Core/Auras: Rewritten conditionally applying SPELL_AURA_MOD_WEAPON_CR…

…IT_PERCENT, SPELL_AURA_MOD_DAMAGE_DONE and SPELL_AURA_MOD_DAMAGE_PERCENT_DONE auras

* Now the entire aura is removed when changing equipment
* All aura types can now depend on equipped items
This commit is contained in:
Aokromes committed 2016-11-27 03:09:29 +01:00
1 parent 0ca62b97e0
commit c0ba6c2dfe
8 files changed
+133 -285

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+59 -69
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@@ -8691,11 +8691,12 @@ uint32 Unit::SpellDamageBonusDone(Unit* victim, SpellInfo const* spellProto, uin
// Impurity (dummy effect)
if (GetTypeId() == TYPEID_PLAYER)
{
PlayerSpellMap playerSpells = ToPlayer()->GetSpellMap();
for (PlayerSpellMap::const_iterator itr = playerSpells.begin(); itr != playerSpells.end(); ++itr)
PlayerSpellMap const& playerSpells = ToPlayer()->GetSpellMap();
for (auto itr = playerSpells.begin(); itr != playerSpells.end(); ++itr)
{
if (itr->second->state == PLAYERSPELL_REMOVED || itr->second->disabled)
continue;
switch (itr->first)
{
case 49220:
@@ -8704,7 +8705,7 @@ uint32 Unit::SpellDamageBonusDone(Unit* victim, SpellInfo const* spellProto, uin
case 49636:
case 49638:
if (SpellInfo const* proto = sSpellMgr->GetSpellInfo(itr->first))
AddPct(ApCoeffMod, proto->Effects[0].CalcValue());
AddPct(ApCoeffMod, proto->Effects[EFFECT_0].CalcValue());
break;
}
}
@@ -8717,14 +8718,14 @@ uint32 Unit::SpellDamageBonusDone(Unit* victim, SpellInfo const* spellProto, uin
// Pets just add their bonus damage to their spell damage
// note that their spell damage is just gain of their own auras
if (HasUnitTypeMask(UNIT_MASK_GUARDIAN))
DoneAdvertisedBenefit += static_cast<Guardian const*>(this)->GetBonusDamage();
DoneAdvertisedBenefit += ((Guardian*)this)->GetBonusDamage();
// Check for table values
float coeff = 0.f;
float coeff = 0.0f;
SpellBonusEntry const* bonus = sSpellMgr->GetSpellBonusData(spellProto->Id);
if (bonus)
{
WeaponAttackType const attType = (spellProto->IsRangedWeaponSpell() && spellProto->DmgClass != SPELL_DAMAGE_CLASS_MELEE) ? RANGED_ATTACK : BASE_ATTACK;
WeaponAttackType attType = (spellProto->IsRangedWeaponSpell() && spellProto->DmgClass != SPELL_DAMAGE_CLASS_MELEE) ? RANGED_ATTACK : BASE_ATTACK;
float APbonus = float(victim->GetTotalAuraModifier(attType == BASE_ATTACK ? SPELL_AURA_MELEE_ATTACK_POWER_ATTACKER_BONUS : SPELL_AURA_RANGED_ATTACK_POWER_ATTACKER_BONUS));
APbonus += GetTotalAttackPowerValue(attType);
@@ -8746,6 +8747,7 @@ uint32 Unit::SpellDamageBonusDone(Unit* victim, SpellInfo const* spellProto, uin
}
}
}
// Default calculation
if (DoneAdvertisedBenefit)
{
@@ -8792,24 +8794,17 @@ float Unit::SpellDamagePctDone(Unit* victim, SpellInfo const* spellProto, Damage
if (GetTypeId() == TYPEID_UNIT && !IsPet())
DoneTotalMod *= ToCreature()->GetSpellDamageMod(ToCreature()->GetCreatureTemplate()->rank);
AuraEffectList const& mModDamagePercentDone = GetAuraEffectsByType(SPELL_AURA_MOD_DAMAGE_PERCENT_DONE);
for (AuraEffect const* aurEff : mModDamagePercentDone)
float maxModDamagePercentSchool = 0.0f;
if (GetTypeId() == TYPEID_PLAYER)
{
SpellInfo const* aurSpellInfo = aurEff->GetSpellInfo();
if (spellProto->EquippedItemClass == -1 && aurSpellInfo->EquippedItemClass != -1) // prevent apply mods from weapon specific case to non weapon specific spells (Example: thunder clap and two-handed weapon specialization)
continue;
if ((aurEff->GetMiscValue() & spellProto->GetSchoolMask()) != 0)
{
if (aurSpellInfo->EquippedItemClass == -1)
AddPct(DoneTotalMod, aurEff->GetAmount());
else if (!aurSpellInfo->HasAttribute(SPELL_ATTR5_SPECIAL_ITEM_CLASS_CHECK) && (aurSpellInfo->EquippedItemSubClassMask == 0))
AddPct(DoneTotalMod, aurEff->GetAmount());
else if (ToPlayer() && ToPlayer()->HasItemFitToSpellRequirements(aurSpellInfo))
AddPct(DoneTotalMod, aurEff->GetAmount());
}
for (uint32 i = 0; i < MAX_SPELL_SCHOOL; ++i)
if (spellProto->GetSchoolMask() & (1 << i))
maxModDamagePercentSchool = std::max(maxModDamagePercentSchool, GetFloatValue(PLAYER_FIELD_MOD_DAMAGE_DONE_PCT + i));
}
else
maxModDamagePercentSchool = GetTotalAuraMultiplierByMiscMask(SPELL_AURA_MOD_DAMAGE_PERCENT_DONE, spellProto->GetSchoolMask());
DoneTotalMod *= maxModDamagePercentSchool;
uint32 creatureTypeMask = victim->GetCreatureTypeMask();
@@ -9065,14 +9060,8 @@ int32 Unit::SpellBaseDamageBonusDone(SpellSchoolMask schoolMask) const
AuraEffectList const& mDamageDone = GetAuraEffectsByType(SPELL_AURA_MOD_DAMAGE_DONE);
for (AuraEffect const* aurEff : mDamageDone)
{
if (!(aurEff->GetMiscValue() & schoolMask))
continue;
// only apply generic bonus here, weapon requiring mods are not applicable to non-melee spells
if (aurEff->GetSpellInfo()->EquippedItemClass == -1 && aurEff->GetSpellInfo()->EquippedItemInventoryTypeMask == 0)
if (aurEff->GetMiscValue() & schoolMask)
DoneAdvertisedBenefit += aurEff->GetAmount();
}
if (GetTypeId() == TYPEID_PLAYER)
{
@@ -9097,7 +9086,6 @@ int32 Unit::SpellBaseDamageBonusDone(SpellSchoolMask schoolMask) const
// ... and attack power
DoneAdvertisedBenefit += static_cast<int32>(CalculatePct(GetTotalAttackPowerValue(BASE_ATTACK), GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_SPELL_DAMAGE_OF_ATTACK_POWER, schoolMask)));
}
return DoneAdvertisedBenefit;
@@ -9912,35 +9900,22 @@ uint32 Unit::MeleeDamageBonusDone(Unit* victim, uint32 pdamage, WeaponAttackType
float DoneTotalMod = 1.0f;
// Some spells don't benefit from pct done mods
if (spellProto && !spellProto->HasAttribute(SPELL_ATTR6_NO_DONE_PCT_DAMAGE_MODS))
if (spellProto)
{
AuraEffectList const& mModDamagePercentDone = GetAuraEffectsByType(SPELL_AURA_MOD_DAMAGE_PERCENT_DONE);
for (AuraEffect const* aurEff : mModDamagePercentDone)
// mods for SPELL_SCHOOL_MASK_NORMAL are already factored in base melee damage calculation
if (!spellProto->HasAttribute(SPELL_ATTR6_NO_DONE_PCT_DAMAGE_MODS) && !(spellProto->GetSchoolMask() & SPELL_SCHOOL_MASK_NORMAL))
{
// Apply mod if schoolmask matches...
if ((aurEff->GetMiscValue() & spellProto->GetSchoolMask()) != 0)
float maxModDamagePercentSchool = 0.0f;
if (GetTypeId() == TYPEID_PLAYER)
{
SpellInfo const* aurSpellInfo = aurEff->GetSpellInfo();
// ... but not for SCHOOL_MASK_NORMAL, or generic weapon bonus, or creatures (creatures don't have equiped items check)
// for these types the damage was already calculated in AuraEffect handler, and stored into TOTAL_PCT
// if we include them, we'll be multiplying twice (one in Unit::CalculateDamage, the other here)
if ((aurEff->GetMiscValue() & SPELL_SCHOOL_MASK_NORMAL) && (aurSpellInfo->EquippedItemClass == -1 || GetTypeId() != TYPEID_PLAYER))
continue;
// generic weapon bonus (magic)
if (aurSpellInfo->EquippedItemClass == -1)
AddPct(DoneTotalMod, aurEff->GetAmount());
// skips subclassmask check/has generic subclassmask set
else if (!aurSpellInfo->HasAttribute(SPELL_ATTR5_SPECIAL_ITEM_CLASS_CHECK) && (aurSpellInfo->EquippedItemSubClassMask == 0))
AddPct(DoneTotalMod, aurEff->GetAmount());
// This one is already applied in Player::_ApplyWeaponDependentAuraDamageMod
/*
else if (ToPlayer() && ToPlayer()->HasItemFitToSpellRequirements(aurSpellInfo))
AddPct(DoneTotalMod, aurEff->GetAmount());
*/
for (uint32 i = SPELL_SCHOOL_HOLY; i < MAX_SPELL_SCHOOL; ++i)
if (spellProto->GetSchoolMask() & (1 << i))
maxModDamagePercentSchool = std::max(maxModDamagePercentSchool, GetFloatValue(PLAYER_FIELD_MOD_DAMAGE_DONE_PCT + i));
}
else
maxModDamagePercentSchool = GetTotalAuraMultiplierByMiscMask(SPELL_AURA_MOD_DAMAGE_PERCENT_DONE, spellProto->GetSchoolMask());
DoneTotalMod *= maxModDamagePercentSchool;
}
}
@@ -13589,26 +13564,41 @@ float Unit::CalculateDefaultCoefficient(SpellInfo const* spellInfo, DamageEffect
float Unit::GetAPMultiplier(WeaponAttackType attType, bool normalized)
{
if (!normalized || GetTypeId() != TYPEID_PLAYER)
return float(GetAttackTime(attType)) / 1000.0f;
if (GetTypeId() != TYPEID_PLAYER)
return GetAttackTime(attType) / 1000.0f;
Item* Weapon = ToPlayer()->GetWeaponForAttack(attType, true);
if (!Weapon)
return 2.4f; // fist attack
Item* weapon = ToPlayer()->GetWeaponForAttack(attType, true);
if (!weapon)
return BASE_ATTACK_TIME / 1000.0f;
switch (Weapon->GetTemplate()->InventoryType)
if (!normalized)
return weapon->GetTemplate()->Delay / 1000.0f;
switch (weapon->GetTemplate()->SubClass)
{
case INVTYPE_2HWEAPON:
case ITEM_SUBCLASS_WEAPON_AXE2:
case ITEM_SUBCLASS_WEAPON_MACE2:
case ITEM_SUBCLASS_WEAPON_POLEARM:
case ITEM_SUBCLASS_WEAPON_SWORD2:
case ITEM_SUBCLASS_WEAPON_STAFF:
case ITEM_SUBCLASS_WEAPON_FISHING_POLE:
return 3.3f;
case INVTYPE_RANGED:
case INVTYPE_RANGEDRIGHT:
case INVTYPE_THROWN:
case ITEM_SUBCLASS_WEAPON_BOW:
case ITEM_SUBCLASS_WEAPON_GUN:
case ITEM_SUBCLASS_WEAPON_CROSSBOW:
case ITEM_SUBCLASS_WEAPON_THROWN:
return 2.8f;
case INVTYPE_WEAPON:
case INVTYPE_WEAPONMAINHAND:
case INVTYPE_WEAPONOFFHAND:
case ITEM_SUBCLASS_WEAPON_AXE:
case ITEM_SUBCLASS_WEAPON_MACE:
case ITEM_SUBCLASS_WEAPON_SWORD:
case ITEM_SUBCLASS_WEAPON_EXOTIC:
case ITEM_SUBCLASS_WEAPON_EXOTIC2:
case ITEM_SUBCLASS_WEAPON_FIST:
return 2.4f;
case ITEM_SUBCLASS_WEAPON_DAGGER:
return 1.7f;
default:
return Weapon->GetTemplate()->SubClass == ITEM_SUBCLASS_WEAPON_DAGGER ? 1.7f : 2.4f;
return weapon->GetTemplate()->Delay / 1000.0f;
}
}