Core/Spell: added some helpers to SpellInfo to reduce code duplication

This commit is contained in:
hondacrx
2018-03-18 12:27:19 -04:00
parent 2ca6b95029
commit 4d8391a7fd
3 changed files with 57 additions and 40 deletions
+1 -8
View File
@@ -1479,14 +1479,7 @@ namespace Game.Entities
expertise += GetTotalAuraModifier(AuraType.ModExpertise, aurEff =>
{
// item neutral spell
if ((int)aurEff.GetSpellInfo().EquippedItemClass == -1)
return true;
// item dependent spell
else if (weapon != null && weapon.IsFitToSpellRequirements(aurEff.GetSpellInfo()))
return true;
return false;
return aurEff.GetSpellInfo().IsItemFitToSpellRequirements(weapon);
});
if (expertise < 0)
+17 -32
View File
@@ -55,25 +55,7 @@ namespace Game.Spells
m_needComboPoints = m_spellInfo.NeedsComboPoints();
// Get data for type of attack
switch (m_spellInfo.DmgClass)
{
case SpellDmgClass.Melee:
if (m_spellInfo.HasAttribute(SpellAttr3.ReqOffhand))
m_attackType = WeaponAttackType.OffAttack;
else
m_attackType = WeaponAttackType.BaseAttack;
break;
case SpellDmgClass.Ranged:
m_attackType = m_spellInfo.IsRangedWeaponSpell() ? WeaponAttackType.RangedAttack : WeaponAttackType.BaseAttack;
break;
default:
// Wands
if (m_spellInfo.HasAttribute(SpellAttr2.AutorepeatFlag))
m_attackType = WeaponAttackType.RangedAttack;
else
m_attackType = WeaponAttackType.BaseAttack;
break;
}
m_attackType = info.GetAttackType();
m_spellSchoolMask = m_spellInfo.GetSchoolMask(); // Can be override for some spell (wand shoot for example)
@@ -6252,32 +6234,35 @@ namespace Game.Spells
// check weapon presence in slots for main/offhand weapons
if (!Convert.ToBoolean(_triggeredCastFlags & TriggerCastFlags.IgnoreEquippedItemRequirement) && m_spellInfo.EquippedItemClass >= 0)
{
// main hand weapon required
if (m_spellInfo.HasAttribute(SpellAttr3.MainHand))
var weaponCheck = new Func<WeaponAttackType, SpellCastResult>(attackType =>
{
Item item = m_caster.ToPlayer().GetWeaponForAttack(WeaponAttackType.BaseAttack);
Item item = m_caster.ToPlayer().GetWeaponForAttack(attackType);
// skip spell if no weapon in slot or broken
if (item == null || item.IsBroken())
if (!item || item.IsBroken())
return SpellCastResult.EquippedItemClass;
// skip spell if weapon not fit to triggered spell
if (!item.IsFitToSpellRequirements(m_spellInfo))
return SpellCastResult.EquippedItemClass;
return SpellCastResult.SpellCastOk;
});
// main hand weapon required
if (m_spellInfo.HasAttribute(SpellAttr3.MainHand))
{
SpellCastResult mainHandResult = weaponCheck(WeaponAttackType.BaseAttack);
if (mainHandResult != SpellCastResult.SpellCastOk)
return mainHandResult;
}
// offhand hand weapon required
if (m_spellInfo.HasAttribute(SpellAttr3.ReqOffhand))
{
Item item = m_caster.ToPlayer().GetWeaponForAttack(WeaponAttackType.OffAttack);
// skip spell if no weapon in slot or broken
if (item == null || item.IsBroken())
return SpellCastResult.EquippedItemClass;
// skip spell if weapon not fit to triggered spell
if (!item.IsFitToSpellRequirements(m_spellInfo))
return SpellCastResult.EquippedItemClass;
SpellCastResult offHandResult = weaponCheck(WeaponAttackType.OffAttack);
if (offHandResult != SpellCastResult.SpellCastOk)
return offHandResult;
}
}
+39
View File
@@ -634,6 +634,45 @@ namespace Game.Spells
return !(HasAttribute(SpellAttr1.NoThreat) || HasAttribute(SpellAttr3.NoInitialAggro));
}
public WeaponAttackType GetAttackType()
{
WeaponAttackType result;
switch (DmgClass)
{
case SpellDmgClass.Melee:
if (HasAttribute(SpellAttr3.ReqOffhand))
result = WeaponAttackType.OffAttack;
else
result = WeaponAttackType.BaseAttack;
break;
case SpellDmgClass.Ranged:
result = IsRangedWeaponSpell() ? WeaponAttackType.RangedAttack : WeaponAttackType.BaseAttack;
break;
default:
// Wands
if (IsAutoRepeatRangedSpell())
result = WeaponAttackType.RangedAttack;
else
result = WeaponAttackType.BaseAttack;
break;
}
return result;
}
public bool IsItemFitToSpellRequirements(Item item)
{
// item neutral spell
if (EquippedItemClass == ItemClass.None)
return true;
// item dependent spell
if (item && item.IsFitToSpellRequirements(this))
return true;
return false;
}
public bool IsAffected(SpellFamilyNames familyName, FlagArray128 familyFlags)
{
if (familyName == 0)