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Core/Creature: Load template immunities into m_spellImmune container.
- Fixes sending SMSG_SPELL_START data Closes #19212
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@@ -555,6 +555,7 @@ bool Creature::UpdateEntry(uint32 entry, CreatureData const* data /*= nullptr*/,
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UpdateMovementFlags();
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LoadCreaturesAddon();
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LoadMechanicTemplateImmunity();
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return true;
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}
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@@ -1905,9 +1906,28 @@ void Creature::DespawnOrUnsummon(uint32 msTimeToDespawn /*= 0*/, Seconds const&
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ForcedDespawn(msTimeToDespawn, forceRespawnTimer);
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}
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bool Creature::HasMechanicTemplateImmunity(uint32 mask) const
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void Creature::LoadMechanicTemplateImmunity()
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{
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return (!GetOwnerGUID().IsPlayer() || !IsHunterPet()) && (GetCreatureTemplate()->MechanicImmuneMask & mask);
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// uint32 max used for "spell id", the immunity system will not perform SpellInfo checks against invalid spells
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// used so we know which immunities were loaded from template
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static uint32 const placeholderSpellId = std::numeric_limits<uint32>::max();
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// unapply template immunities (in case we're updating entry)
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for (uint32 i = MECHANIC_NONE + 1; i < MAX_MECHANIC; ++i)
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ApplySpellImmune(placeholderSpellId, IMMUNITY_MECHANIC, i, false);
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// don't inherit immunities for hunter pets
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if (GetOwnerGUID().IsPlayer() && IsHunterPet())
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return;
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if (uint32 mask = GetCreatureTemplate()->MechanicImmuneMask)
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{
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for (uint32 i = MECHANIC_NONE + 1; i < MAX_MECHANIC; ++i)
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{
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if (mask & (1 << (i - 1)))
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ApplySpellImmune(placeholderSpellId, IMMUNITY_MECHANIC, i, true);
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}
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}
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}
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bool Creature::IsImmunedToSpell(SpellInfo const* spellInfo, Unit* caster) const
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@@ -1915,12 +1935,6 @@ bool Creature::IsImmunedToSpell(SpellInfo const* spellInfo, Unit* caster) const
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if (!spellInfo)
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return false;
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// Creature is immune to main mechanic of the spell
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if (spellInfo->Mechanic > MECHANIC_NONE && HasMechanicTemplateImmunity(1 << (spellInfo->Mechanic - 1)))
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return true;
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// This check must be done instead of 'if (GetCreatureTemplate()->MechanicImmuneMask & (1 << (spellInfo->Mechanic - 1)))' for not break
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// the check of mechanic immunity on DB (tested) because GetCreatureTemplate()->MechanicImmuneMask and m_spellImmune[IMMUNITY_MECHANIC] don't have same data.
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bool immunedToAllEffects = true;
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for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
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{
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@@ -1939,9 +1953,6 @@ bool Creature::IsImmunedToSpell(SpellInfo const* spellInfo, Unit* caster) const
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bool Creature::IsImmunedToSpellEffect(SpellInfo const* spellInfo, uint32 index, Unit* caster) const
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{
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if (spellInfo->Effects[index].Mechanic > MECHANIC_NONE && HasMechanicTemplateImmunity(1 << (spellInfo->Effects[index].Mechanic - 1)))
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return true;
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if (GetCreatureTemplate()->type == CREATURE_TYPE_MECHANICAL && spellInfo->Effects[index].Effect == SPELL_EFFECT_HEAL)
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return true;
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@@ -478,7 +478,7 @@ class TC_GAME_API Creature : public Unit, public GridObject<Creature>, public Ma
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bool isCanInteractWithBattleMaster(Player* player, bool msg) const;
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bool isCanTrainingAndResetTalentsOf(Player* player) const;
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bool CanCreatureAttack(Unit const* victim, bool force = true) const;
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bool HasMechanicTemplateImmunity(uint32 mask) const;
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void LoadMechanicTemplateImmunity();
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bool IsImmunedToSpell(SpellInfo const* spellInfo, Unit* caster) const override;
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bool IsImmunedToSpellEffect(SpellInfo const* spellInfo, uint32 index, Unit* caster) const override;
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bool isElite() const;
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