Core/Spells: all bleed effects should ignore armor
Port From (https://github.com/TrinityCore/TrinityCore/commit/3ea88f814a6be7487ef8a3d5c6237981d20f5063)
This commit is contained in:
@@ -2089,28 +2089,13 @@ namespace Game.Entities
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RemoveDynamicUpdateFieldValue(m_values.ModifyValue(m_unitData).ModifyValue(m_unitData.ChannelObjects), index);
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RemoveDynamicUpdateFieldValue(m_values.ModifyValue(m_unitData).ModifyValue(m_unitData.ChannelObjects), index);
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}
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}
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public static bool IsDamageReducedByArmor(SpellSchoolMask schoolMask, SpellInfo spellInfo = null, SpellEffectInfo spellEffectInfo = null)
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public static bool IsDamageReducedByArmor(SpellSchoolMask schoolMask, SpellInfo spellInfo = null)
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{
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{
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// only physical spells damage gets reduced by armor
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// only physical spells damage gets reduced by armor
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if ((schoolMask & SpellSchoolMask.Normal) == 0)
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if ((schoolMask & SpellSchoolMask.Normal) == 0)
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return false;
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return false;
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if (spellInfo != null)
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return spellInfo == null || !spellInfo.HasAttribute(SpellCustomAttributes.IgnoreArmor);
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{
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// there are spells with no specific attribute but they have "ignores armor" in tooltip
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if (spellInfo.HasAttribute(SpellCustomAttributes.IgnoreArmor))
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return false;
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// bleeding effects are not reduced by armor
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if (spellEffectInfo != null)
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{
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if (spellEffectInfo.ApplyAuraName == AuraType.PeriodicDamage || spellEffectInfo.Effect == SpellEffectName.SchoolDamage)
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if (spellInfo.GetEffectMechanicMask(spellEffectInfo.EffectIndex).HasAnyFlag((1u << (int)Mechanics.Bleed)))
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return false;
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}
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}
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return true;
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}
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}
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public override UpdateFieldFlag GetUpdateFieldFlagsFor(Player target)
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public override UpdateFieldFlag GetUpdateFieldFlagsFor(Player target)
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@@ -4967,7 +4967,7 @@ namespace Game.Spells
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damage = Unit.SpellCriticalDamageBonus(caster, m_spellInfo, damage, target);
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damage = Unit.SpellCriticalDamageBonus(caster, m_spellInfo, damage, target);
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// Calculate armor mitigation
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// Calculate armor mitigation
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if (Unit.IsDamageReducedByArmor(GetSpellInfo().GetSchoolMask(), GetSpellInfo(), GetSpellEffectInfo()))
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if (Unit.IsDamageReducedByArmor(GetSpellInfo().GetSchoolMask(), GetSpellInfo()))
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{
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{
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uint damageReducedArmor = Unit.CalcArmorReducedDamage(caster, target, damage, GetSpellInfo(), GetSpellInfo().GetAttackType(), GetBase().GetCasterLevel());
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uint damageReducedArmor = Unit.CalcArmorReducedDamage(caster, target, damage, GetSpellInfo(), GetSpellInfo().GetAttackType(), GetBase().GetCasterLevel());
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cleanDamage.mitigated_damage += damage - damageReducedArmor;
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cleanDamage.mitigated_damage += damage - damageReducedArmor;
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@@ -5049,7 +5049,7 @@ namespace Game.Spells
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damage = Unit.SpellCriticalDamageBonus(caster, m_spellInfo, damage, target);
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damage = Unit.SpellCriticalDamageBonus(caster, m_spellInfo, damage, target);
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// Calculate armor mitigation
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// Calculate armor mitigation
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if (Unit.IsDamageReducedByArmor(GetSpellInfo().GetSchoolMask(), GetSpellInfo(), GetSpellEffectInfo()))
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if (Unit.IsDamageReducedByArmor(GetSpellInfo().GetSchoolMask(), GetSpellInfo()))
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{
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{
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uint damageReducedArmor = Unit.CalcArmorReducedDamage(caster, target, damage, GetSpellInfo(), GetSpellInfo().GetAttackType(), GetBase().GetCasterLevel());
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uint damageReducedArmor = Unit.CalcArmorReducedDamage(caster, target, damage, GetSpellInfo(), GetSpellInfo().GetAttackType(), GetBase().GetCasterLevel());
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cleanDamage.mitigated_damage += damage - damageReducedArmor;
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cleanDamage.mitigated_damage += damage - damageReducedArmor;
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@@ -2630,6 +2630,10 @@ namespace Game.Entities
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{
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{
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foreach (var spellEffectInfo in spellInfo.GetEffects())
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foreach (var spellEffectInfo in spellInfo.GetEffects())
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{
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{
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// all bleed effects and spells ignore armor
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if ((spellInfo.GetEffectMechanicMask(spellEffectInfo.EffectIndex) & (1 << (int)Mechanics.Bleed)) != 0)
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spellInfo.AttributesCu |= SpellCustomAttributes.IgnoreArmor;
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switch (spellEffectInfo.ApplyAuraName)
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switch (spellEffectInfo.ApplyAuraName)
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{
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{
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case AuraType.ModPossess:
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case AuraType.ModPossess:
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