Scripts/Spells: Implement OnPrecast scripting hook for spell scripts (#27632)

* Fires before cast bar starts
This commit is contained in:
Seyden
2022-01-18 21:06:10 +01:00
committed by GitHub
parent f383c0ea21
commit 12d00e2e5f
3 changed files with 36 additions and 17 deletions

View File

@@ -3228,6 +3228,8 @@ SpellCastResult Spell::prepare(SpellCastTargets const& targets, AuraEffect const
// set timer base at cast time
ReSetTimer();
CallScriptOnPrecastHandler();
TC_LOG_DEBUG("spells", "Spell::prepare: spell id %u source %u caster %d customCastFlags %u mask %u", m_spellInfo->Id, m_caster->GetEntry(), m_originalCaster ? m_originalCaster->GetEntry() : -1, _triggeredCastFlags, m_targets.GetTargetMask());
if (m_spellInfo->HasAttribute(SPELL_ATTR12_START_COOLDOWN_ON_CAST_START))
@@ -8012,6 +8014,16 @@ void Spell::LoadScripts()
}
}
void Spell::CallScriptOnPrecastHandler()
{
for (auto scritr = m_loadedScripts.begin(); scritr != m_loadedScripts.end(); ++scritr)
{
(*scritr)->_PrepareScriptCall(SPELL_SCRIPT_HOOK_ON_PRECAST);
(*scritr)->OnPrecast();
(*scritr)->_FinishScriptCall();
}
}
void Spell::CallScriptBeforeCastHandlers()
{
for (auto scritr = m_loadedScripts.begin(); scritr != m_loadedScripts.end(); ++scritr)

View File

@@ -803,6 +803,7 @@ class TC_GAME_API Spell
// Scripting system
void LoadScripts();
void CallScriptOnPrecastHandler();
void CallScriptBeforeCastHandlers();
void CallScriptOnCastHandlers();
void CallScriptAfterCastHandlers();

View File

@@ -191,7 +191,8 @@ enum SpellScriptHookType
SPELL_SCRIPT_HOOK_ON_CAST,
SPELL_SCRIPT_HOOK_ON_RESIST_ABSORB_CALCULATION,
SPELL_SCRIPT_HOOK_AFTER_CAST,
SPELL_SCRIPT_HOOK_CALC_CRIT_CHANCE
SPELL_SCRIPT_HOOK_CALC_CRIT_CHANCE,
SPELL_SCRIPT_HOOK_ON_PRECAST,
};
#define HOOK_SPELL_HIT_START SPELL_SCRIPT_HOOK_EFFECT_HIT
@@ -355,6 +356,10 @@ class TC_GAME_API SpellScript : public _SpellScript
public:
//
// SpellScript interface
//
// example: void OnPrecast override { }
virtual void OnPrecast() { }
//
// hooks to which you can attach your functions
//
// example: BeforeCast += SpellCastFn(class::function);
@@ -417,22 +422,23 @@ class TC_GAME_API SpellScript : public _SpellScript
#define SpellDestinationTargetSelectFn(F, I, N) DestinationTargetSelectHandlerFunction(&F, I, N)
// hooks are executed in following order, at specified event of spell:
// 1. BeforeCast - executed when spell preparation is finished (when cast bar becomes full) before cast is handled
// 2. OnCheckCast - allows to override result of CheckCast function
// 3a. OnObjectAreaTargetSelect - executed just before adding selected targets to final target list (for area targets)
// 3b. OnObjectTargetSelect - executed just before adding selected target to final target list (for single unit targets)
// 3c. OnDestinationTargetSelect - executed just before adding selected target to final target list (for destination targets)
// 4. OnCast - executed just before spell is launched (creates missile) or executed
// 5. AfterCast - executed after spell missile is launched and immediate spell actions are done
// 6. OnEffectLaunch - executed just before specified effect handler call - when spell missile is launched
// 7. OnEffectLaunchTarget - executed just before specified effect handler call - when spell missile is launched - called for each target from spell target map
// 8. OnCalcCritChance - executed just after specified effect handler call - when spell missile is launched - called for each target from spell target map
// 9. OnCalculateResistAbsorb - executed when damage resist/absorbs is calculated - before spell hit target
// 10. OnEffectHit - executed just before specified effect handler call - when spell missile hits dest
// 11. BeforeHit - executed just before spell hits a target - called for each target from spell target map
// 12. OnEffectHitTarget - executed just before specified effect handler call - called for each target from spell target map
// 13. OnHit - executed just before spell deals damage and procs auras - when spell hits target - called for each target from spell target map
// 14. AfterHit - executed just after spell finishes all it's jobs for target - called for each target from spell target map
// 1. OnPrecast - executed during spell preparation (before cast bar starts)
// 2. BeforeCast - executed when spell preparation is finished (when cast bar becomes full) before cast is handled
// 3. OnCheckCast - allows to override result of CheckCast function
// 4a. OnObjectAreaTargetSelect - executed just before adding selected targets to final target list (for area targets)
// 4b. OnObjectTargetSelect - executed just before adding selected target to final target list (for single unit targets)
// 4c. OnDestinationTargetSelect - executed just before adding selected target to final target list (for destination targets)
// 5. OnCast - executed just before spell is launched (creates missile) or executed
// 6. AfterCast - executed after spell missile is launched and immediate spell actions are done
// 7. OnEffectLaunch - executed just before specified effect handler call - when spell missile is launched
// 8. OnEffectLaunchTarget - executed just before specified effect handler call - when spell missile is launched - called for each target from spell target map
// 9. OnCalcCritChance - executed just after specified effect handler call - when spell missile is launched - called for each target from spell target map
// 10. OnCalculateResistAbsorb - executed when damage resist/absorbs is calculated - before spell hit target
// 11. OnEffectHit - executed just before specified effect handler call - when spell missile hits dest
// 12. BeforeHit - executed just before spell hits a target - called for each target from spell target map
// 13. OnEffectHitTarget - executed just before specified effect handler call - called for each target from spell target map
// 14. OnHit - executed just before spell deals damage and procs auras - when spell hits target - called for each target from spell target map
// 15. AfterHit - executed just after spell finishes all it's jobs for target - called for each target from spell target map
// this hook is only executed after a successful dispel of any aura
// OnEffectSuccessfulDispel - executed just after effect successfully dispelled aura(s)