Core/Auras: Implemented SPELL_AURA_CAST_WHILE_WALKING_BY_SPELL_LABEL and SPELL_AURA_CAST_WHILE_WALKING_ALL
Port From (https://github.com/TrinityCore/TrinityCore/commit/3e81db7b9380269d4561eb5deb21fbef26913779)
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@@ -398,7 +398,7 @@ namespace Framework.Constants
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ModifyFallDamagePct = 374,
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ModPossessPet = 375,
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ModCurrencyGainFromSource = 376, // NYI
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CastWhileWalking2 = 377, // NYI
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CastWhileWalkingAll = 377, // Enables casting all spells while moving
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Unk378 = 378,
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ModManaRegenPct = 379,
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Unk380 = 380,
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@@ -1051,9 +1051,14 @@ namespace Game.Entities
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if (!HasUnitState(UnitState.Casting))
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return false;
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Spell spell = GetCurrentSpell(CurrentSpellTypes.Generic);
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if (spell != null)
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if (CanCastSpellWhileMoving(spell.GetSpellInfo()))
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return false;
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// channeled spells during channel stage (after the initial cast timer) allow movement with a specific spell attribute
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Spell spell = m_currentSpells.LookupByKey(CurrentSpellTypes.Channeled);
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if (spell)
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spell = m_currentSpells.LookupByKey(CurrentSpellTypes.Channeled);
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if (spell != null)
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if (spell.GetState() != SpellState.Finished && spell.IsChannelActive())
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if (spell.GetSpellInfo().IsMoveAllowedChannel())
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return false;
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@@ -1406,6 +1411,21 @@ namespace Game.Entities
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return false;
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}
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public bool CanCastSpellWhileMoving(SpellInfo spellInfo)
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{
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if (HasAuraTypeWithAffectMask(AuraType.CastWhileWalking, spellInfo))
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return true;
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if (HasAuraType(AuraType.CastWhileWalkingAll))
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return true;
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foreach (uint label in spellInfo.Labels)
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if (HasAuraTypeWithMiscvalue(AuraType.CastWhileWalkingBySpellLabel, (int)label))
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return true;
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return false;
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}
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public static void ProcSkillsAndAuras(Unit actor, Unit actionTarget, ProcFlags typeMaskActor, ProcFlags typeMaskActionTarget, ProcFlagsSpellType spellTypeMask, ProcFlagsSpellPhase spellPhaseMask, ProcFlagsHit hitMask, Spell spell, DamageInfo damageInfo, HealInfo healInfo)
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{
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WeaponAttackType attType = damageInfo != null ? damageInfo.GetAttackType() : WeaponAttackType.BaseAttack;
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@@ -2777,14 +2797,14 @@ namespace Game.Entities
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return dispelList;
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}
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bool IsInterruptFlagIgnoredForSpell(SpellAuraInterruptFlags flag, Unit unit, SpellInfo spellInfo)
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{
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return flag == SpellAuraInterruptFlags.Moving && unit.CanCastSpellWhileMoving(spellInfo);
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}
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bool IsInterruptFlagIgnoredForSpell(SpellAuraInterruptFlags2 flag, Unit unit, SpellInfo spellInfo)
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{
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return false;
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}
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bool IsInterruptFlagIgnoredForSpell(SpellAuraInterruptFlags flag, Unit unit, SpellInfo spellInfo)
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{
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return flag == SpellAuraInterruptFlags.Moving && unit.HasAuraTypeWithAffectMask(AuraType.CastWhileWalking, spellInfo);
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}
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public void RemoveAurasWithInterruptFlags(SpellAuraInterruptFlags flag, uint except = 0)
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{
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@@ -1465,7 +1465,7 @@ namespace Game.Entities
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// check "realtime" interrupts
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// don't cancel spells which are affected by a SPELL_AURA_CAST_WHILE_WALKING effect
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if (((IsTypeId(TypeId.Player) && ToPlayer().IsMoving()) || IsNonMeleeSpellCast(false, false, true, autoRepeatSpellInfo.Id == 75)) &&
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!HasAuraTypeWithAffectMask(AuraType.CastWhileWalking, autoRepeatSpellInfo))
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!CanCastSpellWhileMoving(autoRepeatSpellInfo))
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{
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// cancel wand shoot
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if (autoRepeatSpellInfo.Id != 75)
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@@ -2332,8 +2332,8 @@ namespace Game.Spells
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// exception are only channeled spells that have no casttime and SPELL_ATTR5_CAN_CHANNEL_WHEN_MOVING
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// (even if they are interrupted on moving, spells with almost immediate effect get to have their effect processed before movement interrupter kicks in)
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// don't cancel spells which are affected by a SPELL_AURA_CAST_WHILE_WALKING effect
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if (((m_spellInfo.IsChanneled() || m_casttime != 0) && m_caster.IsPlayer() && !(m_caster.ToPlayer().IsCharmed() && m_caster.ToPlayer().GetCharmerGUID().IsCreature()) && m_caster.ToPlayer().IsMoving() &&
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m_spellInfo.InterruptFlags.HasFlag(SpellInterruptFlags.Movement)) && !m_caster.ToPlayer().HasAuraTypeWithAffectMask(AuraType.CastWhileWalking, m_spellInfo))
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if (((m_spellInfo.IsChanneled() || m_casttime != 0) && m_caster.IsPlayer() && !(m_caster.ToUnit().IsCharmed() && m_caster.ToUnit().GetCharmerGUID().IsCreature()) && m_caster.ToUnit().IsMoving() &&
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m_spellInfo.InterruptFlags.HasFlag(SpellInterruptFlags.Movement)) && !m_caster.ToUnit().CanCastSpellWhileMoving(m_spellInfo))
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{
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// 1. Has casttime, 2. Or doesn't have flag to allow movement during channel
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if (m_casttime != 0 || !m_spellInfo.IsMoveAllowedChannel())
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@@ -3059,9 +3059,9 @@ namespace Game.Spells
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// check if the player caster has moved before the spell finished
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// with the exception of spells affected with SPELL_AURA_CAST_WHILE_WALKING effect
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if ((m_caster.IsTypeId(TypeId.Player) && m_timer != 0) &&
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m_caster.ToPlayer().IsMoving() && (m_spellInfo.InterruptFlags.HasFlag(SpellInterruptFlags.Movement)) &&
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(m_spellInfo.HasEffect(SpellEffectName.Stuck) || !m_caster.ToPlayer().HasUnitMovementFlag(MovementFlag.FallingFar)) &&
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!m_caster.ToPlayer().HasAuraTypeWithAffectMask(AuraType.CastWhileWalking, m_spellInfo))
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m_caster.ToUnit().IsMoving() && (m_spellInfo.InterruptFlags.HasFlag(SpellInterruptFlags.Movement)) &&
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(!m_spellInfo.HasEffect(SpellEffectName.Stuck) || !m_caster.ToUnit().HasUnitMovementFlag(MovementFlag.FallingFar)) &&
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!m_caster.ToUnit().CanCastSpellWhileMoving(m_spellInfo))
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{
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// don't cancel for melee, autorepeat, triggered and instant spells
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if (!m_spellInfo.IsNextMeleeSwingSpell() && !IsAutoRepeat() && !IsTriggered() && !(IsChannelActive() && m_spellInfo.IsMoveAllowedChannel()))
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@@ -3069,7 +3069,7 @@ namespace Game.Spells
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// if charmed by creature, trust the AI not to cheat and allow the cast to proceed
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// @todo this is a hack, "creature" movesplines don't differentiate turning/moving right now
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// however, checking what type of movement the spline is for every single spline would be really expensive
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if (!m_caster.ToPlayer().GetCharmerGUID().IsCreature())
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if (!m_caster.ToUnit().GetCharmerGUID().IsCreature())
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Cancel();
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}
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}
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@@ -4500,7 +4500,9 @@ namespace Game.Spells
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// cancel autorepeat spells if cast start when moving
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// (not wand currently autorepeat cast delayed to moving stop anyway in spell update code)
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// Do not cancel spells which are affected by a SPELL_AURA_CAST_WHILE_WALKING effect
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if (unitCaster.IsPlayer() && unitCaster.ToPlayer().IsMoving() && (!unitCaster.IsCharmed() || !unitCaster.GetCharmerGUID().IsCreature()) && !unitCaster.HasAuraTypeWithAffectMask(AuraType.CastWhileWalking, m_spellInfo))
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if (unitCaster.IsPlayer() && unitCaster.ToPlayer().IsMoving()
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&& (!unitCaster.IsCharmed() || !unitCaster.GetCharmerGUID().IsCreature())
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&& !unitCaster.CanCastSpellWhileMoving(m_spellInfo))
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{
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// skip stuck spell to allow use it in falling case and apply spell limitations at movement
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if ((!unitCaster.HasUnitMovementFlag(MovementFlag.FallingFar) || !m_spellInfo.HasEffect(SpellEffectName.Stuck)) &&
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