Core/SAI: allow creatures to handle gameobject spellhit SAI events.
Port From (https://github.com/TrinityCore/TrinityCore/commit/83a9222c390110ae082512ed858a5580a958aa21)
This commit is contained in:
@@ -662,11 +662,21 @@ namespace Game.AI
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GetScript().ProcessEventsFor(SmartEvents.SpellHit, caster, 0, 0, false, spellInfo);
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}
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public override void SpellHitByGameObject(GameObject obj, SpellInfo spellInfo)
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{
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GetScript().ProcessEventsFor(SmartEvents.SpellHit, null, 0, 0, false, spellInfo, obj);
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}
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public override void SpellHitTarget(Unit target, SpellInfo spellInfo)
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{
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GetScript().ProcessEventsFor(SmartEvents.SpellHitTarget, target, 0, 0, false, spellInfo);
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}
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public override void SpellHitTargetGameObject(GameObject target, SpellInfo spellInfo)
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{
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GetScript().ProcessEventsFor(SmartEvents.SpellHitTarget, null, 0, 0, false, spellInfo, target);
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}
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public override void DamageTaken(Unit attacker, ref uint damage)
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{
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GetScript().ProcessEventsFor(SmartEvents.Damaged, attacker, damage);
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+158
-158
@@ -7862,193 +7862,193 @@ namespace Game.Spells
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// Get original caster (if exist) and calculate damage/healing from him data
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// Skip if m_originalCaster not available
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Unit caster = spell.GetOriginalCaster() ? spell.GetOriginalCaster() : spell.GetCaster().ToUnit();
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if (caster == null)
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return;
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// Fill base trigger info
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ProcFlags procAttacker = spell.m_procAttacker;
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ProcFlags procVictim = spell.m_procVictim;
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ProcFlagsSpellType procSpellType = ProcFlagsSpellType.None;
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ProcFlagsHit hitMask = ProcFlagsHit.None;
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// Spells with this flag cannot trigger if effect is cast on self
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bool canEffectTrigger = !spell.m_spellInfo.HasAttribute(SpellAttr3.CantTriggerProc) && spell.unitTarget.CanProc() &&
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(spell.CanExecuteTriggersOnHit(EffectMask) || MissCondition == SpellMissInfo.Immune || MissCondition == SpellMissInfo.Immune2);
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// Trigger info was not filled in Spell::prepareDataForTriggerSystem - we do it now
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if (canEffectTrigger && procAttacker == 0 && procVictim == 0)
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if (caster != null)
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{
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bool positive = true;
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if (spell.m_damage > 0)
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positive = false;
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else if (spell.m_healing == 0)
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{
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for (uint i = 0; i < SpellConst.MaxEffects; ++i)
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{
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// in case of immunity, check all effects to choose correct procFlags, as none has technically hit
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if (EffectMask != 0 && (EffectMask & (1 << (int)i)) == 0)
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continue;
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// Fill base trigger info
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ProcFlags procAttacker = spell.m_procAttacker;
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ProcFlags procVictim = spell.m_procVictim;
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ProcFlagsSpellType procSpellType = ProcFlagsSpellType.None;
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ProcFlagsHit hitMask = ProcFlagsHit.None;
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if (!spell.m_spellInfo.IsPositiveEffect(i))
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// Spells with this flag cannot trigger if effect is cast on self
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bool canEffectTrigger = !spell.m_spellInfo.HasAttribute(SpellAttr3.CantTriggerProc) && spell.unitTarget.CanProc() &&
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(spell.CanExecuteTriggersOnHit(EffectMask) || MissCondition == SpellMissInfo.Immune || MissCondition == SpellMissInfo.Immune2);
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// Trigger info was not filled in Spell::prepareDataForTriggerSystem - we do it now
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if (canEffectTrigger && procAttacker == 0 && procVictim == 0)
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{
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bool positive = true;
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if (spell.m_damage > 0)
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positive = false;
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else if (spell.m_healing == 0)
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{
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for (uint i = 0; i < spell.m_spellInfo.GetEffects().Count; ++i)
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{
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positive = false;
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break;
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// in case of immunity, check all effects to choose correct procFlags, as none has technically hit
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if (EffectMask != 0 && (EffectMask & (1 << (int)i)) == 0)
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continue;
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if (!spell.m_spellInfo.IsPositiveEffect(i))
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{
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positive = false;
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break;
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}
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}
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}
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switch (spell.m_spellInfo.DmgClass)
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{
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case SpellDmgClass.Magic:
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if (positive)
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{
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procAttacker |= ProcFlags.DoneSpellMagicDmgClassPos;
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procVictim |= ProcFlags.TakenSpellMagicDmgClassPos;
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}
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else
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{
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procAttacker |= ProcFlags.DoneSpellMagicDmgClassNeg;
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procVictim |= ProcFlags.TakenSpellMagicDmgClassNeg;
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}
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break;
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case SpellDmgClass.None:
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if (positive)
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{
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procAttacker |= ProcFlags.DoneSpellNoneDmgClassPos;
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procVictim |= ProcFlags.TakenSpellNoneDmgClassPos;
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}
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else
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{
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procAttacker |= ProcFlags.DoneSpellNoneDmgClassNeg;
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procVictim |= ProcFlags.TakenSpellNoneDmgClassNeg;
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}
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break;
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}
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}
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switch (spell.m_spellInfo.DmgClass)
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// All calculated do it!
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// Do healing
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DamageInfo spellDamageInfo = null;
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HealInfo healInfo = null;
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if (spell.m_healing > 0)
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{
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case SpellDmgClass.Magic:
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if (positive)
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{
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procAttacker |= ProcFlags.DoneSpellMagicDmgClassPos;
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procVictim |= ProcFlags.TakenSpellMagicDmgClassPos;
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}
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else
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{
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procAttacker |= ProcFlags.DoneSpellMagicDmgClassNeg;
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procVictim |= ProcFlags.TakenSpellMagicDmgClassNeg;
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}
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break;
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case SpellDmgClass.None:
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if (positive)
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{
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procAttacker |= ProcFlags.DoneSpellNoneDmgClassPos;
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procVictim |= ProcFlags.TakenSpellNoneDmgClassPos;
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}
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else
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{
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procAttacker |= ProcFlags.DoneSpellNoneDmgClassNeg;
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procVictim |= ProcFlags.TakenSpellNoneDmgClassNeg;
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}
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break;
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int addhealth = spell.m_healing;
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if (IsCrit)
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{
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hitMask |= ProcFlagsHit.Critical;
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addhealth = Unit.SpellCriticalHealingBonus(caster, spell.m_spellInfo, addhealth, null);
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}
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else
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hitMask |= ProcFlagsHit.Normal;
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healInfo = new(caster, spell.unitTarget, (uint)addhealth, spell.m_spellInfo, spell.m_spellInfo.GetSchoolMask());
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caster.HealBySpell(healInfo, IsCrit);
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spell.unitTarget.GetThreatManager().ForwardThreatForAssistingMe(caster, healInfo.GetEffectiveHeal() * 0.5f, spell.m_spellInfo);
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spell.m_healing = (int)healInfo.GetEffectiveHeal();
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procSpellType |= ProcFlagsSpellType.Heal;
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}
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}
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// All calculated do it!
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// Do healing
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DamageInfo spellDamageInfo = null;
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HealInfo healInfo = null;
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if (spell.m_healing > 0)
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{
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int addhealth = spell.m_healing;
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if (IsCrit)
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// Do damage
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if (spell.m_damage > 0)
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{
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hitMask |= ProcFlagsHit.Critical;
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addhealth = Unit.SpellCriticalHealingBonus(caster, spell.m_spellInfo, addhealth, null);
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// Fill base damage struct (unitTarget - is real spell target)
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SpellNonMeleeDamage damageInfo = new(caster, spell.unitTarget, spell.m_spellInfo, spell.m_SpellVisual, spell.m_spellSchoolMask, spell.m_castId);
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// Check damage immunity
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if (spell.unitTarget.IsImmunedToDamage(spell.m_spellInfo))
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{
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hitMask = ProcFlagsHit.Immune;
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spell.m_damage = 0;
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// no packet found in sniffs
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}
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else
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{
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// Add bonuses and fill damageInfo struct
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caster.CalculateSpellDamageTaken(damageInfo, spell.m_damage, spell.m_spellInfo, spell.m_attackType, IsCrit);
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Unit.DealDamageMods(damageInfo.attacker, damageInfo.target, ref damageInfo.damage, ref damageInfo.absorb);
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hitMask |= Unit.CreateProcHitMask(damageInfo, MissCondition);
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procVictim |= ProcFlags.TakenDamage;
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spell.m_damage = (int)damageInfo.damage;
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caster.DealSpellDamage(damageInfo, true);
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// Send log damage message to client
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caster.SendSpellNonMeleeDamageLog(damageInfo);
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}
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// Do triggers for unit
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if (canEffectTrigger)
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{
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spellDamageInfo = new(damageInfo, DamageEffectType.SpellDirect, spell.m_attackType, hitMask);
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procSpellType |= ProcFlagsSpellType.Damage;
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if (caster.IsPlayer() && !spell.m_spellInfo.HasAttribute(SpellAttr0.StopAttackTarget) && !spell.m_spellInfo.HasAttribute(SpellAttr4.SuppressWeaponProcs) &&
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(spell.m_spellInfo.DmgClass == SpellDmgClass.Melee || spell.m_spellInfo.DmgClass == SpellDmgClass.Ranged))
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caster.ToPlayer().CastItemCombatSpell(spellDamageInfo);
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}
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}
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else
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hitMask |= ProcFlagsHit.Normal;
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healInfo = new(caster, spell.unitTarget, (uint)addhealth, spell.m_spellInfo, spell.m_spellInfo.GetSchoolMask());
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caster.HealBySpell(healInfo, IsCrit);
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spell.unitTarget.GetThreatManager().ForwardThreatForAssistingMe(caster, healInfo.GetEffectiveHeal() * 0.5f, spell.m_spellInfo);
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spell.m_healing = (int)healInfo.GetEffectiveHeal();
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procSpellType |= ProcFlagsSpellType.Heal;
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}
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// Do damage
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if (spell.m_damage > 0)
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{
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// Fill base damage struct (unitTarget - is real spell target)
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SpellNonMeleeDamage damageInfo = new(caster, spell.unitTarget, spell.m_spellInfo, spell.m_SpellVisual, spell.m_spellSchoolMask, spell.m_castId);
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// Check damage immunity
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if (spell.unitTarget.IsImmunedToDamage(spell.m_spellInfo))
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// Passive spell hits/misses or active spells only misses (only triggers)
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if (spell.m_damage <= 0 && spell.m_healing <= 0)
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{
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hitMask = ProcFlagsHit.Immune;
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spell.m_damage = 0;
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// no packet found in sniffs
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}
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else
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{
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// Add bonuses and fill damageInfo struct
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caster.CalculateSpellDamageTaken(damageInfo, spell.m_damage, spell.m_spellInfo, spell.m_attackType, IsCrit);
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Unit.DealDamageMods(damageInfo.attacker, damageInfo.target, ref damageInfo.damage, ref damageInfo.absorb);
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// Fill base damage struct (unitTarget - is real spell target)
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SpellNonMeleeDamage damageInfo = new(caster, spell.unitTarget, spell.m_spellInfo, spell.m_SpellVisual, spell.m_spellSchoolMask);
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hitMask |= Unit.CreateProcHitMask(damageInfo, MissCondition);
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procVictim |= ProcFlags.TakenDamage;
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// Do triggers for unit
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if (canEffectTrigger)
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{
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spellDamageInfo = new(damageInfo, DamageEffectType.NoDamage, spell.m_attackType, hitMask);
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procSpellType |= ProcFlagsSpellType.NoDmgHeal;
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}
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spell.m_damage = (int)damageInfo.damage;
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caster.DealSpellDamage(damageInfo, true);
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// Send log damage message to client
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caster.SendSpellNonMeleeDamageLog(damageInfo);
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// Failed Pickpocket, reveal rogue
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if (MissCondition == SpellMissInfo.Resist && spell.m_spellInfo.HasAttribute(SpellCustomAttributes.PickPocket) && spell.unitTarget.IsCreature())
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{
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Unit unitCaster = spell.GetCaster().ToUnit();
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unitCaster.RemoveAurasWithInterruptFlags(SpellAuraInterruptFlags.Interacting);
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spell.unitTarget.ToCreature().EngageWithTarget(unitCaster);
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}
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}
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// Do triggers for unit
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if (canEffectTrigger)
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{
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spellDamageInfo = new(damageInfo, DamageEffectType.SpellDirect, spell.m_attackType, hitMask);
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procSpellType |= ProcFlagsSpellType.Damage;
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Unit.ProcSkillsAndAuras(caster, spell.unitTarget, procAttacker, procVictim, procSpellType, ProcFlagsSpellPhase.Hit, hitMask, spell, spellDamageInfo, healInfo);
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if (caster.IsPlayer() && !spell.m_spellInfo.HasAttribute(SpellAttr0.StopAttackTarget) && !spell.m_spellInfo.HasAttribute(SpellAttr4.SuppressWeaponProcs) &&
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(spell.m_spellInfo.DmgClass == SpellDmgClass.Melee || spell.m_spellInfo.DmgClass == SpellDmgClass.Ranged))
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caster.ToPlayer().CastItemCombatSpell(spellDamageInfo);
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}
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}
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// Passive spell hits/misses or active spells only misses (only triggers)
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if (spell.m_damage <= 0 && spell.m_healing <= 0)
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{
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// Fill base damage struct (unitTarget - is real spell target)
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SpellNonMeleeDamage damageInfo = new(caster, spell.unitTarget, spell.m_spellInfo, spell.m_SpellVisual, spell.m_spellSchoolMask);
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hitMask |= Unit.CreateProcHitMask(damageInfo, MissCondition);
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// Do triggers for unit
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if (canEffectTrigger)
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{
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spellDamageInfo = new(damageInfo, DamageEffectType.NoDamage, spell.m_attackType, hitMask);
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procSpellType |= ProcFlagsSpellType.NoDmgHeal;
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// item spells (spell hit of non-damage spell may also activate items, for example seal of corruption hidden hit)
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if (caster.IsPlayer() && procSpellType.HasAnyFlag(ProcFlagsSpellType.Damage | ProcFlagsSpellType.NoDmgHeal))
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{
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if (spell.m_spellInfo.DmgClass == SpellDmgClass.Melee || spell.m_spellInfo.DmgClass == SpellDmgClass.Ranged)
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if (!spell.m_spellInfo.HasAttribute(SpellAttr0.StopAttackTarget) && !spell.m_spellInfo.HasAttribute(SpellAttr4.SuppressWeaponProcs))
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caster.ToPlayer().CastItemCombatSpell(spellDamageInfo);
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}
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}
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// Failed Pickpocket, reveal rogue
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if (MissCondition == SpellMissInfo.Resist && spell.m_spellInfo.HasAttribute(SpellCustomAttributes.PickPocket) && spell.unitTarget.IsCreature())
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// set hitmask for finish procs
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spell.m_hitMask |= hitMask;
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// Do not take combo points on dodge and miss
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if (MissCondition != SpellMissInfo.None && spell.m_needComboPoints && spell.m_targets.GetUnitTargetGUID() == TargetGUID)
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spell.m_needComboPoints = false;
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// _spellHitTarget can be null if spell is missed in DoSpellHitOnUnit
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if (MissCondition != SpellMissInfo.Evade && _spellHitTarget && !spell.GetCaster().IsFriendlyTo(unit) && (!spell.IsPositive() || spell.m_spellInfo.HasEffect(SpellEffectName.Dispel)))
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{
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Unit unitCaster = spell.GetCaster().ToUnit();
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unitCaster.RemoveAurasWithInterruptFlags(SpellAuraInterruptFlags.Interacting);
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spell.unitTarget.ToCreature().EngageWithTarget(unitCaster);
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if (unitCaster != null)
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unitCaster.AtTargetAttacked(unit, spell.m_spellInfo.HasInitialAggro());
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if (!unit.IsStandState())
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unit.SetStandState(UnitStandStateType.Stand);
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}
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// Check for SPELL_ATTR7_INTERRUPT_ONLY_NONPLAYER
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if (MissCondition == SpellMissInfo.None && spell.m_spellInfo.HasAttribute(SpellAttr7.InterruptOnlyNonplayer) && !unit.IsPlayer())
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caster.CastSpell(unit, 32747, new CastSpellExtraArgs(TriggerCastFlags.FullMask).SetOriginalCastId(spell.m_castId));
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}
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// Do triggers for unit
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if (canEffectTrigger)
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{
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Unit.ProcSkillsAndAuras(caster, spell.unitTarget, procAttacker, procVictim, procSpellType, ProcFlagsSpellPhase.Hit, hitMask, spell, spellDamageInfo, healInfo);
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// item spells (spell hit of non-damage spell may also activate items, for example seal of corruption hidden hit)
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if (caster.IsPlayer() && procSpellType.HasAnyFlag(ProcFlagsSpellType.Damage | ProcFlagsSpellType.NoDmgHeal))
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{
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if (spell.m_spellInfo.DmgClass == SpellDmgClass.Melee || spell.m_spellInfo.DmgClass == SpellDmgClass.Ranged)
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if (!spell.m_spellInfo.HasAttribute(SpellAttr0.StopAttackTarget) && !spell.m_spellInfo.HasAttribute(SpellAttr4.SuppressWeaponProcs))
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caster.ToPlayer().CastItemCombatSpell(spellDamageInfo);
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}
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}
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// set hitmask for finish procs
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spell.m_hitMask |= hitMask;
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// Do not take combo points on dodge and miss
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if (MissCondition != SpellMissInfo.None && spell.m_needComboPoints && spell.m_targets.GetUnitTargetGUID() == TargetGUID)
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spell.m_needComboPoints = false;
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// _spellHitTarget can be null if spell is missed in DoSpellHitOnUnit
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if (MissCondition != SpellMissInfo.Evade && _spellHitTarget && !spell.GetCaster().IsFriendlyTo(unit) && (!spell.IsPositive() || spell.m_spellInfo.HasEffect(SpellEffectName.Dispel)))
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{
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Unit unitCaster = spell.GetCaster().ToUnit();
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if (unitCaster != null)
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unitCaster.AtTargetAttacked(unit, spell.m_spellInfo.HasInitialAggro());
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if (!unit.IsStandState())
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unit.SetStandState(UnitStandStateType.Stand);
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}
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// Check for SPELL_ATTR7_INTERRUPT_ONLY_NONPLAYER
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if (MissCondition == SpellMissInfo.None && spell.m_spellInfo.HasAttribute(SpellAttr7.InterruptOnlyNonplayer) && !unit.IsPlayer())
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caster.CastSpell(unit, 32747, new CastSpellExtraArgs(TriggerCastFlags.FullMask).SetOriginalCastId(spell.m_castId));
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if (_spellHitTarget)
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{
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//AI functions
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