46 std::vector<CriteriaTree const*> criteriaTrees;
49 if (!killCreatureCriteria.empty())
51 if (std::vector<InstanceSpawnGroupInfo>
const* spawnGroups =
sObjectMgr->GetInstanceSpawnGroupsForMap(
_map->
GetId()))
53 std::unordered_map<uint32, uint64> despawnedCreatureCountsById;
61 for (
auto const& [spawnGroupId, spawn] :
sObjectMgr->GetSpawnMetadataForGroup(spawnGroup.SpawnGroupId))
63 ++despawnedCreatureCountsById[spawnData->id];
66 for (
Criteria const* criteria : killCreatureCriteria)
75 criteriaTrees.push_back(tree);
90 criteriaTrees.push_back(tree);
std::vector< Criteria const * > CriteriaList
std::vector< CriteriaTree const * > CriteriaTreeList
void SetCriteriaProgress(Criteria const *criteria, uint64 changeValue, Player *referencePlayer, ProgressType progressType=PROGRESS_SET)
bool IsCompletedCriteriaTree(CriteriaTree const *tree)
InstanceScript * GetInstanceScript()
InstanceScenario(InstanceMap *map, ScenarioData const *scenarioData)
void SendPacket(WorldPacket const *data) const override
std::string GetOwnerInfo() const override
EncounterState GetBossState(uint32 id) const
bool IsEncounterCompleted(uint32 dungeonEncounterId) const
void SendToPlayers(WorldPacket const *data) const
InstanceMap * ToInstanceMap()
uint32 GetInstanceId() const
PlayerList const & GetPlayers() const
static Player * ToPlayer(Object *o)
void SendScenarioState(Player const *player) const
ScenarioData const * _data
void SetStepState(ScenarioStepEntry const *step, ScenarioStepState state)
auto MapGetValuePtr(M &map, typename M::key_type const &key)
std::string StringFormat(FormatString< Args... > fmt, Args &&... args)
Default TC string format function.
ScenarioEntry const * Entry