Core/Spells: Implement OnEffectAbsorbHeal and AfterEffectAbsorbHeal hooks
Port From (https://github.com/TrinityCore/TrinityCore/commit/44236c70787eae0239fb636e217305dfa043bf71)
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@@ -3593,57 +3593,53 @@ namespace Game.Entities
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if (healInfo.GetHeal() == 0)
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return;
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// Need remove expired auras after
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bool existExpired = false;
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// absorb without mana cost
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var vHealAbsorb = healInfo.GetTarget().GetAuraEffectsByType(AuraType.SchoolHealAbsorb);
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for (var i = 0; i < vHealAbsorb.Count; ++i)
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for (var i = 0; i < vHealAbsorb.Count && healInfo.GetHeal() > 0; ++i)
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{
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var eff = vHealAbsorb[i];
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if (healInfo.GetHeal() <= 0)
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break;
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if (!Convert.ToBoolean(eff.GetMiscValue() & (int)healInfo.GetSpellInfo().SchoolMask))
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AuraEffect absorbAurEff = vHealAbsorb[i];
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// Check if aura was removed during iteration - we don't need to work on such auras
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AuraApplication aurApp = absorbAurEff.GetBase().GetApplicationOfTarget(healInfo.GetTarget().GetGUID());
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if (aurApp == null)
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continue;
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// Max Amount can be absorbed by this aura
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int currentAbsorb = eff.GetAmount();
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// Found empty aura (impossible but..)
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if (currentAbsorb <= 0)
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{
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existExpired = true;
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if ((absorbAurEff.GetMiscValue() & (int)healInfo.GetSchoolMask()) == 0)
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continue;
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// get amount which can be still absorbed by the aura
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int currentAbsorb = absorbAurEff.GetAmount();
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// aura with infinite absorb amount - let the scripts handle absorbtion amount, set here to 0 for safety
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if (currentAbsorb < 0)
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currentAbsorb = 0;
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uint tempAbsorb = (uint)currentAbsorb;
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bool defaultPrevented = false;
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absorbAurEff.GetBase().CallScriptEffectAbsorbHandlers(absorbAurEff, aurApp, healInfo, ref tempAbsorb, ref defaultPrevented);
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currentAbsorb = (int)tempAbsorb;
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if (defaultPrevented)
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continue;
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}
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// currentAbsorb - damage can be absorbed by shield
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// If need absorb less damage
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currentAbsorb = (int)Math.Min(healInfo.GetHeal(), currentAbsorb);
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healInfo.AbsorbHeal((uint)currentAbsorb);
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// Reduce shield amount
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eff.ChangeAmount(eff.GetAmount() - currentAbsorb);
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// Need remove it later
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if (eff.GetAmount() <= 0)
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existExpired = true;
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}
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tempAbsorb = (uint)currentAbsorb;
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absorbAurEff.GetBase().CallScriptEffectAfterAbsorbHandlers(absorbAurEff, aurApp, healInfo, ref tempAbsorb);
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// Remove all expired absorb auras
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if (existExpired)
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{
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for (var i = 0; i < vHealAbsorb.Count;)
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// Reduce shield amount
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absorbAurEff.ChangeAmount(absorbAurEff.GetAmount() - currentAbsorb);
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// Check if our aura is using amount to count damage
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if (absorbAurEff.GetAmount() >= 0)
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{
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AuraEffect auraEff = vHealAbsorb[i];
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++i;
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if (auraEff.GetAmount() <= 0)
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{
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uint removedAuras = healInfo.GetTarget().m_removedAurasCount;
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auraEff.GetBase().Remove(AuraRemoveMode.EnemySpell);
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if (removedAuras + 1 < healInfo.GetTarget().m_removedAurasCount)
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i = 0;
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}
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// Reduce shield amount
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absorbAurEff.ChangeAmount(absorbAurEff.GetAmount() - currentAbsorb);
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// Aura cannot absorb anything more - remove it
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if (absorbAurEff.GetAmount() <= 0)
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absorbAurEff.GetBase().Remove(AuraRemoveMode.EnemySpell);
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}
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}
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}
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