIC && !sIndividualProgression->hasPassedProgression(player, PROGRESSION_TBC_TIER_5))
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{
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rDungeonId = RDF_THE_BURNING_CRUSADE_HEROIC;
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}
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}
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bool CanEquipItem(Player* player, uint8 /*slot*/, uint16& /*dest*/, Item* pItem, bool /*swap*/, bool /*not_loading*/) override
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{
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