Core/Spells: corrected haste rune cooldown reduction behaivior

* the haste regeneration modifier will now act multiplicative on the base regeneration rate rather than modifying it directly
* renamed some functions for clarification
This commit is contained in:
Ovahlord committed 2019-12-10 15:23:43 +01:00
1 parent d38dfce011
commit 0cdddca210
6 files changed
+46 -58

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+17 -9
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@@ -5470,16 +5470,16 @@ void Player::ApplyRatingMod(CombatRating combatRating, int32 value, bool apply)
ApplyAttackTimePercentMod(BASE_ATTACK, (m_baseRatingValue[combatRating] + (apply ? value : -value)) * GetRatingMultiplier(combatRating), true);
ApplyAttackTimePercentMod(OFF_ATTACK, m_baseRatingValue[combatRating] * GetRatingMultiplier(combatRating), false);
ApplyAttackTimePercentMod(OFF_ATTACK, (m_baseRatingValue[combatRating] + (apply ? value : -value)) * GetRatingMultiplier(combatRating), true);
ApplyRegenMod(BASE_ATTACK, m_baseRatingValue[combatRating] * GetRatingMultiplier(combatRating), false);
ApplyRegenMod(BASE_ATTACK, (m_baseRatingValue[combatRating] + (apply ? value : -value)) * GetRatingMultiplier(combatRating), true);
ApplyHasteRegenMod(BASE_ATTACK, m_baseRatingValue[combatRating] * GetRatingMultiplier(combatRating), false);
ApplyHasteRegenMod(BASE_ATTACK, (m_baseRatingValue[combatRating] + (apply ? value : -value)) * GetRatingMultiplier(combatRating), true);
break;
}
case CR_HASTE_RANGED:
{
ApplyAttackTimePercentMod(RANGED_ATTACK, m_baseRatingValue[combatRating] * GetRatingMultiplier(combatRating), false);
ApplyAttackTimePercentMod(RANGED_ATTACK, (m_baseRatingValue[combatRating] + (apply ? value : -value)) * GetRatingMultiplier(combatRating), true);
ApplyRegenMod(RANGED_ATTACK, m_baseRatingValue[combatRating] * GetRatingMultiplier(combatRating), false);
ApplyRegenMod(RANGED_ATTACK, (m_baseRatingValue[combatRating] + (apply ? value : -value)) * GetRatingMultiplier(combatRating), true);
ApplyHasteRegenMod(RANGED_ATTACK, m_baseRatingValue[combatRating] * GetRatingMultiplier(combatRating), false);
ApplyHasteRegenMod(RANGED_ATTACK, (m_baseRatingValue[combatRating] + (apply ? value : -value)) * GetRatingMultiplier(combatRating), true);
break;
}
case CR_HASTE_SPELL:
@@ -25752,11 +25752,6 @@ bool Player::isTotalImmunity() const
return false;
}
uint32 Player::GetRuneTypeBaseCooldown(RuneType /*runeType*/) const
{
return RUNE_BASE_COOLDOWN;
}
void Player::SetRuneConvertAura(uint8 index, AuraEffect const* aura, AuraType auraType, SpellInfo const* spellInfo)
{
m_runes->runes[index].ConvertAura = aura;
@@ -25873,6 +25868,19 @@ void Player::InitRunes()
SetFloatValue(PLAYER_RUNE_REGEN_1 + i, 0.1f); // set a base regen timer equal to 10 sec
}
void Player::UpdateRuneRegeneration()
{
// Formular: base cooldown / (1 - haste)
float regeneration = 0.1f;
float haste = GetFloatValue(PLAYER_FIELD_MOD_HASTE_REGEN);
if (haste)
regeneration /= haste;
if (getClass() == CLASS_DEATH_KNIGHT)
for (uint8 i = 0; i < NUM_RUNE_TYPES; i++)
SetFloatValue(PLAYER_RUNE_REGEN_1 + i, regeneration);
}
bool Player::IsBaseRuneSlotsOnCooldown(RuneType runeType) const
{
for (uint8 i = 0; i < MAX_RUNES; ++i)
+1 -2
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@@ -2298,8 +2298,6 @@ class TC_GAME_API Player : public Unit, public GridObject<Player>
RuneType GetBaseRune(uint8 index) const { return RuneType(m_runes->runes[index].BaseRune); }
RuneType GetCurrentRune(uint8 index) const { return RuneType(m_runes->runes[index].CurrentRune); }
uint32 GetRuneCooldown(uint8 index) const { return m_runes->runes[index].Cooldown; }
uint32 GetRuneBaseCooldown(uint8 index) const { return GetRuneTypeBaseCooldown(GetBaseRune(index)); }
uint32 GetRuneTypeBaseCooldown(RuneType runeType) const;
bool IsBaseRuneSlotsOnCooldown(RuneType runeType) const;
RuneType GetLastUsedRune() { return m_runes->lastUsedRune; }
uint8 GetLastUsedRuneMask() { return m_runes->lastUsedRuneMask; }
@@ -2317,6 +2315,7 @@ class TC_GAME_API Player : public Unit, public GridObject<Player>
void ResyncRunes(uint8 count);
void AddRunePower(uint8 mask);
void InitRunes();
void UpdateRuneRegeneration();
void SendRespondInspectAchievements(Player* player) const;
uint32 GetAchievementPoints() const;
+12 -31
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@@ -11254,47 +11254,28 @@ void Unit::ApplyAttackTimePercentMod(WeaponAttackType att, float val, bool apply
m_attackTimer[att] = uint32(GetAttackTime(att) * m_modAttackSpeedPct[att] * remainingTimePct);
}
void Unit::ApplyRegenMod(WeaponAttackType att, float val, bool apply)
void Unit::ApplyHasteRegenMod(WeaponAttackType att, float val, bool apply)
{
if (GetTypeId() != TYPEID_PLAYER)
return;
if (val > 0)
{
if (att == BASE_ATTACK)
{
// Modify rune regeneration based on haste
if (getClass() == CLASS_DEATH_KNIGHT)
for (uint8 i = 0; i < NUM_RUNE_TYPES; i++)
ApplyPercentModFloatValue(PLAYER_RUNE_REGEN_1 + i, -val, !apply);
if (getClass() != CLASS_HUNTER)
ApplyPercentModFloatValue(PLAYER_FIELD_MOD_HASTE_REGEN, val, !apply);
}
else if (att == RANGED_ATTACK)
{
if (getClass() == CLASS_HUNTER)
ApplyPercentModFloatValue(PLAYER_FIELD_MOD_HASTE_REGEN, val, !apply);
}
if (att == BASE_ATTACK && getClass() != CLASS_HUNTER)
ApplyPercentModFloatValue(PLAYER_FIELD_MOD_HASTE_REGEN, val, !apply);
else if (att == RANGED_ATTACK && getClass() == CLASS_HUNTER)
ApplyPercentModFloatValue(PLAYER_FIELD_MOD_HASTE_REGEN, val, !apply);
}
else
{
if (att == BASE_ATTACK)
{
// Modify rune regeneration based on haste
if (getClass() == CLASS_DEATH_KNIGHT)
for (uint8 i = 0; i < NUM_RUNE_TYPES; i++)
ApplyPercentModFloatValue(PLAYER_RUNE_REGEN_1 + i, val, apply);
if (getClass() != CLASS_HUNTER)
ApplyPercentModFloatValue(PLAYER_FIELD_MOD_HASTE_REGEN, -val, apply);
}
else if (att == RANGED_ATTACK)
{
if (getClass() == CLASS_HUNTER)
ApplyPercentModFloatValue(PLAYER_FIELD_MOD_HASTE_REGEN, -val, apply);
}
if (att == BASE_ATTACK && getClass() != CLASS_HUNTER)
ApplyPercentModFloatValue(PLAYER_FIELD_MOD_HASTE_REGEN, -val, apply);
else if (att == RANGED_ATTACK && getClass() == CLASS_HUNTER)
ApplyPercentModFloatValue(PLAYER_FIELD_MOD_HASTE_REGEN, -val, apply);
}
if (getClass() == CLASS_DEATH_KNIGHT)
ToPlayer()->UpdateRuneRegeneration();
}
void Unit::ApplyCastTimePercentMod(float val, bool apply)
+1 -1
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@@ -1106,7 +1106,7 @@ class TC_GAME_API Unit : public WorldObject
uint32 GetAttackTime(WeaponAttackType att) const;
void SetAttackTime(WeaponAttackType att, uint32 val) { SetFloatValue(UNIT_FIELD_BASEATTACKTIME+att, val*m_modAttackSpeedPct[att]); }
void ApplyAttackTimePercentMod(WeaponAttackType att, float val, bool apply);
void ApplyRegenMod(WeaponAttackType att, float val, bool apply);
void ApplyHasteRegenMod(WeaponAttackType att, float val, bool apply);
void ApplyCastTimePercentMod(float val, bool apply);
SheathState GetSheath() const { return SheathState(GetByteValue(UNIT_FIELD_BYTES_2, UNIT_BYTES_2_OFFSET_SHEATH_STATE)); }
@@ -3975,8 +3975,8 @@ void AuraEffect::HandleModMeleeRangedSpeedPct(AuraApplication const* aurApp, uin
if (GetAuraType() != SPELL_AURA_MOD_MELEE_RANGED_HASTE_2 && GetAuraType() != SPELL_AURA_MOD_RANGED_HASTE_2)
{
target->ApplyRegenMod(BASE_ATTACK, (float)GetAmount(), apply);
target->ApplyRegenMod(RANGED_ATTACK, (float)GetAmount(), apply);
target->ApplyHasteRegenMod(BASE_ATTACK, (float)GetAmount(), apply);
target->ApplyHasteRegenMod(RANGED_ATTACK, (float)GetAmount(), apply);
}
}
@@ -4003,8 +4003,8 @@ void AuraEffect::HandleModCombatSpeedPct(AuraApplication const* aurApp, uint8 mo
target->ApplyAttackTimePercentMod(RANGED_ATTACK, float(GetAmount()), apply);
if (GetAuraType() != SPELL_AURA_MOD_MELEE_RANGED_HASTE_2 && GetAuraType() != SPELL_AURA_MOD_RANGED_HASTE_2)
{
target->ApplyRegenMod(BASE_ATTACK, (float)GetAmount(), apply);
target->ApplyRegenMod(RANGED_ATTACK, (float)GetAmount(), apply);
target->ApplyHasteRegenMod(BASE_ATTACK, (float)GetAmount(), apply);
target->ApplyHasteRegenMod(RANGED_ATTACK, (float)GetAmount(), apply);
}
}
@@ -4017,7 +4017,7 @@ void AuraEffect::HandleModAttackSpeed(AuraApplication const* aurApp, uint8 mode,
target->ApplyAttackTimePercentMod(BASE_ATTACK, float(GetAmount()), apply);
if (GetAuraType() != SPELL_AURA_MOD_MELEE_RANGED_HASTE_2 && GetAuraType() != SPELL_AURA_MOD_RANGED_HASTE_2)
target->ApplyRegenMod(BASE_ATTACK, (float)GetAmount(), apply);
target->ApplyHasteRegenMod(BASE_ATTACK, (float)GetAmount(), apply);
target->UpdateDamagePhysical(BASE_ATTACK);
}
@@ -4036,25 +4036,25 @@ void AuraEffect::HandleModMeleeSpeedPct(AuraApplication const* aurApp, uint8 mod
if (spellGroupVal)
{
if (target->GetTypeId() == TYPEID_PLAYER && applyRegenPct && GetBase()->HasEffectType(SPELL_AURA_MOD_MELEE_HASTE_3))
target->ApplyRegenMod(BASE_ATTACK, (float)GetAmount(), !apply);
target->ApplyHasteRegenMod(BASE_ATTACK, (float)GetAmount(), !apply);
else
{
target->ApplyAttackTimePercentMod(BASE_ATTACK, (float)GetAmount(), !apply);
target->ApplyAttackTimePercentMod(OFF_ATTACK, (float)GetAmount(), !apply);
if (applyRegenPct)
target->ApplyRegenMod(BASE_ATTACK, (float)GetAmount(), !apply);
target->ApplyHasteRegenMod(BASE_ATTACK, (float)GetAmount(), !apply);
}
}
// Auras that only increase regeneration
if (target->GetTypeId() == TYPEID_PLAYER && applyRegenPct && GetBase()->HasEffectType(SPELL_AURA_MOD_MELEE_HASTE_3))
target->ApplyRegenMod(BASE_ATTACK, (float)GetAmount(), apply);
target->ApplyHasteRegenMod(BASE_ATTACK, (float)GetAmount(), apply);
else
{
target->ApplyAttackTimePercentMod(BASE_ATTACK, (float)GetAmount(), apply);
target->ApplyAttackTimePercentMod(OFF_ATTACK, (float)GetAmount(), apply);
if (applyRegenPct)
target->ApplyRegenMod(BASE_ATTACK, (float)GetAmount(), apply);
target->ApplyHasteRegenMod(BASE_ATTACK, (float)GetAmount(), apply);
}
}
@@ -4072,12 +4072,12 @@ void AuraEffect::HandleAuraModRangedHaste(AuraApplication const* aurApp, uint8 m
{
target->ApplyAttackTimePercentMod(RANGED_ATTACK, (float)GetAmount(), !apply);
if (GetAuraType() != SPELL_AURA_MOD_MELEE_RANGED_HASTE_2 && GetAuraType() != SPELL_AURA_MOD_RANGED_HASTE_2)
target->ApplyRegenMod(RANGED_ATTACK, (float)GetAmount(), !apply);
target->ApplyHasteRegenMod(RANGED_ATTACK, (float)GetAmount(), !apply);
}
target->ApplyAttackTimePercentMod(RANGED_ATTACK, (float)GetAmount(), apply);
if (GetAuraType() != SPELL_AURA_MOD_MELEE_RANGED_HASTE_2 && GetAuraType() != SPELL_AURA_MOD_RANGED_HASTE_2)
target->ApplyRegenMod(RANGED_ATTACK, (float)GetAmount(), apply);
target->ApplyHasteRegenMod(RANGED_ATTACK, (float)GetAmount(), apply);
}
/********************************/
+4 -4
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@@ -4194,7 +4194,7 @@ void Spell::SendSpellStart()
for (uint8 i = 0; i < MAX_RUNES; ++i)
{
// float casts ensure the division is performed on floats as we need float result
float baseCd = float(player->GetRuneBaseCooldown(i));
float baseCd = float(uint32(RUNE_BASE_COOLDOWN));
data << uint8((baseCd - float(player->GetRuneCooldown(i))) / baseCd * 255); // rune cooldown passed
}
}
@@ -4320,7 +4320,7 @@ void Spell::SendSpellGo()
for (uint8 i = 0; i < MAX_RUNES; ++i)
{
// float casts ensure the division is performed on floats as we need float result
float baseCd = float(player->GetRuneBaseCooldown(i));
float baseCd = float(uint32(RUNE_BASE_COOLDOWN));
data << uint8((baseCd - float(player->GetRuneCooldown(i))) / baseCd * 255); // rune cooldown passed
}
}
@@ -5048,7 +5048,7 @@ void Spell::TakeRunePower(SpellMissInfo hitInfo)
RuneType rune = player->GetCurrentRune(i);
if (!player->GetRuneCooldown(i) && runeCost[rune] > 0)
{
player->SetRuneCooldown(i, consumeRunes ? player->GetRuneBaseCooldown(i) : uint32(RUNE_MISS_COOLDOWN));
player->SetRuneCooldown(i, consumeRunes ? uint32(RUNE_BASE_COOLDOWN) : uint32(RUNE_MISS_COOLDOWN));
player->SetLastUsedRune(rune);
player->SetLastUsedRuneIndex(i);
runeCost[rune]--;
@@ -5065,7 +5065,7 @@ void Spell::TakeRunePower(SpellMissInfo hitInfo)
RuneType rune = player->GetCurrentRune(i);
if (!player->GetRuneCooldown(i) && rune == RUNE_DEATH)
{
player->SetRuneCooldown(i, consumeRunes ? player->GetRuneBaseCooldown(i) : uint32(RUNE_MISS_COOLDOWN));
player->SetRuneCooldown(i, consumeRunes ? uint32(RUNE_BASE_COOLDOWN) : uint32(RUNE_MISS_COOLDOWN));
player->SetLastUsedRune(rune);
player->SetLastUsedRuneIndex(i);
runeCost[rune]--;