Core/Spells: cleaned up and improved spell focusing behavior
Port From (https://github.com/TrinityCore/TrinityCore/commit/c295cb9814f4c2a1878aa047cefe0cfbc7958f93)
This commit is contained in:
@@ -2975,39 +2975,15 @@ namespace Game.Entities
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_spellFocusInfo.Spell = focusSpell;
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bool noTurnDuringCast = spellInfo.HasAttribute(SpellAttr5.DontTurnDuringCast);
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bool turnDisabled = HasUnitFlag2(UnitFlags2.CannotTurn);
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// set target, then force send update packet to players if it changed to provide appropriate facing
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ObjectGuid newTarget = target ? target.GetGUID() : ObjectGuid.Empty;
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ObjectGuid newTarget = (target != null && !noTurnDuringCast && !turnDisabled) ? target.GetGUID() : ObjectGuid.Empty;
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if (GetTarget() != newTarget)
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{
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SetUpdateFieldValue(m_values.ModifyValue(m_unitData).ModifyValue(m_unitData.Target), newTarget);
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// here we determine if the (relatively expensive) forced update is worth it, or whether we can afford to wait until the scheduled update tick
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// only require instant update for spells that actually have a visual
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if (spellInfo.GetSpellVisual() != 0 && (focusSpell.GetCastTime() == 0 || // if the spell is instant cast
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noTurnDuringCast)) // client gets confused if we attempt to turn at the regularly scheduled update packet
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{
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List<Unit> playersNearby = GetPlayerListInGrid(GetVisibilityRange());
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foreach (Player player in playersNearby)
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{
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// only update players that are known to the client (have already been created)
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if (player.HaveAtClient(this))
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SendUpdateToPlayer(player);
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}
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}
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}
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if (!HasUnitFlag2(UnitFlags2.CannotTurn))
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{
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// Face the target - we need to do this before the unit state is modified for no-turn spells
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if (target)
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SetFacingToObject(target, false);
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else if (!noTurnDuringCast)
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{
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Unit victim = GetVictim();
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if (victim)
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SetFacingToObject(victim, false); // ensure server-side orientation is correct at beginning of cast
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}
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}
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// If we are not allowed to turn during cast but have a focus target, face the target
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if (!turnDisabled && noTurnDuringCast && target)
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SetFacingToObject(target, false);
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if (!noTurnDuringCast)
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AddUnitState(UnitState.Focusing);
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@@ -513,6 +513,18 @@ namespace Game.Spells
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Unit target = aurApp.GetTarget();
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// Update serverside orientation of tracking channeled auras on periodic update ticks
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if (caster != null && m_spellInfo.IsChanneled() && m_spellInfo.HasAttribute(SpellAttr1.ChannelTrackTarget) && !caster.m_unitData.ChannelObjects.Empty())
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{
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ObjectGuid channelGuid = caster.m_unitData.ChannelObjects[0];
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if (channelGuid != caster.GetGUID())
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{
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WorldObject objectTarget = Global.ObjAccessor.GetWorldObject(caster, channelGuid);
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if (objectTarget != null)
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caster.SetInFront(objectTarget);
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}
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}
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switch (GetAuraType())
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{
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case AuraType.PeriodicDummy:
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+13
-27
@@ -2462,16 +2462,15 @@ namespace Game.Spells
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}
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}
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// focus if not controlled creature
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if (m_caster.GetTypeId() == TypeId.Unit && !m_caster.ToUnit().HasUnitFlag(UnitFlags.Possessed))
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// Creatures focus their target when possible
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if (m_casttime != 0 && m_caster.IsCreature() && !m_spellInfo.IsNextMeleeSwingSpell() && !IsAutoRepeat() && !m_caster.ToUnit().HasUnitFlag(UnitFlags.Possessed))
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{
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if (!(m_spellInfo.IsNextMeleeSwingSpell() || IsAutoRepeat()))
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{
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if (m_targets.GetObjectTarget() && m_caster != m_targets.GetObjectTarget())
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m_caster.ToCreature().SetSpellFocus(this, m_targets.GetObjectTarget());
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else if (m_spellInfo.HasAttribute(SpellAttr5.DontTurnDuringCast))
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m_caster.ToCreature().SetSpellFocus(this, null);
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}
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// Channeled spells and some triggered spells do not focus a cast target. They face their target later on via channel object guid and via spell attribute or not at all
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bool focusTarget = !m_spellInfo.IsChanneled() && !_triggeredCastFlags.HasFlag(TriggerCastFlags.IgnoreSetFacing);
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if (focusTarget && m_targets.GetObjectTarget() && m_caster != m_targets.GetObjectTarget())
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m_caster.ToCreature().SetSpellFocus(this, m_targets.GetObjectTarget());
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else
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m_caster.ToCreature().SetSpellFocus(this, null);
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}
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// set timer base at cast time
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@@ -2641,10 +2640,6 @@ namespace Game.Spells
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SetExecutedCurrently(true);
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if (!Convert.ToBoolean(_triggeredCastFlags & TriggerCastFlags.IgnoreSetFacing))
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if (m_caster.IsTypeId(TypeId.Unit) && m_targets.GetObjectTarget() != null && m_caster != m_targets.GetObjectTarget())
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m_caster.ToCreature().SetInFront(m_targets.GetObjectTarget());
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// Should this be done for original caster?
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Player modOwner = m_caster.GetSpellModOwner();
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if (modOwner != null)
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@@ -2730,17 +2725,11 @@ namespace Game.Spells
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}
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}
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// if the spell allows the creature to turn while casting, then adjust server-side orientation to face the target now
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// client-side orientation is handled by the client itself, as the cast target is targeted due to Creature::FocusTarget
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if (m_caster.IsTypeId(TypeId.Unit) && !m_caster.ToUnit().HasUnitFlag(UnitFlags.Possessed))
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{
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if (!m_spellInfo.HasAttribute(SpellAttr5.DontTurnDuringCast))
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{
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WorldObject objTarget = m_targets.GetObjectTarget();
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if (objTarget != null)
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m_caster.ToCreature().SetInFront(objTarget);
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}
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}
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// The spell focusing is making sure that we have a valid cast target guid when we need it so only check for a guid value here.
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Creature creatureCaster = m_caster.ToCreature();
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if (creatureCaster != null)
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if (!creatureCaster.GetTarget().IsEmpty() && !creatureCaster.HasUnitFlag(UnitFlags.Possessed))
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creatureCaster.SetInFront(Global.ObjAccessor.GetUnit(creatureCaster, creatureCaster.GetTarget()));
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SelectSpellTargets();
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@@ -2816,11 +2805,8 @@ namespace Game.Spells
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SendSpellGo();
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if (!m_spellInfo.IsChanneled())
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{
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Creature creatureCaster = m_caster.ToCreature();
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if (creatureCaster != null)
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creatureCaster.ReleaseSpellFocus(this);
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}
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// Okay, everything is prepared. Now we need to distinguish between immediate and evented delayed spells
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if ((m_spellInfo.HasHitDelay() && !m_spellInfo.IsChanneled()) || m_spellInfo.HasAttribute(SpellAttr4.Unk4))
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