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Core/Spells: Simplify combat flagging code on spell launch and impact
(cherry picked from commit e2840a3f81)
This commit is contained in:
@@ -2253,37 +2253,6 @@ void Spell::CleanupTargetList()
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m_delayMoment = 0;
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}
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class ProcImpactDelayed : public BasicEvent
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{
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public:
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ProcImpactDelayed(Unit* owner, ObjectGuid casterGUID, const bool enterCombat, bool enablePVP) : _owner(owner), _casterGUID(casterGUID), _enterCombat(enterCombat), _enablePVP(enablePVP) { }
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bool Execute(uint64 /*e_time*/, uint32 /*p_time*/) override
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{
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if(!_owner)
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return true;
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Unit* caster = ObjectAccessor::GetUnit(*_owner, _casterGUID);
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if (!caster)
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return true;
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// This will only cause combat - the target will engage once the projectile hits (in DoAllEffectOnTarget)
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if (_enterCombat)
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_owner->SetInCombatWith(caster);
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if (_enablePVP && caster->ToPlayer())
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caster->ToPlayer()->UpdatePvP(true);
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return true;
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}
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private:
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Unit* _owner;
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ObjectGuid _casterGUID;
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bool _enterCombat;
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bool _enablePVP;
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};
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class ProcReflectDelayed : public BasicEvent
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{
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public:
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@@ -2353,13 +2322,8 @@ void Spell::AddUnitTarget(Unit* target, uint32 effectMask, bool checkIfValid /*=
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// Calculate hit result
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WorldObject* caster = m_originalCaster ? m_originalCaster : m_caster;
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Unit* unitCaster = m_caster->ToUnit();
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targetInfo.MissCondition = caster->SpellHitResult(target, m_spellInfo, m_canReflect && !(IsPositive() && m_caster->IsFriendlyTo(target)));
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// This will only cause combat - the target will engage once the projectile hits (in DoAllEffectOnTarget)
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if (m_originalCaster && targetInfo.MissCondition != SPELL_MISS_EVADE && !m_originalCaster->IsFriendlyTo(target) && (!m_spellInfo->IsPositive() || m_spellInfo->HasEffect(SPELL_EFFECT_DISPEL)) && (m_spellInfo->HasInitialAggro() || target->IsEngaged()))
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m_originalCaster->SetInCombatWith(target, true);
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// Spell have speed - need calculate incoming time
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// Incoming time is zero for self casts. At least I think so.
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if (m_caster != target)
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@@ -2394,15 +2358,6 @@ void Spell::AddUnitTarget(Unit* target, uint32 effectMask, bool checkIfValid /*=
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}
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targetInfo.TimeDelay += uint64(std::floor(hitDelay * 1000.0f));
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if (unitCaster && targetInfo.MissCondition != SPELL_MISS_EVADE)
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{
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bool enterCombat = !caster->IsFriendlyTo(target) && (!m_spellInfo->IsPositive() || m_spellInfo->HasEffect(SPELL_EFFECT_DISPEL)) && (m_spellInfo->HasInitialAggro() || target->IsEngaged());
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bool enablePVP = targetInfo.IsPVPEnabling();
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if (enterCombat || enablePVP)
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target->m_Events.AddEvent(new ProcImpactDelayed(target, m_originalCasterGUID, enterCombat, enablePVP), target->m_Events.CalculateTime(Milliseconds(targetInfo.TimeDelay)));
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}
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}
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else
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targetInfo.TimeDelay = 0ULL;
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@@ -2411,7 +2366,7 @@ void Spell::AddUnitTarget(Unit* target, uint32 effectMask, bool checkIfValid /*=
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if (targetInfo.MissCondition == SPELL_MISS_REFLECT)
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{
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// Calculate reflected spell result on caster (shouldn't be able to reflect gameobject spells)
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ASSERT(unitCaster);
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Unit* unitCaster = ASSERT_NOTNULL(m_caster->ToUnit());
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targetInfo.ReflectResult = unitCaster->SpellHitResult(unitCaster, m_spellInfo, false); // can't reflect twice
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// Proc spell reflect aura when missile hits the original target
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@@ -2620,9 +2575,8 @@ void Spell::TargetInfo::PreprocessTarget(Spell* spell)
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else if (MissCondition == SPELL_MISS_REFLECT && ReflectResult == SPELL_MISS_NONE)
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_spellHitTarget = spell->m_caster->ToUnit();
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// Ensure that a player target is put in combat by a taunt, even if they result immune clientside
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if ((MissCondition == SPELL_MISS_IMMUNE || MissCondition == SPELL_MISS_IMMUNE2) && spell->m_caster->GetTypeId() == TYPEID_PLAYER && unit->GetTypeId() == TYPEID_PLAYER && spell->m_caster->IsValidAttackTarget(unit, spell->GetSpellInfo()))
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unit->SetInCombatWith(spell->m_caster->ToPlayer());
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if (spell->m_originalCaster && MissCondition != SPELL_MISS_EVADE && !spell->m_originalCaster->IsFriendlyTo(unit) && (!spell->m_spellInfo->IsPositive() || spell->m_spellInfo->HasEffect(SPELL_EFFECT_DISPEL)) && (spell->m_spellInfo->HasInitialAggro() || unit->IsEngaged()))
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unit->SetInCombatWith(spell->m_originalCaster);
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// if target is flagged for pvp also flag caster if a player
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// but respect current pvp rules (buffing/healing npcs flagged for pvp only flags you if they are in combat)
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@@ -8215,10 +8169,18 @@ void Spell::HandleLaunchPhase()
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void Spell::DoEffectOnLaunchTarget(TargetInfo& targetInfo, float multiplier, SpellEffectInfo const& spellEffectInfo)
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{
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Unit* targetUnit = m_caster->GetGUID() == targetInfo.TargetGUID ? m_caster->ToUnit() : ObjectAccessor::GetUnit(*m_caster, targetInfo.TargetGUID);
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if (!targetUnit)
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return;
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// This will only cause combat - the target will engage once the projectile hits (in Spell::TargetInfo::PreprocessTarget)
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if (m_originalCaster && targetInfo.MissCondition != SPELL_MISS_EVADE && !m_originalCaster->IsFriendlyTo(targetUnit) && (!m_spellInfo->IsPositive() || m_spellInfo->HasEffect(SPELL_EFFECT_DISPEL)) && (m_spellInfo->HasInitialAggro() || targetUnit->IsEngaged()))
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m_originalCaster->SetInCombatWith(targetUnit, true);
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Unit* unit = nullptr;
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// In case spell hit target, do all effect on that target
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if (targetInfo.MissCondition == SPELL_MISS_NONE)
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unit = m_caster->GetGUID() == targetInfo.TargetGUID ? m_caster->ToUnit() : ObjectAccessor::GetUnit(*m_caster, targetInfo.TargetGUID);
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unit = targetUnit;
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// In case spell reflect from target, do all effect on caster (if hit)
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else if (targetInfo.MissCondition == SPELL_MISS_REFLECT && targetInfo.ReflectResult == SPELL_MISS_NONE)
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unit = m_caster->ToUnit();
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@@ -742,8 +742,6 @@ class TC_GAME_API Spell
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void DoTargetSpellHit(Spell* spell, SpellEffectInfo const& spellEffectInfo) override;
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void DoDamageAndTriggers(Spell* spell) override;
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bool IsPVPEnabling() const { return _enablePVP; }
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ObjectGuid TargetGUID;
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uint64 TimeDelay = 0ULL;
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int32 Damage = 0;
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