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author | joschiwald <joschiwald.trinity@gmail.com> | 2017-08-13 12:03:43 +0200 |
---|---|---|
committer | GitHub <noreply@github.com> | 2017-08-13 12:03:43 +0200 |
commit | 1f8fc55ac9d5b12acc56fa72e4ae61f24b910b0d (patch) | |
tree | 6c264542125fa45a169df89d1c16651481fead37 /src/server/game/Spells/SpellScript.cpp | |
parent | cb4dd92629149d94e5ded6c2e8b073173bbe042a (diff) |
Core/Spells: Implementation of QAston proc system (#20131)
* Core/Spells: Implementation of QAston proc system
- Move checks from Unit::IsTriggeredAtSpellProcEvent (old system) to Aura::IsProcTriggeredOnEvent (new system)
- killed charge counter from SpellModifier and Player system for handling charges... no point in having 3 different systems doing the same thing
- Automatically add default entries to spellProcMap, based on spellinfo (else auras won't proc without an entry) Based on old Unit::ProcDamageAndSpellFor
- Old Unit::ProcDamageAndSpellFor renamed to Unit::ProcSkillsAndReactives and made private, will no longer handle auras.
- Start making use of HealInfo::AbsorbHeal in unit calculations, add effective healing info to HealInfo struct
- Changes in spell reflection system, emulates old behaviour, delaying aura drop
- Removed old charge count hacks in SpellMgr::LoadSpellInfoCorrections
- Removed bogus error log when procChance is 0: Some auras have initial 0 procChance but modified by SPELLMOD_CHANCE_OF_SUCCESS
- Fixed TriggerAurasProcOnEvent logic that tried to trigger twice from actor.
- Allow non damaging spells with DamageClass Melee or Ranged to proc character enchants. Ref issue #17034:
* http://web.archive.org/web/20110309092008/http://elitistjerks.com/f47/t49865-paladin_retribution_pve/
* When an auto-attack lands (does not dodge/parry/miss) that can proc a seal the of the following things happen independently of each other (see 2 roll system).
* 1) A "hidden strike" which uses melee combat mechanics occurs. If it lands it refreshes/stacks SoV DoT. Only white swings can trigger a refresh or stack. (This hidden strike mechanic can also proc things like berserking..)
* 2) A weapon damage based proc will occur if you used a special (CS/DS/judge) or if you have a 5 stack (from auto attacks). This attack can not be avoided.
* Holy Vengeance is the "hidden strike" it has an apply aura effect and damage class melee.
- Fixed Blood Tap interaction with Death Runes (btw, don't know what was going on with those MiscValueB, spell 45529 doesn't have any MiscValueB in SPELL_EFFECT_ACTIVATE_RUNE)
- Ported some AuraEffect checks from old Unit.cpp function. added new AuraScript hook to check procs of an specific effect
- Allow only AuraEffects that passed the check to proc, this won't block whole aura from proccing (and lose charges) if at least one of the effects procs, though
- Changes in spell mod system (for SPELLMOD_CASTING_TIME). fixes #17558.
- Added an exception for SPELLMOD_CRITICAL_CHANCE too, fixes #15193
(cherry picked from commit e641d0c7d71bdb21e443bf52bf508b1581e07839)
# Conflicts:
# sql/base/auth_database.sql
# src/server/game/Entities/Player/Player.cpp
# src/server/game/Entities/Player/Player.h
# src/server/game/Entities/Unit/Unit.cpp
# src/server/game/Entities/Unit/Unit.h
# src/server/game/Spells/Auras/SpellAuraEffects.cpp
# src/server/game/Spells/Auras/SpellAuras.cpp
# src/server/game/Spells/Auras/SpellAuras.h
# src/server/game/Spells/Spell.cpp
# src/server/game/Spells/SpellEffects.cpp
# src/server/game/Spells/SpellInfo.cpp
# src/server/game/Spells/SpellMgr.cpp
# src/server/game/Spells/SpellMgr.h
# src/server/game/Spells/SpellScript.cpp
Diffstat (limited to 'src/server/game/Spells/SpellScript.cpp')
-rw-r--r-- | src/server/game/Spells/SpellScript.cpp | 16 |
1 files changed, 16 insertions, 0 deletions
diff --git a/src/server/game/Spells/SpellScript.cpp b/src/server/game/Spells/SpellScript.cpp index c96086f89ce..d4f7eb2b357 100644 --- a/src/server/game/Spells/SpellScript.cpp +++ b/src/server/game/Spells/SpellScript.cpp @@ -769,6 +769,10 @@ bool AuraScript::_Validate(SpellInfo const* entry) if (!entry->HasEffect(SPELL_EFFECT_APPLY_AURA) && !entry->HasAreaAuraEffect()) TC_LOG_ERROR("scripts", "Spell `%u` of script `%s` does not have apply aura effect - handler bound to hook `DoCheckProc` of AuraScript won't be executed", entry->Id, m_scriptName->c_str()); + for (auto itr = DoCheckEffectProc.begin(); itr != DoCheckEffectProc.end(); ++itr) + if (!itr->GetAffectedEffectsMask(entry)) + TC_LOG_ERROR("scripts", "Spell `%u` Effect `%s` of script `%s` did not match dbc effect data - handler bound to hook `DoCheckEffectProc` of AuraScript won't be executed", entry->Id, itr->ToString().c_str(), m_scriptName->c_str()); + for (auto itr = DoPrepareProc.begin(); itr != DoPrepareProc.end(); ++itr) if (!entry->HasEffect(SPELL_EFFECT_APPLY_AURA) && !entry->HasAreaAuraEffect()) TC_LOG_ERROR("scripts", "Spell `%u` of script `%s` does not have apply aura effect - handler bound to hook `DoPrepareProc` of AuraScript won't be executed", entry->Id, m_scriptName->c_str()); @@ -936,6 +940,17 @@ bool AuraScript::CheckProcHandler::Call(AuraScript* auraScript, ProcEventInfo& e return (auraScript->*_HandlerScript)(eventInfo); } +AuraScript::CheckEffectProcHandler::CheckEffectProcHandler(AuraCheckEffectProcFnType handlerScript, uint8 effIndex, uint16 effName) + : AuraScript::EffectBase(effIndex, effName) +{ + _HandlerScript = handlerScript; +} + +bool AuraScript::CheckEffectProcHandler::Call(AuraScript* auraScript, AuraEffect const* aurEff, ProcEventInfo& eventInfo) +{ + return (auraScript->*_HandlerScript)(aurEff, eventInfo); +} + AuraScript::AuraProcHandler::AuraProcHandler(AuraProcFnType handlerScript) { _HandlerScript = handlerScript; @@ -1197,6 +1212,7 @@ Unit* AuraScript::GetTarget() const case AURA_SCRIPT_HOOK_EFFECT_AFTER_MANASHIELD: case AURA_SCRIPT_HOOK_EFFECT_SPLIT: case AURA_SCRIPT_HOOK_CHECK_PROC: + case AURA_SCRIPT_HOOK_CHECK_EFFECT_PROC: case AURA_SCRIPT_HOOK_PREPARE_PROC: case AURA_SCRIPT_HOOK_PROC: case AURA_SCRIPT_HOOK_AFTER_PROC: |