Core/Spells: Moved power cost RequiredAuraSpellID condition checking to make sure all overloads of SpellInfo::CalcPowerCost take it into account

This commit is contained in:
Shauren
2021-03-03 10:42:58 +01:00
parent 0960308cfc
commit ea63cd882c

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@@ -3741,7 +3741,7 @@ Optional<SpellPowerCost> SpellInfo::CalcPowerCost(Powers powerType, bool optiona
{
auto itr = std::find_if(PowerCosts.cbegin(), PowerCosts.cend(), [powerType](SpellPowerEntry const* spellPowerEntry)
{
return spellPowerEntry->PowerType == powerType;
return spellPowerEntry && spellPowerEntry->PowerType == powerType;
});
if (itr == PowerCosts.cend())
return {};
@@ -3751,6 +3751,9 @@ Optional<SpellPowerCost> SpellInfo::CalcPowerCost(Powers powerType, bool optiona
Optional<SpellPowerCost> SpellInfo::CalcPowerCost(SpellPowerEntry const* power, bool optionalCost, Unit const* caster, SpellSchoolMask schoolMask, Spell* spell /*= nullptr*/) const
{
if (power->RequiredAuraSpellID && !caster->HasAura(power->RequiredAuraSpellID))
return {};
// Spell drain all exist power on cast (Only paladin lay of Hands)
if (HasAttribute(SPELL_ATTR1_DRAIN_ALL_POWER))
{
@@ -3956,9 +3959,6 @@ std::vector<SpellPowerCost> SpellInfo::CalcPowerCost(Unit const* caster, SpellSc
if (!power)
continue;
if (power->RequiredAuraSpellID && !caster->HasAura(power->RequiredAuraSpellID))
continue;
if (Optional<SpellPowerCost> cost = CalcPowerCost(power, false, caster, schoolMask, spell))
getOrCreatePowerCost(cost->Power).Amount += cost->Amount;