Core/Unit: don't clear low health aura states on death
Core/Gossip: Fix gossip bug on modify money
Core/Spells: Change the radius of PBAoEs following the feedback received on
Core/Player: update interaction checks, some info taken from client
Core/Spell: abort channeling if no valid targets are found after searching
Core/Creature: fix _DespawnAtEvade saving wrong respawn time
Core/Spell: fixed some problems with per caster aura states
Quickfix a bug introduced by 2f19d97 which prevented GTAoE from being cast.
Core/SmartAI: allow SMART_ACTION_SEND_GOSSIP_MENU to override default gossip
Core/Spell: in case of immunity, check all effects to choose correct procFlags, as none has technically hit
Fix evade issues when a spell hits the target just before evading.
Scripts/Command: implement .debug play music command
Partial revert, Unit::getAttackerForHelper() shouldn't return units that we aren't in combat with (victim can be such a unit for players/player pets, which can startattack from a distance without entering combat).
Fix an issue where CanSpawn would never get invoked on creatures without per-guid script.
Core/Players: fix null dereference crash
This commit is contained in:
hondacrx
2020-06-21 13:01:24 -04:00
parent c1f79334ef
commit 1a2411ae0f
14 changed files with 189 additions and 109 deletions
+17 -15
View File
@@ -1695,27 +1695,34 @@ namespace Game.Entities
{
if (timeMSToDespawn != 0)
{
ForcedDespawnDelayEvent pEvent = new ForcedDespawnDelayEvent(this, forceRespawnTimer);
m_Events.AddEvent(pEvent, m_Events.CalculateTime(timeMSToDespawn));
m_Events.AddEvent(new ForcedDespawnDelayEvent(this, forceRespawnTimer), m_Events.CalculateTime(timeMSToDespawn));
return;
}
uint corpseDelay = GetCorpseDelay();
uint respawnDelay = GetRespawnDelay();
// do it before killing creature
DestroyForNearbyPlayers();
bool overrideRespawnTime = false;
if (IsAlive())
SetDeathState(DeathState.JustDied);
bool overrideRespawnTime = true;
if (forceRespawnTimer > TimeSpan.Zero)
{
SetRespawnTime((uint)forceRespawnTimer.TotalSeconds);
overrideRespawnTime = false;
if (forceRespawnTimer > TimeSpan.Zero)
{
SetCorpseDelay(0);
SetRespawnDelay((uint)forceRespawnTimer.TotalSeconds);
overrideRespawnTime = false;
}
SetDeathState(DeathState.JustDied);
}
// Skip corpse decay time
RemoveCorpse(overrideRespawnTime, false);
SetCorpseDelay(corpseDelay);
SetRespawnDelay(respawnDelay);
}
public void DespawnOrUnsummon(TimeSpan time, TimeSpan forceRespawnTimer = default) { DespawnOrUnsummon((uint)time.TotalMilliseconds, forceRespawnTimer); }
@@ -2060,14 +2067,9 @@ namespace Game.Entities
Unit targetVictim = target.GetAttackerForHelper();
// if I'm already fighting target, or I'm hostile towards the target, the target is acceptable
if (GetVictim() == target || IsHostileTo(target))
if (IsInCombatWith(target) || IsHostileTo(target))
return true;
// a player is targeting me, but I'm not hostile towards it, and not currently attacking it, the target is not acceptable
// (players may set their victim from a distance, and doesn't mean we should attack)
if (target.GetTypeId() == TypeId.Player && targetVictim == this)
return false;
// if the target's victim is friendly, and the target is neutral, the target is acceptable
if (targetVictim != null && IsFriendlyTo(targetVictim))
return true;
@@ -1824,7 +1824,6 @@ namespace Game.Entities
List<uint> qr;
List<uint> qir;
PlayerTalkClass.ClearMenus();
switch (questgiver.GetTypeId())
{
case TypeId.GameObject:
+35 -28
View File
@@ -3615,19 +3615,24 @@ namespace Game.Entities
void ResurrectUsingRequestDataImpl()
{
// save health and mana before resurrecting, _resurrectionData can be erased
uint resurrectHealth = _resurrectionData.Health;
uint resurrectMana = _resurrectionData.Mana;
uint resurrectAura = _resurrectionData.Aura;
ObjectGuid resurrectGUID = _resurrectionData.GUID;
ResurrectPlayer(0.0f, false);
SetHealth(_resurrectionData.Health);
SetPower(PowerType.Mana, (int)_resurrectionData.Mana);
SetHealth(resurrectHealth);
SetPower(PowerType.Mana, (int)resurrectMana);
SetPower(PowerType.Rage, 0);
SetFullPower(PowerType.Energy);
SetFullPower(PowerType.Focus);
SetPower(PowerType.LunarPower, 0);
uint aura = _resurrectionData.Aura;
if (aura != 0)
CastSpell(this, aura, true, null, null, _resurrectionData.GUID);
if (resurrectAura != 0)
CastSpell(this, resurrectAura, true, null, null, resurrectGUID);
SpawnCorpseBones();
}
@@ -5562,8 +5567,8 @@ namespace Game.Entities
if (creature.GetReactionTo(this) <= ReputationRank.Unfriendly)
return null;
// not too far
if (!creature.IsWithinDistInMap(this, SharedConst.InteractionDistance))
// not too far, taken from CGGameUI::SetInteractTarget
if (!creature.IsWithinDistInMap(this, creature.GetCombatReach() + 4.0f))
return null;
return creature;
@@ -5571,34 +5576,36 @@ namespace Game.Entities
public GameObject GetGameObjectIfCanInteractWith(ObjectGuid guid)
{
GameObject go = GetMap().GetGameObject(guid);
if (go)
{
if (go.IsWithinDistInMap(this, go.GetInteractionDistance()))
return go;
if (guid.IsEmpty())
return null;
Log.outDebug(LogFilter.Maps, "Player.GetGameObjectIfCanInteractWith: GameObject '{0}' ({1}) is too far away from player '{2}' ({3}) to be used by him (Distance: {4}, maximal {5} is allowed)",
go.GetName(), go.GetGUID().ToString(), GetName(), GetGUID().ToString(), go.GetDistance(this), go.GetInteractionDistance());
}
if (!IsInWorld)
return null;
return null;
if (IsInFlight())
return null;
// exist
GameObject go = ObjectAccessor.GetGameObject(this, guid);
if (go == null)
return null;
if (!go.IsWithinDistInMap(this, go.GetInteractionDistance()))
return null;
return go;
}
public GameObject GetGameObjectIfCanInteractWith(ObjectGuid guid, GameObjectTypes type)
{
GameObject go = GetMap().GetGameObject(guid);
if (go != null)
{
if (go.GetGoType() == type)
{
if (go.IsWithinDistInMap(this, go.GetInteractionDistance()))
return go;
GameObject go = GetGameObjectIfCanInteractWith(guid);
if (!go)
return null;
Log.outDebug(LogFilter.Maps, "Player.GetGameObjectIfCanInteractWith: GameObject '{0}' ({1}) is too far away from player '{2}' ({3}) to be used by him (Distance: {4}, maximal {5} is allowed)",
go.GetName(), go.GetGUID().ToString(), GetName(), GetGUID().ToString(), go.GetDistance(this), go.GetInteractionDistance());
}
}
if (go.GetGoType() != type)
return null;
return null;
return go;
}
public void SendInitialPacketsBeforeAddToMap()
+27 -6
View File
@@ -376,6 +376,11 @@ namespace Game.Entities
if (IsTypeId(TypeId.Player) && IsMounted())
return false;
Creature creature = ToCreature();
// creatures cannot attack while evading
if (creature != null && creature.IsInEvadeMode())
return false;
if (HasUnitFlag(UnitFlags.Pacified))
return false;
@@ -436,7 +441,7 @@ namespace Game.Entities
if (meleeAttack)
AddUnitState(UnitState.MeleeAttacking);
if (IsTypeId(TypeId.Unit) && !IsPet())
if (creature != null && !IsPet())
{
// should not let player enter combat by right clicking target - doesn't helps
AddThreat(victim, 0.0f);
@@ -445,8 +450,8 @@ namespace Game.Entities
if (victim.IsTypeId(TypeId.Player))
victim.SetInCombatWith(this);
ToCreature().SendAIReaction(AiReaction.Hostile);
ToCreature().CallAssistance();
creature.SendAIReaction(AiReaction.Hostile);
creature.CallAssistance();
// Remove emote state - will be restored on creature reset
SetEmoteState(Emote.OneshotNone);
@@ -536,12 +541,28 @@ namespace Game.Entities
}
public Unit GetAttackerForHelper()
{
if (GetVictim() != null)
return GetVictim();
Unit victim = GetVictim();
if (victim != null)
if (!IsControlledByPlayer() || IsInCombatWith(victim) || victim.IsInCombatWith(this))
return victim;
if (attackerList.Count != 0)
if (!attackerList.Empty())
return attackerList[0];
Player owner = GetCharmerOrOwnerPlayerOrPlayerItself();
if (owner != null)
{
HostileReference refe = owner.GetHostileRefManager().GetFirst();
while (refe != null)
{
Unit hostile = refe.GetSource().GetOwner();
if (hostile != null)
return hostile;
refe = refe.Next();
}
}
return null;
}
public List<Unit> GetAttackers()
+27 -4
View File
@@ -3965,9 +3965,22 @@ namespace Game.Entities
ToTotem().SetDeathState(DeathState.JustDied);
}
// Remove aurastates only if were not found
if (!auraStateFound)
ModifyAuraState(auraState, false);
// Remove aurastates only if needed and were not found
if (auraState != 0)
{
if (!auraStateFound)
ModifyAuraState(auraState, false);
else
{
// update for casters, some shouldn't 'see' the aura state
uint aStateMask = (1u << ((int)auraState - 1));
if ((aStateMask & (uint)AuraStateType.PerCasterAuraStateMask) != 0)
{
m_values.ModifyValue(m_unitData).ModifyValue(m_unitData.AuraState);
ForceUpdateFieldChange();
}
}
}
aura.HandleAuraSpecificMods(aurApp, caster, false, false);
}
@@ -4099,7 +4112,17 @@ namespace Game.Entities
// Update target aura state flag
AuraStateType aState = aura.GetSpellInfo().GetAuraState();
if (aState != 0)
ModifyAuraState(aState, true);
{
uint aStateMask = (1u << ((int)aState - 1));
// force update so the new caster registers it
if (aStateMask.HasAnyFlag((uint)AuraStateType.PerCasterAuraStateMask) && (m_unitData.AuraState & aStateMask) != 0)
{
m_values.ModifyValue(m_unitData).ModifyValue(m_unitData.AuraState);
ForceUpdateFieldChange();
}
else
ModifyAuraState(aState, true);
}
if (aurApp.HasRemoveMode())
return;
-2
View File
@@ -1626,8 +1626,6 @@ namespace Game.Entities
if (s == DeathState.JustDied)
{
ModifyAuraState(AuraStateType.HealthLess20Percent, false);
ModifyAuraState(AuraStateType.HealthLess35Percent, false);
// remove aurastates allowing special moves
ClearAllReactives();
m_Diminishing.Clear();