diff options
author | Ovah <dreadkiller@gmx.de> | 2020-09-14 19:47:51 +0200 |
---|---|---|
committer | Shauren <shauren.trinity@gmail.com> | 2022-02-06 00:29:15 +0100 |
commit | c295cb9814f4c2a1878aa047cefe0cfbc7958f93 (patch) | |
tree | 278fa921d1b7f7ae86c9639048351185663446c2 /src | |
parent | 51622e6642e787ee68f8b38ed2382f26ca9f4b8b (diff) |
Core/Spells: cleaned up and improved spell focusing behavior (PR #25440)
(cherry picked from commit 39a436bd658790d39d3cfa64e18f49544475dfe3)
Diffstat (limited to 'src')
-rw-r--r-- | src/server/game/Entities/Creature/Creature.cpp | 36 | ||||
-rw-r--r-- | src/server/game/Spells/Auras/SpellAuraEffects.cpp | 9 | ||||
-rw-r--r-- | src/server/game/Spells/Spell.cpp | 32 |
3 files changed, 26 insertions, 51 deletions
diff --git a/src/server/game/Entities/Creature/Creature.cpp b/src/server/game/Entities/Creature/Creature.cpp index 8688592fc0b..04f85e9a502 100644 --- a/src/server/game/Entities/Creature/Creature.cpp +++ b/src/server/game/Entities/Creature/Creature.cpp @@ -3256,41 +3256,15 @@ void Creature::SetSpellFocus(Spell const* focusSpell, WorldObject const* target) _spellFocusInfo.Spell = focusSpell; bool const noTurnDuringCast = spellInfo->HasAttribute(SPELL_ATTR5_DONT_TURN_DURING_CAST); + bool const turnDisabled = HasUnitFlag2(UNIT_FLAG2_CANNOT_TURN); // set target, then force send update packet to players if it changed to provide appropriate facing - ObjectGuid newTarget = target ? target->GetGUID() : ObjectGuid::Empty; + ObjectGuid newTarget = (target && !noTurnDuringCast && !turnDisabled) ? target->GetGUID() : ObjectGuid::Empty; if (GetTarget() != newTarget) - { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::Target), newTarget); - if ( // here we determine if the (relatively expensive) forced update is worth it, or whether we can afford to wait until the scheduled update tick - ( // only require instant update for spells that actually have a visual - spellInfo->GetSpellVisual() - ) && ( - !focusSpell->GetCastTime() || // if the spell is instant cast - noTurnDuringCast // client gets confused if we attempt to turn at the regularly scheduled update packet - ) - ) - { - std::vector<Player*> playersNearby; - GetPlayerListInGrid(playersNearby, GetVisibilityRange()); - for (Player* player : playersNearby) - { - // only update players that are known to the client (have already been created) - if (player->HaveAtClient(this)) - SendUpdateToPlayer(player); - } - } - } - - if (!HasUnitFlag2(UNIT_FLAG2_CANNOT_TURN)) - { - // Face the target - we need to do this before the unit state is modified for no-turn spells - if (target) - SetFacingToObject(target, false); - else if (noTurnDuringCast) - if (Unit* victim = GetVictim()) - SetFacingToObject(victim, false); // ensure orientation is correct at beginning of cast - } + // If we are not allowed to turn during cast but have a focus target, face the target + if (!turnDisabled && noTurnDuringCast && target) + SetFacingToObject(target, false); if (noTurnDuringCast) AddUnitState(UNIT_STATE_FOCUSING); diff --git a/src/server/game/Spells/Auras/SpellAuraEffects.cpp b/src/server/game/Spells/Auras/SpellAuraEffects.cpp index 90682731ef0..1f8799239a0 100644 --- a/src/server/game/Spells/Auras/SpellAuraEffects.cpp +++ b/src/server/game/Spells/Auras/SpellAuraEffects.cpp @@ -1065,6 +1065,15 @@ void AuraEffect::PeriodicTick(AuraApplication* aurApp, Unit* caster) const Unit* target = aurApp->GetTarget(); + // Update serverside orientation of tracking channeled auras on periodic update ticks + if (caster && m_spellInfo->IsChanneled() && m_spellInfo->HasAttribute(SPELL_ATTR1_CHANNEL_TRACK_TARGET) && caster->m_unitData->ChannelObjects.size()) + { + ObjectGuid const channelGuid = caster->m_unitData->ChannelObjects[0]; + if (channelGuid != caster->GetGUID()) + if (WorldObject const* objectTarget = ObjectAccessor::GetWorldObject(*caster, channelGuid)) + caster->SetInFront(objectTarget); + } + switch (GetAuraType()) { case SPELL_AURA_PERIODIC_DUMMY: diff --git a/src/server/game/Spells/Spell.cpp b/src/server/game/Spells/Spell.cpp index 2cbfb94b1b7..2952294b8d4 100644 --- a/src/server/game/Spells/Spell.cpp +++ b/src/server/game/Spells/Spell.cpp @@ -3308,16 +3308,15 @@ SpellCastResult Spell::prepare(SpellCastTargets const& targets, AuraEffect const } } - // focus if not controlled creature - if (m_caster->GetTypeId() == TYPEID_UNIT && !m_caster->ToUnit()->HasUnitFlag(UNIT_FLAG_POSSESSED)) + // Creatures focus their target when possible + if (m_casttime && m_caster->IsCreature() && !m_spellInfo->IsNextMeleeSwingSpell() && !IsAutoRepeat() && !m_caster->ToUnit()->HasUnitFlag(UNIT_FLAG_POSSESSED)) { - if (!(m_spellInfo->IsNextMeleeSwingSpell() || IsAutoRepeat())) - { - if (m_targets.GetObjectTarget() && m_caster != m_targets.GetObjectTarget()) - m_caster->ToCreature()->SetSpellFocus(this, m_targets.GetObjectTarget()); - else if (m_spellInfo->HasAttribute(SPELL_ATTR5_DONT_TURN_DURING_CAST)) - m_caster->ToCreature()->SetSpellFocus(this, nullptr); - } + // Channeled spells and some triggered spells do not focus a cast target. They face their target later on via channel object guid and via spell attribute or not at all + bool const focusTarget = !m_spellInfo->IsChanneled() && !(_triggeredCastFlags & TRIGGERED_IGNORE_SET_FACING); + if (focusTarget && m_targets.GetObjectTarget() && m_caster != m_targets.GetObjectTarget()) + m_caster->ToCreature()->SetSpellFocus(this, m_targets.GetObjectTarget()); + else + m_caster->ToCreature()->SetSpellFocus(this, nullptr); } // set timer base at cast time @@ -3469,10 +3468,6 @@ void Spell::_cast(bool skipCheck) SetExecutedCurrently(true); - if (!(_triggeredCastFlags & TRIGGERED_IGNORE_SET_FACING)) - if (m_caster->GetTypeId() == TYPEID_UNIT && m_targets.GetObjectTarget() && m_caster != m_targets.GetObjectTarget()) - m_caster->ToCreature()->SetInFront(m_targets.GetObjectTarget()); - // Should this be done for original caster? Player* modOwner = m_caster->GetSpellModOwner(); if (modOwner) @@ -3554,13 +3549,10 @@ void Spell::_cast(bool skipCheck) } } } - - // if the spell allows the creature to turn while casting, then adjust server-side orientation to face the target now - // client-side orientation is handled by the client itself, as the cast target is targeted due to Creature::SetSpellFocusTarget - if (m_caster->GetTypeId() == TYPEID_UNIT && !m_caster->ToUnit()->HasUnitFlag(UNIT_FLAG_POSSESSED)) - if (!m_spellInfo->HasAttribute(SPELL_ATTR5_DONT_TURN_DURING_CAST)) - if (WorldObject* objTarget = m_targets.GetObjectTarget()) - m_caster->ToCreature()->SetInFront(objTarget); + // The spell focusing is making sure that we have a valid cast target guid when we need it so only check for a guid value here. + if (Creature* creatureCaster = m_caster->ToCreature()) + if (!creatureCaster->GetTarget().IsEmpty() && !creatureCaster->HasUnitFlag(UNIT_FLAG_POSSESSED)) + creatureCaster->SetInFront(ObjectAccessor::GetUnit(*creatureCaster, creatureCaster->GetTarget())); SelectSpellTargets(); |