Core/SAI: allow creatures to handle gameobject spellhit SAI events.

Port From (https://github.com/TrinityCore/TrinityCore/commit/83a9222c390110ae082512ed858a5580a958aa21)
This commit is contained in:
hondacrx
2021-12-24 21:05:03 -05:00
parent b3759bb7b0
commit 0f248e2faa
2 changed files with 168 additions and 158 deletions
+10
View File
@@ -662,11 +662,21 @@ namespace Game.AI
GetScript().ProcessEventsFor(SmartEvents.SpellHit, caster, 0, 0, false, spellInfo); GetScript().ProcessEventsFor(SmartEvents.SpellHit, caster, 0, 0, false, spellInfo);
} }
public override void SpellHitByGameObject(GameObject obj, SpellInfo spellInfo)
{
GetScript().ProcessEventsFor(SmartEvents.SpellHit, null, 0, 0, false, spellInfo, obj);
}
public override void SpellHitTarget(Unit target, SpellInfo spellInfo) public override void SpellHitTarget(Unit target, SpellInfo spellInfo)
{ {
GetScript().ProcessEventsFor(SmartEvents.SpellHitTarget, target, 0, 0, false, spellInfo); GetScript().ProcessEventsFor(SmartEvents.SpellHitTarget, target, 0, 0, false, spellInfo);
} }
public override void SpellHitTargetGameObject(GameObject target, SpellInfo spellInfo)
{
GetScript().ProcessEventsFor(SmartEvents.SpellHitTarget, null, 0, 0, false, spellInfo, target);
}
public override void DamageTaken(Unit attacker, ref uint damage) public override void DamageTaken(Unit attacker, ref uint damage)
{ {
GetScript().ProcessEventsFor(SmartEvents.Damaged, attacker, damage); GetScript().ProcessEventsFor(SmartEvents.Damaged, attacker, damage);
+4 -4
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@@ -7862,9 +7862,8 @@ namespace Game.Spells
// Get original caster (if exist) and calculate damage/healing from him data // Get original caster (if exist) and calculate damage/healing from him data
// Skip if m_originalCaster not available // Skip if m_originalCaster not available
Unit caster = spell.GetOriginalCaster() ? spell.GetOriginalCaster() : spell.GetCaster().ToUnit(); Unit caster = spell.GetOriginalCaster() ? spell.GetOriginalCaster() : spell.GetCaster().ToUnit();
if (caster == null) if (caster != null)
return; {
// Fill base trigger info // Fill base trigger info
ProcFlags procAttacker = spell.m_procAttacker; ProcFlags procAttacker = spell.m_procAttacker;
ProcFlags procVictim = spell.m_procVictim; ProcFlags procVictim = spell.m_procVictim;
@@ -7883,7 +7882,7 @@ namespace Game.Spells
positive = false; positive = false;
else if (spell.m_healing == 0) else if (spell.m_healing == 0)
{ {
for (uint i = 0; i < SpellConst.MaxEffects; ++i) for (uint i = 0; i < spell.m_spellInfo.GetEffects().Count; ++i)
{ {
// in case of immunity, check all effects to choose correct procFlags, as none has technically hit // in case of immunity, check all effects to choose correct procFlags, as none has technically hit
if (EffectMask != 0 && (EffectMask & (1 << (int)i)) == 0) if (EffectMask != 0 && (EffectMask & (1 << (int)i)) == 0)
@@ -8048,6 +8047,7 @@ namespace Game.Spells
// Check for SPELL_ATTR7_INTERRUPT_ONLY_NONPLAYER // Check for SPELL_ATTR7_INTERRUPT_ONLY_NONPLAYER
if (MissCondition == SpellMissInfo.None && spell.m_spellInfo.HasAttribute(SpellAttr7.InterruptOnlyNonplayer) && !unit.IsPlayer()) if (MissCondition == SpellMissInfo.None && spell.m_spellInfo.HasAttribute(SpellAttr7.InterruptOnlyNonplayer) && !unit.IsPlayer())
caster.CastSpell(unit, 32747, new CastSpellExtraArgs(TriggerCastFlags.FullMask).SetOriginalCastId(spell.m_castId)); caster.CastSpell(unit, 32747, new CastSpellExtraArgs(TriggerCastFlags.FullMask).SetOriginalCastId(spell.m_castId));
}
if (_spellHitTarget) if (_spellHitTarget)
{ {