Core/Spells: Autorepeat casting fixes

* Fixed cast bars of ranged spells not disappearing when canceled while autoshooting
* Replaced hacky 500ms delay on non auto shot autorepeat spells with native spell cast time (wands have 500ms cast time)
* Update cooldowns before attempting to cast autorepeat spells (for cases when cooldown ends on the same server tick as cast attempt)
This commit is contained in:
Shauren
2022-05-08 15:54:15 +02:00
parent 538fa8e97f
commit de592386dc
4 changed files with 33 additions and 33 deletions

View File

@@ -299,7 +299,7 @@ SpellNonMeleeDamage::SpellNonMeleeDamage(Unit* _attacker, Unit* _target, SpellIn
Unit::Unit(bool isWorldObject) :
WorldObject(isWorldObject), m_lastSanctuaryTime(0), LastCharmerGUID(), movespline(new Movement::MoveSpline()),
m_ControlledByPlayer(false), m_AutoRepeatFirstCast(false), m_procDeep(0), m_transformSpell(0),
m_ControlledByPlayer(false), m_procDeep(0), m_transformSpell(0),
m_removedAurasCount(0), m_interruptMask(SpellAuraInterruptFlags::None), m_interruptMask2(SpellAuraInterruptFlags2::None),
m_unitMovedByMe(nullptr), m_playerMovingMe(nullptr), m_charmer(nullptr), m_charmed(nullptr),
i_motionMaster(new MotionMaster(this)), m_regenTimer(0), m_vehicle(nullptr),
@@ -2721,6 +2721,8 @@ void Unit::_DeleteRemovedAuras()
void Unit::_UpdateSpells(uint32 time)
{
_spellHistory->Update();
if (m_currentSpells[CURRENT_AUTOREPEAT_SPELL])
_UpdateAutoRepeatSpell();
@@ -2774,8 +2776,6 @@ void Unit::_UpdateSpells(uint32 time)
++itr;
}
}
_spellHistory->Update();
}
void Unit::_UpdateAutoRepeatSpell()
@@ -2789,17 +2789,11 @@ void Unit::_UpdateAutoRepeatSpell()
// cancel wand shoot
if (autoRepeatSpellInfo->Id != 75)
InterruptSpell(CURRENT_AUTOREPEAT_SPELL);
m_AutoRepeatFirstCast = true;
return;
}
// apply delay (Auto Shot (spellID 75) not affected)
if (m_AutoRepeatFirstCast && getAttackTimer(RANGED_ATTACK) < 500 && autoRepeatSpellInfo->Id != 75)
setAttackTimer(RANGED_ATTACK, 500);
m_AutoRepeatFirstCast = false;
// castroutine
if (isAttackReady(RANGED_ATTACK))
if (isAttackReady(RANGED_ATTACK) && m_currentSpells[CURRENT_AUTOREPEAT_SPELL]->getState() != SPELL_STATE_PREPARING)
{
// Check if able to cast
SpellCastResult result = m_currentSpells[CURRENT_AUTOREPEAT_SPELL]->CheckCast(true);
@@ -2814,11 +2808,8 @@ void Unit::_UpdateAutoRepeatSpell()
}
// we want to shoot
Spell* spell = new Spell(this, autoRepeatSpellInfo, TRIGGERED_FULL_MASK);
Spell* spell = new Spell(this, autoRepeatSpellInfo, TRIGGERED_IGNORE_GCD);
spell->prepare(m_currentSpells[CURRENT_AUTOREPEAT_SPELL]->m_targets);
// all went good, reset attack
resetAttackTimer(RANGED_ATTACK);
}
}
@@ -2831,14 +2822,13 @@ void Unit::SetCurrentCastSpell(Spell* pSpell)
if (pSpell == m_currentSpells[CSpellType]) // avoid breaking self
return;
// break same type spell if it is not delayed
InterruptSpell(CSpellType, false);
// special breakage effects:
switch (CSpellType)
{
case CURRENT_GENERIC_SPELL:
{
InterruptSpell(CURRENT_GENERIC_SPELL, false);
// generic spells always break channeled not delayed spells
if (m_currentSpells[CURRENT_CHANNELED_SPELL] && !m_currentSpells[CURRENT_CHANNELED_SPELL]->GetSpellInfo()->HasAttribute(SPELL_ATTR5_ALLOW_ACTIONS_DURING_CHANNEL))
InterruptSpell(CURRENT_CHANNELED_SPELL, false);
@@ -2849,7 +2839,6 @@ void Unit::SetCurrentCastSpell(Spell* pSpell)
// break autorepeat if not Auto Shot
if (m_currentSpells[CURRENT_AUTOREPEAT_SPELL]->GetSpellInfo()->Id != 75)
InterruptSpell(CURRENT_AUTOREPEAT_SPELL);
m_AutoRepeatFirstCast = true;
}
if (pSpell->GetCastTime() > 0)
AddUnitState(UNIT_STATE_CASTING);
@@ -2872,6 +2861,9 @@ void Unit::SetCurrentCastSpell(Spell* pSpell)
}
case CURRENT_AUTOREPEAT_SPELL:
{
if (m_currentSpells[CSpellType] && m_currentSpells[CSpellType]->getState() == SPELL_STATE_IDLE)
m_currentSpells[CSpellType]->setState(SPELL_STATE_FINISHED);
// only Auto Shoot does not break anything
if (pSpell->GetSpellInfo()->Id != 75)
{
@@ -2879,8 +2871,6 @@ void Unit::SetCurrentCastSpell(Spell* pSpell)
InterruptSpell(CURRENT_GENERIC_SPELL, false);
InterruptSpell(CURRENT_CHANNELED_SPELL, false);
}
// special action: set first cast flag
m_AutoRepeatFirstCast = true;
break;
}

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@@ -1919,8 +1919,6 @@ class TC_GAME_API Unit : public WorldObject
bool m_ControlledByPlayer;
bool m_AutoRepeatFirstCast;
float m_createStats[MAX_STATS];
float m_floatStatPosBuff[MAX_STATS];
float m_floatStatNegBuff[MAX_STATS];

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@@ -3338,7 +3338,7 @@ SpellCastResult Spell::prepare(SpellCastTargets const& targets, AuraEffect const
// handle just the general SPELL_FAILED_BAD_TARGETS result which is the default result for most DBC target checks
if (_triggeredCastFlags & TRIGGERED_IGNORE_TARGET_CHECK && result == SPELL_FAILED_BAD_TARGETS)
result = SPELL_CAST_OK;
if (result != SPELL_CAST_OK && !IsAutoRepeat()) //always cast autorepeat dummy for triggering
if (result != SPELL_CAST_OK)
{
// Periodic auras should be interrupted when aura triggers a spell which can't be cast
// for example bladestorm aura should be removed on disarm as of patch 3.3.5
@@ -3355,6 +3355,10 @@ SpellCastResult Spell::prepare(SpellCastTargets const& targets, AuraEffect const
else
SendCastResult(result);
// queue autorepeat spells for future repeating
if (GetCurrentContainer() == CURRENT_AUTOREPEAT_SPELL && m_caster->IsUnit())
m_caster->ToUnit()->SetCurrentCastSpell(this);
finish(false);
return result;
}
@@ -4084,6 +4088,9 @@ void Spell::SendSpellCooldown()
m_caster->ToUnit()->GetSpellHistory()->HandleCooldowns(m_spellInfo, m_CastItem, this);
else
m_caster->ToUnit()->GetSpellHistory()->HandleCooldowns(m_spellInfo, m_castItemEntry, this);
if (IsAutoRepeat())
m_caster->ToUnit()->resetAttackTimer(RANGED_ATTACK);
}
void Spell::update(uint32 difftime)
@@ -4126,7 +4133,7 @@ void Spell::update(uint32 difftime)
m_timer -= difftime;
}
if (m_timer == 0 && !m_spellInfo->IsNextMeleeSwingSpell() && !IsAutoRepeat())
if (m_timer == 0 && !m_spellInfo->IsNextMeleeSwingSpell())
// don't CheckCast for instant spells - done in spell::prepare, skip duplicate checks, needed for range checks for example
cast(!m_casttime);
break;
@@ -4186,6 +4193,10 @@ void Spell::finish(bool ok)
if (!unitCaster)
return;
// successful cast of the initial autorepeat spell is moved to idle state so that it is not deleted as long as autorepeat is active
if (IsAutoRepeat() && unitCaster->GetCurrentSpell(CURRENT_AUTOREPEAT_SPELL) == this)
m_spellState = SPELL_STATE_IDLE;
if (m_spellInfo->IsChanneled())
unitCaster->UpdateInterruptMask();
@@ -5464,12 +5475,18 @@ SpellCastResult Spell::CheckCast(bool strict, int32* param1 /*= nullptr*/, int32
return SPELL_FAILED_NOT_READY;
}
if (!IsIgnoringCooldowns() && m_caster->ToUnit() && !m_caster->ToUnit()->GetSpellHistory()->IsReady(m_spellInfo, m_castItemEntry))
if (!IsIgnoringCooldowns() && m_caster->ToUnit())
{
if (m_triggeredByAuraSpell)
if (!m_caster->ToUnit()->GetSpellHistory()->IsReady(m_spellInfo, m_castItemEntry))
{
if (m_triggeredByAuraSpell)
return SPELL_FAILED_DONT_REPORT;
else
return SPELL_FAILED_NOT_READY;
}
if ((IsAutoRepeat() || m_spellInfo->CategoryId == 76) && !m_caster->ToUnit()->isAttackReady(RANGED_ATTACK))
return SPELL_FAILED_DONT_REPORT;
else
return SPELL_FAILED_NOT_READY;
}
}

View File

@@ -430,11 +430,6 @@ void SpellHistory::StartCooldown(SpellInfo const* spellInfo, uint32 itemId, Spel
{
if (!forcedCooldown)
{
// shoot spells used equipped item cooldown values already assigned in SetBaseAttackTime(RANGED_ATTACK)
// prevent 0 cooldowns set by another way
if (cooldown <= Duration::zero() && categoryCooldown <= Duration::zero() && (categoryId == 76 || (spellInfo->IsAutoRepeatRangedSpell() && spellInfo->Id != 75)))
cooldown = Milliseconds(*_owner->m_unitData->RangedAttackRoundBaseTime);
// Now we have cooldown data (if found any), time to apply mods
if (Player* modOwner = _owner->GetSpellModOwner())
{