Files
mod-individual-progression/src/IndividualProgressionPlayer.cpp
Grimfeather a71a514552 Update IndividualProgressionPlayer.cpp
adding a progression check on switching areas
to avoid a possible required double logout
2025-07-29 06:03:38 +02:00

1465 lines
72 KiB
C++

#include "IndividualProgression.h"
#include "naxxramas_40.h"
class IndividualPlayerProgression : public PlayerScript
{
private:
static bool IsTBCRaceStartingZone(uint32 mapid, float x, float y, float z)
{
Map const *map = sMapMgr->FindMap(mapid, 0);
uint32 zoneId = map->GetZoneId(0, x, y, z);
return (zoneId == ZONE_AZUREMYST || zoneId == ZONE_BLOODMYST || zoneId == ZONE_GHOSTLANDS ||
zoneId == ZONE_EVERSONG || zoneId == ZONE_EXODAR || zoneId == ZONE_SILVERMOON ||
zoneId == ZONE_VEILED_SEA);
}
public:
IndividualPlayerProgression() : PlayerScript("IndividualProgression") { }
void OnPlayerLogin(Player* player) override
{
if (!sIndividualProgression->enabled || isExcludedFromProgression(player))
{
return;
}
if (player->getClass() == CLASS_DEATH_KNIGHT && sIndividualProgression->deathKnightStartingProgression && !sIndividualProgression->hasPassedProgression(player, static_cast<ProgressionState>(sIndividualProgression->deathKnightStartingProgression)))
{
sIndividualProgression->UpdateProgressionState(player, static_cast<ProgressionState>(sIndividualProgression->deathKnightStartingProgression));
}
if (sIndividualProgression->startingProgression && !sIndividualProgression->hasPassedProgression(player, static_cast<ProgressionState>(sIndividualProgression->startingProgression)))
{
sIndividualProgression->UpdateProgressionState(player, static_cast<ProgressionState>(sIndividualProgression->startingProgression));
}
sIndividualProgression->CheckAdjustments(player);
sIndividualProgression->checkIPProgression(player);
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_MOLTEN_CORE)) && (player->GetQuestStatus(PROGRESSION_FLAG_MC) != QUEST_STATUS_REWARDED))
{
Quest const* quest = sObjectMgr->GetQuestTemplate(PROGRESSION_FLAG_MC);
player->AddQuest(quest, nullptr);
player->CompleteQuest(PROGRESSION_FLAG_MC);
player->RewardQuest(quest, 0, player, false, false);
}
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_ONYXIA)) && (player->GetQuestStatus(PROGRESSION_FLAG_ONYXIA) != QUEST_STATUS_REWARDED))
{
Quest const* quest = sObjectMgr->GetQuestTemplate(PROGRESSION_FLAG_ONYXIA);
player->AddQuest(quest, nullptr);
player->CompleteQuest(PROGRESSION_FLAG_ONYXIA);
player->RewardQuest(quest, 0, player, false, false);
}
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_BLACKWING_LAIR)) && (player->GetQuestStatus(PROGRESSION_FLAG_BWL) != QUEST_STATUS_REWARDED))
{
Quest const* quest = sObjectMgr->GetQuestTemplate(PROGRESSION_FLAG_BWL);
player->AddQuest(quest, nullptr);
player->CompleteQuest(PROGRESSION_FLAG_BWL);
player->RewardQuest(quest, 0, player, false, false);
}
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_PRE_AQ)) && (player->GetQuestStatus(PROGRESSION_FLAG_PRE_AQ) != QUEST_STATUS_REWARDED))
{
Quest const* quest = sObjectMgr->GetQuestTemplate(PROGRESSION_FLAG_PRE_AQ);
player->AddQuest(quest, nullptr);
player->CompleteQuest(PROGRESSION_FLAG_PRE_AQ);
player->RewardQuest(quest, 0, player, false, false);
}
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_AQ_WAR)) && (player->GetQuestStatus(PROGRESSION_FLAG_AQ_WAR) != QUEST_STATUS_REWARDED))
{
Quest const* quest = sObjectMgr->GetQuestTemplate(PROGRESSION_FLAG_AQ_WAR);
player->AddQuest(quest, nullptr);
player->CompleteQuest(PROGRESSION_FLAG_AQ_WAR);
player->RewardQuest(quest, 0, player, false, false);
}
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_AQ)) && (player->GetQuestStatus(PROGRESSION_FLAG_AQ) != QUEST_STATUS_REWARDED))
{
Quest const* quest = sObjectMgr->GetQuestTemplate(PROGRESSION_FLAG_AQ);
player->AddQuest(quest, nullptr);
player->CompleteQuest(PROGRESSION_FLAG_AQ);
player->RewardQuest(quest, 0, player, false, false);
}
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_NAXX40)) && (player->GetQuestStatus(PROGRESSION_FLAG_NAXX40) != QUEST_STATUS_REWARDED))
{
Quest const* quest = sObjectMgr->GetQuestTemplate(PROGRESSION_FLAG_NAXX40);
player->AddQuest(quest, nullptr);
player->CompleteQuest(PROGRESSION_FLAG_NAXX40);
player->RewardQuest(quest, 0, player, false, false);
}
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_PRE_TBC)) && (player->GetQuestStatus(PROGRESSION_FLAG_PRE_TBC) != QUEST_STATUS_REWARDED))
{
Quest const* quest = sObjectMgr->GetQuestTemplate(PROGRESSION_FLAG_PRE_TBC);
player->AddQuest(quest, nullptr);
player->CompleteQuest(PROGRESSION_FLAG_PRE_TBC);
player->RewardQuest(quest, 0, player, false, false);
}
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_TBC_TIER_1)) && (player->GetQuestStatus(PROGRESSION_FLAG_TBC_T1) != QUEST_STATUS_REWARDED))
{
Quest const* quest = sObjectMgr->GetQuestTemplate(PROGRESSION_FLAG_TBC_T1);
player->AddQuest(quest, nullptr);
player->CompleteQuest(PROGRESSION_FLAG_TBC_T1);
player->RewardQuest(quest, 0, player, false, false);
}
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_TBC_TIER_2)) && (player->GetQuestStatus(PROGRESSION_FLAG_TBC_T2) != QUEST_STATUS_REWARDED))
{
Quest const* quest = sObjectMgr->GetQuestTemplate(PROGRESSION_FLAG_TBC_T2);
player->AddQuest(quest, nullptr);
player->CompleteQuest(PROGRESSION_FLAG_TBC_T2);
player->RewardQuest(quest, 0, player, false, false);
}
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_TBC_TIER_3)) && (player->GetQuestStatus(PROGRESSION_FLAG_TBC_T3) != QUEST_STATUS_REWARDED))
{
Quest const* quest = sObjectMgr->GetQuestTemplate(PROGRESSION_FLAG_TBC_T3);
player->AddQuest(quest, nullptr);
player->CompleteQuest(PROGRESSION_FLAG_TBC_T3);
player->RewardQuest(quest, 0, player, false, false);
}
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_TBC_TIER_4)) && (player->GetQuestStatus(PROGRESSION_FLAG_TBC_T4) != QUEST_STATUS_REWARDED))
{
Quest const* quest = sObjectMgr->GetQuestTemplate(PROGRESSION_FLAG_TBC_T4);
player->AddQuest(quest, nullptr);
player->CompleteQuest(PROGRESSION_FLAG_TBC_T4);
player->RewardQuest(quest, 0, player, false, false);
}
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_TBC_TIER_5)) && (player->GetQuestStatus(PROGRESSION_FLAG_TBC_T5) != QUEST_STATUS_REWARDED))
{
Quest const* quest = sObjectMgr->GetQuestTemplate(PROGRESSION_FLAG_TBC_T5);
player->AddQuest(quest, nullptr);
player->CompleteQuest(PROGRESSION_FLAG_TBC_T5);
player->RewardQuest(quest, 0, player, false, false);
}
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_WOTLK_TIER_1)) && (player->GetQuestStatus(PROGRESSION_FLAG_WOTLK_T1) != QUEST_STATUS_REWARDED))
{
Quest const* quest = sObjectMgr->GetQuestTemplate(PROGRESSION_FLAG_WOTLK_T1);
player->AddQuest(quest, nullptr);
player->CompleteQuest(PROGRESSION_FLAG_WOTLK_T1);
player->RewardQuest(quest, 0, player, false, false);
}
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_WOTLK_TIER_2)) && (player->GetQuestStatus(PROGRESSION_FLAG_WOTLK_T2) != QUEST_STATUS_REWARDED))
{
Quest const* quest = sObjectMgr->GetQuestTemplate(PROGRESSION_FLAG_WOTLK_T2);
player->AddQuest(quest, nullptr);
player->CompleteQuest(PROGRESSION_FLAG_WOTLK_T2);
player->RewardQuest(quest, 0, player, false, false);
}
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_WOTLK_TIER_3)) && (player->GetQuestStatus(PROGRESSION_FLAG_WOTLK_T3) != QUEST_STATUS_REWARDED))
{
Quest const* quest = sObjectMgr->GetQuestTemplate(PROGRESSION_FLAG_WOTLK_T3);
player->AddQuest(quest, nullptr);
player->CompleteQuest(PROGRESSION_FLAG_WOTLK_T3);
player->RewardQuest(quest, 0, player, false, false);
}
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_WOTLK_TIER_4)) && (player->GetQuestStatus(PROGRESSION_FLAG_WOTLK_T4) != QUEST_STATUS_REWARDED))
{
Quest const* quest = sObjectMgr->GetQuestTemplate(PROGRESSION_FLAG_WOTLK_T4);
player->AddQuest(quest, nullptr);
player->CompleteQuest(PROGRESSION_FLAG_WOTLK_T4);
player->RewardQuest(quest, 0, player, false, false);
}
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_WOTLK_TIER_5)) && (player->GetQuestStatus(PROGRESSION_FLAG_WOTLK_T5) != QUEST_STATUS_REWARDED))
{
Quest const* quest = sObjectMgr->GetQuestTemplate(PROGRESSION_FLAG_WOTLK_T5);
player->AddQuest(quest, nullptr);
player->CompleteQuest(PROGRESSION_FLAG_WOTLK_T5);
player->RewardQuest(quest, 0, player, false, false);
}
}
void OnPlayerSetMaxLevel(Player* player, uint32& maxPlayerLevel) override
{
if (!sIndividualProgression->enabled || isExcludedFromProgression(player))
{
return;
}
if (!sIndividualProgression->hasPassedProgression(player, PROGRESSION_PRE_TBC))
{
if (sWorld->getIntConfig(CONFIG_MAX_PLAYER_LEVEL) > IP_LEVEL_VANILLA)
{
maxPlayerLevel = IP_LEVEL_VANILLA;
}
}
else if (!sIndividualProgression->hasPassedProgression(player, PROGRESSION_TBC_TIER_5))
{
if (sWorld->getIntConfig(CONFIG_MAX_PLAYER_LEVEL) > IP_LEVEL_TBC)
{
maxPlayerLevel = IP_LEVEL_TBC;
}
}
}
void OnPlayerMapChanged(Player* player) override
{
sIndividualProgression->CheckAdjustments(player);
}
void OnPlayerLevelChanged(Player* player, uint8 /*oldLevel*/) override
{
sIndividualProgression->CheckAdjustments(player);
}
void OnPlayerEquip(Player* player, Item* /*it*/, uint8 /*bag*/, uint8 /*slot*/, bool /*update*/) override
{
sIndividualProgression->CheckAdjustments(player);
}
void OnPlayerResurrect(Player* player, float /*restore_percent*/, bool /*applySickness*/) override
{
sIndividualProgression->CheckAdjustments(player);
}
bool OnPlayerShouldBeRewardedWithMoneyInsteadOfExp(Player* player) override
{
if (!sIndividualProgression->questMoneyAtLevelCap)
{
return false;
}
// Player is still in Vanilla content - give money at 60 level cap
return ((!sIndividualProgression->hasPassedProgression(player, PROGRESSION_PRE_TBC) && player->GetLevel() == IP_LEVEL_VANILLA) ||
// Player is in TBC content - give money at 70 level cap
(!sIndividualProgression->hasPassedProgression(player, PROGRESSION_TBC_TIER_5) && player->GetLevel() == IP_LEVEL_TBC));
}
void OnPlayerAfterUpdateMaxHealth(Player* player, float& value) override
{
// TODO: This should be adjust to use an aura like damage adjustment. This is more robust to update when changing equipment, etc.
if (!sIndividualProgression->enabled)
{
return;
}
float gearAdjustment = 0.0;
for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
{
if (Item* item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, i))
sIndividualProgression->ComputeGearTuning(player, gearAdjustment, item->GetTemplate());
}
// Player is still in Vanilla content - give Vanilla health adjustment
if (!sIndividualProgression->hasPassedProgression(player, PROGRESSION_PRE_TBC) || (!sIndividualProgression->hasPassedProgression(player, PROGRESSION_PRE_TBC) && (player->GetLevel() <= IP_LEVEL_VANILLA)))
{
float adjustmentAmount = 1.0f - sIndividualProgression->vanillaHealthAdjustment;
float applyPercent = ((player->GetLevel() - 10.0f) / 50.0f);
float computedAdjustment = player->GetLevel() > 10 ? 1.0f - applyPercent * adjustmentAmount : 1.0f;
value *= computedAdjustment;
}
// Player is in TBC content - give TBC health adjustment
else if (!sIndividualProgression->hasPassedProgression(player, PROGRESSION_TBC_TIER_5) || (!sIndividualProgression->hasPassedProgression(player, PROGRESSION_TBC_TIER_5) && (player->GetLevel() <= IP_LEVEL_TBC)))
{
value *= (sIndividualProgression->tbcHealthAdjustment - gearAdjustment);
}
// Player is in WotLK content - only need to check gear adjustment
else
{
value *= 1 - gearAdjustment;
}
}
void OnPlayerQuestComputeXP(Player* player, Quest const* quest, uint32& xpValue) override
{
if (!sIndividualProgression->enabled || !sIndividualProgression->questXpFix || isExcludedFromProgression(player))
{
return;
}
if (sIndividualProgression->questXpMap.count(quest->GetQuestId()))
{
uint32 vanillaXpValue = sIndividualProgression->questXpMap[quest->GetQuestId()];
if (player)
{
uint32 originalXpValue = quest->XPValue(quest->GetQuestLevel() == -1 ? player->GetLevel() : quest->GetQuestLevel());
xpValue *= vanillaXpValue * 1.0 / originalXpValue;
}
}
}
void OnPlayerGiveXP(Player* player, uint32& amount, Unit* /*victim*/, uint8 xpSource) override
{
if (!sIndividualProgression->enabled || isExcludedFromProgression(player))
{
return;
}
// Player is still in Vanilla content - do not give XP past level 60
if (!sIndividualProgression->hasPassedProgression(player, PROGRESSION_PRE_TBC) && player->GetLevel() >= IP_LEVEL_VANILLA)
{
// Still award XP to pets - they won't be able to pass the player's level
Pet* pet = player->GetPet();
if (pet && xpSource == XPSOURCE_KILL)
pet->GivePetXP(player->GetGroup() ? amount / 2 : amount);
amount = 0;
}
// Player is in TBC content - do not give XP past level 70
else if (!sIndividualProgression->hasPassedProgression(player, PROGRESSION_TBC_TIER_5) && player->GetLevel() >= IP_LEVEL_TBC)
{
// Still award XP to pets - they won't be able to pass the player's level
Pet* pet = player->GetPet();
if (pet && xpSource == XPSOURCE_KILL)
pet->GivePetXP(player->GetGroup() ? amount / 2 : amount);
amount = 0;
}
}
bool isExcludedFromProgression(Player* player)
{
if(!sIndividualProgression->excludeAccounts) {
return false;
}
std::string accountName;
bool accountNameFound = AccountMgr::GetName(player->GetSession()->GetAccountId(), accountName);
std::regex excludedAccountsRegex (sIndividualProgression->excludedAccountsRegex);
return (accountNameFound && std::regex_match(accountName, excludedAccountsRegex));
}
static bool isAttuned(Player* player)
{
if ((player->GetQuestStatus(NAXX40_ATTUNEMENT_1) == QUEST_STATUS_REWARDED) ||
(player->GetQuestStatus(NAXX40_ATTUNEMENT_2) == QUEST_STATUS_REWARDED) ||
(player->GetQuestStatus(NAXX40_ATTUNEMENT_3) == QUEST_STATUS_REWARDED))
{
return true;
}
else
{
return false;
}
}
bool OnPlayerBeforeTeleport(Player* player, uint32 mapid, float x, float y, float z, float /*orientation*/, uint32 /*options*/, Unit* /*target*/) override
{
if (!sIndividualProgression->enabled || player->IsGameMaster() || isExcludedFromProgression(player))
{
return true;
}
if (mapid == MAP_BLACKWING_LAIR && !sIndividualProgression->hasPassedProgression(player, PROGRESSION_MOLTEN_CORE))
{
return false;
}
if (mapid == MAP_ZUL_GURUB && !sIndividualProgression->hasPassedProgression(player, PROGRESSION_BLACKWING_LAIR))
{
return false;
}
if (mapid == MAP_AHN_QIRAJ_TEMPLE && !sIndividualProgression->hasPassedProgression(player, PROGRESSION_PRE_AQ))
{
return false;
}
if (mapid == MAP_RUINS_OF_AHN_QIRAJ && !sIndividualProgression->hasPassedProgression(player, PROGRESSION_PRE_AQ))
{
return false;
}
if (mapid == MAP_OUTLAND)
{
if (!sIndividualProgression->hasPassedProgression(player, PROGRESSION_PRE_TBC))
{
// The player may be in the Azuremyst area which is on the outlands map - check the area ID
return IsTBCRaceStartingZone(mapid, x, y, z);
}
Map const *map = sMapMgr->FindMap(mapid, 0);
uint32 zoneId = map->GetZoneId(0, x, y, z);
if (!sIndividualProgression->hasPassedProgression(player, PROGRESSION_TBC_TIER_4) && zoneId == ZONE_QUELDANAS)
{
return false;
}
}
if (mapid == MAP_ZUL_AMAN && !sIndividualProgression->hasPassedProgression(player, PROGRESSION_TBC_TIER_3))
{
return false;
}
if (mapid == MAP_NORTHREND && !sIndividualProgression->hasPassedProgression(player, PROGRESSION_TBC_TIER_5))
{
return false;
}
if (mapid == MAP_ULDUAR && !sIndividualProgression->hasPassedProgression(player, PROGRESSION_WOTLK_TIER_1))
{
return false;
}
if ((mapid == MAP_TRIAL_OF_THE_CHAMPION || mapid == MAP_TRIAL_OF_THE_CRUSADER) && !sIndividualProgression->hasPassedProgression(player, PROGRESSION_WOTLK_TIER_2)){
return false;
}
// This will also restrict other Frozen Halls dungeons, because Forge of Souls must be completed first to access them
if ((mapid == MAP_ICECROWN_CITADEL || mapid == MAP_THE_FORGE_OF_SOULS) && !sIndividualProgression->hasPassedProgression(player, PROGRESSION_WOTLK_TIER_3))
{
return false;
}
if (mapid == MAP_THE_RUBY_SANCTUM && !sIndividualProgression->hasPassedProgression(player, PROGRESSION_WOTLK_TIER_4))
{
return false;
}
InstanceTemplate const* instanceTemplate = sObjectMgr->GetInstanceTemplate(mapid);
if (instanceTemplate)
{
if (instanceTemplate->Parent == MAP_OUTLAND && !sIndividualProgression->hasPassedProgression(player, PROGRESSION_PRE_TBC))
{
return false;
}
if (instanceTemplate->Parent == MAP_NORTHREND && mapid != MAP_NAXXRAMAS && !sIndividualProgression->hasPassedProgression(player, PROGRESSION_TBC_TIER_5))
{
return false;
}
if (instanceTemplate->Parent == MAP_NORTHREND && mapid == MAP_NAXXRAMAS && player->GetLevel() <= IP_LEVEL_TBC && !isAttuned(player))
{
return false;
}
}
return true;
}
void OnPlayerCompleteQuest(Player* player, Quest const* quest) override
{
if (!sIndividualProgression->enabled || isExcludedFromProgression(player))
{
return;
}
switch (quest->GetQuestId())
{
case MIGHT_OF_KALIMDOR:
if (!sIndividualProgression->disableDefaultProgression)
{
sIndividualProgression->UpdateProgressionState(player, PROGRESSION_PRE_AQ);
}
break;
case BANG_A_GONG:
if (!sIndividualProgression->disableDefaultProgression)
{
sIndividualProgression->UpdateProgressionState(player, PROGRESSION_PRE_AQ);
}
break;
case CHAOS_AND_DESTRUCTION:
if (!sIndividualProgression->disableDefaultProgression)
{
sIndividualProgression->UpdateProgressionState(player, PROGRESSION_AQ_WAR);
}
break;
case INTO_THE_BREACH:
if (!sIndividualProgression->disableDefaultProgression)
{
sIndividualProgression->UpdateProgressionState(player, PROGRESSION_PRE_TBC);
}
break;
case QUEST_MORROWGRAIN:
case QUEST_TROLL_NECKLACE:
case QUEST_DEADWOOD:
case QUEST_WINTERFALL:
if (sIndividualProgression->repeatableVanillaQuestsXp)
{
// Reset the quest status so the player can take it and receive rewards again
player->RemoveRewardedQuest(quest->GetQuestId());
}
break;
}
}
bool OnPlayerCanGroupInvite(Player* player, std::string& membername) override
{
if (!sIndividualProgression->enabled || !sIndividualProgression->enforceGroupRules || isExcludedFromProgression(player))
{
return true;
}
Player* otherPlayer = ObjectAccessor::FindPlayerByName(membername, false);
uint8 currentState = player->GetPlayerSetting("mod-individual-progression", SETTING_PROGRESSION_STATE).value;
uint8 otherPlayerState = otherPlayer->GetPlayerSetting("mod-individual-progression", SETTING_PROGRESSION_STATE).value;
return (currentState == otherPlayerState);
}
bool OnPlayerCanGroupAccept(Player* player, Group* group) override
{
if (!sIndividualProgression->enabled || !sIndividualProgression->enforceGroupRules || isExcludedFromProgression(player))
{
return true;
}
Player* groupLeader = ObjectAccessor::FindPlayerByLowGUID(group->GetLeaderGUID().GetCounter());
uint8 currentState = player->GetPlayerSetting("mod-individual-progression", SETTING_PROGRESSION_STATE).value;
uint8 otherPlayerState = groupLeader->GetPlayerSetting("mod-individual-progression", SETTING_PROGRESSION_STATE).value;
return (currentState == otherPlayerState);
}
void OnPlayerCreatureKill(Player* killer, Creature* killed) override
{
if (killed->GetCreatureTemplate()->rank > CREATURE_ELITE_NORMAL)
{
sIndividualProgression->checkKillProgression(killer, killed);
Group* group = killer->GetGroup();
if (!group)
{
return;
}
for (GroupReference* itr = group->GetFirstMember(); itr != nullptr; itr = itr->next())
{
Player* member = itr->GetSource();
if (!member)
continue;
if (killer->IsAtLootRewardDistance(member))
sIndividualProgression->checkKillProgression(member, killed);
}
}
}
bool OnPlayerUpdateFishingSkill(Player* player, int32 /*skill*/, int32 /*zone_skill*/, int32 chance, int32 roll) override
{
if (!sIndividualProgression->enabled || !sIndividualProgression->fishingFix || isExcludedFromProgression(player))
return true;
if (chance < roll)
return false;
return true;
}
void OnPlayerUpdateArea(Player* player, uint32 /*oldArea*/, uint32 newArea) override
{
sIndividualProgression->checkIPProgression(player);
switch (newArea) {
case AREA_DARKSHORE:
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_PRE_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_AQ_WAR)))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
break;
case AREA_GROVE_OF_THE_ANCIENTS:
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_PRE_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_AQ_WAR)))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
break;
case AREA_WILDBEND_RIVER:
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_PRE_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_AQ_WAR)))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
break;
case AREA_TWILIGHT_VALE:
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_PRE_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_AQ_WAR)))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
break;
case AREA_SILITHUS:
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_PRE_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_AQ_WAR)))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
else if (sIndividualProgression->hasPassedProgression(player, PROGRESSION_AQ_WAR))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE_II, false);
}
break;
case AREA_HIVE_ASHI:
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_PRE_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_AQ_WAR)))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
else if (sIndividualProgression->hasPassedProgression(player, PROGRESSION_AQ_WAR))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE_II, false);
}
break;
case AREA_HIVE_ZORA:
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_PRE_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_AQ_WAR)))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
else if (sIndividualProgression->hasPassedProgression(player, PROGRESSION_AQ_WAR))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE_II, false);
}
break;
case AREA_HIVE_REGAL:
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_PRE_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_AQ_WAR)))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
else if (sIndividualProgression->hasPassedProgression(player, PROGRESSION_AQ_WAR))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE_II, false);
}
break;
case AREA_BOUGH_SHADOW:
if (sIndividualProgression->hasPassedProgression(player, PROGRESSION_ONYXIA))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
break;
case AREA_SERADANE:
if (sIndividualProgression->hasPassedProgression(player, PROGRESSION_ONYXIA))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
break;
case AREA_DREAM_BOUGH:
if (sIndividualProgression->hasPassedProgression(player, PROGRESSION_ONYXIA))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
break;
case AREA_JADEMIR_LAKE:
if (sIndividualProgression->hasPassedProgression(player, PROGRESSION_ONYXIA))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
break;
case AREA_TWILIGHT_GROVE:
if (sIndividualProgression->hasPassedProgression(player, PROGRESSION_ONYXIA))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
break;
case AREA_DUROTAR:
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_NAXX40)))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
break;
case AREA_ROCKTUSK_FARM:
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_NAXX40)))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
break;
case AREA_TIRISFAL_GLADES:
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_NAXX40)))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
break;
case AREA_RUINS_OF_LORDAERON:
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_NAXX40)))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
break;
case AREA_MULGORE:
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_NAXX40)))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
break;
case AREA_VALLEY_OF_HEROES:
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_NAXX40)))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
break;
case AREA_ELWYNN_FOREST:
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_NAXX40)))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
break;
case AREA_DUN_MOROGH:
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_NAXX40)))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
break;
case AREA_TELDRASSIL:
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_NAXX40)))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
break;
case AREA_EASTERN_PLAGUELANDS:
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_NAXX40)))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
break;
case AREA_PESTILENT_SCAR:
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_NAXX40)))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
break;
case AREA_THE_MARRIS_STEAD:
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_NAXX40)))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
break;
case AREA_BLASTED_LANDS:
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_NAXX40)))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
break;
case AREA_RISE_OF_THE_DEFILER:
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_NAXX40)))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
break;
case AREA_DREADMAUL_HOLD:
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_NAXX40)))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
break;
case AREA_DREADMAUL_POST:
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_NAXX40)))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
break;
case AREA_THE_DARK_PORTAL:
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_NAXX40)))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
else if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_NAXX40)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_PRE_TBC)))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE_II, false);
}
break;
case AREA_SERPENTS_COIL:
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_NAXX40)))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
break;
case AREA_TANARIS:
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_NAXX40)))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
break;
case AREA_GADGETZAN:
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_NAXX40)))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
break;
case AREA_ABYSSAL_SANDS:
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_NAXX40)))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
break;
case AREA_BROKEN_PILLAR:
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_NAXX40)))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
break;
case AREA_WINTERSPRING:
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_NAXX40)))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
break;
case AREA_TIMBERMAW_POST:
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_NAXX40)))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
break;
case AREA_FROSTSABER_ROCK:
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_NAXX40)))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
break;
case AREA_ICE_THISTLE_HILLS:
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_NAXX40)))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
break;
case AREA_MAZTHORIL:
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_NAXX40)))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
break;
case AREA_AZSHARA:
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_NAXX40)))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
break;
case AREA_HALDARR_ENCAMPMENT:
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_NAXX40)))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
break;
case AREA_THE_SHATTERED_STRAND:
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_NAXX40)))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
break;
case AREA_SOUTHRIDGE_BEACH:
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_NAXX40)))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
break;
case AREA_BURNING_STEPPES:
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_NAXX40)))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
break;
case AREA_DRACO_DAR:
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_NAXX40)))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
break;
case AREA_BLACKROCK_MOUNTAIN:
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_NAXX40)))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
break;
case AREA_DREADMAUL_ROCK:
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_NAXX40)))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
break;
case AREA_RUINS_OF_THAURISSAN:
if ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_NAXX40)))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
break;
case AREA_PURGATION_ISLE:
if (sIndividualProgression->isBeforeProgression(player, PROGRESSION_AQ))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
else if (sIndividualProgression->hasPassedProgression(player, PROGRESSION_AQ))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE_II, false);
}
break;
case AREA_LIGHTS_HOPE:
case AREA_ARGENT_TOURNAMENT_GROUNDS:
case AREA_ARGENT_SUNREAVER_PAVILION:
case AREA_ARGENT_SILVER_COVENANT_PAVILION:
case AREA_THE_RING_OF_CHAMPIONS:
case AREA_THE_ASPIRANTS_RING:
case AREA_THE_ARGENT_VALIANTS_RING:
case AREA_THE_ALLIANCE_VALIANTS_RING:
case AREA_THE_HORDE_VALIANTS_RING:
case AREA_ARGENT_PAVILION:
if (sIndividualProgression->hasPassedProgression(player, PROGRESSION_WOTLK_TIER_2))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
}
break;
default:
uint32 mapid = player->GetMapId();
if (mapid == MAP_SHADOWFANG_KEEP && ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_NAXX40))))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
break;
}
if (mapid == MAP_RAZORFEN_DOWNS && ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_NAXX40))))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
break;
}
if (mapid == MAP_SCARLET_MONASTERY && ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_NAXX40))))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
break;
}
if (mapid == MAP_STRATHOLME && ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_NAXX40))))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
break;
}
if (mapid == MAP_DIRE_MAUL && ((sIndividualProgression->hasPassedProgression(player, PROGRESSION_AQ)) && (sIndividualProgression->isBeforeProgression(player, PROGRESSION_NAXX40))))
{
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
player->CastSpell(player, IPP_PHASE, false);
break;
}
player->RemoveAura(IPP_PHASE);
player->RemoveAura(IPP_PHASE_II);
}
}
bool OnPlayerCanEquipItem(Player* player, uint8 /*slot*/, uint16& /*dest*/, Item* pItem, bool /*swap*/, bool /*not_loading*/) override
{
if (sIndividualProgression->pvpGearRequirements)
{
switch (pItem->GetTemplate()->RequiredHonorRank)
{
case 5:
if (!(player->HasTitle(PRIVATE) || player->HasTitle(SCOUT) ||
player->HasTitle(CORPORAL) || player->HasTitle(GRUNT) ||
player->HasTitle(SERGEANT) || player->HasTitle(SERGEANT_H) ||
player->HasTitle(MASTER_SERGEANT) || player->HasTitle(SENIOR_SERGEANT) ||
player->HasTitle(SERGEANT_MAJOR) || player->HasTitle(FIRST_SERGEANT) ||
player->HasTitle(KNIGHT) || player->HasTitle(STONE_GUARD) ||
player->HasTitle(KNIGHT_LIEUTENANT) || player->HasTitle(BLOOD_GUARD) ||
player->HasTitle(KNIGHT_CAPTAIN) || player->HasTitle(LEGIONNAIRE) ||
player->HasTitle(KNIGHT_CHAMPION) || player->HasTitle(CENTURION) ||
player->HasTitle(LIEUTENANT_COMMANDER) || player->HasTitle(CHAMPION) ||
player->HasTitle(COMMANDER) || player->HasTitle(LIEUTENANT_GENERAL) ||
player->HasTitle(MARSHAL) || player->HasTitle(GENERAL) ||
player->HasTitle(FIELD_MARSHAL) || player->HasTitle(WARLORD) ||
player->HasTitle(GRAND_MARSHAL) || player->HasTitle(HIGH_WARLORD)))
return false;
break;
case 6:
if (!(player->HasTitle(CORPORAL) || player->HasTitle(GRUNT) ||
player->HasTitle(SERGEANT) || player->HasTitle(SERGEANT_H) ||
player->HasTitle(MASTER_SERGEANT) || player->HasTitle(SENIOR_SERGEANT) ||
player->HasTitle(SERGEANT_MAJOR) || player->HasTitle(FIRST_SERGEANT) ||
player->HasTitle(KNIGHT) || player->HasTitle(STONE_GUARD) ||
player->HasTitle(KNIGHT_LIEUTENANT) || player->HasTitle(BLOOD_GUARD) ||
player->HasTitle(KNIGHT_CAPTAIN) || player->HasTitle(LEGIONNAIRE) ||
player->HasTitle(KNIGHT_CHAMPION) || player->HasTitle(CENTURION) ||
player->HasTitle(LIEUTENANT_COMMANDER) || player->HasTitle(CHAMPION) ||
player->HasTitle(COMMANDER) || player->HasTitle(LIEUTENANT_GENERAL) ||
player->HasTitle(MARSHAL) || player->HasTitle(GENERAL) ||
player->HasTitle(FIELD_MARSHAL) || player->HasTitle(WARLORD) ||
player->HasTitle(GRAND_MARSHAL) || player->HasTitle(HIGH_WARLORD)))
return false;
break;
case 7:
if (!(player->HasTitle(SERGEANT) || player->HasTitle(SERGEANT_H) ||
player->HasTitle(MASTER_SERGEANT) || player->HasTitle(SENIOR_SERGEANT) ||
player->HasTitle(SERGEANT_MAJOR) || player->HasTitle(FIRST_SERGEANT) ||
player->HasTitle(KNIGHT) || player->HasTitle(STONE_GUARD) ||
player->HasTitle(KNIGHT_LIEUTENANT) || player->HasTitle(BLOOD_GUARD) ||
player->HasTitle(KNIGHT_CAPTAIN) || player->HasTitle(LEGIONNAIRE) ||
player->HasTitle(KNIGHT_CHAMPION) || player->HasTitle(CENTURION) ||
player->HasTitle(LIEUTENANT_COMMANDER) || player->HasTitle(CHAMPION) ||
player->HasTitle(COMMANDER) || player->HasTitle(LIEUTENANT_GENERAL) ||
player->HasTitle(MARSHAL) || player->HasTitle(GENERAL) ||
player->HasTitle(FIELD_MARSHAL) || player->HasTitle(WARLORD) ||
player->HasTitle(GRAND_MARSHAL) || player->HasTitle(HIGH_WARLORD)))
return false;
break;
case 8:
if (!(player->HasTitle(MASTER_SERGEANT) || player->HasTitle(SENIOR_SERGEANT) ||
player->HasTitle(SERGEANT_MAJOR) || player->HasTitle(FIRST_SERGEANT) ||
player->HasTitle(KNIGHT) || player->HasTitle(STONE_GUARD) ||
player->HasTitle(KNIGHT_LIEUTENANT) || player->HasTitle(BLOOD_GUARD) ||
player->HasTitle(KNIGHT_CAPTAIN) || player->HasTitle(LEGIONNAIRE) ||
player->HasTitle(KNIGHT_CHAMPION) || player->HasTitle(CENTURION) ||
player->HasTitle(LIEUTENANT_COMMANDER) || player->HasTitle(CHAMPION) ||
player->HasTitle(COMMANDER) || player->HasTitle(LIEUTENANT_GENERAL) ||
player->HasTitle(MARSHAL) || player->HasTitle(GENERAL) ||
player->HasTitle(FIELD_MARSHAL) || player->HasTitle(WARLORD) ||
player->HasTitle(GRAND_MARSHAL) || player->HasTitle(HIGH_WARLORD)))
return false;
break;
case 9:
if (!(player->HasTitle(SERGEANT_MAJOR) || player->HasTitle(FIRST_SERGEANT) ||
player->HasTitle(KNIGHT) || player->HasTitle(STONE_GUARD) ||
player->HasTitle(KNIGHT_LIEUTENANT) || player->HasTitle(BLOOD_GUARD) ||
player->HasTitle(KNIGHT_CAPTAIN) || player->HasTitle(LEGIONNAIRE) ||
player->HasTitle(KNIGHT_CHAMPION) || player->HasTitle(CENTURION) ||
player->HasTitle(LIEUTENANT_COMMANDER) || player->HasTitle(CHAMPION) ||
player->HasTitle(COMMANDER) || player->HasTitle(LIEUTENANT_GENERAL) ||
player->HasTitle(MARSHAL) || player->HasTitle(GENERAL) ||
player->HasTitle(FIELD_MARSHAL) || player->HasTitle(WARLORD) ||
player->HasTitle(GRAND_MARSHAL) || player->HasTitle(HIGH_WARLORD)))
return false;
break;
case 10:
if (!(player->HasTitle(KNIGHT) || player->HasTitle(STONE_GUARD) ||
player->HasTitle(KNIGHT_LIEUTENANT) || player->HasTitle(BLOOD_GUARD) ||
player->HasTitle(KNIGHT_CAPTAIN) || player->HasTitle(LEGIONNAIRE) ||
player->HasTitle(KNIGHT_CHAMPION) || player->HasTitle(CENTURION) ||
player->HasTitle(LIEUTENANT_COMMANDER) || player->HasTitle(CHAMPION) ||
player->HasTitle(COMMANDER) || player->HasTitle(LIEUTENANT_GENERAL) ||
player->HasTitle(MARSHAL) || player->HasTitle(GENERAL) ||
player->HasTitle(FIELD_MARSHAL) || player->HasTitle(WARLORD) ||
player->HasTitle(GRAND_MARSHAL) || player->HasTitle(HIGH_WARLORD)))
return false;
break;
case 11:
if (!(player->HasTitle(KNIGHT_LIEUTENANT) || player->HasTitle(BLOOD_GUARD) ||
player->HasTitle(KNIGHT_CAPTAIN) || player->HasTitle(LEGIONNAIRE) ||
player->HasTitle(KNIGHT_CHAMPION) || player->HasTitle(CENTURION) ||
player->HasTitle(LIEUTENANT_COMMANDER) || player->HasTitle(CHAMPION) ||
player->HasTitle(COMMANDER) || player->HasTitle(LIEUTENANT_GENERAL) ||
player->HasTitle(MARSHAL) || player->HasTitle(GENERAL) ||
player->HasTitle(FIELD_MARSHAL) || player->HasTitle(WARLORD) ||
player->HasTitle(GRAND_MARSHAL) || player->HasTitle(HIGH_WARLORD)))
return false;
break;
case 12:
if (!(player->HasTitle(KNIGHT_CAPTAIN) || player->HasTitle(LEGIONNAIRE) ||
player->HasTitle(KNIGHT_CHAMPION) || player->HasTitle(CENTURION) ||
player->HasTitle(LIEUTENANT_COMMANDER) || player->HasTitle(CHAMPION) ||
player->HasTitle(COMMANDER) || player->HasTitle(LIEUTENANT_GENERAL) ||
player->HasTitle(MARSHAL) || player->HasTitle(GENERAL) ||
player->HasTitle(FIELD_MARSHAL) || player->HasTitle(WARLORD) ||
player->HasTitle(GRAND_MARSHAL) || player->HasTitle(HIGH_WARLORD)))
return false;
break;
case 13:
if (!(player->HasTitle(KNIGHT_CHAMPION) || player->HasTitle(CENTURION) ||
player->HasTitle(LIEUTENANT_COMMANDER) || player->HasTitle(CHAMPION) ||
player->HasTitle(COMMANDER) || player->HasTitle(LIEUTENANT_GENERAL) ||
player->HasTitle(MARSHAL) || player->HasTitle(GENERAL) ||
player->HasTitle(FIELD_MARSHAL) || player->HasTitle(WARLORD) ||
player->HasTitle(GRAND_MARSHAL) || player->HasTitle(HIGH_WARLORD)))
return false;
break;
case 14:
if (!(player->HasTitle(LIEUTENANT_COMMANDER) || player->HasTitle(CHAMPION) ||
player->HasTitle(COMMANDER) || player->HasTitle(LIEUTENANT_GENERAL) ||
player->HasTitle(MARSHAL) || player->HasTitle(GENERAL) ||
player->HasTitle(FIELD_MARSHAL) || player->HasTitle(WARLORD) ||
player->HasTitle(GRAND_MARSHAL) || player->HasTitle(HIGH_WARLORD)))
return false;
break;
case 15:
if (!(player->HasTitle(COMMANDER) || player->HasTitle(LIEUTENANT_GENERAL) ||
player->HasTitle(MARSHAL) || player->HasTitle(GENERAL) ||
player->HasTitle(FIELD_MARSHAL) || player->HasTitle(WARLORD) ||
player->HasTitle(GRAND_MARSHAL) || player->HasTitle(HIGH_WARLORD)))
return false;
break;
case 16:
if (!(player->HasTitle(MARSHAL) || player->HasTitle(GENERAL) ||
player->HasTitle(FIELD_MARSHAL) || player->HasTitle(WARLORD) ||
player->HasTitle(GRAND_MARSHAL) || player->HasTitle(HIGH_WARLORD)))
return false;
break;
case 17:
if (!(player->HasTitle(FIELD_MARSHAL) || player->HasTitle(WARLORD) ||
player->HasTitle(GRAND_MARSHAL) || player->HasTitle(HIGH_WARLORD)))
return false;
break;
case 18:
if (!(player->HasTitle(GRAND_MARSHAL) || player->HasTitle(HIGH_WARLORD)))
return false;
break;
default:
break;
}
}
return true;
}
};
class IndividualPlayerProgression_AccountScript: public AccountScript
{
public:
IndividualPlayerProgression_AccountScript() : AccountScript("IndividualProgression_AccountScript")
{}
bool CanAccountCreateCharacter(uint32 accountId, uint8 charRace, uint8 charClass) override
{
if ((!sIndividualProgression->enabled) ||
(charRace != RACE_DRAENEI && charRace != RACE_BLOODELF && charClass != CLASS_DEATH_KNIGHT) ||
(!sIndividualProgression->tbcRacesProgressionLevel && !sIndividualProgression->deathKnightProgressionLevel))
{
return true;
}
uint8 highestProgression = sIndividualProgression->GetAccountProgression(accountId);
if (charRace == RACE_DRAENEI || charRace == RACE_BLOODELF)
{
if (sIndividualProgression->tbcRacesProgressionLevel)
{
if (highestProgression < sIndividualProgression->tbcRacesProgressionLevel)
{
return false;
}
}
}
if (charClass == CLASS_DEATH_KNIGHT && sIndividualProgression->deathKnightProgressionLevel)
{
if (highestProgression < sIndividualProgression->deathKnightProgressionLevel)
{
return false;
}
}
return true;
}
};
class IndividualPlayerProgression_PetScript : public PetScript
{
private:
static void CheckAdjustments(Pet* pet)
{
if (!sIndividualProgression->enabled)
{
return;
}
if (!pet || !pet->GetOwner())
{
return;
}
if (!sIndividualProgression->hasPassedProgression(pet->GetOwner(), PROGRESSION_PRE_TBC) || ((!sIndividualProgression->hasPassedProgression(pet->GetOwner(), PROGRESSION_PRE_TBC)) && (pet->GetLevel() <= IP_LEVEL_VANILLA)))
{
AdjustVanillaStats(pet);
}
else if (!sIndividualProgression->hasPassedProgression(pet->GetOwner(), PROGRESSION_TBC_TIER_5) || ((!sIndividualProgression->hasPassedProgression(pet->GetOwner(), PROGRESSION_TBC_TIER_5)) && (pet->GetLevel() <= IP_LEVEL_TBC)))
{
AdjustTBCStats(pet);
}
}
static void AdjustVanillaStats(Pet* pet)
{
float adjustmentValue = -100.0f * (1.0f - sIndividualProgression->vanillaPowerAdjustment);
float adjustmentApplyPercent = (pet->GetLevel() - 10.0f) / 50.0f;
float computedAdjustment = pet->GetLevel() > 10 ? (adjustmentValue * adjustmentApplyPercent) : 0;
float hpAdjustmentValue = -100.0f * (1.0f - sIndividualProgression->vanillaHealthAdjustment);
float hpAdjustment = pet->GetLevel() > 10 ? (hpAdjustmentValue * adjustmentApplyPercent) : 0;
AdjustStats(pet, computedAdjustment, hpAdjustment);
}
static void AdjustTBCStats(Pet* pet)
{
float adjustmentValue = -100.0f * (1.0f - sIndividualProgression->tbcPowerAdjustment);
float adjustmentApplyPercent = 1;
float computedAdjustment = pet->GetLevel() > 10 ? (adjustmentValue * adjustmentApplyPercent) : 0;
float hpAdjustmentValue = -100.0f * (1.0f - sIndividualProgression->tbcHealthAdjustment);
float hpAdjustment = pet->GetLevel() > 10 ? (hpAdjustmentValue * adjustmentApplyPercent) : 0;
AdjustStats(pet, computedAdjustment, hpAdjustment);
}
static void AdjustStats(Pet* pet, float computedAdjustment, float hpAdjustment)
{
// int32 bp0 = 0; // This would be the damage taken adjustment value, but we are already adjusting health
auto bp1 = static_cast<int32>(computedAdjustment);
auto bp2 = static_cast<int32>(hpAdjustment);
pet->RemoveAura(ABSORB_SPELL);
pet->CastCustomSpell(pet, ABSORB_SPELL, &bp1, nullptr, nullptr, false);
pet->RemoveAura(HP_AURA_SPELL);
pet->CastCustomSpell(pet, HP_AURA_SPELL, &bp2, nullptr, nullptr, false);
}
public:
IndividualPlayerProgression_PetScript() : PetScript("IndividualProgression_PetScript") { }
void OnPetAddToWorld(Pet* pet) override
{
CheckAdjustments(pet);
}
};
class IndividualPlayerProgression_UnitScript : public UnitScript
{
private:
static float computeTotalGearTuning(Player* player)
{
float gearAdjustment = 0.0;
for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
{
if (Item* item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, i))
sIndividualProgression->ComputeGearTuning(player, gearAdjustment, item->GetTemplate());
}
return gearAdjustment;
}
public:
IndividualPlayerProgression_UnitScript() : UnitScript("IndividualPlayerProgression_UnitScript") { }
void ModifyHealReceived(Unit* /*target*/, Unit *healer, uint32 &heal, SpellInfo const *spellInfo) override
{
// Skip potions, bandages, percentage based heals like Rune Tap, etc.
if (!sIndividualProgression->enabled || spellInfo->HasAttribute(SPELL_ATTR0_NO_IMMUNITIES) || spellInfo->Mechanic == MECHANIC_BANDAGE)
{
return;
}
// Skip percentage based heals or spells already nerfed by damage reduction
for (uint8 i = 0; i < 3; i++)
{
if (spellInfo->Effects[i].Effect == SPELL_EFFECT_HEAL_MAX_HEALTH)
{
return;
}
}
if (spellInfo->Id == SPELL_RUNE_TAP || spellInfo->Id == SPELL_LIFE_STEAL)
{
return;
}
if (!healer)
return;
bool isPet = healer->GetOwner() && healer->GetOwner()->GetTypeId() == TYPEID_PLAYER;
if (!isPet && healer->GetTypeId() != TYPEID_PLAYER)
{
return;
}
Player* player = isPet ? healer->GetOwner()->ToPlayer() : healer->ToPlayer();
float gearAdjustment = computeTotalGearTuning(player);
if (!sIndividualProgression->hasPassedProgression(player, PROGRESSION_PRE_TBC) || (!sIndividualProgression->hasPassedProgression(player, PROGRESSION_PRE_TBC) && (player->GetLevel() <= IP_LEVEL_VANILLA)))
{
heal *= (sIndividualProgression->ComputeVanillaAdjustment(player->GetLevel(), sIndividualProgression->vanillaHealingAdjustment) - gearAdjustment);
}
else if (!sIndividualProgression->hasPassedProgression(player, PROGRESSION_TBC_TIER_5) || (!sIndividualProgression->hasPassedProgression(player, PROGRESSION_TBC_TIER_5) && (player->GetLevel() <= IP_LEVEL_TBC)))
{
heal *= (sIndividualProgression->tbcHealingAdjustment - gearAdjustment);
}
else
{
heal *= 1.0f - gearAdjustment;
}
}
void ModifySpellDamageTaken(Unit* /*target*/, Unit* attacker, int32& damage, SpellInfo const* /*spellInfo*/) override
{
if (!sIndividualProgression->enabled || !attacker)
return;
bool isPet = attacker->GetOwner() && attacker->GetOwner()->GetTypeId() == TYPEID_PLAYER;
if (!isPet && attacker->GetTypeId() != TYPEID_PLAYER)
{
return;
}
Player* player = isPet ? attacker->GetOwner()->ToPlayer() : attacker->ToPlayer();
float gearAdjustment = computeTotalGearTuning(player);
if (!sIndividualProgression->hasPassedProgression(player, PROGRESSION_PRE_TBC) || (!sIndividualProgression->hasPassedProgression(player, PROGRESSION_PRE_TBC) && (player->GetLevel() <= IP_LEVEL_VANILLA)))
{
damage *= (sIndividualProgression->ComputeVanillaAdjustment(player->GetLevel(), sIndividualProgression->vanillaPowerAdjustment) - gearAdjustment);
}
else if (!sIndividualProgression->hasPassedProgression(player, PROGRESSION_TBC_TIER_5) || (!sIndividualProgression->hasPassedProgression(player, PROGRESSION_TBC_TIER_5) && (player->GetLevel() <= IP_LEVEL_TBC)))
{
damage *= (sIndividualProgression->tbcPowerAdjustment - gearAdjustment);
}
else
{
damage *= 1.0f - gearAdjustment;
}
}
void ModifyMeleeDamage(Unit* /*target*/, Unit* attacker, uint32& damage) override
{
if (!sIndividualProgression->enabled || !attacker)
return;
bool isPet = attacker->GetOwner() && attacker->GetOwner()->GetTypeId() == TYPEID_PLAYER;
if (!isPet && attacker->GetTypeId() != TYPEID_PLAYER)
{
return;
}
Player* player = isPet ? attacker->GetOwner()->ToPlayer() : attacker->ToPlayer();
float gearAdjustment = computeTotalGearTuning(player);
if (!sIndividualProgression->hasPassedProgression(player, PROGRESSION_PRE_TBC) || (!sIndividualProgression->hasPassedProgression(player, PROGRESSION_PRE_TBC) && (player->GetLevel() <= IP_LEVEL_VANILLA)))
{
damage *= (sIndividualProgression->ComputeVanillaAdjustment(player->GetLevel(), sIndividualProgression->vanillaPowerAdjustment) - gearAdjustment);
}
else if (!sIndividualProgression->hasPassedProgression(player, PROGRESSION_TBC_TIER_5) || (!sIndividualProgression->hasPassedProgression(player, PROGRESSION_TBC_TIER_5) && (player->GetLevel() <= IP_LEVEL_TBC)))
{
damage *= (sIndividualProgression->tbcPowerAdjustment - gearAdjustment);
}
else
{
damage *= 1.0f - gearAdjustment;
}
}
void ModifyPeriodicDamageAurasTick(Unit* /*target*/, Unit* attacker, uint32& damage, SpellInfo const* spellInfo) override
{
if (!sIndividualProgression->enabled || !attacker)
return;
// Do not apply reductions to healing auras - these are already modified in the ModifyHeal hook
for (uint8 j = 0; j < MAX_SPELL_EFFECTS; ++j)
{
if (spellInfo->Effects[j].Effect == SPELL_EFFECT_APPLY_AURA && spellInfo->Effects[j].ApplyAuraName == SPELL_AURA_PERIODIC_HEAL)
{
return;
}
}
bool isPet = attacker->GetOwner() && attacker->GetOwner()->GetTypeId() == TYPEID_PLAYER;
if (!isPet && attacker->GetTypeId() != TYPEID_PLAYER)
{
return;
}
Player* player = isPet ? attacker->GetOwner()->ToPlayer() : attacker->ToPlayer();
float gearAdjustment = computeTotalGearTuning(player);
if (!sIndividualProgression->hasPassedProgression(player, PROGRESSION_PRE_TBC) || (!sIndividualProgression->hasPassedProgression(player, PROGRESSION_PRE_TBC) && (player->GetLevel() <= IP_LEVEL_VANILLA)))
{
damage *= (sIndividualProgression->ComputeVanillaAdjustment(player->GetLevel(), sIndividualProgression->vanillaPowerAdjustment) - gearAdjustment);
}
else if (!sIndividualProgression->hasPassedProgression(player, PROGRESSION_TBC_TIER_5) || (!sIndividualProgression->hasPassedProgression(player, PROGRESSION_TBC_TIER_5) && (player->GetLevel() <= IP_LEVEL_TBC)))
{
damage *= (sIndividualProgression->tbcPowerAdjustment - gearAdjustment);
}
else
{
damage *= 1.0f - gearAdjustment;
}
}
};
void AddSC_mod_individual_progression_player()
{
new IndividualPlayerProgression();
new IndividualPlayerProgression_PetScript();
new IndividualPlayerProgression_AccountScript();
new IndividualPlayerProgression_UnitScript();
}