Core/Spells: Simplify combat flagging code on spell launch and impact
This commit is contained in:
1 parent
52fc975ecc
commit
2274f69173
2 files changed
+10
-49
No files matched your search
@@ -2236,37 +2236,6 @@ void Spell::CleanupTargetList()
|
||||
m_delayMoment = 0;
|
||||
}
|
||||
|
||||
class ProcImpactDelayed : public BasicEvent
|
||||
{
|
||||
public:
|
||||
ProcImpactDelayed(Unit* owner, ObjectGuid casterGUID, const bool enterCombat, bool enablePVP) : _owner(owner), _casterGUID(casterGUID), _enterCombat(enterCombat), _enablePVP(enablePVP) {}
|
||||
|
||||
bool Execute(uint64 /*e_time*/, uint32 /*p_time*/) override
|
||||
{
|
||||
if (!_owner)
|
||||
return true;
|
||||
|
||||
Unit* caster = ObjectAccessor::GetUnit(*_owner, _casterGUID);
|
||||
if (!caster)
|
||||
return true;
|
||||
|
||||
// This will only cause combat - the target will engage once the projectile hits (in DoAllEffectOnTarget)
|
||||
if (_enterCombat)
|
||||
_owner->SetInCombatWith(caster);
|
||||
|
||||
if (_enablePVP && caster->ToPlayer())
|
||||
caster->ToPlayer()->UpdatePvP(true);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
private:
|
||||
Unit* _owner;
|
||||
ObjectGuid _casterGUID;
|
||||
bool _enterCombat;
|
||||
bool _enablePVP;
|
||||
};
|
||||
|
||||
class ProcReflectDelayed : public BasicEvent
|
||||
{
|
||||
public:
|
||||
@@ -2350,13 +2319,8 @@ void Spell::AddUnitTarget(Unit* target, uint32 effectMask, bool checkIfValid /*=
|
||||
|
||||
// Calculate hit result
|
||||
WorldObject* caster = m_originalCaster ? m_originalCaster : m_caster;
|
||||
Unit* unitCaster = m_caster->ToUnit();
|
||||
targetInfo.MissCondition = caster->SpellHitResult(target, m_spellInfo, m_canReflect && !(IsPositive() && m_caster->IsFriendlyTo(target)));
|
||||
|
||||
// This will only cause combat - the target will engage once the projectile hits (in DoAllEffectOnTarget)
|
||||
if (m_originalCaster && targetInfo.MissCondition != SPELL_MISS_EVADE && !m_originalCaster->IsFriendlyTo(target) && (!m_spellInfo->IsPositive() || m_spellInfo->HasEffect(SPELL_EFFECT_DISPEL)) && (m_spellInfo->CausesInitialThreat() || target->IsEngaged()))
|
||||
m_originalCaster->SetInCombatWith(target, true);
|
||||
|
||||
// Spell have speed - need calculate incoming time
|
||||
// Incoming time is zero for self casts. At least I think so.
|
||||
if (m_caster != target)
|
||||
@@ -2391,15 +2355,6 @@ void Spell::AddUnitTarget(Unit* target, uint32 effectMask, bool checkIfValid /*=
|
||||
}
|
||||
|
||||
targetInfo.TimeDelay += uint64(std::floor(hitDelay * 1000.0f));
|
||||
|
||||
if (unitCaster && targetInfo.MissCondition != SPELL_MISS_EVADE)
|
||||
{
|
||||
bool enterCombat = !caster->IsFriendlyTo(target) && (!m_spellInfo->IsPositive() || m_spellInfo->HasEffect(SPELL_EFFECT_DISPEL)) && (m_spellInfo->CausesInitialThreat() || target->IsEngaged());
|
||||
bool enablePVP = targetInfo.IsPVPEnabling();
|
||||
|
||||
if (enterCombat || enablePVP)
|
||||
target->m_Events.AddEvent(new ProcImpactDelayed(target, m_originalCasterGUID, enterCombat, enablePVP), target->m_Events.CalculateTime(targetInfo.TimeDelay));
|
||||
}
|
||||
}
|
||||
else
|
||||
targetInfo.TimeDelay = 0ULL;
|
||||
@@ -2408,7 +2363,7 @@ void Spell::AddUnitTarget(Unit* target, uint32 effectMask, bool checkIfValid /*=
|
||||
if (targetInfo.MissCondition == SPELL_MISS_REFLECT)
|
||||
{
|
||||
// Calculate reflected spell result on caster (shouldn't be able to reflect gameobject spells)
|
||||
ASSERT(unitCaster);
|
||||
Unit* unitCaster = ASSERT_NOTNULL(m_caster->ToUnit());
|
||||
targetInfo.ReflectResult = unitCaster->SpellHitResult(unitCaster, m_spellInfo, false); // can't reflect twice
|
||||
|
||||
// Proc spell reflect aura when missile hits the original target
|
||||
@@ -8096,10 +8051,18 @@ void Spell::HandleLaunchPhase()
|
||||
|
||||
void Spell::DoEffectOnLaunchTarget(TargetInfo& targetInfo, float multiplier, uint8 effIndex)
|
||||
{
|
||||
Unit* targetUnit = m_caster->GetGUID() == targetInfo.TargetGUID ? m_caster->ToUnit() : ObjectAccessor::GetUnit(*m_caster, targetInfo.TargetGUID);
|
||||
if (!targetUnit)
|
||||
return;
|
||||
|
||||
// This will only cause combat - the target will engage once the projectile hits (in Spell::TargetInfo::PreprocessTarget)
|
||||
if (m_originalCaster && targetInfo.MissCondition != SPELL_MISS_EVADE && !m_originalCaster->IsFriendlyTo(targetUnit) && (!m_spellInfo->IsPositive() || m_spellInfo->HasEffect(SPELL_EFFECT_DISPEL)) && (m_spellInfo->CausesInitialThreat() || targetUnit->IsEngaged()))
|
||||
m_originalCaster->SetInCombatWith(targetUnit, true);
|
||||
|
||||
Unit* unit = nullptr;
|
||||
// In case spell hit target, do all effect on that target
|
||||
if (targetInfo.MissCondition == SPELL_MISS_NONE || (targetInfo.MissCondition == SPELL_MISS_BLOCK && !m_spellInfo->HasAttribute(SPELL_ATTR3_COMPLETELY_BLOCKED)))
|
||||
unit = m_caster->GetGUID() == targetInfo.TargetGUID ? m_caster->ToUnit() : ObjectAccessor::GetUnit(*m_caster, targetInfo.TargetGUID);
|
||||
unit = targetUnit;
|
||||
// In case spell reflect from target, do all effect on caster (if hit)
|
||||
else if (targetInfo.MissCondition == SPELL_MISS_REFLECT && targetInfo.ReflectResult == SPELL_MISS_NONE)
|
||||
unit = m_caster->ToUnit();
|
||||
|
||||
@@ -692,8 +692,6 @@ class TC_GAME_API Spell
|
||||
void DoTargetSpellHit(Spell* spell, uint8 effIndex) override;
|
||||
void DoDamageAndTriggers(Spell* spell) override;
|
||||
|
||||
bool IsPVPEnabling() const { return _enablePVP; }
|
||||
|
||||
ObjectGuid TargetGUID;
|
||||
uint64 TimeDelay = 0ULL;
|
||||
int32 Damage = 0;
|
||||
|
||||
Reference in new issue
Block a user