/* * This file is part of the AzerothCore Project. See AUTHORS file for Copyright information * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, but WITHOUT * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for * more details. * * You should have received a copy of the GNU General Public License along * with this program. If not, see . */ #ifndef __UNIT_H #define __UNIT_H #include "EnumFlag.h" #include "EventProcessor.h" #include "FollowerRefMgr.h" #include "FollowerReference.h" #include "HostileRefMgr.h" #include "ItemTemplate.h" #include "MotionMaster.h" #include "Object.h" #include "PetDefines.h" #include "SharedDefines.h" #include "SpellAuraDefines.h" #include "SpellDefines.h" #include "ThreatMgr.h" #include "UnitDefines.h" #include "UnitUtils.h" #include #include #define WORLD_TRIGGER 12999 #define BASE_MINDAMAGE 1.0f #define BASE_MAXDAMAGE 2.0f #define BASE_ATTACK_TIME 2000 #define MAX_AGGRO_RADIUS 45.0f // yards static constexpr uint32 MAX_CREATURE_SPELLS = 8; static constexpr uint32 infinityCooldownDelay = 0x9A7EC800; // used for set "infinity cooldowns" for spells and check, MONTH*IN_MILLISECONDS static constexpr uint32 infinityCooldownDelayCheck = 0x4D3F6400; // MONTH*IN_MILLISECONDS/2; struct CharmInfo; struct FactionTemplateEntry; struct SpellValue; class AuraApplication; class Aura; class UnitAura; class AuraEffect; class Creature; class Spell; class SpellInfo; class DynamicObject; class GameObject; class Item; class Pet; class PetAura; class Minion; class Guardian; class UnitAI; class Totem; class Transport; class StaticTransport; class MotionTransport; class Vehicle; class TransportBase; class SpellCastTargets; typedef std::list UnitList; typedef std::list< std::pair > DispelChargesList; enum CharmType : uint8; enum VictimState { VICTIMSTATE_INTACT = 0, // set when attacker misses VICTIMSTATE_HIT = 1, // victim got clear/blocked hit VICTIMSTATE_DODGE = 2, VICTIMSTATE_PARRY = 3, VICTIMSTATE_INTERRUPT = 4, VICTIMSTATE_BLOCKS = 5, // unused? not set when blocked, even on full block VICTIMSTATE_EVADES = 6, VICTIMSTATE_IS_IMMUNE = 7, VICTIMSTATE_DEFLECTS = 8 }; enum HitInfo { HITINFO_NORMALSWING = 0x00000000, HITINFO_UNK1 = 0x00000001, // req correct packet structure HITINFO_AFFECTS_VICTIM = 0x00000002, HITINFO_OFFHAND = 0x00000004, HITINFO_UNK2 = 0x00000008, HITINFO_MISS = 0x00000010, HITINFO_FULL_ABSORB = 0x00000020, HITINFO_PARTIAL_ABSORB = 0x00000040, HITINFO_FULL_RESIST = 0x00000080, HITINFO_PARTIAL_RESIST = 0x00000100, HITINFO_CRITICALHIT = 0x00000200, // critical hit HITINFO_UNK10 = 0x00000400, HITINFO_UNK11 = 0x00000800, HITINFO_UNK12 = 0x00001000, HITINFO_BLOCK = 0x00002000, // blocked damage HITINFO_UNK14 = 0x00004000, // set only if meleespellid is present// no world text when victim is hit for 0 dmg(HideWorldTextForNoDamage?) HITINFO_UNK15 = 0x00008000, // player victim?// something related to blod sprut visual (BloodSpurtInBack?) HITINFO_GLANCING = 0x00010000, HITINFO_CRUSHING = 0x00020000, HITINFO_NO_ANIMATION = 0x00040000, HITINFO_UNK19 = 0x00080000, HITINFO_UNK20 = 0x00100000, HITINFO_SWINGNOHITSOUND = 0x00200000, // unused? HITINFO_UNK22 = 0x00400000, HITINFO_RAGE_GAIN = 0x00800000, HITINFO_FAKE_DAMAGE = 0x01000000 // enables damage animation even if no damage done, set only if no damage }; enum UnitModifierFlatType { BASE_VALUE = 0, TOTAL_VALUE = 1, MODIFIER_TYPE_FLAT_END = 3 }; enum UnitModifierPctType { BASE_PCT = 0, TOTAL_PCT = 1, MODIFIER_TYPE_PCT_END = 2 }; enum WeaponDamageRange { MINDAMAGE, MAXDAMAGE, MAX_WEAPON_DAMAGE_RANGE }; enum UnitMods { UNIT_MOD_STAT_STRENGTH, // UNIT_MOD_STAT_STRENGTH..UNIT_MOD_STAT_SPIRIT must be in existed order, it's accessed by index values of Stats enum. UNIT_MOD_STAT_AGILITY, UNIT_MOD_STAT_STAMINA, UNIT_MOD_STAT_INTELLECT, UNIT_MOD_STAT_SPIRIT, UNIT_MOD_HEALTH, UNIT_MOD_MANA, // UNIT_MOD_MANA..UNIT_MOD_RUNIC_POWER must be in existed order, it's accessed by index values of Powers enum. UNIT_MOD_RAGE, UNIT_MOD_FOCUS, UNIT_MOD_ENERGY, UNIT_MOD_HAPPINESS, UNIT_MOD_RUNE, UNIT_MOD_RUNIC_POWER, UNIT_MOD_ARMOR, // UNIT_MOD_ARMOR..UNIT_MOD_RESISTANCE_ARCANE must be in existed order, it's accessed by index values of SpellSchools enum. UNIT_MOD_RESISTANCE_HOLY, UNIT_MOD_RESISTANCE_FIRE, UNIT_MOD_RESISTANCE_NATURE, UNIT_MOD_RESISTANCE_FROST, UNIT_MOD_RESISTANCE_SHADOW, UNIT_MOD_RESISTANCE_ARCANE, UNIT_MOD_ATTACK_POWER, UNIT_MOD_ATTACK_POWER_RANGED, UNIT_MOD_DAMAGE_MAINHAND, UNIT_MOD_DAMAGE_OFFHAND, UNIT_MOD_DAMAGE_RANGED, UNIT_MOD_END, // synonyms UNIT_MOD_STAT_START = UNIT_MOD_STAT_STRENGTH, UNIT_MOD_STAT_END = UNIT_MOD_STAT_SPIRIT + 1, UNIT_MOD_RESISTANCE_START = UNIT_MOD_ARMOR, UNIT_MOD_RESISTANCE_END = UNIT_MOD_RESISTANCE_ARCANE + 1, UNIT_MOD_POWER_START = UNIT_MOD_MANA, UNIT_MOD_POWER_END = UNIT_MOD_RUNIC_POWER + 1 }; enum BaseModGroup { CRIT_PERCENTAGE, RANGED_CRIT_PERCENTAGE, OFFHAND_CRIT_PERCENTAGE, SHIELD_BLOCK_VALUE, BASEMOD_END }; enum BaseModType { FLAT_MOD, PCT_MOD }; #define MOD_END (PCT_MOD+1) enum class DeathState : uint8 { Alive = 0, JustDied = 1, Corpse = 2, Dead = 3, JustRespawned = 4, }; extern float baseMoveSpeed[MAX_MOVE_TYPE]; extern float playerBaseMoveSpeed[MAX_MOVE_TYPE]; enum WeaponAttackType : uint8 { BASE_ATTACK = 0, OFF_ATTACK = 1, RANGED_ATTACK = 2, MAX_ATTACK }; enum CombatRating : uint8 { CR_WEAPON_SKILL = 0, CR_DEFENSE_SKILL = 1, CR_DODGE = 2, CR_PARRY = 3, CR_BLOCK = 4, CR_HIT_MELEE = 5, CR_HIT_RANGED = 6, CR_HIT_SPELL = 7, CR_CRIT_MELEE = 8, CR_CRIT_RANGED = 9, CR_CRIT_SPELL = 10, CR_HIT_TAKEN_MELEE = 11, CR_HIT_TAKEN_RANGED = 12, CR_HIT_TAKEN_SPELL = 13, CR_CRIT_TAKEN_MELEE = 14, CR_CRIT_TAKEN_RANGED = 15, CR_CRIT_TAKEN_SPELL = 16, CR_HASTE_MELEE = 17, CR_HASTE_RANGED = 18, CR_HASTE_SPELL = 19, CR_WEAPON_SKILL_MAINHAND = 20, CR_WEAPON_SKILL_OFFHAND = 21, CR_WEAPON_SKILL_RANGED = 22, CR_EXPERTISE = 23, CR_ARMOR_PENETRATION = 24 }; #define MAX_COMBAT_RATING 25 enum DamageEffectType : uint8 { DIRECT_DAMAGE = 0, // used for normal weapon damage (not for class abilities or spells) SPELL_DIRECT_DAMAGE = 1, // spell/class abilities damage DOT = 2, HEAL = 3, NODAMAGE = 4, // used also in case when damage applied to health but not applied to spell channelInterruptFlags/etc SELF_DAMAGE = 5 }; namespace Movement { class MoveSpline; } enum DiminishingLevels { DIMINISHING_LEVEL_1 = 0, DIMINISHING_LEVEL_2 = 1, DIMINISHING_LEVEL_3 = 2, DIMINISHING_LEVEL_IMMUNE = 3, DIMINISHING_LEVEL_4 = 3, DIMINISHING_LEVEL_TAUNT_IMMUNE = 4, }; struct DiminishingReturn { DiminishingReturn(DiminishingGroup group, uint32 t, uint32 count) : DRGroup(group), stack(0), hitTime(t), hitCount(count) {} DiminishingGroup DRGroup: 16; uint16 stack: 16; uint32 hitTime; uint32 hitCount; }; enum MeleeHitOutcome { MELEE_HIT_EVADE, MELEE_HIT_MISS, MELEE_HIT_DODGE, MELEE_HIT_BLOCK, MELEE_HIT_PARRY, MELEE_HIT_GLANCING, MELEE_HIT_CRIT, MELEE_HIT_CRUSHING, MELEE_HIT_NORMAL }; enum ExtraAttackSpells { SPELL_SWORD_SPECIALIZATION = 16459, SPELL_HACK_AND_SLASH = 66923 }; class DispelInfo { public: explicit DispelInfo(Unit* dispeller, uint32 dispellerSpellId, uint8 chargesRemoved) : _dispellerUnit(dispeller), _dispellerSpell(dispellerSpellId), _chargesRemoved(chargesRemoved) {} [[nodiscard]] Unit* GetDispeller() const { return _dispellerUnit; } [[nodiscard]] uint32 GetDispellerSpellId() const { return _dispellerSpell; } [[nodiscard]] uint8 GetRemovedCharges() const { return _chargesRemoved; } void SetRemovedCharges(uint8 amount) { _chargesRemoved = amount; } private: Unit* _dispellerUnit; uint32 _dispellerSpell; uint8 _chargesRemoved; }; struct CleanDamage { CleanDamage(uint32 mitigated, uint32 absorbed, WeaponAttackType _attackType, MeleeHitOutcome _hitOutCome) : absorbed_damage(absorbed), mitigated_damage(mitigated), attackType(_attackType), hitOutCome(_hitOutCome) {} uint32 absorbed_damage; uint32 mitigated_damage; WeaponAttackType attackType; MeleeHitOutcome hitOutCome; }; struct CalcDamageInfo; struct SpellNonMeleeDamage; class DamageInfo { private: Unit* const m_attacker; Unit* const m_victim; uint32 m_damage; SpellInfo const* const m_spellInfo; SpellSchoolMask const m_schoolMask; DamageEffectType const m_damageType; WeaponAttackType m_attackType; uint32 m_absorb; uint32 m_resist; uint32 m_block; uint32 m_cleanDamage; // amalgamation constructor (used for proc) DamageInfo(DamageInfo const& dmg1, DamageInfo const& dmg2); public: explicit DamageInfo(Unit* _attacker, Unit* _victim, uint32 _damage, SpellInfo const* _spellInfo, SpellSchoolMask _schoolMask, DamageEffectType _damageType, uint32 cleanDamage = 0); explicit DamageInfo(CalcDamageInfo const& dmgInfo); // amalgamation wrapper DamageInfo(CalcDamageInfo const& dmgInfo, uint8 damageIndex); DamageInfo(SpellNonMeleeDamage const& spellNonMeleeDamage, DamageEffectType damageType); void ModifyDamage(int32 amount); void AbsorbDamage(uint32 amount); void ResistDamage(uint32 amount); void BlockDamage(uint32 amount); [[nodiscard]] Unit* GetAttacker() const { return m_attacker; }; [[nodiscard]] Unit* GetVictim() const { return m_victim; }; [[nodiscard]] SpellInfo const* GetSpellInfo() const { return m_spellInfo; }; [[nodiscard]] SpellSchoolMask GetSchoolMask() const { return m_schoolMask; }; [[nodiscard]] DamageEffectType GetDamageType() const { return m_damageType; }; [[nodiscard]] WeaponAttackType GetAttackType() const { return m_attackType; }; [[nodiscard]] uint32 GetDamage() const { return m_damage; }; [[nodiscard]] uint32 GetAbsorb() const { return m_absorb; }; [[nodiscard]] uint32 GetResist() const { return m_resist; }; [[nodiscard]] uint32 GetBlock() const { return m_block; }; [[nodiscard]] uint32 GetUnmitigatedDamage() const; }; class HealInfo { private: Unit* const m_healer; Unit* const m_target; uint32 m_heal; uint32 m_effectiveHeal; uint32 m_absorb; SpellInfo const* const m_spellInfo; SpellSchoolMask const m_schoolMask; public: explicit HealInfo(Unit* _healer, Unit* _target, uint32 _heal, SpellInfo const* _spellInfo, SpellSchoolMask _schoolMask) : m_healer(_healer), m_target(_target), m_heal(_heal), m_spellInfo(_spellInfo), m_schoolMask(_schoolMask) { m_absorb = 0; m_effectiveHeal = 0; } void AbsorbHeal(uint32 amount) { amount = std::min(amount, GetHeal()); m_absorb += amount; m_heal -= amount; amount = std::min(amount, GetEffectiveHeal()); m_effectiveHeal -= amount; } void SetHeal(uint32 amount) { m_heal = amount; } void SetEffectiveHeal(uint32 amount) { m_effectiveHeal = amount; } [[nodiscard]] Unit* GetHealer() const { return m_healer; } [[nodiscard]] Unit* GetTarget() const { return m_target; } [[nodiscard]] uint32 GetHeal() const { return m_heal; } [[nodiscard]] uint32 GetEffectiveHeal() const { return m_effectiveHeal; } [[nodiscard]] uint32 GetAbsorb() const { return m_absorb; } [[nodiscard]] SpellInfo const* GetSpellInfo() const { return m_spellInfo; }; [[nodiscard]] SpellSchoolMask GetSchoolMask() const { return m_schoolMask; }; }; class ProcEventInfo { private: Unit* const _actor; Unit* const _actionTarget; Unit* const _procTarget; uint32 _typeMask; uint32 _spellTypeMask; uint32 _spellPhaseMask; uint32 _hitMask; uint32 _cooldown; Spell const* _spell; DamageInfo* _damageInfo; HealInfo* _healInfo; SpellInfo const* const _triggeredByAuraSpell; int8 _procAuraEffectIndex; std::optional _chance; public: explicit ProcEventInfo(Unit* actor, Unit* actionTarget, Unit* procTarget, uint32 typeMask, uint32 spellTypeMask, uint32 spellPhaseMask, uint32 hitMask, Spell const* spell, DamageInfo* damageInfo, HealInfo* healInfo, SpellInfo const* triggeredByAuraSpell = nullptr, int8 procAuraEffectIndex = -1); Unit* GetActor() { return _actor; }; [[nodiscard]] Unit* GetActionTarget() const { return _actionTarget; } [[nodiscard]] Unit* GetProcTarget() const { return _procTarget; } [[nodiscard]] uint32 GetTypeMask() const { return _typeMask; } [[nodiscard]] uint32 GetSpellTypeMask() const { return _spellTypeMask; } [[nodiscard]] uint32 GetSpellPhaseMask() const { return _spellPhaseMask; } [[nodiscard]] uint32 GetHitMask() const { return _hitMask; } [[nodiscard]] SpellInfo const* GetSpellInfo() const; [[nodiscard]] SpellSchoolMask GetSchoolMask() const { return SPELL_SCHOOL_MASK_NONE; } [[nodiscard]] Spell const* GetProcSpell() const { return _spell; } [[nodiscard]] DamageInfo* GetDamageInfo() const { return _damageInfo; } [[nodiscard]] HealInfo* GetHealInfo() const { return _healInfo; } [[nodiscard]] SpellInfo const* GetTriggerAuraSpell() const { return _triggeredByAuraSpell; } [[nodiscard]] int8 GetTriggerAuraEffectIndex() const { return _procAuraEffectIndex; } [[nodiscard]] uint32 GetProcCooldown() const { return _cooldown; } void SetProcCooldown(uint32 cooldown) { _cooldown = cooldown; } [[nodiscard]] std::optional GetProcChance() const { return _chance; } void SetProcChance(float chance) { _chance = chance; } void ResetProcChance() { _chance.reset(); } }; // Struct for use in Unit::CalculateMeleeDamage // Need create structure like in SMSG_ATTACKERSTATEUPDATE opcode struct CalcDamageInfo { Unit* attacker; // Attacker Unit* target; // Target for damage struct { uint32 damageSchoolMask; uint32 damage; uint32 absorb; uint32 resist; } damages[MAX_ITEM_PROTO_DAMAGES]; uint32 blocked_amount; uint32 HitInfo; uint32 TargetState; // Helper WeaponAttackType attackType; // uint32 procAttacker; uint32 procVictim; uint32 procEx; uint32 cleanDamage; // Used only for rage calculation MeleeHitOutcome hitOutCome; /// @todo: remove this field (need use TargetState) }; // Spell damage info structure based on structure sending in SMSG_SPELLNONMELEEDAMAGELOG opcode struct SpellNonMeleeDamage { SpellNonMeleeDamage(Unit* _attacker, Unit* _target, SpellInfo const* _spellInfo, uint32 _schoolMask) : target(_target), attacker(_attacker), spellInfo(_spellInfo), damage(0), overkill(0), schoolMask(_schoolMask), absorb(0), resist(0), physicalLog(false), unused(false), blocked(0), HitInfo(0), cleanDamage(0) {} Unit* target; Unit* attacker; SpellInfo const* spellInfo; uint32 damage; uint32 overkill; uint32 schoolMask; uint32 absorb; uint32 resist; bool physicalLog; bool unused; uint32 blocked; uint32 HitInfo; // Used for help uint32 cleanDamage; }; struct SpellPeriodicAuraLogInfo { SpellPeriodicAuraLogInfo(AuraEffect const* _auraEff, uint32 _damage, uint32 _overDamage, uint32 _absorb, uint32 _resist, float _multiplier, bool _critical) : auraEff(_auraEff), damage(_damage), overDamage(_overDamage), absorb(_absorb), resist(_resist), multiplier(_multiplier), critical(_critical) {} AuraEffect const* auraEff; uint32 damage; uint32 overDamage; // overkill/overheal uint32 absorb; uint32 resist; float multiplier; bool critical; }; void createProcFlags(SpellInfo const* spellInfo, WeaponAttackType attackType, bool positive, uint32& procAttacker, uint32& procVictim); uint32 createProcExtendMask(SpellNonMeleeDamage* damageInfo, SpellMissInfo missCondition); #define MAX_DECLINED_NAME_CASES 5 struct DeclinedName { std::string name[MAX_DECLINED_NAME_CASES]; }; enum CurrentSpellTypes { CURRENT_MELEE_SPELL = 0, CURRENT_GENERIC_SPELL = 1, CURRENT_CHANNELED_SPELL = 2, CURRENT_AUTOREPEAT_SPELL = 3 }; #define CURRENT_FIRST_NON_MELEE_SPELL 1 #define CURRENT_MAX_SPELL 4 enum ReactStates : uint8 { REACT_PASSIVE = 0, REACT_DEFENSIVE = 1, REACT_AGGRESSIVE = 2 }; enum CommandStates : uint8 { COMMAND_STAY = 0, COMMAND_FOLLOW = 1, COMMAND_ATTACK = 2, COMMAND_ABANDON = 3 }; enum class SearchMethod { MatchAll, MatchAny }; typedef std::list SharedVisionList; enum class DualWieldMode : uint8 { AUTO = 0, // non-player units must have a valid offhand weapon to enable dual wield DISABLED = 1, ENABLED = 2, }; struct AttackPosition { AttackPosition(Position pos) : _pos(std::move(pos)), _taken(false) {} bool operator==(const int val) { return !val; }; int operator=(const int val) { if (!val) { // _pos = nullptr; _taken = false; return 0; // nullptr } return 0; // nullptr }; Position _pos; bool _taken; }; // for clearing special attacks #define REACTIVE_TIMER_START 5000 enum ReactiveType { REACTIVE_DEFENSE = 0, REACTIVE_HUNTER_PARRY = 1, REACTIVE_OVERPOWER = 2, REACTIVE_WOLVERINE_BITE = 3, MAX_REACTIVE }; /// Spell cooldown flags sent in SMSG_SPELL_COOLDOWN enum SpellCooldownFlags { SPELL_COOLDOWN_FLAG_NONE = 0x0, SPELL_COOLDOWN_FLAG_INCLUDE_GCD = 0x1, ///< Starts GCD in addition to normal cooldown specified in the packet SPELL_COOLDOWN_FLAG_INCLUDE_EVENT_COOLDOWNS = 0x2 ///< Starts GCD for spells that should start their cooldown on events, requires SPELL_COOLDOWN_FLAG_INCLUDE_GCD set }; typedef std::unordered_map PacketCooldowns; // delay time next attack to prevent client attack animation problems #define ATTACK_DISPLAY_DELAY 200 #define MAX_PLAYER_STEALTH_DETECT_RANGE 30.0f // max distance for detection targets by player struct SpellProcEventEntry; // used only privately enum class SpeedOpcodeIndex : uint32 { PC, NPC, ACK_RESPONSE, MAX }; typedef const Opcodes SpeedOpcodePair[static_cast(SpeedOpcodeIndex::MAX)]; SpeedOpcodePair SetSpeed2Opc_table[MAX_MOVE_TYPE] = { {SMSG_FORCE_WALK_SPEED_CHANGE, SMSG_SPLINE_SET_WALK_SPEED, MSG_MOVE_SET_WALK_SPEED}, {SMSG_FORCE_RUN_SPEED_CHANGE, SMSG_SPLINE_SET_RUN_SPEED, MSG_MOVE_SET_RUN_SPEED}, {SMSG_FORCE_RUN_BACK_SPEED_CHANGE, SMSG_SPLINE_SET_RUN_BACK_SPEED, MSG_MOVE_SET_RUN_BACK_SPEED}, {SMSG_FORCE_SWIM_SPEED_CHANGE, SMSG_SPLINE_SET_SWIM_SPEED, MSG_MOVE_SET_SWIM_SPEED}, {SMSG_FORCE_SWIM_BACK_SPEED_CHANGE, SMSG_SPLINE_SET_SWIM_BACK_SPEED, MSG_MOVE_SET_SWIM_BACK_SPEED}, {SMSG_FORCE_TURN_RATE_CHANGE, SMSG_SPLINE_SET_TURN_RATE, MSG_MOVE_SET_TURN_RATE}, {SMSG_FORCE_FLIGHT_SPEED_CHANGE, SMSG_SPLINE_SET_FLIGHT_SPEED, MSG_MOVE_SET_FLIGHT_SPEED}, {SMSG_FORCE_FLIGHT_BACK_SPEED_CHANGE, SMSG_SPLINE_SET_FLIGHT_BACK_SPEED, MSG_MOVE_SET_FLIGHT_BACK_SPEED}, {SMSG_FORCE_PITCH_RATE_CHANGE, SMSG_SPLINE_SET_PITCH_RATE, MSG_MOVE_SET_PITCH_RATE}, }; class Unit : public WorldObject { public: typedef std::unordered_set AttackerSet; typedef std::set ControlSet; typedef std::multimap AuraMap; typedef std::pair AuraMapBounds; typedef std::pair AuraMapBoundsNonConst; typedef std::multimap AuraApplicationMap; typedef std::pair AuraApplicationMapBounds; typedef std::pair AuraApplicationMapBoundsNonConst; typedef std::multimap AuraStateAurasMap; typedef std::pair AuraStateAurasMapBounds; typedef std::vector AuraEffectList; typedef std::list AuraList; typedef std::list AuraApplicationList; typedef std::list Diminishing; typedef GuidUnorderedSet ComboPointHolderSet; typedef std::map VisibleAuraMap; ~Unit() override; void Update(uint32 time) override; UnitAI* GetAI() { return i_AI; } void SetAI(UnitAI* newAI) { i_AI = newAI; } void AddToWorld() override; void RemoveFromWorld() override; void CleanupBeforeRemoveFromMap(bool finalCleanup); void CleanupsBeforeDelete(bool finalCleanup = true) override; // used in ~Creature/~Player (or before mass creature delete to remove cross-references to already deleted units) [[nodiscard]] virtual bool isBeingLoaded() const { return false;} [[nodiscard]] bool IsDuringRemoveFromWorld() const {return m_duringRemoveFromWorld;} /*********************************************************/ /*** UNIT HELPERS ***/ /*********************************************************/ void SetUInt32Value(uint16 index, uint32 value); /// @todo: move this in Object class or move GetUInt32value here but keep consistency [[nodiscard]] Unit* GetOwner() const; // GUID Methods [[nodiscard]] ObjectGuid GetOwnerGUID() const { return GetGuidValue(UNIT_FIELD_SUMMONEDBY); } void SetOwnerGUID(ObjectGuid owner); [[nodiscard]] ObjectGuid GetCreatorGUID() const { return GetGuidValue(UNIT_FIELD_CREATEDBY); } void SetCreatorGUID(ObjectGuid creator) { SetGuidValue(UNIT_FIELD_CREATEDBY, creator); } [[nodiscard]] ObjectGuid GetMinionGUID() const { return GetGuidValue(UNIT_FIELD_SUMMON); } void SetMinionGUID(ObjectGuid guid) { SetGuidValue(UNIT_FIELD_SUMMON, guid); } [[nodiscard]] ObjectGuid GetCharmerGUID() const { return GetGuidValue(UNIT_FIELD_CHARMEDBY); } void SetCharmerGUID(ObjectGuid owner) { SetGuidValue(UNIT_FIELD_CHARMEDBY, owner); } [[nodiscard]] ObjectGuid GetCharmGUID() const { return GetGuidValue(UNIT_FIELD_CHARM); } void SetPetGUID(ObjectGuid guid) { m_SummonSlot[SUMMON_SLOT_PET] = guid; } [[nodiscard]] ObjectGuid GetPetGUID() const { return m_SummonSlot[SUMMON_SLOT_PET]; } void SetCritterGUID(ObjectGuid guid) { SetGuidValue(UNIT_FIELD_CRITTER, guid); } [[nodiscard]] ObjectGuid GetCritterGUID() const { return GetGuidValue(UNIT_FIELD_CRITTER); } [[nodiscard]] ObjectGuid GetTransGUID() const override; /// @todo: move this in Object ckass as others casting pointers Pet* ToPet() { if (IsPet()) return reinterpret_cast(this); else return nullptr; } Totem* ToTotem() { if (IsTotem()) return reinterpret_cast(this); else return nullptr; } TempSummon* ToTempSummon() { if (IsSummon()) return reinterpret_cast(this); else return nullptr; } [[nodiscard]] const TempSummon* ToTempSummon() const { if (IsSummon()) return reinterpret_cast(this); else return nullptr; } // Unit state void AddUnitState(uint32 f) { m_state |= f; } [[nodiscard]] bool HasUnitState(const uint32 f) const { return (m_state & f); } void ClearUnitState(uint32 f) { m_state &= ~f; } [[nodiscard]] uint32 GetUnitState() const { return m_state; } // Unit mask [[nodiscard]] uint32 HasUnitTypeMask(uint32 mask) const { return mask & m_unitTypeMask; } void AddUnitTypeMask(uint32 mask) { m_unitTypeMask |= mask; } [[nodiscard]] uint32 GetUnitTypeMask() const { return m_unitTypeMask; } // Unit flags UnitFlags GetUnitFlags() const { return UnitFlags(GetUInt32Value(UNIT_FIELD_FLAGS)); } bool HasUnitFlag(UnitFlags flags) const { return HasFlag(UNIT_FIELD_FLAGS, flags); } /// @brief UnitFlags available in UnitDefines.h void SetUnitFlag(UnitFlags flags) { SetFlag(UNIT_FIELD_FLAGS, flags); } /// @brief UnitFlags available in UnitDefines.h void RemoveUnitFlag(UnitFlags flags) { RemoveFlag(UNIT_FIELD_FLAGS, flags); } /// @brief Remove the Unit flag specify only void ReplaceAllUnitFlags(UnitFlags flags) { SetUInt32Value(UNIT_FIELD_FLAGS, flags); } /// @brief Remove all UnitFlags and set new ones. UnitFlags available in UnitDefines.h UnitFlags2 GetUnitFlags2() const { return UnitFlags2(GetUInt32Value(UNIT_FIELD_FLAGS_2)); } bool HasUnitFlag2(UnitFlags2 flags) const { return HasFlag(UNIT_FIELD_FLAGS_2, flags); } void SetUnitFlag2(UnitFlags2 flags) { SetFlag(UNIT_FIELD_FLAGS_2, flags); } void RemoveUnitFlag2(UnitFlags2 flags) { RemoveFlag(UNIT_FIELD_FLAGS_2, flags); } void ReplaceAllUnitFlags2(UnitFlags2 flags) { SetUInt32Value(UNIT_FIELD_FLAGS_2, flags); } void SetEmoteState(Emote emoteState) { SetUInt32Value(UNIT_NPC_EMOTESTATE, emoteState); } /// @brief Sets emote state (looping emote). Emotes available in SharedDefines.h void ClearEmoteState() { SetEmoteState(EMOTE_ONESHOT_NONE); } /// @brief Clears emote state (looping emote) // NPC flags NPCFlags GetNpcFlags() const { return NPCFlags(GetUInt32Value(UNIT_NPC_FLAGS)); } bool HasNpcFlag(NPCFlags flags) const { return HasFlag(UNIT_NPC_FLAGS, flags) != 0; } void SetNpcFlag(NPCFlags flags) { SetFlag(UNIT_NPC_FLAGS, flags); } void RemoveNpcFlag(NPCFlags flags) { RemoveFlag(UNIT_NPC_FLAGS, flags); } void ReplaceAllNpcFlags(NPCFlags flags) { SetUInt32Value(UNIT_NPC_FLAGS, flags); } uint32 GetDynamicFlags() const override { return GetUInt32Value(UNIT_DYNAMIC_FLAGS); } void ReplaceAllDynamicFlags(uint32 flag) override { SetUInt32Value(UNIT_DYNAMIC_FLAGS, flag); } // Movement flags void AddUnitMovementFlag(uint32 f) { m_movementInfo.flags |= f; } void RemoveUnitMovementFlag(uint32 f) { m_movementInfo.flags &= ~f; } [[nodiscard]] bool HasUnitMovementFlag(uint32 f) const { return (m_movementInfo.flags & f) != 0; } [[nodiscard]] uint32 GetUnitMovementFlags() const { return m_movementInfo.flags; } void SetUnitMovementFlags(uint32 f) { m_movementInfo.flags = f; } void AddExtraUnitMovementFlag(uint16 f) { m_movementInfo.flags2 |= f; } void RemoveExtraUnitMovementFlag(uint16 f) { m_movementInfo.flags2 &= ~f; } [[nodiscard]] uint16 HasExtraUnitMovementFlag(uint16 f) const { return m_movementInfo.flags2 & f; } [[nodiscard]] uint16 GetExtraUnitMovementFlags() const { return m_movementInfo.flags2; } void SetExtraUnitMovementFlags(uint16 f) { m_movementInfo.flags2 = f; } inline bool IsCrowdControlled() const { return HasFlag(UNIT_FIELD_FLAGS, (UNIT_FLAG_CONFUSED | UNIT_FLAG_FLEEING | UNIT_FLAG_STUNNED)); } inline bool IsImmobilizedState() const { return HasUnitState(UNIT_STATE_ROOT | UNIT_STATE_STUNNED); } void SetAnimTier(AnimTier animTier); /*********************************************************/ /*** UNIT TYPES, CLASSES, RACES... ***/ /*********************************************************/ // Unit type methods [[nodiscard]] bool IsSummon() const { return m_unitTypeMask & UNIT_MASK_SUMMON; } [[nodiscard]] bool IsGuardian() const { return m_unitTypeMask & UNIT_MASK_GUARDIAN; } [[nodiscard]] bool IsControllableGuardian() const { return m_unitTypeMask & UNIT_MASK_CONTROLLABLE_GUARDIAN; } [[nodiscard]] bool IsPet() const { return m_unitTypeMask & UNIT_MASK_PET; } [[nodiscard]] bool IsHunterPet() const { return m_unitTypeMask & UNIT_MASK_HUNTER_PET; } [[nodiscard]] bool IsTotem() const { return m_unitTypeMask & UNIT_MASK_TOTEM; } [[nodiscard]] bool IsVehicle() const { return m_unitTypeMask & UNIT_MASK_VEHICLE; } // NPC type methods [[nodiscard]] bool IsVendor() const { return HasNpcFlag(UNIT_NPC_FLAG_VENDOR); } [[nodiscard]] bool IsTrainer() const { return HasNpcFlag(UNIT_NPC_FLAG_TRAINER); } [[nodiscard]] bool IsQuestGiver() const { return HasNpcFlag(UNIT_NPC_FLAG_QUESTGIVER); } [[nodiscard]] bool IsGossip() const { return HasNpcFlag(UNIT_NPC_FLAG_GOSSIP); } [[nodiscard]] bool IsTaxi() const { return HasNpcFlag(UNIT_NPC_FLAG_FLIGHTMASTER); } [[nodiscard]] bool IsGuildMaster() const { return HasNpcFlag(UNIT_NPC_FLAG_PETITIONER); } [[nodiscard]] bool IsBattleMaster() const { return HasNpcFlag(UNIT_NPC_FLAG_BATTLEMASTER); } [[nodiscard]] bool IsBanker() const { return HasNpcFlag(UNIT_NPC_FLAG_BANKER); } [[nodiscard]] bool IsInnkeeper() const { return HasNpcFlag(UNIT_NPC_FLAG_INNKEEPER); } [[nodiscard]] bool IsSpiritHealer() const { return HasNpcFlag(UNIT_NPC_FLAG_SPIRITHEALER); } [[nodiscard]] bool IsSpiritGuide() const { return HasNpcFlag(UNIT_NPC_FLAG_SPIRITGUIDE); } [[nodiscard]] bool IsTabardDesigner() const { return HasNpcFlag(UNIT_NPC_FLAG_TABARDDESIGNER); } [[nodiscard]] bool IsAuctioner() const { return HasNpcFlag(UNIT_NPC_FLAG_AUCTIONEER); } [[nodiscard]] bool IsArmorer() const { return HasNpcFlag(UNIT_NPC_FLAG_REPAIR); } [[nodiscard]] bool IsServiceProvider() const { return HasNpcFlag(UNIT_NPC_FLAG_VENDOR | UNIT_NPC_FLAG_TRAINER | UNIT_NPC_FLAG_FLIGHTMASTER | UNIT_NPC_FLAG_PETITIONER | UNIT_NPC_FLAG_BATTLEMASTER | UNIT_NPC_FLAG_BANKER | UNIT_NPC_FLAG_INNKEEPER | UNIT_NPC_FLAG_SPIRITHEALER | UNIT_NPC_FLAG_SPIRITGUIDE | UNIT_NPC_FLAG_TABARDDESIGNER | UNIT_NPC_FLAG_AUCTIONEER); } [[nodiscard]] bool IsSpiritService() const { return HasNpcFlag(UNIT_NPC_FLAG_SPIRITHEALER | UNIT_NPC_FLAG_SPIRITGUIDE); } // Creature type [[nodiscard]] uint32 GetCreatureType() const; [[nodiscard]] uint32 GetCreatureTypeMask() const { uint32 creatureType = GetCreatureType(); return (creatureType >= 1) ? (1 << (creatureType - 1)) : 0; } [[nodiscard]] bool IsCritter() const { return GetCreatureType() == CREATURE_TYPE_CRITTER; } // Race methods [[nodiscard]] uint8 getRace(bool original = false) const; void setRace(uint8 race); [[nodiscard]] uint32 getRaceMask() const { return 1 << (getRace(true) - 1); } [[nodiscard]] DisplayRace GetDisplayRaceFromModelId(uint32 modelId) const; [[nodiscard]] DisplayRace GetDisplayRace() const { return GetDisplayRaceFromModelId(GetDisplayId()); }; // Class methods [[nodiscard]] uint8 getClass() const { return GetByteValue(UNIT_FIELD_BYTES_0, 1); } [[nodiscard]] virtual bool IsClass(Classes unitClass, [[maybe_unused]] ClassContext context = CLASS_CONTEXT_NONE) const { return (getClass() == unitClass); } [[nodiscard]] uint32 getClassMask() const { return 1 << (getClass() - 1); } // Gender methods [[nodiscard]] uint8 getGender() const { return GetByteValue(UNIT_FIELD_BYTES_0, 2); } // Factions methods [[nodiscard]] uint32 GetFaction() const { return GetUInt32Value(UNIT_FIELD_FACTIONTEMPLATE); } [[nodiscard]] FactionTemplateEntry const* GetFactionTemplateEntry() const; void SetFaction(uint32 faction); void RestoreFaction(); [[nodiscard]] uint32 GetOldFactionId() const { return _oldFactionId; } /*********************************************************/ /*** METHODS RELATED TO COMBATS ***/ /*********************************************************/ // Targets [[nodiscard]] ObjectGuid GetTarget() const { return GetGuidValue(UNIT_FIELD_TARGET); } virtual void SetTarget(ObjectGuid /*guid*/ = ObjectGuid::Empty) = 0; bool isTargetableForAttack(bool checkFakeDeath = true, Unit const* byWho = nullptr) const; bool IsValidAttackTarget(Unit const* target, SpellInfo const* bySpell = nullptr) const; bool _IsValidAttackTarget(Unit const* target, SpellInfo const* bySpell, WorldObject const* obj = nullptr) const; bool IsValidAssistTarget(Unit const* target) const; bool _IsValidAssistTarget(Unit const* target, SpellInfo const* bySpell) const; // Client controlled: check if unit currently is under client control (has active "mover"), optionally check for specific client (server-side) bool IsClientControlled(Player const* exactClient = nullptr) const; // Controlling client: server PoV on which client (player) controls movement of the unit at the moment, obtain "mover" (server-side) Player const* GetClientControlling() const; // Combat range [[nodiscard]] float GetBoundaryRadius() const { return m_floatValues[UNIT_FIELD_BOUNDINGRADIUS]; } [[nodiscard]] float GetCombatReach() const override { return m_floatValues[UNIT_FIELD_COMBATREACH]; } [[nodiscard]] float GetMeleeReach() const { float reach = m_floatValues[UNIT_FIELD_COMBATREACH]; return reach > MIN_MELEE_REACH ? reach : MIN_MELEE_REACH; } [[nodiscard]] bool IsWithinRange(Unit const* obj, float dist) const; bool IsWithinBoundaryRadius(const Unit* obj) const; bool IsWithinCombatRange(Unit const* obj, float dist2compare) const; bool IsWithinMeleeRange(Unit const* obj, float dist = 0.f) const; float GetMeleeRange(Unit const* target) const; void setAttackTimer(WeaponAttackType type, int32 time) { m_attackTimer[type] = time; } /// @todo - Look to convert to std::chrono void resetAttackTimer(WeaponAttackType type = BASE_ATTACK); [[nodiscard]] int32 getAttackTimer(WeaponAttackType type) const { return m_attackTimer[type]; } [[nodiscard]] bool isAttackReady(WeaponAttackType type = BASE_ATTACK) const { return m_attackTimer[type] <= 0; } virtual SpellSchoolMask GetMeleeDamageSchoolMask(WeaponAttackType attackType = BASE_ATTACK, uint8 damageIndex = 0) const = 0; bool GetRandomContactPoint(Unit const* target, float& x, float& y, float& z, bool force = false) const; [[nodiscard]] Unit* getAttackerForHelper() const; // If someone wants to help, who to give them bool Attack(Unit* victim, bool meleeAttack); void CastStop(uint32 except_spellid = 0, bool withInstant = true); bool AttackStop(); void RemoveAllAttackers(); [[nodiscard]] AttackerSet const& getAttackers() const { return m_attackers; } [[nodiscard]] bool GetMeleeAttackPoint(Unit* attacker, Position& pos); [[nodiscard]] bool isAttackingPlayer() const; [[nodiscard]] Unit* GetVictim() const { return m_attacking; } void CombatStop(bool includingCast = false); void CombatStopWithPets(bool includingCast = false); void StopAttackFaction(uint32 faction_id); void StopAttackingInvalidTarget(); Unit* SelectNearbyTarget(Unit* exclude = nullptr, float dist = NOMINAL_MELEE_RANGE) const; Unit* SelectNearbyNoTotemTarget(Unit* exclude = nullptr, float dist = NOMINAL_MELEE_RANGE) const; void SendMeleeAttackStop(Unit* victim = nullptr); void SendMeleeAttackStart(Unit* victim, Player* sendTo = nullptr); [[nodiscard]] uint32 GetAttackTime(WeaponAttackType att) const { float f_BaseAttackTime = GetFloatValue(static_cast(UNIT_FIELD_BASEATTACKTIME) + att) / m_modAttackSpeedPct[att]; return (uint32)f_BaseAttackTime; } void SetAttackTime(WeaponAttackType att, uint32 val) { SetFloatValue(static_cast(UNIT_FIELD_BASEATTACKTIME) + att, val * m_modAttackSpeedPct[att]); } void ApplyAttackTimePercentMod(WeaponAttackType att, float val, bool apply); void ApplyCastTimePercentMod(float val, bool apply); void SetImmuneToAll(bool apply, bool keepCombat = false) { SetImmuneToPC(apply, keepCombat); SetImmuneToNPC(apply, keepCombat); } bool IsImmuneToAll() const { return IsImmuneToPC() && IsImmuneToNPC(); } void SetImmuneToPC(bool apply, bool keepCombat = false); bool IsImmuneToPC() const { return HasUnitFlag(UNIT_FLAG_IMMUNE_TO_PC); } void SetImmuneToNPC(bool apply, bool keepCombat = false); bool IsImmuneToNPC() const { return HasUnitFlag(UNIT_FLAG_IMMUNE_TO_NPC); } bool IsEngaged() const { return IsInCombat(); } bool IsEngagedBy(Unit const* who) const { return IsInCombatWith(who); } [[nodiscard]] bool IsInCombat() const { return HasUnitFlag(UNIT_FLAG_IN_COMBAT); } bool IsInCombatWith(Unit const* who) const; [[nodiscard]] bool IsPetInCombat() const { return HasUnitFlag(UNIT_FLAG_PET_IN_COMBAT); } void CombatStart(Unit* target, bool initialAggro = true); void CombatStartOnCast(Unit* target, bool initialAggro = true, uint32 duration = 0); void SetInCombatState(bool PvP, Unit* enemy = nullptr, uint32 duration = 0); void SetInCombatWith(Unit* enemy, uint32 duration = 0); void ClearInCombat(); void ClearInPetCombat(); [[nodiscard]] uint32 GetCombatTimer() const { return m_CombatTimer; } void SetCombatTimer(uint32 timer) { m_CombatTimer = timer; } // Threat related methods [[nodiscard]] bool CanHaveThreatList(bool skipAliveCheck = false) const; void AddThreat(Unit* victim, float fThreat, SpellSchoolMask schoolMask = SPELL_SCHOOL_MASK_NORMAL, SpellInfo const* threatSpell = nullptr); float ApplyTotalThreatModifier(float fThreat, SpellSchoolMask schoolMask = SPELL_SCHOOL_MASK_NORMAL); void TauntApply(Unit* victim); void TauntFadeOut(Unit* taunter); ThreatMgr& GetThreatMgr() { return m_ThreatMgr; } ThreatMgr const& GetThreatMgr() const { return m_ThreatMgr; } void addHatedBy(HostileReference* pHostileReference) { m_HostileRefMgr.insertFirst(pHostileReference); }; void removeHatedBy(HostileReference* /*pHostileReference*/) { /* nothing to do yet */ } HostileRefMgr& getHostileRefMgr() { return m_HostileRefMgr; } // Redirect Threat void SetRedirectThreat(ObjectGuid guid, uint32 pct) { _redirectThreatInfo.Set(guid, pct); } void ResetRedirectThreat() { SetRedirectThreat(ObjectGuid::Empty, 0); } void ModifyRedirectThreat(int32 amount) { _redirectThreatInfo.ModifyThreatPct(amount); } uint32 GetRedirectThreatPercent() { return _redirectThreatInfo.GetThreatPct(); } [[nodiscard]] Unit* GetRedirectThreatTarget() const; void SetLastDamagedTargetGuid(ObjectGuid const& guid) { _lastDamagedTargetGuid = guid; } [[nodiscard]] ObjectGuid const& GetLastDamagedTargetGuid() const { return _lastDamagedTargetGuid; } void AttackerStateUpdate (Unit* victim, WeaponAttackType attType = BASE_ATTACK, bool extra = false, bool ignoreCasting = false); // Weapons systems [[nodiscard]] bool haveOffhandWeapon() const; [[nodiscard]] bool CanDualWield() const { return _dualWieldMode == DualWieldMode::ENABLED; } virtual void SetCanDualWield(bool value) { _dualWieldMode = value ? DualWieldMode::ENABLED : DualWieldMode::DISABLED; } virtual void SetDualWieldMode(DualWieldMode mode) { _dualWieldMode = mode; } virtual bool HasWeapon(WeaponAttackType type) const = 0; inline bool HasMainhandWeapon() const { return HasWeapon(BASE_ATTACK); } inline bool HasOffhandWeapon() const { return HasWeapon(OFF_ATTACK); } inline bool HasRangedWeapon() const { return HasWeapon(RANGED_ATTACK); } inline bool hasMainhandWeaponForAttack() const { return HasWeaponForAttack(BASE_ATTACK); } virtual bool HasWeaponForAttack(WeaponAttackType type) const { return CanUseAttackType(type); } inline bool HasMainhandWeaponForAttack() const { return HasWeaponForAttack(BASE_ATTACK); } inline bool HasOffhandWeaponForAttack() const { return HasWeaponForAttack(OFF_ATTACK); } inline bool HasRangedWeaponForAttack() const { return HasWeaponForAttack(RANGED_ATTACK); } [[nodiscard]] bool CanUseAttackType(WeaponAttackType attacktype) const { switch (attacktype) { case BASE_ATTACK: return !HasUnitFlag(UNIT_FLAG_DISARMED); case OFF_ATTACK: return !HasUnitFlag2(UNIT_FLAG2_DISARM_OFFHAND); case RANGED_ATTACK: return !HasUnitFlag2(UNIT_FLAG2_DISARM_RANGED); default: return true; } } // Extra attacks void HandleProcExtraAttackFor(Unit* victim, uint32 count); void SetLastExtraAttackSpell(uint32 spellId) { _lastExtraAttackSpell = spellId; } [[nodiscard]] uint32 GetLastExtraAttackSpell() const { return _lastExtraAttackSpell; } void AddExtraAttacks(uint32 count); // Combot points system [[nodiscard]] uint8 GetComboPoints(Unit const* who = nullptr) const { return (who && m_comboTarget != who) ? 0 : m_comboPoints; } [[nodiscard]] uint8 GetComboPoints(ObjectGuid const& guid) const { return (m_comboTarget && m_comboTarget->GetGUID() == guid) ? m_comboPoints : 0; } [[nodiscard]] Unit* GetComboTarget() const { return m_comboTarget; } [[nodiscard]] ObjectGuid const GetComboTargetGUID() const { return m_comboTarget ? m_comboTarget->GetGUID() : ObjectGuid::Empty; } void AddComboPoints(Unit* target, int8 count); void AddComboPoints(int8 count) { AddComboPoints(nullptr, count); } void ClearComboPoints(); void AddComboPointHolder(Unit* unit) { m_ComboPointHolders.insert(unit); } void RemoveComboPointHolder(Unit* unit) { m_ComboPointHolders.erase(unit); } void ClearComboPointHolders(); // PvP void SetContestedPvP(Player* attackedPlayer = nullptr, bool lookForNearContestedGuards = true); [[nodiscard]] bool IsContestedGuard() const { if (FactionTemplateEntry const* entry = GetFactionTemplateEntry()) return entry->IsContestedGuardFaction(); return false; } [[nodiscard]] bool RespondsToCallForHelp() const { if (FactionTemplateEntry const* entry = GetFactionTemplateEntry()) return entry->FactionRespondsToCallForHelp(); return false; } [[nodiscard]] bool IsInSanctuary() const { return HasByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_SANCTUARY); } [[nodiscard]] bool IsPvP() const { return HasByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_PVP); } [[nodiscard]] bool IsFFAPvP() const { return HasByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP); } void SetPvP(bool state) { if (state) SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_PVP); else RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_PVP); } /*********************************************************/ /*** METHODS RELATED TO STATS ***/ /*********************************************************/ // stat system [[nodiscard]] float GetStat(Stats stat) const { return float(GetUInt32Value(static_cast(UNIT_FIELD_STAT0) + stat)); } void SetStat(Stats stat, int32 val) { SetStatInt32Value(static_cast(UNIT_FIELD_STAT0) + stat, val); } [[nodiscard]] Stats GetStatByAuraGroup(UnitMods unitMod) const; [[nodiscard]] float GetCreateStat(Stats stat) const { return m_createStats[stat]; } void SetCreateStat(Stats stat, float val) { m_createStats[stat] = val; } [[nodiscard]] float GetPosStat(Stats stat) const { return GetFloatValue(static_cast(UNIT_FIELD_POSSTAT0) + stat); } [[nodiscard]] float GetNegStat(Stats stat) const { return GetFloatValue(static_cast(UNIT_FIELD_NEGSTAT0) + stat); } void InitStatBuffMods() { for (uint8 i = STAT_STRENGTH; i < MAX_STATS; ++i) SetFloatValue(static_cast(UNIT_FIELD_POSSTAT0) + i, 0); for (uint8 i = STAT_STRENGTH; i < MAX_STATS; ++i) SetFloatValue(static_cast(UNIT_FIELD_NEGSTAT0) + i, 0); } bool HandleStatFlatModifier(UnitMods unitMod, UnitModifierFlatType modifierType, float amount, bool apply); void ApplyStatPctModifier(UnitMods unitMod, UnitModifierPctType modifierType, float amount); void SetStatFlatModifier(UnitMods unitMod, UnitModifierFlatType modifierType, float val); void SetStatPctModifier(UnitMods unitMod, UnitModifierPctType modifierType, float val); [[nodiscard]] float GetFlatModifierValue(UnitMods unitMod, UnitModifierFlatType modifierType) const; [[nodiscard]] float GetPctModifierValue(UnitMods unitMod, UnitModifierPctType modifierType) const; void UpdateUnitMod(UnitMods unitMod); // only players have item requirements [[nodiscard]] virtual bool CheckAttackFitToAuraRequirement(WeaponAttackType /*attackType*/, AuraEffect const* /*aurEff*/) const { return true; } virtual void UpdateDamageDoneMods(WeaponAttackType attackType, int32 skipEnchantSlot = -1); void UpdateAllDamageDoneMods(); void UpdateDamagePctDoneMods(WeaponAttackType attackType); void UpdateAllDamagePctDoneMods(); [[nodiscard]] float GetTotalStatValue(Stats stat, float additionalValue = 0.0f) const; void SetCanModifyStats(bool modifyStats) { m_canModifyStats = modifyStats; } [[nodiscard]] bool CanModifyStats() const { return m_canModifyStats; } void UpdateStatBuffMod(Stats stat); // Unit level methods [[nodiscard]] uint8 GetLevel() const { return uint8(GetUInt32Value(UNIT_FIELD_LEVEL)); } uint8 getLevelForTarget(WorldObject const* /*target*/) const override { return GetLevel(); } void SetLevel(uint8 lvl, bool showLevelChange = true); // Health methods [[nodiscard]] uint32 GetHealth() const { return GetUInt32Value(UNIT_FIELD_HEALTH); } [[nodiscard]] uint32 GetMaxHealth() const { return GetUInt32Value(UNIT_FIELD_MAXHEALTH); } [[nodiscard]] float GetHealthPct() const { return GetMaxHealth() ? 100.f * GetHealth() / GetMaxHealth() : 0.0f; } int32 GetHealthGain(int32 dVal); [[nodiscard]] uint32 GetCreateHealth() const { return GetUInt32Value(UNIT_FIELD_BASE_HEALTH); } [[nodiscard]] bool IsFullHealth() const { return GetHealth() == GetMaxHealth(); } [[nodiscard]] bool HealthBelowPct(int32 pct) const { return GetHealth() < CountPctFromMaxHealth(pct); } [[nodiscard]] bool HealthBelowPctDamaged(int32 pct, uint32 damage) const { return int64(GetHealth()) - int64(damage) < int64(CountPctFromMaxHealth(pct)); } [[nodiscard]] bool HealthAbovePct(int32 pct) const { return GetHealth() > CountPctFromMaxHealth(pct); } [[nodiscard]] bool HealthAbovePctHealed(int32 pct, uint32 heal) const { return uint64(GetHealth()) + uint64(heal) > CountPctFromMaxHealth(pct); } [[nodiscard]] uint32 CountPctFromMaxHealth(int32 pct) const { return CalculatePct(GetMaxHealth(), pct); } [[nodiscard]] uint32 CountPctFromCurHealth(int32 pct) const { return CalculatePct(GetHealth(), pct); } void SetHealth(uint32 val); void SetMaxHealth(uint32 val); inline void SetFullHealth() { SetHealth(GetMaxHealth()); } int32 ModifyHealth(int32 val); void SetCreateHealth(uint32 val) { SetUInt32Value(UNIT_FIELD_BASE_HEALTH, val); } // Power methods [[nodiscard]] Powers getPowerType() const { return Powers(GetByteValue(UNIT_FIELD_BYTES_0, 3)); } [[nodiscard]] virtual bool HasActivePowerType(Powers power) { return getPowerType() == power; } [[nodiscard]] Powers GetPowerTypeByAuraGroup(UnitMods unitMod) const; [[nodiscard]] uint32 GetPower(Powers power) const { return GetUInt32Value(static_cast(UNIT_FIELD_POWER1) + power); } [[nodiscard]] uint32 GetMaxPower(Powers power) const { return GetUInt32Value(static_cast(UNIT_FIELD_MAXPOWER1) + power); } [[nodiscard]] float GetPowerPct(Powers power) const { return GetMaxPower(power) ? 100.f * GetPower(power) / GetMaxPower(power) : 0.0f; } [[nodiscard]] uint32 GetCreatePowers(Powers power) const; void setPowerType(Powers power); void SetPower(Powers power, uint32 val, bool withPowerUpdate = true, bool fromRegenerate = false); void SetMaxPower(Powers power, uint32 val); int32 ModifyPower(Powers power, int32 val, bool withPowerUpdate = true); void RewardRage(uint32 damage, uint32 weaponSpeedHitFactor, bool attacker); [[nodiscard]] uint32 GetCreateMana() const { return GetUInt32Value(UNIT_FIELD_BASE_MANA); } void SetCreateMana(uint32 val) { SetUInt32Value(UNIT_FIELD_BASE_MANA, val); } [[nodiscard]] bool CanRestoreMana(SpellInfo const* spellInfo) const; void SetLastManaUse(uint32 spellCastTime) { m_lastManaUse = spellCastTime; } [[nodiscard]] bool IsUnderLastManaUseEffect() const; float GetAPMultiplier(WeaponAttackType attType, bool normalized); // Secondary attributes [[nodiscard]] uint32 GetArmor() const { return GetResistance(SPELL_SCHOOL_NORMAL); } void SetArmor(int32 val) { SetResistance(SPELL_SCHOOL_NORMAL, val); } [[nodiscard]] float GetUnitDodgeChance() const; [[nodiscard]] float GetUnitParryChance() const; [[nodiscard]] float GetUnitBlockChance() const; [[nodiscard]] float GetUnitMissChance(WeaponAttackType attType) const; float GetUnitCriticalChance(WeaponAttackType attackType, Unit const* victim) const; MeleeHitOutcome RollMeleeOutcomeAgainst (Unit const* victim, WeaponAttackType attType) const; MeleeHitOutcome RollMeleeOutcomeAgainst (Unit const* victim, WeaponAttackType attType, int32 crit_chance, int32 miss_chance, int32 dodge_chance, int32 parry_chance, int32 block_chance) const; // Resilience static void ApplyResilience(Unit const* victim, float* crit, int32* damage, bool isCrit, CombatRating type); [[nodiscard]] bool CanApplyResilience() const { return m_applyResilience; } // Skills values [[nodiscard]] virtual uint32 GetShieldBlockValue() const = 0; [[nodiscard]] uint32 GetShieldBlockValue(uint32 soft_cap, uint32 hard_cap) const { uint32 value = GetShieldBlockValue(); if (value >= hard_cap) { value = (soft_cap + hard_cap) / 2; } else if (value > soft_cap) { value = soft_cap + ((value - soft_cap) / 2); } return value; } uint32 GetUnitMeleeSkill(Unit const* target = nullptr) const { return (target ? getLevelForTarget(target) : GetLevel()) * 5; } uint32 GetDefenseSkillValue(Unit const* target = nullptr) const; uint32 GetWeaponSkillValue(WeaponAttackType attType, Unit const* target = nullptr) const; // Resistances methods int32 GetMechanicResistChance(SpellInfo const* spell); [[nodiscard]] uint32 GetResistance(SpellSchoolMask mask) const; [[nodiscard]] uint32 GetResistance(SpellSchools school) const { return GetUInt32Value(static_cast(UNIT_FIELD_RESISTANCES) + school); } static float GetEffectiveResistChance(Unit const* owner, SpellSchoolMask schoolMask, Unit const* victim); void SetResistance(SpellSchools school, int32 val) { SetStatInt32Value(static_cast(UNIT_FIELD_RESISTANCES) + school, val); } void UpdateResistanceBuffModsMod(SpellSchools school); //////////// Need triage //////////////// uint16 GetMaxSkillValueForLevel(Unit const* target = nullptr) const { return (target ? getLevelForTarget(target) : GetLevel()) * 5; } [[nodiscard]] float GetTotalAuraModValue(UnitMods unitMod) const; [[nodiscard]] SpellSchools GetSpellSchoolByAuraGroup(UnitMods unitMod) const; float GetTotalAttackPowerValue(WeaponAttackType attType, Unit* pVictim = nullptr) const; [[nodiscard]] float GetWeaponDamageRange(WeaponAttackType attType, WeaponDamageRange type, uint8 damageIndex = 0) const; void SetBaseWeaponDamage(WeaponAttackType attType, WeaponDamageRange damageRange, float value, uint8 damageIndex = 0) { m_weaponDamage[attType][damageRange][damageIndex] = value; } // Virtual methods virtual bool UpdateStats(Stats stat) = 0; virtual bool UpdateAllStats() = 0; virtual void UpdateResistances(uint32 school) = 0; virtual void UpdateAllResistances(); virtual void UpdateArmor() = 0; virtual void UpdateMaxHealth() = 0; virtual void UpdateMaxPower(Powers power) = 0; virtual void UpdateAttackPowerAndDamage(bool ranged = false) = 0; virtual void UpdateDamagePhysical(WeaponAttackType attType); /*********************************************************/ /*** METHODS RELATED TO DAMAGE CACULATIONS ***/ /*********************************************************/ static uint32 DealDamage(Unit* attacker, Unit* victim, uint32 damage, CleanDamage const* cleanDamage = nullptr, DamageEffectType damagetype = DIRECT_DAMAGE, SpellSchoolMask damageSchoolMask = SPELL_SCHOOL_MASK_NORMAL, SpellInfo const* spellProto = nullptr, bool durabilityLoss = true, bool allowGM = false, Spell const* spell = nullptr); void DealMeleeDamage(CalcDamageInfo* damageInfo, bool durabilityLoss); void DealSpellDamage(SpellNonMeleeDamage* damageInfo, bool durabilityLoss, Spell const* spell = nullptr); void DealDamageShieldDamage(Unit* victim); static void DealDamageMods(Unit const* victim, uint32& damage, uint32* absorb); static void Kill(Unit* killer, Unit* victim, bool durabilityLoss = true, WeaponAttackType attackType = BASE_ATTACK, SpellInfo const* spellProto = nullptr, Spell const* spell = nullptr); void KillSelf(bool durabilityLoss = true, WeaponAttackType attackType = BASE_ATTACK, SpellInfo const* spellProto = nullptr, Spell const* spell = nullptr) { Kill(this, this, durabilityLoss, attackType, spellProto, spell); }; // Calculate methods uint32 CalculateDamage(WeaponAttackType attType, bool normalized, bool addTotalPct, uint8 itemDamagesMask = 0); virtual void CalculateMinMaxDamage(WeaponAttackType attType, bool normalized, bool addTotalPct, float& minDamage, float& maxDamage, uint8 damageIndex = 0) = 0; void CalculateMeleeDamage(Unit* victim, CalcDamageInfo* damageInfo, WeaponAttackType attackType = BASE_ATTACK, const bool sittingVictim = false); void CalculateSpellDamageTaken(SpellNonMeleeDamage* damageInfo, int32 damage, SpellInfo const* spellInfo, WeaponAttackType attackType = BASE_ATTACK, bool crit = false); int32 CalculateSpellDamage(Unit const* target, SpellInfo const* spellProto, uint8 effect_index, int32 const* basePoints = nullptr) const; float CalculateDefaultCoefficient(SpellInfo const* spellInfo, DamageEffectType damagetype) const; // Melee damage bonus uint32 MeleeDamageBonusDone(Unit* pVictim, uint32 damage, WeaponAttackType attType, SpellInfo const* spellProto = nullptr, SpellSchoolMask damageSchoolMask = SPELL_SCHOOL_MASK_NORMAL); uint32 MeleeDamageBonusTaken(Unit* attacker, uint32 pdamage, WeaponAttackType attType, SpellInfo const* spellProto = nullptr, SpellSchoolMask damageSchoolMask = SPELL_SCHOOL_MASK_NORMAL); // Spell damage bonus int32 SpellBaseDamageBonusDone(SpellSchoolMask schoolMask); int32 SpellBaseDamageBonusTaken(SpellSchoolMask schoolMask, bool isDoT = false); float SpellPctDamageModsDone(Unit* victim, SpellInfo const* spellProto, DamageEffectType damagetype); uint32 SpellDamageBonusDone(Unit* victim, SpellInfo const* spellProto, uint32 pdamage, DamageEffectType damagetype, uint8 effIndex, float TotalMod = 0.0f, uint32 stack = 1); uint32 SpellDamageBonusTaken(Unit* caster, SpellInfo const* spellProto, uint32 pdamage, DamageEffectType damagetype, uint32 stack = 1); // AOE damages int32 CalculateAOEDamageReduction(int32 damage, uint32 schoolMask, bool npcCaster) const; // Armor reduction static bool IsDamageReducedByArmor(SpellSchoolMask damageSchoolMask, SpellInfo const* spellInfo = nullptr, uint8 effIndex = MAX_SPELL_EFFECTS); static uint32 CalcArmorReducedDamage(Unit const* attacker, Unit const* victim, const uint32 damage, SpellInfo const* spellInfo, uint8 attackerLevel = 0, WeaponAttackType attackType = MAX_ATTACK); // Resilience reduction - player or player's pet resilience (-1%), cap 100% [[nodiscard]] uint32 GetMeleeDamageReduction(uint32 damage) const { return GetCombatRatingDamageReduction(CR_CRIT_TAKEN_MELEE, 2.0f, 100.0f, damage); } [[nodiscard]] uint32 GetRangedDamageReduction(uint32 damage) const { return GetCombatRatingDamageReduction(CR_CRIT_TAKEN_RANGED, 2.0f, 100.0f, damage); } [[nodiscard]] uint32 GetSpellDamageReduction(uint32 damage) const { return GetCombatRatingDamageReduction(CR_CRIT_TAKEN_SPELL, 2.0f, 100.0f, damage); } // Critic damages - For resilience: player or player's pet resilience (-1%) static uint32 SpellCriticalDamageBonus(Unit const* caster, SpellInfo const* spellProto, uint32 damage, Unit const* victim); [[nodiscard]] float GetMeleeCritChanceReduction() const { return GetCombatRatingReduction(CR_CRIT_TAKEN_MELEE); } [[nodiscard]] float GetRangedCritChanceReduction() const { return GetCombatRatingReduction(CR_CRIT_TAKEN_RANGED); } [[nodiscard]] float GetSpellCritChanceReduction() const { return GetCombatRatingReduction(CR_CRIT_TAKEN_SPELL); } [[nodiscard]] uint32 GetMeleeCritDamageReduction(uint32 damage) const { return GetCombatRatingDamageReduction(CR_CRIT_TAKEN_MELEE, 2.2f, 33.0f, damage); } [[nodiscard]] uint32 GetRangedCritDamageReduction(uint32 damage) const { return GetCombatRatingDamageReduction(CR_CRIT_TAKEN_RANGED, 2.2f, 33.0f, damage); } [[nodiscard]] uint32 GetSpellCritDamageReduction(uint32 damage) const { return GetCombatRatingDamageReduction(CR_CRIT_TAKEN_SPELL, 2.2f, 33.0f, damage); } /*********************************************************/ /*** METHODS RELATED TO CHARM SYSTEM ***/ /*********************************************************/ CharmInfo* GetCharmInfo() { return m_charmInfo; } CharmInfo* InitCharmInfo(); [[nodiscard]] Unit* GetCharmer() const; [[nodiscard]] Unit* GetCharm() const; [[nodiscard]] Unit* GetCharmerOrOwner() const { return GetCharmerGUID() ? GetCharmer() : GetOwner(); } [[nodiscard]] Unit* GetCharmerOrOwnerOrSelf() const { if (Unit* u = GetCharmerOrOwner()) return u; return (Unit*)this; } [[nodiscard]] Player* GetCharmerOrOwnerPlayerOrPlayerItself() const; [[nodiscard]] ObjectGuid GetCharmerOrOwnerGUID() const { return GetCharmerGUID() ? GetCharmerGUID() : GetOwnerGUID(); } [[nodiscard]] ObjectGuid GetCharmerOrOwnerOrOwnGUID() const { if (ObjectGuid guid = GetCharmerOrOwnerGUID()) return guid; return GetGUID(); } [[nodiscard]] Player* GetAffectingPlayer() const; [[nodiscard]] Unit* GetFirstControlled() const; [[nodiscard]] bool IsControlledByPlayer() const { return m_ControlledByPlayer; } [[nodiscard]] bool IsCreatedByPlayer() const { return m_CreatedByPlayer; } [[nodiscard]] bool IsCharmedOwnedByPlayerOrPlayer() const { return GetCharmerOrOwnerOrOwnGUID().IsPlayer(); } [[nodiscard]] bool IsCharmed() const { return GetCharmerGUID(); } [[nodiscard]] bool isPossessed() const { return HasUnitState(UNIT_STATE_POSSESSED); } [[nodiscard]] bool isPossessedByPlayer() const { return HasUnitState(UNIT_STATE_POSSESSED) && GetCharmerGUID().IsPlayer(); } [[nodiscard]] bool isPossessing() const { if (Unit* u = GetCharm()) return u->isPossessed(); else return false; } bool isPossessing(Unit* u) const { return u->isPossessed() && GetCharmGUID() == u->GetGUID(); } void SetCharm(Unit* target, bool apply); bool SetCharmedBy(Unit* charmer, CharmType type, AuraApplication const* aurApp = nullptr); void UpdateCharmAI(); void RemoveCharmedBy(Unit* charmer); void RemoveCharmAuras(); void RemoveAllControlled(bool onDeath = false); void DeleteCharmInfo(); /*********************************************************/ /*** METHODS RELATED TO COOLDOWNS ***/ /*********************************************************/ [[nodiscard]] virtual bool HasSpellCooldown(uint32 /*spell_id*/) const { return false; } [[nodiscard]] virtual bool HasSpellItemCooldown(uint32 /*spell_id*/, uint32 /*itemid*/) const { return false; } virtual void AddSpellCooldown(uint32 /*spell_id*/, uint32 /*itemid*/, uint32 /*end_time*/, bool needSendToClient = false, bool forceSendToSpectator = false) { // workaround for unused parameters (void)needSendToClient; (void)forceSendToSpectator; } void BuildCooldownPacket(WorldPacket& data, uint8 flags, uint32 spellId, uint32 cooldown); void BuildCooldownPacket(WorldPacket& data, uint8 flags, PacketCooldowns const& cooldowns); /*********************************************************/ /*** METHODS RELATED TO AURAS ***/ /*********************************************************/ Aura* AddAura(uint32 spellId, Unit* target); Aura* AddAura(SpellInfo const* spellInfo, uint8 effMask, Unit* target); void SetAuraStack(uint32 spellId, Unit* target, uint32 stack); int32 GetHighestExclusiveSameEffectSpellGroupValue(AuraEffect const* aurEff, AuraType auraType, bool checkMiscValue = false, int32 miscValue = 0) const; bool IsHighestExclusiveAura(Aura const* aura, bool removeOtherAuraApplications = false); bool IsHighestExclusiveAuraEffect(SpellInfo const* spellInfo, AuraType auraType, int32 effectAmount, uint8 auraEffectMask, bool removeOtherAuraApplications = false); // aura apply/remove helpers - you should better not use these Aura* _TryStackingOrRefreshingExistingAura(SpellInfo const* newAura, uint8 effMask, Unit* caster, int32* baseAmount = nullptr, Item* castItem = nullptr, ObjectGuid casterGUID = ObjectGuid::Empty, bool periodicReset = false); void _AddAura(UnitAura* aura, Unit* caster); AuraApplication* _CreateAuraApplication(Aura* aura, uint8 effMask); void _ApplyAuraEffect(Aura* aura, uint8 effIndex); void _ApplyAura(AuraApplication* aurApp, uint8 effMask); void _UnapplyAura(AuraApplicationMap::iterator& i, AuraRemoveMode removeMode); void _UnapplyAura(AuraApplication* aurApp, AuraRemoveMode removeMode); void _RemoveNoStackAuraApplicationsDueToAura(Aura* aura); void _RemoveNoStackAurasDueToAura(Aura* aura, bool owned); bool _IsNoStackAuraDueToAura(Aura* appliedAura, Aura* existingAura) const; void _RegisterAuraEffect(AuraEffect* aurEff, bool apply); // m_ownedAuras container management AuraMap& GetOwnedAuras() { return m_ownedAuras; } [[nodiscard]] AuraMap const& GetOwnedAuras() const { return m_ownedAuras; } void RemoveOwnedAura(AuraMap::iterator& i, AuraRemoveMode removeMode = AURA_REMOVE_BY_DEFAULT); void RemoveOwnedAura(uint32 spellId, ObjectGuid casterGUID = ObjectGuid::Empty, uint8 reqEffMask = 0, AuraRemoveMode removeMode = AURA_REMOVE_BY_DEFAULT); void RemoveOwnedAura(Aura* aura, AuraRemoveMode removeMode = AURA_REMOVE_BY_DEFAULT); Aura* GetOwnedAura(uint32 spellId, ObjectGuid casterGUID = ObjectGuid::Empty, ObjectGuid itemCasterGUID = ObjectGuid::Empty, uint8 reqEffMask = 0, Aura* except = nullptr) const; // m_appliedAuras container management AuraApplicationMap& GetAppliedAuras() { return m_appliedAuras; } [[nodiscard]] AuraApplicationMap const& GetAppliedAuras() const { return m_appliedAuras; } void RemoveAura(AuraApplicationMap::iterator& i, AuraRemoveMode mode = AURA_REMOVE_BY_DEFAULT); void RemoveAura(uint32 spellId, ObjectGuid casterGUID = ObjectGuid::Empty, uint8 reqEffMask = 0, AuraRemoveMode removeMode = AURA_REMOVE_BY_DEFAULT); void RemoveAura(AuraApplication* aurApp, AuraRemoveMode mode = AURA_REMOVE_BY_DEFAULT); void RemoveAura(Aura* aur, AuraRemoveMode mode = AURA_REMOVE_BY_DEFAULT); void RemoveBindSightAuras(); // Convenience methods removing auras by predicate void RemoveAppliedAuras(std::function const& check); void RemoveOwnedAuras(std::function const& check); // Optimized overloads taking advantage of map key void RemoveAppliedAuras(uint32 spellId, std::function const& check); void RemoveOwnedAuras(uint32 spellId, std::function const& check); void RemoveAurasDueToSpell(uint32 spellId, ObjectGuid casterGUID = ObjectGuid::Empty, uint8 reqEffMask = 0, AuraRemoveMode removeMode = AURA_REMOVE_BY_DEFAULT); void RemoveAuraFromStack(uint32 spellId, ObjectGuid casterGUID = ObjectGuid::Empty, AuraRemoveMode removeMode = AURA_REMOVE_BY_DEFAULT); void RemoveAurasDueToSpellByDispel(uint32 spellId, uint32 dispellerSpellId, ObjectGuid casterGUID, Unit* dispeller, uint8 chargesRemoved = 1); void RemoveAurasDueToSpellBySteal(uint32 spellId, ObjectGuid casterGUID, Unit* stealer); void RemoveAurasDueToItemSpell(uint32 spellId, ObjectGuid castItemGuid); void RemoveAurasByType(AuraType auraType, ObjectGuid casterGUID = ObjectGuid::Empty, Aura* except = nullptr, bool negative = true, bool positive = true); void RemoveNotOwnSingleTargetAuras(); void RemoveAurasWithInterruptFlags(uint32 flag, uint32 except = 0, bool isAutoshot = false); void RemoveAurasWithAttribute(uint32 flags); void RemoveAurasWithFamily(SpellFamilyNames family, uint32 familyFlag1, uint32 familyFlag2, uint32 familyFlag3, ObjectGuid casterGUID); void RemoveAurasWithMechanic(uint32 mechanic_mask, AuraRemoveMode removemode = AURA_REMOVE_BY_DEFAULT, uint32 except = 0); void RemoveMovementImpairingAuras(bool withRoot); void RemoveAurasByShapeShift(); void RemoveAreaAurasDueToLeaveWorld(); void RemoveAllAuras(); void RemoveArenaAuras(); void RemoveAllAurasOnDeath(); void RemoveAllAurasRequiringDeadTarget(); void RemoveAllAurasExceptType(AuraType type); //void RemoveAllAurasExceptType(AuraType type1, AuraType type2); // pussywizard: replaced with RemoveEvadeAuras() void RemoveEvadeAuras(); void DelayOwnedAuras(uint32 spellId, ObjectGuid caster, int32 delaytime); void _RemoveAllAuraStatMods(); void _ApplyAllAuraStatMods(); [[nodiscard]] AuraEffectList const& GetAuraEffectsByType(AuraType type) const { return m_modAuras[type]; } AuraList& GetSingleCastAuras() { return m_scAuras; } [[nodiscard]] AuraList const& GetSingleCastAuras() const { return m_scAuras; } [[nodiscard]] AuraEffect* GetAuraEffect(uint32 spellId, uint8 effIndex, ObjectGuid casterGUID = ObjectGuid::Empty) const; [[nodiscard]] AuraEffect* GetAuraEffectOfRankedSpell(uint32 spellId, uint8 effIndex, ObjectGuid casterGUID = ObjectGuid::Empty) const; [[nodiscard]] AuraEffect* GetAuraEffect(AuraType type, SpellFamilyNames name, uint32 iconId, uint8 effIndex) const; // spell mustn't have familyflags [[nodiscard]] AuraEffect* GetAuraEffect(AuraType type, SpellFamilyNames family, uint32 familyFlag1, uint32 familyFlag2, uint32 familyFlag3, ObjectGuid casterGUID = ObjectGuid::Empty) const; [[nodiscard]] AuraEffect* GetAuraEffectDummy(uint32 spellid) const; [[nodiscard]] inline AuraEffect* GetDummyAuraEffect(SpellFamilyNames name, uint32 iconId, uint8 effIndex) const { return GetAuraEffect(SPELL_AURA_DUMMY, name, iconId, effIndex);} AuraApplication* GetAuraApplication(uint32 spellId, ObjectGuid casterGUID = ObjectGuid::Empty, ObjectGuid itemCasterGUID = ObjectGuid::Empty, uint8 reqEffMask = 0, AuraApplication* except = nullptr) const; [[nodiscard]] Aura* GetAura(uint32 spellId, ObjectGuid casterGUID = ObjectGuid::Empty, ObjectGuid itemCasterGUID = ObjectGuid::Empty, uint8 reqEffMask = 0) const; AuraApplication* GetAuraApplicationOfRankedSpell(uint32 spellId, ObjectGuid casterGUID = ObjectGuid::Empty, ObjectGuid itemCasterGUID = ObjectGuid::Empty, uint8 reqEffMask = 0, AuraApplication* except = nullptr) const; [[nodiscard]] Aura* GetAuraOfRankedSpell(uint32 spellId, ObjectGuid casterGUID = ObjectGuid::Empty, ObjectGuid itemCasterGUID = ObjectGuid::Empty, uint8 reqEffMask = 0) const; void GetDispellableAuraList(Unit* caster, uint32 dispelMask, DispelChargesList& dispelList, SpellInfo const* dispelSpell); [[nodiscard]] bool HasAuraEffect(uint32 spellId, uint8 effIndex, ObjectGuid caster = ObjectGuid::Empty) const; [[nodiscard]] uint32 GetAuraCount(uint32 spellId) const; /** * @brief Check if unit has ANY or ALL specified auras. * * @param sm The search method to use * - SearchMethod::MatchAll : The function checks for all of the spell id's on the unit. * - SearchMethod::MatchAny : The function checks for any of the spell id's on the unit. * * @param spellIds List of spell id's to check for on the unit. * * @return Returns true if the search method condition is met. Otherwise false. */ bool HasAuras(SearchMethod sm, std::vector& spellIds) const; /** * @brief Checks if the unit has ANY specified auras. * * @tparam Auras Can be any type convertible to uint32. * @param spellIds List of spell id's to check for on the unit. * * @return Returns true if the unit has ANY of the specified auras. Otherwise false. */ template bool HasAnyAuras(Auras... spellIds) const { std::vector spellList = { static_cast(spellIds)... }; return HasAuras(SearchMethod::MatchAny, spellList); } /** * @brief Checks if the unit has ALL specified auras. * * @tparam Auras Can be any type convertible to uint32. * @param spellIds List of spell id's to check for on the unit. * * @return Returns true if the unit has ALL of the specified auras. Otherwise false. */ template bool HasAllAuras(Auras... spellIds) const { std::vector spellList = { static_cast(spellIds)... }; return HasAuras(SearchMethod::MatchAll, spellList); } [[nodiscard]] bool HasAura(uint32 spellId, ObjectGuid casterGUID = ObjectGuid::Empty, ObjectGuid itemCasterGUID = ObjectGuid::Empty, uint8 reqEffMask = 0) const; [[nodiscard]] bool HasAuraType(AuraType auraType) const; [[nodiscard]] bool HasAuraTypeWithCaster(AuraType auratype, ObjectGuid caster) const; [[nodiscard]] bool HasAuraTypeWithMiscvalue(AuraType auratype, int32 miscvalue) const; bool HasAuraTypeWithAffectMask(AuraType auratype, SpellInfo const* affectedSpell) const; [[nodiscard]] bool HasAuraTypeWithValue(AuraType auratype, int32 value) const; [[nodiscard]] bool HasAuraTypeWithTriggerSpell(AuraType auratype, uint32 triggerSpell) const; bool HasNegativeAuraWithInterruptFlag(uint32 flag, ObjectGuid guid = ObjectGuid::Empty); [[nodiscard]] bool HasVisibleAuraType(AuraType auraType) const; bool HasNegativeAuraWithAttribute(uint32 flag, ObjectGuid guid = ObjectGuid::Empty); [[nodiscard]] bool HasAuraWithMechanic(uint32 mechanicMask) const; [[nodiscard]] bool HasAuraTypeWithFamilyFlags(AuraType auraType, uint32 familyName, uint32 familyFlags) const; [[nodiscard]] bool HasBreakableByDamageAuraType(AuraType type, uint32 excludeAura = 0) const; bool HasBreakableByDamageCrowdControlAura(Unit* excludeCasterChannel = nullptr) const; AuraEffect* IsScriptOverriden(SpellInfo const* spell, int32 script) const; uint32 GetDiseasesByCaster(ObjectGuid casterGUID, uint8 mode = 0); [[nodiscard]] uint32 GetDoTsByCaster(ObjectGuid casterGUID) const; [[nodiscard]] int32 GetTotalAuraModifier(AuraType auratype) const; [[nodiscard]] float GetTotalAuraMultiplier(AuraType auratype) const; [[nodiscard]] int32 GetMaxPositiveAuraModifier(AuraType auratype) const; [[nodiscard]] int32 GetMaxNegativeAuraModifier(AuraType auratype) const; [[nodiscard]] int32 GetTotalAuraModifier(AuraType auratype, std::function const& predicate) const; [[nodiscard]] float GetTotalAuraMultiplier(AuraType auraType, std::function const& predicate) const; [[nodiscard]] int32 GetMaxPositiveAuraModifier(AuraType auraType, std::function const& predicate) const; [[nodiscard]] int32 GetMaxNegativeAuraModifier(AuraType auraType, std::function const& predicate) const; [[nodiscard]] int32 GetTotalAuraModifierByMiscMask(AuraType auratype, uint32 misc_mask) const; [[nodiscard]] float GetTotalAuraMultiplierByMiscMask(AuraType auratype, uint32 misc_mask) const; [[nodiscard]] int32 GetMaxPositiveAuraModifierByMiscMask(AuraType auratype, uint32 misc_mask, const AuraEffect* except = nullptr) const; [[nodiscard]] int32 GetMaxNegativeAuraModifierByMiscMask(AuraType auratype, uint32 misc_mask) const; [[nodiscard]] int32 GetTotalAuraModifierByMiscValue(AuraType auratype, int32 misc_value) const; [[nodiscard]] float GetTotalAuraMultiplierByMiscValue(AuraType auratype, int32 misc_value) const; [[nodiscard]] int32 GetMaxPositiveAuraModifierByMiscValue(AuraType auratype, int32 misc_value) const; [[nodiscard]] int32 GetMaxNegativeAuraModifierByMiscValue(AuraType auratype, int32 misc_value) const; int32 GetTotalAuraModifierByAffectMask(AuraType auratype, SpellInfo const* affectedSpell) const; float GetTotalAuraMultiplierByAffectMask(AuraType auratype, SpellInfo const* affectedSpell) const; int32 GetMaxPositiveAuraModifierByAffectMask(AuraType auratype, SpellInfo const* affectedSpell) const; int32 GetMaxNegativeAuraModifierByAffectMask(AuraType auratype, SpellInfo const* affectedSpell) const; VisibleAuraMap const* GetVisibleAuras() { return &m_visibleAuras; } AuraApplication* GetVisibleAura(uint8 slot) { VisibleAuraMap::iterator itr = m_visibleAuras.find(slot); if (itr != m_visibleAuras.end()) return itr->second; return nullptr; } void SetVisibleAura(uint8 slot, AuraApplication* aur) { m_visibleAuras[slot] = aur; UpdateAuraForGroup(slot);} void RemoveVisibleAura(uint8 slot) { m_visibleAuras.erase(slot); UpdateAuraForGroup(slot);} void ModifyAuraState(AuraStateType flag, bool apply); uint32 BuildAuraStateUpdateForTarget(Unit* target) const; bool HasAuraState(AuraStateType flag, SpellInfo const* spellProto = nullptr, Unit const* Caster = nullptr) const; /*********************************************************/ /*** METHODS RELATED TO PROCS SYSTEM ***/ /*********************************************************/ bool CanProc() { return !m_procDeep; } void SetCantProc(bool apply); static void ProcDamageAndSpell(Unit* actor, Unit* victim, uint32 procAttacker, uint32 procVictim, uint32 procEx, uint32 amount, WeaponAttackType attType = BASE_ATTACK, SpellInfo const* procSpellInfo = nullptr, SpellInfo const* procAura = nullptr, int8 procAuraEffectIndex = -1, Spell const* procSpell = nullptr, DamageInfo* damageInfo = nullptr, HealInfo* healInfo = nullptr, uint32 procPhase = 2 /*PROC_SPELL_PHASE_HIT*/); void ProcDamageAndSpellFor(bool isVictim, Unit* target, uint32 procFlag, uint32 procExtra, WeaponAttackType attType, SpellInfo const* procSpellInfo, uint32 damage, SpellInfo const* procAura = nullptr, int8 procAuraEffectIndex = -1, Spell const* procSpell = nullptr, DamageInfo* damageInfo = nullptr, HealInfo* healInfo = nullptr, uint32 procPhase = 2 /*PROC_SPELL_PHASE_HIT*/); void GetProcAurasTriggeredOnEvent(std::list& aurasTriggeringProc, std::list* procAuras, ProcEventInfo eventInfo); void TriggerAurasProcOnEvent(CalcDamageInfo& damageInfo); void TriggerAurasProcOnEvent(std::list* myProcAuras, std::list* targetProcAuras, Unit* actionTarget, uint32 typeMaskActor, uint32 typeMaskActionTarget, uint32 spellTypeMask, uint32 spellPhaseMask, uint32 hitMask, Spell* spell, DamageInfo* damageInfo, HealInfo* healInfo); void TriggerAurasProcOnEvent(ProcEventInfo& eventInfo, std::list& procAuras); [[nodiscard]] float GetWeaponProcChance() const; float GetPPMProcChance(uint32 WeaponSpeed, float PPM, SpellInfo const* spellProto) const; /*********************************************************/ /*** METHODS RELATED TO SPELLS ***/ /*********************************************************/ [[nodiscard]] Player* GetSpellModOwner() const; [[nodiscard]] Spell* GetCurrentSpell(CurrentSpellTypes spellType) const { return m_currentSpells[spellType]; } [[nodiscard]] Spell* GetCurrentSpell(uint32 spellType) const { return m_currentSpells[spellType]; } [[nodiscard]] Spell* GetFirstCurrentCastingSpell() const; [[nodiscard]] Spell* FindCurrentSpellBySpellId(uint32 spell_id) const; [[nodiscard]] int32 GetCurrentSpellCastTime(uint32 spell_id) const; [[nodiscard]] bool virtual HasSpell(uint32 /*spellID*/) const { return false; } void SetCurrentCastedSpell(Spell* pSpell); virtual void ProhibitSpellSchool(SpellSchoolMask /*idSchoolMask*/, uint32 /*unTimeMs*/) { } void SetInstantCast(bool set) { _instantCast = set; } [[nodiscard]] bool CanInstantCast() const { return _instantCast; } // set withDelayed to true to account delayed spells as casted // delayed+channeled spells are always accounted as casted // we can skip channeled or delayed checks using flags [[nodiscard]] bool IsNonMeleeSpellCast(bool withDelayed, bool skipChanneled = false, bool skipAutorepeat = false, bool isAutoshoot = false, bool skipInstant = true) const; // set withDelayed to true to interrupt delayed spells too // delayed+channeled spells are always interrupted void InterruptNonMeleeSpells(bool withDelayed, uint32 spellid = 0, bool withInstant = true, bool bySelf = false); // target dependent range checks float GetSpellMaxRangeForTarget(Unit const* target, SpellInfo const* spellInfo) const; float GetSpellMinRangeForTarget(Unit const* target, SpellInfo const* spellInfo) const; // Spell interrupt [[nodiscard]] uint32 GetInterruptMask() const { return m_interruptMask; } void AddInterruptMask(uint32 mask) { m_interruptMask |= mask; } void UpdateInterruptMask(); void InterruptSpell(CurrentSpellTypes spellType, bool withDelayed = true, bool withInstant = true, bool bySelf = false); bool isSpellBlocked(Unit* victim, SpellInfo const* spellProto, WeaponAttackType attackType = BASE_ATTACK); void FinishSpell(CurrentSpellTypes spellType, bool ok = true); // Spell hit methods Unit* GetMagicHitRedirectTarget(Unit* victim, SpellInfo const* spellInfo); Unit* GetMeleeHitRedirectTarget(Unit* victim, SpellInfo const* spellInfo = nullptr); [[nodiscard]] float MeleeSpellMissChance(Unit const* victim, WeaponAttackType attType, int32 skillDiff, uint32 spellId) const; [[nodiscard]] SpellMissInfo MeleeSpellHitResult(Unit* victim, SpellInfo const* spell); [[nodiscard]] SpellMissInfo MagicSpellHitResult(Unit* victim, SpellInfo const* spell); [[nodiscard]] SpellMissInfo SpellHitResult(Unit* victim, SpellInfo const* spell, bool canReflect = false); [[nodiscard]] SpellMissInfo SpellHitResult(Unit* victim, Spell const* spell, bool canReflect = false); // Healling spells static int32 DealHeal(Unit* healer, Unit* victim, uint32 addhealth); void SendHealSpellLog(HealInfo const& healInfo, bool critical = false); int32 HealBySpell(HealInfo& healInfo, bool critical = false); int32 SpellBaseHealingBonusDone(SpellSchoolMask schoolMask); float SpellPctHealingModsDone(Unit* victim, SpellInfo const* spellProto, DamageEffectType damagetype); uint32 SpellHealingBonusDone(Unit* victim, SpellInfo const* spellProto, uint32 healamount, DamageEffectType damagetype, uint8 effIndex, float TotalMod = 0.0f, uint32 stack = 1); uint32 SpellHealingBonusTaken(Unit* caster, SpellInfo const* spellProto, uint32 healamount, DamageEffectType damagetype, uint32 stack = 1); static uint32 SpellCriticalHealingBonus(Unit const* caster, SpellInfo const* spellProto, uint32 damage, Unit const* victim); static void CalcAbsorbResist(DamageInfo& dmgInfo, bool Splited = false); static void CalcHealAbsorb(HealInfo& healInfo); // Energize spells void SendEnergizeSpellLog(Unit* victim, uint32 SpellID, uint32 Damage, Powers powertype); void EnergizeBySpell(Unit* victim, uint32 SpellID, uint32 Damage, Powers powertype); // Spells immunities void ApplySpellImmune(uint32 spellId, uint32 op, uint32 type, bool apply, SpellImmuneBlockType blockType = SPELL_BLOCK_TYPE_ALL); void ApplySpellDispelImmunity(SpellInfo const* spellProto, DispelType type, bool apply); virtual bool IsImmunedToSpell(SpellInfo const* spellInfo, Spell const* spell = nullptr); [[nodiscard]] bool IsImmunedToDamage(SpellSchoolMask meleeSchoolMask) const; [[nodiscard]] bool IsImmunedToDamage(SpellInfo const* spellInfo) const; [[nodiscard]] bool IsImmunedToDamage(Spell const* spell) const; [[nodiscard]] bool IsImmunedToSchool(SpellSchoolMask meleeSchoolMask) const; [[nodiscard]] bool IsImmunedToSchool(SpellInfo const* spellInfo) const; [[nodiscard]] bool IsImmunedToSchool(Spell const* spell) const; [[nodiscard]] bool IsImmunedToDamageOrSchool(SpellSchoolMask meleeSchoolMask) const; bool IsImmunedToDamageOrSchool(SpellInfo const* spellInfo) const; virtual bool IsImmunedToSpellEffect(SpellInfo const* spellInfo, uint32 index) const; // Critic chances bool isBlockCritical(); float SpellDoneCritChance(Unit const* /*victim*/, SpellInfo const* spellProto, SpellSchoolMask schoolMask, WeaponAttackType attackType, bool skipEffectCheck) const; float SpellTakenCritChance(Unit const* caster, SpellInfo const* spellProto, SpellSchoolMask schoolMask, float doneChance, WeaponAttackType attackType, bool skipEffectCheck) const; // Others modifiers float ApplyEffectModifiers(SpellInfo const* spellProto, uint8 effect_index, float value) const; int32 CalcSpellDuration(SpellInfo const* spellProto); int32 ModSpellDuration(SpellInfo const* spellProto, Unit const* target, int32 duration, bool positive, uint32 effectMask); void ModSpellCastTime(SpellInfo const* spellProto, int32& castTime, Spell* spell = nullptr); float CalculateLevelPenalty(SpellInfo const* spellProto) const; uint32 GetCastingTimeForBonus(SpellInfo const* spellProto, DamageEffectType damagetype, uint32 CastingTime) const; void CastDelayedSpellWithPeriodicAmount(Unit* caster, uint32 spellId, AuraType auraType, int32 addAmount, uint8 effectIndex = 0); // SpellCastResult methods SpellCastResult CastSpell(SpellCastTargets const& targets, SpellInfo const* spellInfo, CustomSpellValues const* value, TriggerCastFlags triggerFlags = TRIGGERED_NONE, Item* castItem = nullptr, AuraEffect const* triggeredByAura = nullptr, ObjectGuid originalCaster = ObjectGuid::Empty); SpellCastResult CastSpell(Unit* victim, uint32 spellId, bool triggered, Item* castItem = nullptr, AuraEffect const* triggeredByAura = nullptr, ObjectGuid originalCaster = ObjectGuid::Empty); SpellCastResult CastSpell(Unit* victim, uint32 spellId, TriggerCastFlags triggerFlags = TRIGGERED_NONE, Item* castItem = nullptr, AuraEffect const* triggeredByAura = nullptr, ObjectGuid originalCaster = ObjectGuid::Empty); SpellCastResult CastSpell(Unit* victim, SpellInfo const* spellInfo, bool triggered, Item* castItem = nullptr, AuraEffect const* triggeredByAura = nullptr, ObjectGuid originalCaster = ObjectGuid::Empty); SpellCastResult CastSpell(Unit* victim, SpellInfo const* spellInfo, TriggerCastFlags triggerFlags = TRIGGERED_NONE, Item* castItem = nullptr, AuraEffect const* triggeredByAura = nullptr, ObjectGuid originalCaster = ObjectGuid::Empty); SpellCastResult CastSpell(float x, float y, float z, uint32 spellId, bool triggered, Item* castItem = nullptr, AuraEffect const* triggeredByAura = nullptr, ObjectGuid originalCaster = ObjectGuid::Empty); SpellCastResult CastSpell(GameObject* go, uint32 spellId, bool triggered, Item* castItem = nullptr, AuraEffect* triggeredByAura = nullptr, ObjectGuid originalCaster = ObjectGuid::Empty); SpellCastResult CastCustomSpell(Unit* victim, uint32 spellId, int32 const* bp0, int32 const* bp1, int32 const* bp2, bool triggered, Item* castItem = nullptr, AuraEffect const* triggeredByAura = nullptr, ObjectGuid originalCaster = ObjectGuid::Empty); SpellCastResult CastCustomSpell(uint32 spellId, SpellValueMod mod, int32 value, Unit* victim, bool triggered, Item* castItem = nullptr, AuraEffect const* triggeredByAura = nullptr, ObjectGuid originalCaster = ObjectGuid::Empty); SpellCastResult CastCustomSpell(uint32 spellId, SpellValueMod mod, int32 value, Unit* victim = nullptr, TriggerCastFlags triggerFlags = TRIGGERED_NONE, Item* castItem = nullptr, AuraEffect const* triggeredByAura = nullptr, ObjectGuid originalCaster = ObjectGuid::Empty); SpellCastResult CastCustomSpell(uint32 spellId, CustomSpellValues const& value, Unit* victim = nullptr, TriggerCastFlags triggerFlags = TRIGGERED_NONE, Item* castItem = nullptr, AuraEffect const* triggeredByAura = nullptr, ObjectGuid originalCaster = ObjectGuid::Empty); SpellCastResult CastCustomSpell(SpellInfo const* spellInfo, CustomSpellValues const& value, Unit* victim = nullptr, TriggerCastFlags triggerFlags = TRIGGERED_NONE, Item* castItem = nullptr, AuraEffect const* triggeredByAura = nullptr, ObjectGuid originalCaster = ObjectGuid::Empty); /*********************************************************/ /*** METHODS RELATED TO GAMEOBJECT & DYNOBEJCTS ***/ /*********************************************************/ void _RegisterDynObject(DynamicObject* dynObj); void _UnregisterDynObject(DynamicObject* dynObj); DynamicObject* GetDynObject(uint32 spellId); bool RemoveDynObject(uint32 spellId); void RemoveAllDynObjects(); [[nodiscard]] GameObject* GetGameObject(uint32 spellId) const; void AddGameObject(GameObject* gameObj); void RemoveGameObject(GameObject* gameObj, bool del); void RemoveGameObject(uint32 spellid, bool del); void RemoveAllGameObjects(); /*********************************************************/ /*** METHODS RELATED TO MOVEMENTS ***/ /*********************************************************/ [[nodiscard]] bool IsPolymorphed() const; [[nodiscard]] bool isFrozen() const; [[nodiscard]] bool IsInFlight() const { return HasUnitState(UNIT_STATE_IN_FLIGHT); } [[nodiscard]] bool IsLevitating() const { return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_DISABLE_GRAVITY); } [[nodiscard]] bool IsWalking() const { return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_WALKING); } [[nodiscard]] bool isMoving() const { return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_MASK_MOVING); } [[nodiscard]] bool isTurning() const { return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_MASK_TURNING); } [[nodiscard]] bool IsHovering() const { return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_HOVER); } [[nodiscard]] bool isSwimming() const { return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_SWIMMING); } [[nodiscard]] virtual bool CanFly() const = 0; [[nodiscard]] bool IsFlying() const { return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_FLYING | MOVEMENTFLAG_DISABLE_GRAVITY); } [[nodiscard]] bool IsFalling() const; [[nodiscard]] bool IsRooted() const { return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_ROOT); } [[nodiscard]] float GetHoverHeight() const { return IsHovering() ? GetFloatValue(UNIT_FIELD_HOVERHEIGHT) : 0.0f; } [[nodiscard]] virtual bool IsMovementPreventedByCasting() const; [[nodiscard]] virtual bool CanEnterWater() const = 0; [[nodiscard]] virtual bool CanSwim() const; [[nodiscard]] bool CanFreeMove() const { return !HasUnitState(UNIT_STATE_CONFUSED | UNIT_STATE_FLEEING | UNIT_STATE_IN_FLIGHT | UNIT_STATE_ROOT | UNIT_STATE_STUNNED | UNIT_STATE_DISTRACTED) && !GetOwnerGUID(); } [[nodiscard]] bool HasLeewayMovement() const { return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_FORWARD | MOVEMENTFLAG_STRAFE_LEFT | MOVEMENTFLAG_STRAFE_RIGHT | MOVEMENTFLAG_FALLING) && !IsWalking(); } void KnockbackFrom(float x, float y, float speedXY, float speedZ); void JumpTo(float speedXY, float speedZ, bool forward = true); void JumpTo(WorldObject* obj, float speedZ); void UpdateSpeed(UnitMoveType mtype, bool forced); [[nodiscard]] float GetSpeed(UnitMoveType mtype) const; [[nodiscard]] float GetSpeedRate(UnitMoveType mtype) const { return m_speed_rate[mtype]; } void SetSpeed(UnitMoveType mtype, float rate, bool forced = false); void SetSpeedRate(UnitMoveType mtype, float rate) { m_speed_rate[mtype] = rate; } void propagateSpeedChange() { GetMotionMaster()->propagateSpeedChange(); } void SendMonsterMove(float NewPosX, float NewPosY, float NewPosZ, uint32 TransitTime, SplineFlags sf = SPLINEFLAG_WALK_MODE); // pussywizard: need to just send packet, with no movement/spline void MonsterMoveWithSpeed(float x, float y, float z, float speed); // Not to be used outside of cinematics virtual bool SetWalk(bool enable); void SetDisableGravity(bool disable); virtual bool SetSwim(bool enable); void SetCanFly(bool enable); void SetWaterWalking(bool enable); void SetFeatherFall(bool enable); void SetHover(bool enable); MotionMaster* GetMotionMaster() { return i_motionMaster; } [[nodiscard]] const MotionMaster* GetMotionMaster() const { return i_motionMaster; } [[nodiscard]] virtual MovementGeneratorType GetDefaultMovementType() const; [[nodiscard]] bool IsStopped() const { return !(HasUnitState(UNIT_STATE_MOVING)); } void StopMoving(); void StopMovingOnCurrentPos(); /// @brief Disable the unit movement by clearing UNIT_STATE_MOVING and stopping the spline. virtual void PauseMovement(uint32 timer = 0, uint8 slot = 0); // timer in ms void ResumeMovement(uint32 timer = 0, uint8 slot = 0); void SetControlled(bool apply, UnitState state, Unit* source = nullptr, bool isFear = false); void DisableRotate(bool apply); void DisableSpline(); /*********************************************************/ /*** MISC METHODS ***/ /*********************************************************/ // SheathState [[nodiscard]] SheathState GetSheath() const { return SheathState(GetByteValue(UNIT_FIELD_BYTES_2, 0)); } virtual void SetSheath(SheathState sheathed) { SetByteValue(UNIT_FIELD_BYTES_2, 0, sheathed); } // StandState [[nodiscard]] uint8 getStandState() const { return GetByteValue(UNIT_FIELD_BYTES_1, 0); } [[nodiscard]] bool IsSitState() const; [[nodiscard]] bool IsStandState() const; [[nodiscard]] bool IsStandUpOnMovementState() const; void SetStandState(uint8 state); void SetStandFlags(uint8 flags) { SetByteFlag(UNIT_FIELD_BYTES_1, UNIT_BYTES_1_OFFSET_VIS_FLAG, flags); } void RemoveStandFlags(uint8 flags) { RemoveByteFlag(UNIT_FIELD_BYTES_1, UNIT_BYTES_1_OFFSET_VIS_FLAG, flags); } // DeathState DeathState getDeathState() { return m_deathState; }; virtual void setDeathState(DeathState s, bool despawn = false); // overwrited in Creature/Player/Pet [[nodiscard]] bool IsAlive() const { return (m_deathState == DeathState::Alive); }; [[nodiscard]] bool isDying() const { return (m_deathState == DeathState::JustDied); }; [[nodiscard]] bool isDead() const { return (m_deathState == DeathState::Dead || m_deathState == DeathState::Corpse); }; // Spell Aura helpers [[nodiscard]] bool HasGhostAura() const { return HasAuraType(SPELL_AURA_GHOST); }; [[nodiscard]] bool HasMountedAura() const { return HasAuraType(SPELL_AURA_MOUNTED); }; [[nodiscard]] bool HasWaterWalkAura() const { return HasAuraType(SPELL_AURA_WATER_WALK); }; [[nodiscard]] bool HasFeatherFallAura() const { return HasAuraType(SPELL_AURA_FEATHER_FALL); }; [[nodiscard]] bool HasHoverAura() const { return HasAuraType(SPELL_AURA_HOVER); }; [[nodiscard]] bool HasFlyAura() const { return HasAuraType(SPELL_AURA_FLY); }; [[nodiscard]] bool HasSpiritOfRedemptionAura() const { return HasAuraType(SPELL_AURA_SPIRIT_OF_REDEMPTION); }; [[nodiscard]] bool HasPreventsFleeingAura() const { return HasAuraType(SPELL_AURA_PREVENTS_FLEEING); }; [[nodiscard]] bool HasPreventDurabilityLossAura() const { return HasAuraType(SPELL_AURA_PREVENT_DURABILITY_LOSS); }; [[nodiscard]] bool HasPreventResurectionAura() const { return HasAuraType(SPELL_AURA_PREVENT_RESURRECTION); }; [[nodiscard]] bool HasTransformAura() const { return HasAuraType(SPELL_AURA_TRANSFORM); }; [[nodiscard]] bool HasInterruptRegenAura() const { return HasAuraType(SPELL_AURA_INTERRUPT_REGEN); }; [[nodiscard]] bool HasNoPVPCreditAura() const { return HasAuraType(SPELL_AURA_NO_PVP_CREDIT); }; [[nodiscard]] bool HasWaterBreathingAura() const { return HasAuraType(SPELL_AURA_WATER_BREATHING); }; [[nodiscard]] bool HasIgnoreHitDirectionAura() const { return HasAuraType(SPELL_AURA_IGNORE_HIT_DIRECTION); }; [[nodiscard]] bool HasSpellMagnetAura() const { return HasAuraType(SPELL_AURA_SPELL_MAGNET); }; [[nodiscard]] bool HasOpenStableAura() const { return HasAuraType(SPELL_AURA_OPEN_STABLE); }; [[nodiscard]] bool HasCloneCasterAura() const { return HasAuraType(SPELL_AURA_CLONE_CASTER); }; [[nodiscard]] bool HasReflectSpellsAura() const { return HasAuraType(SPELL_AURA_REFLECT_SPELLS); }; [[nodiscard]] bool HasDetectAmoreAura() const { return HasAuraType(SPELL_AURA_DETECT_AMORE); }; [[nodiscard]] bool HasAllowOnlyAbilityAura() const { return HasAuraType(SPELL_AURA_ALLOW_ONLY_ABILITY); }; [[nodiscard]] bool HasPeriodicDummyAura() const { return HasAuraType(SPELL_AURA_PERIODIC_DUMMY); }; [[nodiscard]] bool HasControlVehicleAura() const { return HasAuraType(SPELL_AURA_CONTROL_VEHICLE); }; [[nodiscard]] bool HasAOECharmAura() const { return HasAuraType(SPELL_AURA_AOE_CHARM); }; [[nodiscard]] bool HasDetectSpellsAura() const { return HasAuraType(SPELL_AURA_DEFLECT_SPELLS); }; [[nodiscard]] bool HasPacifySilenceAura() const { return HasAuraType(SPELL_AURA_MOD_PACIFY_SILENCE); } [[nodiscard]] bool HasSilenceAura() const { return HasAuraType(SPELL_AURA_MOD_SILENCE); } [[nodiscard]] bool HasShapeshiftAura() const { return HasAuraType(SPELL_AURA_MOD_SHAPESHIFT); } [[nodiscard]] bool HasDecreaseSpeedAura() const { return HasAuraType(SPELL_AURA_MOD_DECREASE_SPEED); } [[nodiscard]] bool HasPacifyAura() const { return HasAuraType(SPELL_AURA_MOD_PACIFY); } [[nodiscard]] bool HasIgnoreTargetResistAura() const { return HasAuraType(SPELL_AURA_MOD_IGNORE_TARGET_RESIST); } [[nodiscard]] bool HasIncreaseMountedSpeedAura() const { return HasAuraType(SPELL_AURA_MOD_INCREASE_MOUNTED_SPEED); } [[nodiscard]] bool HasIncreaseMountedFlightSpeedAura() const { return HasAuraType(SPELL_AURA_MOD_INCREASE_MOUNTED_FLIGHT_SPEED); } [[nodiscard]] bool HasThreatAura() const { return HasAuraType(SPELL_AURA_MOD_THREAT); } [[nodiscard]] bool HasAttackerSpellCritChanceAura() const { return HasAuraType(SPELL_AURA_MOD_ATTACKER_SPELL_CRIT_CHANCE); } [[nodiscard]] bool HasUnattackableAura() const { return HasAuraType(SPELL_AURA_MOD_UNATTACKABLE); } [[nodiscard]] bool HasHealthRegenInCombatAura() const { return HasAuraType(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT); } [[nodiscard]] bool HasRegenDuringCombatAura() const { return HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT); } [[nodiscard]] bool HasFearAura() const { return HasAuraType(SPELL_AURA_MOD_FEAR); } [[nodiscard]] bool HasConfuseAura() const { return HasAuraType(SPELL_AURA_MOD_CONFUSE); } [[nodiscard]] bool HasRootAura() const { return HasAuraType(SPELL_AURA_MOD_ROOT); } [[nodiscard]] bool HasStunAura() const { return HasAuraType(SPELL_AURA_MOD_STUN); } [[nodiscard]] bool HasTauntAura() const { return HasAuraType(SPELL_AURA_MOD_TAUNT); } [[nodiscard]] bool HasStealthAura() const { return HasAuraType(SPELL_AURA_MOD_STEALTH); } [[nodiscard]] bool HasStealthDetectAura() const { return HasAuraType(SPELL_AURA_MOD_STEALTH_DETECT); } [[nodiscard]] bool HasInvisibilityAura() const { return HasAuraType(SPELL_AURA_MOD_INVISIBILITY); } [[nodiscard]] bool HasInvisibilityDetectAura() const { return HasAuraType(SPELL_AURA_MOD_INVISIBILITY_DETECT); } // React methods bool IsHostileTo(Unit const* unit) const; [[nodiscard]] bool IsHostileToPlayers() const; bool IsFriendlyTo(Unit const* unit) const; [[nodiscard]] bool IsNeutralToAll() const; // Reactive attacks void ClearAllReactives(); void StartReactiveTimer(ReactiveType reactive) { m_reactiveTimer[reactive] = REACTIVE_TIMER_START;} void UpdateReactives(uint32 p_time); // Diminish returns system DiminishingLevels GetDiminishing(DiminishingGroup group); void IncrDiminishing(DiminishingGroup group); float ApplyDiminishingToDuration(DiminishingGroup group, int32& duration, Unit* caster, DiminishingLevels Level, int32 limitduration); void ApplyDiminishingAura(DiminishingGroup group, bool apply); void ClearDiminishings() { m_Diminishing.clear(); } // Group methods bool IsInPartyWith(Unit const* unit) const; bool IsInRaidWith(Unit const* unit) const; void GetPartyMembers(std::list& units); Unit* GetNextRandomRaidMemberOrPet(float radius); void UpdateAuraForGroup(uint8 slot); // Reputations system ReputationRank GetReactionTo(Unit const* target, bool checkOriginalFaction = false) const; ReputationRank GetFactionReactionTo(FactionTemplateEntry const* factionTemplateEntry, Unit const* target) const; // Shared vision SharedVisionList const& GetSharedVisionList() { return m_sharedVision; } void AddPlayerToVision(Player* player); void RemovePlayerFromVision(Player* player); [[nodiscard]] bool HasSharedVision() const { return !m_sharedVision.empty(); } // Virtual items uint32 GetVirtualItemId(uint32 slot) const; void SetVirtualItem(uint32 slot, uint32 itemId); // Mount methods [[nodiscard]] bool IsMounted() const { return HasUnitFlag(UNIT_FLAG_MOUNT); } [[nodiscard]] uint32 GetMountID() const { return GetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID); } void Mount(uint32 mount, uint32 vehicleId = 0, uint32 creatureEntry = 0); void Dismount(); [[nodiscard]] bool IsInDisallowedMountForm() const; // Followers void addFollower(FollowerReference* pRef) { m_FollowingRefMgr.insertFirst(pRef); } void removeFollower(FollowerReference* /*pRef*/) { /* nothing to do yet */ } [[nodiscard]] virtual float GetFollowAngle() const { return static_cast(M_PI / 2); } // Pets, guardians, minions... [[nodiscard]] Guardian* GetGuardianPet() const; [[nodiscard]] Minion* GetFirstMinion() const; [[nodiscard]] Creature* GetCompanionPet() const; Pet* CreateTamedPetFrom(Creature* creatureTarget, uint32 spell_id = 0); Pet* CreateTamedPetFrom(uint32 creatureEntry, uint32 spell_id = 0); bool InitTamedPet(Pet* pet, uint8 level, uint32 spell_id); void SetMinion(Minion* minion, bool apply); void GetAllMinionsByEntry(std::list& Minions, uint32 entry); void RemoveAllMinionsByEntry(uint32 entry); void AddPetAura(PetAura const* petSpell); void RemovePetAura(PetAura const* petSpell); void CastPetAura(PetAura const* aura); bool IsPetAura(Aura const* aura); void PetSpellFail(SpellInfo const* spellInfo, Unit* target, uint32 result); void UnsummonAllTotems(bool onDeath = false); // Vehicules [[nodiscard]] TransportBase* GetDirectTransport() const; /// Returns the transport this unit is on directly (if on vehicle and transport, return vehicle) bool CreateVehicleKit(uint32 id, uint32 creatureEntry); void RemoveVehicleKit(); [[nodiscard]] Vehicle* GetVehicleKit()const { return m_vehicleKit; } [[nodiscard]] Vehicle* GetVehicle() const { return m_vehicle; } bool IsOnVehicle(Unit const* vehicle) const { return m_vehicle && m_vehicle == vehicle->GetVehicleKit(); } [[nodiscard]] Unit* GetVehicleBase() const; [[nodiscard]] Creature* GetVehicleCreatureBase() const; void EnterVehicle(Unit* base, int8 seatId = -1); void EnterVehicleUnattackable(Unit* base, int8 seatId = -1); void ExitVehicle(Position const* exitPosition = nullptr); void ChangeSeat(int8 seatId, bool next = true); // Should only be called by AuraEffect::HandleAuraControlVehicle(AuraApplication const* auraApp, uint8 mode, bool apply) const; bool HandleSpellClick(Unit* clicker, int8 seatId = -1); void _ExitVehicle(Position const* exitPosition = nullptr); void _EnterVehicle(Vehicle* vehicle, int8 seatId, AuraApplication const* aurApp = nullptr); // Emote void HandleEmoteCommand(uint32 emoteId); // Chat virtual void Talk(std::string_view text, ChatMsg msgType, Language language, float textRange, WorldObject const* target); virtual void Say(std::string_view text, Language language, WorldObject const* target = nullptr); virtual void Yell(std::string_view text, Language language, WorldObject const* target = nullptr); virtual void TextEmote(std::string_view text, WorldObject const* target = nullptr, bool isBossEmote = false); virtual void Whisper(std::string_view text, Language language, Player* target, bool isBossWhisper = false); virtual void Talk(uint32 textId, ChatMsg msgType, float textRange, WorldObject const* target); virtual void Say(uint32 textId, WorldObject const* target = nullptr); virtual void Yell(uint32 textId, WorldObject const* target = nullptr); virtual void TextEmote(uint32 textId, WorldObject const* target = nullptr, bool isBossEmote = false); virtual void Whisper(uint32 textId, Player* target, bool isBossWhisper = false); // ShapeShitForm (use by druid) [[nodiscard]] ShapeshiftForm GetShapeshiftForm() const { return ShapeshiftForm(GetByteValue(UNIT_FIELD_BYTES_2, 3)); } void SetShapeshiftForm(ShapeshiftForm form); bool IsAttackSpeedOverridenShapeShift() const; [[nodiscard]] bool IsInFeralForm() const { ShapeshiftForm form = GetShapeshiftForm(); return form == FORM_CAT || form == FORM_BEAR || form == FORM_DIREBEAR || form == FORM_GHOSTWOLF; // Xinef: added shamans Ghost Wolf, should behave exactly like druid forms } // Unit transform void setTransForm(uint32 spellid) { m_transform = spellid;} [[nodiscard]] uint32 getTransForm() const { return m_transform;} void DeMorph(); // Unit models virtual float GetNativeObjectScale() const { return 1.0f; } virtual void RecalculateObjectScale(); [[nodiscard]] uint32 GetDisplayId() const { return GetUInt32Value(UNIT_FIELD_DISPLAYID); } virtual void SetDisplayId(uint32 modelId, float displayScale = 1.f); [[nodiscard]] uint32 GetNativeDisplayId() const { return GetUInt32Value(UNIT_FIELD_NATIVEDISPLAYID); } void RestoreDisplayId(); void SetNativeDisplayId(uint32 displayId) { SetUInt32Value(UNIT_FIELD_NATIVEDISPLAYID, displayId); } [[nodiscard]] uint32 GetModelForForm(ShapeshiftForm form, uint32 spellId); // Unit positons [[nodiscard]] virtual bool IsInWater() const; [[nodiscard]] virtual bool IsUnderWater() const; void NearTeleportTo(Position& pos, bool casting = false, bool vehicleTeleport = false, bool withPet = false, bool removeTransport = false); void NearTeleportTo(float x, float y, float z, float orientation, bool casting = false, bool vehicleTeleport = false, bool withPet = false, bool removeTransport = false); void SetInFront(WorldObject const* target); void SetFacingTo(float ori); // Reset to home orientation after given time void SetFacingToObject(WorldObject* object, Milliseconds timed = 0ms); bool isInAccessiblePlaceFor(Creature const* c) const; bool isInFrontInMap(Unit const* target, float distance, float arc = M_PI) const; bool isInBackInMap(Unit const* target, float distance, float arc = M_PI) const; [[nodiscard]] float GetCollisionHeight() const override; [[nodiscard]] float GetCollisionWidth() const override; [[nodiscard]] float GetCollisionRadius() const override; void UpdateOrientation(float orientation); void UpdateHeight(float newZ); virtual bool UpdatePosition(float x, float y, float z, float ang, bool teleport = false); bool UpdatePosition(const Position& pos, bool teleport = false) { return UpdatePosition(pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ(), pos.GetOrientation(), teleport); } void ProcessPositionDataChanged(PositionFullTerrainStatus const& data) override; virtual void ProcessTerrainStatusUpdate(); // Visibility & Phase system [[nodiscard]] bool IsVisible() const { return m_serverSideVisibility.GetValue(SERVERSIDE_VISIBILITY_GM) <= SEC_PLAYER; } void SetVisible(bool x); void SetModelVisible(bool on); [[nodiscard]] uint32 GetPhaseByAuras() const; void SetPhaseMask(uint32 newPhaseMask, bool update) override;// overwrite WorldObject::SetPhaseMask void UpdateObjectVisibility(bool forced = true, bool fromUpdate = false) override; // Pointers void AddPointedBy(SafeUnitPointer* sup) { SafeUnitPointerSet.insert(sup); } void RemovePointedBy(SafeUnitPointer* sup) { SafeUnitPointerSet.erase(sup); } static void HandleSafeUnitPointersOnDelete(Unit* thisUnit); // Senders methods void SendAttackStateUpdate(CalcDamageInfo* damageInfo); void SendAttackStateUpdate(uint32 HitInfo, Unit* target, uint8 SwingType, SpellSchoolMask damageSchoolMask, uint32 Damage, uint32 AbsorbDamage, uint32 Resist, VictimState TargetState, uint32 BlockedAmount); void SendComboPoints(); void SendPlaySpellVisual(uint32 id); void SendPlaySpellImpact(ObjectGuid guid, uint32 id); void SendPetActionFeedback(uint8 msg) const; void SendPetActionSound(PetAction action) const; void SendPetDismissSound() const; void SendPetAIReaction(ObjectGuid guid) const; void SendPeriodicAuraLog(SpellPeriodicAuraLogInfo* pInfo); void SendSpellNonMeleeDamageLog(SpellNonMeleeDamage* log); void SendSpellNonMeleeReflectLog(SpellNonMeleeDamage* log, Unit* attacker); void SendSpellNonMeleeDamageLog(Unit* target, SpellInfo const* spellInfo, uint32 Damage, SpellSchoolMask damageSchoolMask, uint32 AbsorbedDamage, uint32 Resist, bool PhysicalDamage, uint32 Blocked, bool CriticalHit = false, bool Split = false); void SendSpellMiss(Unit* target, uint32 spellID, SpellMissInfo missInfo); void SendSpellDamageResist(Unit* target, uint32 spellId); void SendSpellDamageImmune(Unit* target, uint32 spellId); void SendTameFailure(uint8 result); void SendTeleportPacket(Position& pos); void SendMovementFlagUpdate(bool self = false); void SendMovementWaterWalking(Player* sendTo); void SendMovementFeatherFall(Player* sendTo); void SendMovementHover(Player* sendTo); void SendChangeCurrentVictimOpcode(HostileReference* pHostileReference); void SendClearThreatListOpcode(); void SendRemoveFromThreatListOpcode(HostileReference* pHostileReference); void SendThreatListUpdate(); void SendClearTarget(); // Misc functions void ExecuteDelayedUnitRelocationEvent(); void ExecuteDelayedUnitAINotifyEvent(); void BuildHeartBeatMsg(WorldPacket* data) const; void BuildMovementPacket(ByteBuffer* data) const; // Debug void OutDebugInfo() const; std::string GetDebugInfo() const override; //----------- Public variables ----------// uint32 m_extraAttacks; DualWieldMode _dualWieldMode; ControlSet m_Controlled; SafeUnitPointer m_movedByPlayer; ObjectGuid m_SummonSlot[MAX_SUMMON_SLOT]; ObjectGuid m_ObjectSlot[MAX_GAMEOBJECT_SLOT]; float m_modMeleeHitChance; float m_modRangedHitChance; float m_modSpellHitChance; int32 m_baseSpellCritChance; float m_threatModifier[MAX_SPELL_SCHOOL]; float m_modAttackSpeedPct[3]; SpellImmuneList m_spellImmune[MAX_SPELL_IMMUNITY]; uint32 m_lastSanctuaryTime; // pet auras typedef std::set PetAuraSet; PetAuraSet m_petAuras; bool IsAIEnabled; bool NeedChangeAI; bool m_ControlledByPlayer; bool m_CreatedByPlayer; // Safe mover std::set SafeUnitPointerSet; // Relocation Nofier optimization Position m_last_notify_position; uint32 m_last_notify_mstime; uint16 m_delayed_unit_relocation_timer; uint16 m_delayed_unit_ai_notify_timer; bool bRequestForcedVisibilityUpdate; // Movement info Movement::MoveSpline* movespline; protected: explicit Unit(); void BuildValuesUpdate(uint8 updateType, ByteBuffer* data, Player* target) override; void _UpdateSpells(uint32 time); void _DeleteRemovedAuras(); void _UpdateAutoRepeatSpell(); bool CanSparringWith(Unit const* attacker) const; ///@brief: Check if unit is eligible for sparring damages. Work only if attacker and victim are creatures. bool IsAlwaysVisibleFor(WorldObject const* seer) const override; bool IsAlwaysDetectableFor(WorldObject const* seer) const override; void SetFeared(bool apply, Unit* fearedBy = nullptr, bool isFear = false); void SetConfused(bool apply); void SetStunned(bool apply); void SetRooted(bool apply, bool stun = false, bool logout = false); void SendMoveRoot(bool state); //----------- Protected variables ----------// UnitAI* i_AI; UnitAI* i_disabledAI; uint8 m_realRace; uint8 m_race; bool m_AutoRepeatFirstCast; int32 m_attackTimer[MAX_ATTACK]; float m_createStats[MAX_STATS]; AttackerSet m_attackers; Unit* m_attacking; DeathState m_deathState; int32 m_procDeep; typedef std::list DynObjectList; DynObjectList m_dynObj; typedef GuidList GameObjectList; GameObjectList m_gameObj; uint32 m_transform; Spell* m_currentSpells[CURRENT_MAX_SPELL]; AuraMap m_ownedAuras; AuraApplicationMap m_appliedAuras; AuraList m_removedAuras; AuraMap::iterator m_auraUpdateIterator; uint32 m_removedAurasCount; AuraEffectList m_modAuras[TOTAL_AURAS]; AuraList m_scAuras; // casted singlecast auras AuraApplicationList m_interruptableAuras; // auras which have interrupt mask applied on unit AuraStateAurasMap m_auraStateAuras; // Used for improve performance of aura state checks on aura apply/remove uint32 m_interruptMask; float m_auraFlatModifiersGroup[UNIT_MOD_END][MODIFIER_TYPE_FLAT_END]; float m_auraPctModifiersGroup[UNIT_MOD_END][MODIFIER_TYPE_PCT_END]; float m_weaponDamage[MAX_ATTACK][MAX_WEAPON_DAMAGE_RANGE][MAX_ITEM_PROTO_DAMAGES]; bool m_canModifyStats; VisibleAuraMap m_visibleAuras; float m_speed_rate[MAX_MOVE_TYPE]; CharmInfo* m_charmInfo; SharedVisionList m_sharedVision; MotionMaster* i_motionMaster; uint32 m_reactiveTimer[MAX_REACTIVE]; int32 m_regenTimer; ThreatMgr m_ThreatMgr; typedef std::map CharmThreatMap; CharmThreatMap _charmThreatInfo; Vehicle* m_vehicle; Vehicle* m_vehicleKit; uint32 m_unitTypeMask; LiquidTypeEntry const* _lastLiquid; // xinef: apply resilience bool m_applyResilience; bool _instantCast; private: bool IsTriggeredAtSpellProcEvent(Unit* victim, Aura* aura, WeaponAttackType attType, bool isVictim, bool active, SpellProcEventEntry const*& spellProcEvent, ProcEventInfo const& eventInfo); bool HandleDummyAuraProc(Unit* victim, uint32 damage, AuraEffect* triggeredByAura, SpellInfo const* procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown, ProcEventInfo const& eventInfo); bool HandleAuraProc(Unit* victim, uint32 damage, Aura* triggeredByAura, SpellInfo const* procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown, bool* handled); bool HandleProcTriggerSpell(Unit* victim, uint32 damage, AuraEffect* triggeredByAura, SpellInfo const* procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown, uint32 procPhase, ProcEventInfo& eventInfo); bool HandleOverrideClassScriptAuraProc(Unit* victim, uint32 damage, AuraEffect* triggeredByAura, SpellInfo const* procSpell, uint32 cooldown); bool HandleAuraRaidProcFromChargeWithValue(AuraEffect* triggeredByAura); bool HandleAuraRaidProcFromCharge(AuraEffect* triggeredByAura); void UpdateSplineMovement(uint32 t_diff); void UpdateSplinePosition(); // player or player's pet [[nodiscard]] float GetCombatRatingReduction(CombatRating cr) const; [[nodiscard]] uint32 GetCombatRatingDamageReduction(CombatRating cr, float rate, float cap, uint32 damage) const; void PatchValuesUpdate(ByteBuffer& valuesUpdateBuf, BuildValuesCachePosPointers& posPointers, Player* target); void InvalidateValuesUpdateCache() { _valuesUpdateCache.clear(); } [[nodiscard]] float processDummyAuras(float TakenTotalMod) const; void _addAttacker(Unit* pAttacker) { m_attackers.insert(pAttacker); } ///@note: Call only in Unit::Attack() void _removeAttacker(Unit* pAttacker) { m_attackers.erase(pAttacker); } ///@note: Call only in Unit::AttackStop() //----------- Private variables ----------// uint32 m_state; // Even derived shouldn't modify uint32 m_CombatTimer; uint32 m_lastManaUse; // msecs //TimeTrackerSmall m_movesplineTimer; Diminishing m_Diminishing; // Manage all Units that are threatened by us HostileRefMgr m_HostileRefMgr; FollowerRefMgr m_FollowingRefMgr; Unit* m_comboTarget; int8 m_comboPoints; std::unordered_set m_ComboPointHolders; RedirectThreatInfo _redirectThreatInfo; bool m_cleanupDone; // lock made to not add stuff after cleanup before delete bool m_duringRemoveFromWorld; // lock made to not add stuff after begining removing from world uint32 _oldFactionId; ///< faction before charm bool _isWalkingBeforeCharm; ///< Are we walking before we were charmed? uint32 _lastExtraAttackSpell; std::unordered_map extraAttacksTargets; ObjectGuid _lastDamagedTargetGuid; typedef std::unordered_map ValuesUpdateCache; ValuesUpdateCache _valuesUpdateCache; }; namespace Acore { // Binary predicate for sorting Units based on percent value of a power class PowerPctOrderPred { public: PowerPctOrderPred(Powers power, bool ascending = true) : _power(power), _ascending(ascending) { } bool operator()(WorldObject const* objA, WorldObject const* objB) const { Unit const* a = objA->ToUnit(); Unit const* b = objB->ToUnit(); float rA = (a && a->GetMaxPower(_power)) ? float(a->GetPower(_power)) / float(a->GetMaxPower(_power)) : 0.0f; float rB = (b && b->GetMaxPower(_power)) ? float(b->GetPower(_power)) / float(b->GetMaxPower(_power)) : 0.0f; return _ascending ? rA < rB : rA > rB; } bool operator()(Unit const* a, Unit const* b) const { float rA = a->GetMaxPower(_power) ? float(a->GetPower(_power)) / float(a->GetMaxPower(_power)) : 0.0f; float rB = b->GetMaxPower(_power) ? float(b->GetPower(_power)) / float(b->GetMaxPower(_power)) : 0.0f; return _ascending ? rA < rB : rA > rB; } private: Powers const _power; bool const _ascending; }; // Binary predicate for sorting Units based on percent value of health class HealthPctOrderPred { public: HealthPctOrderPred(bool ascending = true) : _ascending(ascending) { } bool operator()(WorldObject const* objA, WorldObject const* objB) const { Unit const* a = objA->ToUnit(); Unit const* b = objB->ToUnit(); float rA = (a && a->GetMaxHealth()) ? float(a->GetHealth()) / float(a->GetMaxHealth()) : 0.0f; float rB = (b && b->GetMaxHealth()) ? float(b->GetHealth()) / float(b->GetMaxHealth()) : 0.0f; return _ascending ? rA < rB : rA > rB; } bool operator() (Unit const* a, Unit const* b) const { float rA = a->GetMaxHealth() ? float(a->GetHealth()) / float(a->GetMaxHealth()) : 0.0f; float rB = b->GetMaxHealth() ? float(b->GetHealth()) / float(b->GetMaxHealth()) : 0.0f; return _ascending ? rA < rB : rA > rB; } private: bool const _ascending; }; } class RedirectSpellEvent : public BasicEvent { public: RedirectSpellEvent(Unit& self, ObjectGuid auraOwnerGUID, AuraEffect* auraEffect) : _self(self), _auraOwnerGUID(auraOwnerGUID), _auraEffect(auraEffect) { } bool Execute(uint64 e_time, uint32 p_time) override; protected: Unit& _self; ObjectGuid _auraOwnerGUID; AuraEffect* _auraEffect; }; #endif