Core/Auras: Update AuraState enum and implement missing new ones
Port From (https://github.com/TrinityCore/TrinityCore/commit/69e0b9a98516a0cac14bc3f985a2deb2fe79205f)
This commit is contained in:
@@ -2423,32 +2423,32 @@ namespace Framework.Constants
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{ // (C) used in caster aura state (T) used in target aura state
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// (c) used in caster aura state-not (t) used in target aura state-not
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None = 0, // C |
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Defense = 1, // C |
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HealthLess20Percent = 2, // CcT |
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Berserking = 3, // C T |
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Frozen = 4, // c t| frozen target
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Judgement = 5, // C |
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//UNKNOWN6 = 6, // | not used
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HunterParry = 7, // C |
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//UNKNOWN7 = 7, // c | creature cheap shot / focused bursts spells
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//UNKNOWN8 = 8, // t| test spells
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//UNKNOWN9 = 9, // |
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WarriorVictoryRush = 10, // C | warrior victory rush
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//UNKNOWN11 = 11, // C t| 60348 - Maelstrom Ready!, test spells
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FaerieFire = 12, // c t|
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HealthLess35Percent = 13, // C T |
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Conflagrate = 14, // T |
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Swiftmend = 15, // T |
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DeadlyPoison = 16, // T |
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Enrage = 17, // C |
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Bleeding = 18, // T|
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Unk19 = 19, // |
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//UNKNOWN20 = 20, // c | only (45317 Suicide)
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//UNKNOWN21 = 21, // | not used
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Unk22 = 22, // C t| varius spells (63884, 50240)
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HealthAbove75Percent = 23, // C |
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Defensive = 1, // Cctt|
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Wounded20Percent = 2, // Cct |
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Unbalanced = 3, // Cct | Nyi
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Frozen = 4, // C T|
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Marked = 5, // C T| Nyi
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Wounded25Percent = 6, // T |
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Defensive2 = 7, // Cc | Nyi
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Banished = 8, // C | Nyi
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Dazed = 9, // T|
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Victorious = 10, // C |
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Rampage = 11, // | Nyi
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FaerieFire = 12, // C T|
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Wounded35Percent = 13, // Cct |
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RaidEncounter2 = 14, // Ct |
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DruidPeriodicHeal = 15, // T |
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RoguePoisoned = 16, // |
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Enraged = 17, // C |
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Bleed = 18, // T |
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Vulnerable = 19, // | Nyi
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ArenaPreparation = 20, // C |
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WoundHealth20_80 = 21, // T |
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RaidEncounter = 22, // Cctt|
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Healthy75Percent = 23, // C |
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WoundHealth35_80 = 24, // T |
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PerCasterAuraStateMask = (1 << (Conflagrate - 1)) | (1 << (DeadlyPoison - 1))
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PerCasterAuraStateMask = (1 << (RaidEncounter2 - 1)) | (1 << (RoguePoisoned - 1))
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}
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// target enum name consist of:
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@@ -343,9 +343,8 @@ namespace Framework.Constants
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public enum ReactiveType
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{
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Defense = 0,
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HunterParry = 1,
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OverPower = 2,
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Max = 3
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Defense2 = 1,
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Max = 2
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}
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public enum SpellValueMod
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@@ -1729,16 +1729,12 @@ namespace Game.Entities
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switch (reactive)
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{
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case ReactiveType.Defense:
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if (HasAuraState(AuraStateType.Defense))
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ModifyAuraState(AuraStateType.Defense, false);
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if (HasAuraState(AuraStateType.Defensive))
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ModifyAuraState(AuraStateType.Defensive, false);
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break;
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case ReactiveType.HunterParry:
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if (GetClass() == Class.Hunter && HasAuraState(AuraStateType.HunterParry))
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ModifyAuraState(AuraStateType.HunterParry, false);
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break;
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case ReactiveType.OverPower:
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if (GetClass() == Class.Warrior && IsTypeId(TypeId.Player))
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ToPlayer().ClearComboPoints();
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case ReactiveType.Defense2:
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if (HasAuraState(AuraStateType.Defensive2))
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ModifyAuraState(AuraStateType.Defensive2, false);
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break;
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}
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}
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@@ -1836,12 +1832,10 @@ namespace Game.Entities
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for (ReactiveType i = 0; i < ReactiveType.Max; ++i)
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m_reactiveTimer[i] = 0;
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if (HasAuraState(AuraStateType.Defense))
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ModifyAuraState(AuraStateType.Defense, false);
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if (GetClass() == Class.Hunter && HasAuraState(AuraStateType.HunterParry))
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ModifyAuraState(AuraStateType.HunterParry, false);
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if (GetClass() == Class.Warrior && IsTypeId(TypeId.Player))
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ToPlayer().ClearComboPoints();
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if (HasAuraState(AuraStateType.Defensive))
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ModifyAuraState(AuraStateType.Defensive, false);
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if (HasAuraState(AuraStateType.Defensive2))
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ModifyAuraState(AuraStateType.Defensive2, false);
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}
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public virtual bool CanUseAttackType(WeaponAttackType attacktype)
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@@ -242,7 +242,7 @@ namespace Game.Entities
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// Drain Soul - increased damage for targets under 20% HP
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if (spellProto.Id == 198590)
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if (HasAuraState(AuraStateType.HealthLess20Percent))
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if (HasAuraState(AuraStateType.Wounded20Percent))
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DoneTotalMod *= 2;
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break;
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}
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@@ -1851,41 +1851,23 @@ namespace Game.Entities
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// Update AURA_STATE on dodge
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if (GetClass() != Class.Rogue) // skip Rogue Riposte
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{
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ModifyAuraState(AuraStateType.Defense, true);
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ModifyAuraState(AuraStateType.Defensive, true);
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StartReactiveTimer(ReactiveType.Defense);
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}
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}
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// if victim and parry attack
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if (hitMask.HasAnyFlag(ProcFlagsHit.Parry))
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{
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// For Hunters only Counterattack (skip Mongoose bite)
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if (GetClass() == Class.Hunter)
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{
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ModifyAuraState(AuraStateType.HunterParry, true);
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StartReactiveTimer(ReactiveType.HunterParry);
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}
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else
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{
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ModifyAuraState(AuraStateType.Defense, true);
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StartReactiveTimer(ReactiveType.Defense);
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}
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ModifyAuraState(AuraStateType.Defensive, true);
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StartReactiveTimer(ReactiveType.Defense);
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}
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// if and victim block attack
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if (hitMask.HasAnyFlag(ProcFlagsHit.Block))
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{
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ModifyAuraState(AuraStateType.Defense, true);
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ModifyAuraState(AuraStateType.Defensive, true);
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StartReactiveTimer(ReactiveType.Defense);
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}
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}
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else // For attacker
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{
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// Overpower on victim dodge
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if (hitMask.HasAnyFlag(ProcFlagsHit.Dodge) && IsPlayer() && GetClass() == Class.Warrior)
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{
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ToPlayer().AddComboPoints(1);
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StartReactiveTimer(ReactiveType.OverPower);
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}
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}
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}
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}
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}
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@@ -3888,7 +3870,7 @@ namespace Game.Entities
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continue;
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SpellInfo spellProto = app.Value.GetBase().GetSpellInfo();
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if (app.Value.GetBase().GetCasterGUID() == GetGUID() && spellProto.CasterAuraState == flag && (spellProto.IsPassive() || flag != AuraStateType.Enrage))
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if (app.Value.GetBase().GetCasterGUID() == GetGUID() && spellProto.CasterAuraState == flag && (spellProto.IsPassive() || flag != AuraStateType.Enraged))
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RemoveAura(app);
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}
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}
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@@ -184,9 +184,12 @@ namespace Game.Entities
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if (IsAlive())
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{
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ModifyAuraState(AuraStateType.HealthLess20Percent, HealthBelowPct(20));
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ModifyAuraState(AuraStateType.HealthLess35Percent, HealthBelowPct(35));
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ModifyAuraState(AuraStateType.HealthAbove75Percent, HealthAbovePct(75));
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ModifyAuraState(AuraStateType.Wounded20Percent, HealthBelowPct(20));
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ModifyAuraState(AuraStateType.Wounded25Percent, HealthBelowPct(25));
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ModifyAuraState(AuraStateType.Wounded35Percent, HealthBelowPct(35));
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ModifyAuraState(AuraStateType.WoundHealth20_80, HealthBelowPct(20) || HealthAbovePct(80));
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ModifyAuraState(AuraStateType.Healthy75Percent, HealthAbovePct(75));
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ModifyAuraState(AuraStateType.WoundHealth35_80, HealthBelowPct(35) || HealthAbovePct(80));
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}
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UpdateSplineMovement(diff);
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@@ -3986,6 +3986,8 @@ namespace Game.Spells
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return;
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target.RemoveUnitFlag(UnitFlags.Preparation);
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}
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target.ModifyAuraState(AuraStateType.ArenaPreparation, apply);
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}
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[AuraEffectHandler(AuraType.NoReagentUse)]
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@@ -1354,45 +1354,25 @@ namespace Game.Spells
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{
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_auraState = AuraStateType.None;
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// Seals
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if (GetSpellSpecific() == SpellSpecificType.Seal)
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_auraState = AuraStateType.Judgement;
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// Conflagrate aura state on Immolate and Shadowflame
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if (SpellFamilyName == SpellFamilyNames.Warlock &&
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// Immolate
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(SpellFamilyFlags[0].HasAnyFlag(4u) ||
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// Shadowflame
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SpellFamilyFlags[2].HasAnyFlag(2u)))
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_auraState = AuraStateType.Conflagrate;
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// Faerie Fire (druid versions)
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if (SpellFamilyName == SpellFamilyNames.Druid && SpellFamilyFlags[0].HasAnyFlag(0x400u))
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_auraState = AuraStateType.FaerieFire;
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// Sting (hunter's pet ability)
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// Faerie Fire
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if (GetCategory() == 1133)
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_auraState = AuraStateType.FaerieFire;
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// Victorious
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if (SpellFamilyName == SpellFamilyNames.Warrior && SpellFamilyFlags[1].HasAnyFlag(0x40000u))
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_auraState = AuraStateType.WarriorVictoryRush;
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// Swiftmend state on Regrowth & Rejuvenation
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if (SpellFamilyName == SpellFamilyNames.Druid && SpellFamilyFlags[0].HasAnyFlag(0x50u))
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_auraState = AuraStateType.Swiftmend;
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// Swiftmend state on Regrowth, Rejuvenation, Wild Growth
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if (SpellFamilyName == SpellFamilyNames.Druid && (SpellFamilyFlags[0].HasAnyFlag(0x50u) || SpellFamilyFlags[1].HasAnyFlag(0x4000000u)))
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_auraState = AuraStateType.DruidPeriodicHeal;
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// Deadly poison aura state
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if (SpellFamilyName == SpellFamilyNames.Rogue && SpellFamilyFlags[0].HasAnyFlag(0x10000u))
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_auraState = AuraStateType.DeadlyPoison;
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_auraState = AuraStateType.RoguePoisoned;
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// Enrage aura state
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if (Dispel == DispelType.Enrage)
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_auraState = AuraStateType.Enrage;
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_auraState = AuraStateType.Enraged;
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// Bleeding aura state
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if (Convert.ToBoolean(GetAllEffectsMechanicMask() & 1 << (int)Mechanics.Bleed))
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_auraState = AuraStateType.Bleeding;
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_auraState = AuraStateType.Bleed;
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if (Convert.ToBoolean(GetSchoolMask() & SpellSchoolMask.Frost))
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{
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@@ -1403,16 +1383,49 @@ namespace Game.Spells
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switch (Id)
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{
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case 1064: // Dazed
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_auraState = AuraStateType.Dazed;
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break;
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case 32216: // Victorious
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_auraState = AuraStateType.Victorious;
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break;
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case 71465: // Divine Surge
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case 50241: // Evasive Charges
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_auraState = AuraStateType.Unk22;
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_auraState = AuraStateType.RaidEncounter;
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break;
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case 9991: // Touch of Zanzil
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case 35325: // Glowing Blood
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case 35328: // Lambent Blood
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case 35329: // Vibrant Blood
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case 35331: // Black Blood
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case 49163: // Perpetual Instability
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case 6950: // Faerie Fire
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case 9806: // Phantom Strike
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case 9991: // Touch of Zanzil
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case 13424: // Faerie Fire
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case 13752: // Faerie Fire
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case 16432: // Plague Mist
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case 20656: // Faerie Fire
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case 25602: // Faerie Fire
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case 32129: // Faerie Fire
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case 35325: // Glowing Blood
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case 35328: // Lambent Blood
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case 35329: // Vibrant Blood
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case 35331: // Black Blood
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case 49163: // Perpetual Instability
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case 65863: // Faerie Fire
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case 79559: // Luxscale Light
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case 82855: // Dazzling
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case 102953: // In the Rumpus
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case 127907: // Phosphorescence
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case 127913: // Phosphorescence
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case 129007: // Zijin Sting
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case 130159: // Fae Touch
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case 142537: // Spotter Smoke
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case 168455: // Spotted!
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case 176905: // Super Sticky Glitter Bomb
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case 189502: // Marked
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case 201785: // Intruder Alert!
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case 201786: // Intruder Alert!
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case 201935: // Spotted!
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case 239233: // Smoke Bomb
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case 319400: // Glitter Burst
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case 321470: // Dimensional Shifter Mishap
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case 331134: // Spotted
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_auraState = AuraStateType.FaerieFire;
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break;
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default:
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@@ -469,7 +469,7 @@ namespace Scripts.Spells.Warrior
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if (damageInfo != null)
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{
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SpellInfo spellInfo = damageInfo.GetSpellInfo();
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if (spellInfo != null && (spellInfo.Id == SpellIds.BladestormPeriodicWhirlwind || (spellInfo.Id == SpellIds.Execute && !_procTarget.HasAuraState(AuraStateType.HealthLess20Percent))))
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if (spellInfo != null && (spellInfo.Id == SpellIds.BladestormPeriodicWhirlwind || (spellInfo.Id == SpellIds.Execute && !_procTarget.HasAuraState(AuraStateType.Wounded20Percent))))
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{
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// If triggered by Execute (while target is not under 20% hp) or Bladestorm deals normalized weapon damage
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GetTarget().CastSpell(_procTarget, SpellIds.SweepingStrikesExtraAttack2, true, null, aurEff);
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