Core/Spell: added some helpers to SpellInfo to reduce code duplication
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@@ -1479,14 +1479,7 @@ namespace Game.Entities
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expertise += GetTotalAuraModifier(AuraType.ModExpertise, aurEff =>
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{
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// item neutral spell
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if ((int)aurEff.GetSpellInfo().EquippedItemClass == -1)
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return true;
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// item dependent spell
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else if (weapon != null && weapon.IsFitToSpellRequirements(aurEff.GetSpellInfo()))
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return true;
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return false;
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return aurEff.GetSpellInfo().IsItemFitToSpellRequirements(weapon);
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});
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if (expertise < 0)
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+17
-32
@@ -55,25 +55,7 @@ namespace Game.Spells
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m_needComboPoints = m_spellInfo.NeedsComboPoints();
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// Get data for type of attack
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switch (m_spellInfo.DmgClass)
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{
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case SpellDmgClass.Melee:
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if (m_spellInfo.HasAttribute(SpellAttr3.ReqOffhand))
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m_attackType = WeaponAttackType.OffAttack;
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else
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m_attackType = WeaponAttackType.BaseAttack;
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break;
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case SpellDmgClass.Ranged:
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m_attackType = m_spellInfo.IsRangedWeaponSpell() ? WeaponAttackType.RangedAttack : WeaponAttackType.BaseAttack;
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break;
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default:
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// Wands
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if (m_spellInfo.HasAttribute(SpellAttr2.AutorepeatFlag))
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m_attackType = WeaponAttackType.RangedAttack;
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else
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m_attackType = WeaponAttackType.BaseAttack;
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break;
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}
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m_attackType = info.GetAttackType();
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m_spellSchoolMask = m_spellInfo.GetSchoolMask(); // Can be override for some spell (wand shoot for example)
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@@ -6252,32 +6234,35 @@ namespace Game.Spells
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// check weapon presence in slots for main/offhand weapons
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if (!Convert.ToBoolean(_triggeredCastFlags & TriggerCastFlags.IgnoreEquippedItemRequirement) && m_spellInfo.EquippedItemClass >= 0)
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{
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// main hand weapon required
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if (m_spellInfo.HasAttribute(SpellAttr3.MainHand))
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var weaponCheck = new Func<WeaponAttackType, SpellCastResult>(attackType =>
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{
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Item item = m_caster.ToPlayer().GetWeaponForAttack(WeaponAttackType.BaseAttack);
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Item item = m_caster.ToPlayer().GetWeaponForAttack(attackType);
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// skip spell if no weapon in slot or broken
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if (item == null || item.IsBroken())
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if (!item || item.IsBroken())
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return SpellCastResult.EquippedItemClass;
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// skip spell if weapon not fit to triggered spell
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if (!item.IsFitToSpellRequirements(m_spellInfo))
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return SpellCastResult.EquippedItemClass;
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return SpellCastResult.SpellCastOk;
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});
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// main hand weapon required
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if (m_spellInfo.HasAttribute(SpellAttr3.MainHand))
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{
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SpellCastResult mainHandResult = weaponCheck(WeaponAttackType.BaseAttack);
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if (mainHandResult != SpellCastResult.SpellCastOk)
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return mainHandResult;
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}
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// offhand hand weapon required
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if (m_spellInfo.HasAttribute(SpellAttr3.ReqOffhand))
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{
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Item item = m_caster.ToPlayer().GetWeaponForAttack(WeaponAttackType.OffAttack);
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// skip spell if no weapon in slot or broken
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if (item == null || item.IsBroken())
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return SpellCastResult.EquippedItemClass;
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// skip spell if weapon not fit to triggered spell
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if (!item.IsFitToSpellRequirements(m_spellInfo))
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return SpellCastResult.EquippedItemClass;
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SpellCastResult offHandResult = weaponCheck(WeaponAttackType.OffAttack);
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if (offHandResult != SpellCastResult.SpellCastOk)
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return offHandResult;
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}
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}
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@@ -634,6 +634,45 @@ namespace Game.Spells
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return !(HasAttribute(SpellAttr1.NoThreat) || HasAttribute(SpellAttr3.NoInitialAggro));
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}
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public WeaponAttackType GetAttackType()
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{
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WeaponAttackType result;
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switch (DmgClass)
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{
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case SpellDmgClass.Melee:
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if (HasAttribute(SpellAttr3.ReqOffhand))
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result = WeaponAttackType.OffAttack;
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else
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result = WeaponAttackType.BaseAttack;
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break;
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case SpellDmgClass.Ranged:
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result = IsRangedWeaponSpell() ? WeaponAttackType.RangedAttack : WeaponAttackType.BaseAttack;
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break;
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default:
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// Wands
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if (IsAutoRepeatRangedSpell())
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result = WeaponAttackType.RangedAttack;
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else
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result = WeaponAttackType.BaseAttack;
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break;
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}
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return result;
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}
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public bool IsItemFitToSpellRequirements(Item item)
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{
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// item neutral spell
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if (EquippedItemClass == ItemClass.None)
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return true;
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// item dependent spell
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if (item && item.IsFitToSpellRequirements(this))
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return true;
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return false;
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}
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public bool IsAffected(SpellFamilyNames familyName, FlagArray128 familyFlags)
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{
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if (familyName == 0)
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