diff options
author | ariel- <ariel-@users.noreply.github.com> | 2016-10-17 02:19:29 -0300 |
---|---|---|
committer | joschiwald <joschiwald.trinity@gmail.com> | 2017-10-03 21:14:27 +0200 |
commit | efaa33b5991f91007c5752d847dc88dd9ebbe283 (patch) | |
tree | e455f80bec7bd132b336af6b280bca8bddcbf861 | |
parent | e9d3d2c3a25052c3220377413f0ee979af8617db (diff) |
Core/SpellMgr: some changes in default proc generation. Fix an issue of stealth breaking with positive and/or healing spells
(cherry picked from commit 531904afffa010a07ed866b2ae76d97ef1f935e4)
-rw-r--r-- | src/server/game/Spells/SpellMgr.cpp | 158 |
1 files changed, 81 insertions, 77 deletions
diff --git a/src/server/game/Spells/SpellMgr.cpp b/src/server/game/Spells/SpellMgr.cpp index ae6f9a26850..07acf8cf5af 100644 --- a/src/server/game/Spells/SpellMgr.cpp +++ b/src/server/game/Spells/SpellMgr.cpp @@ -1275,77 +1275,6 @@ void SpellMgr::LoadSpellGroupStackRules() TC_LOG_INFO("server.loading", ">> Loaded %u spell group stack rules in %u ms", count, GetMSTimeDiffToNow(oldMSTime)); } -// Used for prepare can/can't triggr aura -static bool InitTriggerAuraData(); -// Define can trigger auras -static bool isTriggerAura[TOTAL_AURAS]; -// Triggered always, even from triggered spells -static bool isAlwaysTriggeredAura[TOTAL_AURAS]; -// Prepare lists -static bool procPrepared = InitTriggerAuraData(); - -// List of auras that CAN be trigger but may not exist in spell_proc_event -// in most case need for drop charges -// in some types of aura need do additional check -// for example SPELL_AURA_MECHANIC_IMMUNITY - need check for mechanic -bool InitTriggerAuraData() -{ - for (uint16 i = 0; i < TOTAL_AURAS; ++i) - { - isTriggerAura[i] = false; - isAlwaysTriggeredAura[i] = false; - } - isTriggerAura[SPELL_AURA_DUMMY] = true; - isTriggerAura[SPELL_AURA_MOD_CONFUSE] = true; - isTriggerAura[SPELL_AURA_MOD_THREAT] = true; - isTriggerAura[SPELL_AURA_MOD_STUN] = true; // Aura does not have charges but needs to be removed on trigger - isTriggerAura[SPELL_AURA_MOD_DAMAGE_DONE] = true; - isTriggerAura[SPELL_AURA_MOD_DAMAGE_TAKEN] = true; - isTriggerAura[SPELL_AURA_MOD_RESISTANCE] = true; - isTriggerAura[SPELL_AURA_MOD_STEALTH] = true; - isTriggerAura[SPELL_AURA_MOD_FEAR] = true; // Aura does not have charges but needs to be removed on trigger - isTriggerAura[SPELL_AURA_MOD_ROOT] = true; - isTriggerAura[SPELL_AURA_TRANSFORM] = true; - isTriggerAura[SPELL_AURA_REFLECT_SPELLS] = true; - isTriggerAura[SPELL_AURA_DAMAGE_IMMUNITY] = true; - isTriggerAura[SPELL_AURA_PROC_TRIGGER_SPELL] = true; - isTriggerAura[SPELL_AURA_PROC_TRIGGER_DAMAGE] = true; - isTriggerAura[SPELL_AURA_MOD_CASTING_SPEED_NOT_STACK] = true; - isTriggerAura[SPELL_AURA_SCHOOL_ABSORB] = true; // Savage Defense untested - isTriggerAura[SPELL_AURA_MOD_POWER_COST_SCHOOL_PCT] = true; - isTriggerAura[SPELL_AURA_MOD_POWER_COST_SCHOOL] = true; - isTriggerAura[SPELL_AURA_REFLECT_SPELLS_SCHOOL] = true; - isTriggerAura[SPELL_AURA_MECHANIC_IMMUNITY] = true; - isTriggerAura[SPELL_AURA_MOD_DAMAGE_PERCENT_TAKEN] = true; - isTriggerAura[SPELL_AURA_SPELL_MAGNET] = true; - isTriggerAura[SPELL_AURA_MOD_ATTACK_POWER] = true; - isTriggerAura[SPELL_AURA_MOD_POWER_REGEN_PERCENT] = true; - isTriggerAura[SPELL_AURA_INTERCEPT_MELEE_RANGED_ATTACKS] = true; - isTriggerAura[SPELL_AURA_OVERRIDE_CLASS_SCRIPTS] = true; - isTriggerAura[SPELL_AURA_MOD_MECHANIC_RESISTANCE] = true; - isTriggerAura[SPELL_AURA_RANGED_ATTACK_POWER_ATTACKER_BONUS] = true; - isTriggerAura[SPELL_AURA_MOD_MELEE_HASTE] = true; - isTriggerAura[SPELL_AURA_MOD_MELEE_HASTE_3] = true; - isTriggerAura[SPELL_AURA_MOD_ATTACKER_MELEE_HIT_CHANCE] = true; - isTriggerAura[SPELL_AURA_PROC_TRIGGER_SPELL_WITH_VALUE] = true; - isTriggerAura[SPELL_AURA_MOD_SPELL_DAMAGE_FROM_CASTER] = true; - isTriggerAura[SPELL_AURA_MOD_SPELL_CRIT_CHANCE] = true; - isTriggerAura[SPELL_AURA_ABILITY_IGNORE_AURASTATE] = true; - isTriggerAura[SPELL_AURA_MOD_ROOT_2] = true; - - isAlwaysTriggeredAura[SPELL_AURA_OVERRIDE_CLASS_SCRIPTS] = true; - isAlwaysTriggeredAura[SPELL_AURA_MOD_FEAR] = true; - isAlwaysTriggeredAura[SPELL_AURA_MOD_ROOT] = true; - isAlwaysTriggeredAura[SPELL_AURA_MOD_STUN] = true; - isAlwaysTriggeredAura[SPELL_AURA_TRANSFORM] = true; - isAlwaysTriggeredAura[SPELL_AURA_SPELL_MAGNET] = true; - isAlwaysTriggeredAura[SPELL_AURA_SCHOOL_ABSORB] = true; - isAlwaysTriggeredAura[SPELL_AURA_MOD_STEALTH] = true; - isAlwaysTriggeredAura[SPELL_AURA_MOD_ROOT_2] = true; - - return true; -} - void SpellMgr::LoadSpellProcs() { uint32 oldMSTime = getMSTime(); @@ -1475,6 +1404,81 @@ void SpellMgr::LoadSpellProcs() TC_LOG_INFO("server.loading", ">> Loaded %u spell proc conditions and data in %u ms", count, GetMSTimeDiffToNow(oldMSTime)); + // Define can trigger auras + bool isTriggerAura[TOTAL_AURAS]; + // Triggered always, even from triggered spells + bool isAlwaysTriggeredAura[TOTAL_AURAS]; + // SpellTypeMask to add to the proc + uint32 spellTypeMask[TOTAL_AURAS]; + + // List of auras that CAN trigger but may not exist in spell_proc + // in most cases needed to drop charges + + // some aura types need additional checks (eg SPELL_AURA_MECHANIC_IMMUNITY needs mechanic check) + // see AuraEffect::CheckEffectProc + for (uint16 i = 0; i < TOTAL_AURAS; ++i) + { + isTriggerAura[i] = false; + isAlwaysTriggeredAura[i] = false; + spellTypeMask[i] = PROC_SPELL_TYPE_MASK_ALL; + } + + isTriggerAura[SPELL_AURA_DUMMY] = true; + isTriggerAura[SPELL_AURA_MOD_CONFUSE] = true; + isTriggerAura[SPELL_AURA_MOD_THREAT] = true; + isTriggerAura[SPELL_AURA_MOD_STUN] = true; // Aura does not have charges but needs to be removed on trigger + isTriggerAura[SPELL_AURA_MOD_DAMAGE_DONE] = true; + isTriggerAura[SPELL_AURA_MOD_DAMAGE_TAKEN] = true; + isTriggerAura[SPELL_AURA_MOD_RESISTANCE] = true; + isTriggerAura[SPELL_AURA_MOD_STEALTH] = true; + isTriggerAura[SPELL_AURA_MOD_FEAR] = true; // Aura does not have charges but needs to be removed on trigger + isTriggerAura[SPELL_AURA_MOD_ROOT] = true; + isTriggerAura[SPELL_AURA_TRANSFORM] = true; + isTriggerAura[SPELL_AURA_REFLECT_SPELLS] = true; + isTriggerAura[SPELL_AURA_DAMAGE_IMMUNITY] = true; + isTriggerAura[SPELL_AURA_PROC_TRIGGER_SPELL] = true; + isTriggerAura[SPELL_AURA_PROC_TRIGGER_DAMAGE] = true; + isTriggerAura[SPELL_AURA_MOD_CASTING_SPEED_NOT_STACK] = true; + isTriggerAura[SPELL_AURA_SCHOOL_ABSORB] = true; // Savage Defense untested + isTriggerAura[SPELL_AURA_MOD_POWER_COST_SCHOOL_PCT] = true; + isTriggerAura[SPELL_AURA_MOD_POWER_COST_SCHOOL] = true; + isTriggerAura[SPELL_AURA_REFLECT_SPELLS_SCHOOL] = true; + isTriggerAura[SPELL_AURA_MECHANIC_IMMUNITY] = true; + isTriggerAura[SPELL_AURA_MOD_DAMAGE_PERCENT_TAKEN] = true; + isTriggerAura[SPELL_AURA_SPELL_MAGNET] = true; + isTriggerAura[SPELL_AURA_MOD_ATTACK_POWER] = true; + isTriggerAura[SPELL_AURA_MOD_POWER_REGEN_PERCENT] = true; + isTriggerAura[SPELL_AURA_INTERCEPT_MELEE_RANGED_ATTACKS] = true; + isTriggerAura[SPELL_AURA_OVERRIDE_CLASS_SCRIPTS] = true; + isTriggerAura[SPELL_AURA_MOD_MECHANIC_RESISTANCE] = true; + isTriggerAura[SPELL_AURA_RANGED_ATTACK_POWER_ATTACKER_BONUS] = true; + isTriggerAura[SPELL_AURA_MOD_MELEE_HASTE] = true; + isTriggerAura[SPELL_AURA_MOD_MELEE_HASTE_3] = true; + isTriggerAura[SPELL_AURA_MOD_ATTACKER_MELEE_HIT_CHANCE] = true; + isTriggerAura[SPELL_AURA_PROC_TRIGGER_SPELL_WITH_VALUE] = true; + isTriggerAura[SPELL_AURA_MOD_SPELL_DAMAGE_FROM_CASTER] = true; + isTriggerAura[SPELL_AURA_MOD_SPELL_CRIT_CHANCE] = true; + isTriggerAura[SPELL_AURA_ABILITY_IGNORE_AURASTATE] = true; + isTriggerAura[SPELL_AURA_MOD_ROOT_2] = true; + + isAlwaysTriggeredAura[SPELL_AURA_OVERRIDE_CLASS_SCRIPTS] = true; + isAlwaysTriggeredAura[SPELL_AURA_MOD_FEAR] = true; + isAlwaysTriggeredAura[SPELL_AURA_MOD_ROOT] = true; + isAlwaysTriggeredAura[SPELL_AURA_MOD_STUN] = true; + isAlwaysTriggeredAura[SPELL_AURA_TRANSFORM] = true; + isAlwaysTriggeredAura[SPELL_AURA_SPELL_MAGNET] = true; + isAlwaysTriggeredAura[SPELL_AURA_SCHOOL_ABSORB] = true; + isAlwaysTriggeredAura[SPELL_AURA_MOD_STEALTH] = true; + isAlwaysTriggeredAura[SPELL_AURA_MOD_ROOT_2] = true; + + spellTypeMask[SPELL_AURA_MOD_STEALTH] = PROC_SPELL_TYPE_DAMAGE | PROC_SPELL_TYPE_NO_DMG_HEAL; + spellTypeMask[SPELL_AURA_MOD_CONFUSE] = PROC_SPELL_TYPE_DAMAGE; + spellTypeMask[SPELL_AURA_MOD_FEAR] = PROC_SPELL_TYPE_DAMAGE; + spellTypeMask[SPELL_AURA_MOD_ROOT] = PROC_SPELL_TYPE_DAMAGE; + spellTypeMask[SPELL_AURA_MOD_ROOT_2] = PROC_SPELL_TYPE_DAMAGE; + spellTypeMask[SPELL_AURA_MOD_STUN] = PROC_SPELL_TYPE_DAMAGE; + spellTypeMask[SPELL_AURA_TRANSFORM] = PROC_SPELL_TYPE_DAMAGE; + // This generates default procs to retain compatibility with previous proc system TC_LOG_INFO("server.loading", "Generating spell proc data from SpellMap..."); count = 0; @@ -1488,7 +1492,8 @@ void SpellMgr::LoadSpellProcs() if (mSpellProcMap.find(spellInfo->Id) != mSpellProcMap.end()) continue; - bool found = false, addTriggerFlag = false; + bool addTriggerFlag = false; + uint32 procSpellTypeMask = PROC_SPELL_TYPE_NONE; for (SpellEffectInfo const* effect : spellInfo->GetEffectsForDifficulty(DIFFICULTY_NONE)) { if (!effect || !effect->IsEffect()) @@ -1501,14 +1506,13 @@ void SpellMgr::LoadSpellProcs() if (!isTriggerAura[auraName]) continue; - found = true; - - if (!addTriggerFlag && isAlwaysTriggeredAura[auraName]) + procSpellTypeMask |= spellTypeMask[auraName]; + if (isAlwaysTriggeredAura[auraName]) addTriggerFlag = true; break; } - if (!found) + if (!procSpellTypeMask) continue; if (!spellInfo->ProcFlags) @@ -1525,7 +1529,7 @@ void SpellMgr::LoadSpellProcs() if (procEntry.SpellFamilyMask) procEntry.SpellFamilyName = spellInfo->SpellFamilyName; - procEntry.SpellTypeMask = PROC_SPELL_TYPE_MASK_ALL; + procEntry.SpellTypeMask = procSpellTypeMask; procEntry.SpellPhaseMask = PROC_SPELL_PHASE_HIT; procEntry.HitMask = PROC_HIT_NONE; // uses default proc @see SpellMgr::CanSpellTriggerProcOnEvent |