Scripts/DK: correctly handle Blood Tap

This commit is contained in:
ccrs
2019-07-13 17:57:07 +02:00
parent 8c16f318fe
commit d1dc0e2dc1
7 changed files with 194 additions and 51 deletions

View File

@@ -31,10 +31,12 @@
#include "PlayerAI.h"
#include "Spell.h"
#include "SpellAuraEffects.h"
#include "SpellAuras.h"
#include "SpellHistory.h"
#include "SpellMgr.h"
#include "SpellScript.h"
#include "TemporarySummon.h"
#include "Unit.h"
enum DeathKnightSpells
{
@@ -3049,6 +3051,126 @@ public:
}
};
#define DKBloodTapScriptName "spell_dk_blood_tap"
// 45529 - Blood Tap
class spell_dk_blood_tap : public SpellScriptLoader
{
public:
spell_dk_blood_tap() : SpellScriptLoader(DKBloodTapScriptName) { }
class spell_dk_blood_tap_AuraScript : public AuraScript
{
PrepareAuraScript(spell_dk_blood_tap_AuraScript);
public:
spell_dk_blood_tap_AuraScript()
{
_runeIndex = MAX_RUNES;
}
void SetRuneIndex(uint8 index)
{
_runeIndex = index;
}
void HandleApply(AuraEffect const* aurEff, AuraEffectHandleModes /*mode*/)
{
PreventDefaultAction();
Player* player = GetTarget()->ToPlayer();
if (!player)
return;
if (player->GetClass() != CLASS_DEATH_KNIGHT || _runeIndex == MAX_RUNES)
return;
player->AddRuneByAuraEffect(_runeIndex, RUNE_DEATH, aurEff);
}
void Register() override
{
OnEffectApply += AuraEffectApplyFn(spell_dk_blood_tap_AuraScript::HandleApply, EFFECT_1, SPELL_AURA_CONVERT_RUNE, AURA_EFFECT_HANDLE_REAL);
}
private:
uint8 _runeIndex;
};
AuraScript* GetAuraScript() const override
{
return new spell_dk_blood_tap_AuraScript();
}
class spell_dk_blood_tap_SpellScript : public SpellScript
{
PrepareSpellScript(spell_dk_blood_tap_SpellScript);
public:
spell_dk_blood_tap_SpellScript()
{
_runeIndex = MAX_RUNES;
}
void HandleEffect(SpellEffIndex effIndex)
{
PreventHitDefaultEffect(effIndex);
Unit* caster = GetCaster();
if (caster->GetTypeId() != TYPEID_PLAYER)
return;
Player* player = caster->ToPlayer();
if (player->GetClass() != CLASS_DEATH_KNIGHT)
return;
// needed later
if (Spell* spell = GetSpell())
spell->SetRuneState(caster->ToPlayer()->GetRunesState());
uint8 resetIndex;
// Rune reset:
// If both runes are on cooldown, reset the shorter one
// If only one rune is on cooldown, reset that rune
if (!player->GetRuneCooldown(1))
resetIndex = 0; // 1 is ready, so reset 0 (no matter if it's on cd)
else if (!player->GetRuneCooldown(0) || player->GetRuneCooldown(1) < player->GetRuneCooldown(0))
resetIndex = 1; // 0 is ready, or both are on cd and 1 is shorter, so reset 1
else
resetIndex = 0; // both are on cd and 0 is shorter, reset 0
// if both runes are the same type, transform the same one as above
if (player->GetCurrentRune(0) == player->GetCurrentRune(1))
_runeIndex = resetIndex;
else // otherwise transform the blood rune
_runeIndex = player->GetCurrentRune(0) == RUNE_BLOOD ? 0 : 1;
player->SetRuneCooldown(resetIndex, 0);
}
void SetRuneIndex(SpellEffIndex /*effIndex*/)
{
if (Aura* aura = GetHitAura())
if (spell_dk_blood_tap_AuraScript* script = aura->GetScript<spell_dk_blood_tap_AuraScript>(DKBloodTapScriptName))
script->SetRuneIndex(_runeIndex);
}
void Register() override
{
OnEffectLaunch += SpellEffectFn(spell_dk_blood_tap_SpellScript::HandleEffect, EFFECT_0, SPELL_EFFECT_ACTIVATE_RUNE);
OnEffectHitTarget += SpellEffectFn(spell_dk_blood_tap_SpellScript::SetRuneIndex, EFFECT_1, SPELL_EFFECT_APPLY_AURA);
}
private:
uint8 _runeIndex;
};
SpellScript* GetSpellScript() const override
{
return new spell_dk_blood_tap_SpellScript();
}
};
void AddSC_deathknight_spell_scripts()
{
new spell_dk_acclimation();
@@ -3104,4 +3226,5 @@ void AddSC_deathknight_spell_scripts()
new spell_dk_raise_ally_initial();
new spell_dk_raise_ally();
new spell_dk_ghoul_thrash();
new spell_dk_blood_tap();
}