Core/Spells: Fixed calling spellhit script hooks on launch when spell hits both caster and target with different effects

This commit is contained in:
Shauren
2019-08-31 01:29:54 +02:00
parent c924840ce7
commit 04ab611111
4 changed files with 50 additions and 22 deletions

View File

@@ -605,6 +605,7 @@ m_spellValue(new SpellValue(caster->GetMap()->GetDifficultyID(), m_spellInfo, ca
m_casttime = 0; // setup to correct value in Spell::prepare, must not be used before.
m_timer = 0; // will set to castime in prepare
m_channeledDuration = 0; // will be setup in Spell::handle_immediate
m_launchHandled = false;
m_immediateHandled = false;
m_channelTargetEffectMask = 0;
@@ -794,11 +795,11 @@ void Spell::SelectSpellTargets()
}
}
if (uint64 dstDelay = CalculateDelayMomentForDst())
if (uint64 dstDelay = CalculateDelayMomentForDst(m_spellInfo->LaunchDelay))
m_delayMoment = dstDelay;
}
uint64 Spell::CalculateDelayMomentForDst() const
uint64 Spell::CalculateDelayMomentForDst(float launchDelay) const
{
if (m_targets.HasDst())
{
@@ -806,18 +807,16 @@ uint64 Spell::CalculateDelayMomentForDst() const
{
float speed = m_targets.GetSpeedXY();
if (speed > 0.0f)
return uint64(std::floor((m_targets.GetDist2d() / speed + m_spellInfo->LaunchDelay) * 1000.0f));
return uint64(std::floor((m_targets.GetDist2d() / speed + launchDelay) * 1000.0f));
}
else if (m_spellInfo->HasAttribute(SPELL_ATTR9_SPECIAL_DELAY_CALCULATION))
return uint64(std::floor((m_spellInfo->Speed + m_spellInfo->LaunchDelay) * 1000.0f));
return uint64(std::floor((m_spellInfo->Speed + launchDelay) * 1000.0f));
else if (m_spellInfo->Speed > 0.0f)
{
// We should not subtract caster size from dist calculation (fixes execution time desync with animation on client, eg. Malleable Goo cast by PP)
float dist = m_caster->GetExactDist(*m_targets.GetDstPos());
return uint64(std::floor((dist / m_spellInfo->Speed + m_spellInfo->LaunchDelay) * 1000.0f));
return uint64(std::floor((dist / m_spellInfo->Speed + launchDelay) * 1000.0f));
}
return uint64(std::floor(m_spellInfo->LaunchDelay * 1000.0f));
}
return 0;
@@ -825,7 +824,7 @@ uint64 Spell::CalculateDelayMomentForDst() const
void Spell::RecalculateDelayMomentForDst()
{
m_delayMoment = CalculateDelayMomentForDst();
m_delayMoment = CalculateDelayMomentForDst(0.0f);
m_caster->m_Events.ModifyEventTime(_spellEvent, GetDelayStart() + m_delayMoment);
}
@@ -2174,6 +2173,10 @@ void Spell::AddGOTarget(GameObject* go, uint32 effectMask)
else
target.timeDelay = 0ULL;
// Calculate minimum incoming time
if (target.timeDelay && (!m_delayMoment || m_delayMoment > target.timeDelay))
m_delayMoment = target.timeDelay;
// Add target to list
m_UniqueGOTargetInfo.push_back(target);
}
@@ -3224,7 +3227,11 @@ void Spell::_cast(bool skipCheck)
PrepareScriptHitHandlers();
HandleLaunchPhase();
if (!m_spellInfo->LaunchDelay)
{
HandleLaunchPhase();
m_launchHandled = true;
}
// we must send smsg_spell_go packet before m_castItem delete in TakeCastItem()...
SendSpellGo();
@@ -3370,21 +3377,41 @@ uint64 Spell::handle_delayed(uint64 t_offset)
return 0;
}
bool single_missile = m_targets.HasDst();
uint64 next_time = 0;
if (!m_launchHandled)
{
uint64 launchMoment = uint64(std::floor(m_spellInfo->LaunchDelay * 1000.0f));
if (launchMoment > t_offset)
return launchMoment;
HandleLaunchPhase();
m_launchHandled = true;
if (m_delayMoment > t_offset)
{
if (single_missile)
return m_delayMoment;
next_time = m_delayMoment;
if ((m_UniqueTargetInfo.size() > 2 || (m_UniqueTargetInfo.size() == 1 && m_UniqueTargetInfo.front().targetGUID == m_caster->GetGUID())) || !m_UniqueGOTargetInfo.empty())
{
t_offset = 0; // if LaunchDelay was present then the only target that has timeDelay = 0 is m_caster - and that is the only target we want to process now
}
}
}
if (m_caster->GetTypeId() == TYPEID_PLAYER)
m_caster->ToPlayer()->SetSpellModTakingSpell(this, true);
uint64 next_time = 0;
PrepareTargetProcessing();
if (!m_immediateHandled)
if (!m_immediateHandled && t_offset != 0)
{
_handle_immediate_phase();
m_immediateHandled = true;
}
bool single_missile = (m_targets.HasDst());
// now recheck units targeting correctness (need before any effects apply to prevent adding immunity at first effect not allow apply second spell effect and similar cases)
for (std::vector<TargetInfo>::iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
{
@@ -7139,11 +7166,11 @@ bool SpellEvent::Execute(uint64 e_time, uint32 p_time)
// delaying had just started, record the moment
m_Spell->SetDelayStart(e_time);
// handle effects on caster if the spell has travel time but also affects the caster in some way
if (!m_Spell->m_targets.HasDst())
{
uint64 n_offset = m_Spell->handle_delayed(0);
uint64 n_offset = m_Spell->handle_delayed(0);
if (m_Spell->m_spellInfo->LaunchDelay)
ASSERT(n_offset == uint64(std::floor(m_Spell->m_spellInfo->LaunchDelay * 1000.0f)));
else
ASSERT(n_offset == m_Spell->GetDelayMoment());
}
// re-plan the event for the delay moment
m_Spell->GetCaster()->m_Events.AddEvent(this, e_time + m_Spell->GetDelayMoment(), false);
return false; // event not complete

View File

@@ -665,7 +665,7 @@ class TC_GAME_API Spell
uint64 GetDelayStart() const { return m_delayStart; }
void SetDelayStart(uint64 m_time) { m_delayStart = m_time; }
uint64 GetDelayMoment() const { return m_delayMoment; }
uint64 CalculateDelayMomentForDst() const;
uint64 CalculateDelayMomentForDst(float launchDelay) const;
void RecalculateDelayMomentForDst();
bool IsNeedSendToClient() const;
@@ -741,6 +741,7 @@ class TC_GAME_API Spell
// Delayed spells system
uint64 m_delayStart; // time of spell delay start, filled by event handler, zero = just started
uint64 m_delayMoment; // moment of next delay call, used internally
bool m_launchHandled; // were launch actions handled
bool m_immediateHandled; // were immediate actions handled? (used by delayed spells only)
// These vars are used in both delayed spell system and modified immediate spell system

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@@ -4240,14 +4240,14 @@ void Spell::EffectCharge(SpellEffIndex /*effIndex*/)
{
//unitTarget->GetContactPoint(m_caster, pos.m_positionX, pos.m_positionY, pos.m_positionZ);
Position pos = unitTarget->GetFirstCollisionPosition(unitTarget->GetObjectSize(), unitTarget->GetRelativeAngle(m_caster));
if (m_spellInfo->HasAttribute(SPELL_ATTR9_SPECIAL_DELAY_CALCULATION))
if (G3D::fuzzyGt(m_spellInfo->Speed, 0.0f) && m_spellInfo->HasAttribute(SPELL_ATTR9_SPECIAL_DELAY_CALCULATION))
speed = pos.GetExactDist(m_caster) / speed;
m_caster->GetMotionMaster()->MoveCharge(pos.m_positionX, pos.m_positionY, pos.m_positionZ, speed, EVENT_CHARGE, false, unitTarget, spellEffectExtraData.get_ptr());
}
else
{
if (m_spellInfo->HasAttribute(SPELL_ATTR9_SPECIAL_DELAY_CALCULATION))
if (G3D::fuzzyGt(m_spellInfo->Speed, 0.0f) && m_spellInfo->HasAttribute(SPELL_ATTR9_SPECIAL_DELAY_CALCULATION))
{
G3D::Vector3 pos = m_preGeneratedPath->GetActualEndPosition();
speed = Position(pos.x, pos.y, pos.z).GetExactDist(m_caster) / speed;

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@@ -3605,7 +3605,7 @@ void SpellMgr::LoadSpellInfoCorrections()
case SPELL_EFFECT_JUMP:
case SPELL_EFFECT_JUMP_DEST:
case SPELL_EFFECT_LEAP_BACK:
if (!spellInfo->Speed && !spellInfo->SpellFamilyName)
if (!spellInfo->Speed && !spellInfo->SpellFamilyName && !spellInfo->HasAttribute(SPELL_ATTR9_SPECIAL_DELAY_CALCULATION))
spellInfo->Speed = SPEED_CHARGE;
break;
}