Core/Auras: Update AuraState enum and implement missing new ones

Port From (https://github.com/TrinityCore/TrinityCore/commit/69e0b9a98516a0cac14bc3f985a2deb2fe79205f)
This commit is contained in:
hondacrx
2021-03-17 21:51:55 -04:00
parent 97a89d0c8c
commit 76d79ff2e6
8 changed files with 98 additions and 105 deletions
+9 -15
View File
@@ -1729,16 +1729,12 @@ namespace Game.Entities
switch (reactive)
{
case ReactiveType.Defense:
if (HasAuraState(AuraStateType.Defense))
ModifyAuraState(AuraStateType.Defense, false);
if (HasAuraState(AuraStateType.Defensive))
ModifyAuraState(AuraStateType.Defensive, false);
break;
case ReactiveType.HunterParry:
if (GetClass() == Class.Hunter && HasAuraState(AuraStateType.HunterParry))
ModifyAuraState(AuraStateType.HunterParry, false);
break;
case ReactiveType.OverPower:
if (GetClass() == Class.Warrior && IsTypeId(TypeId.Player))
ToPlayer().ClearComboPoints();
case ReactiveType.Defense2:
if (HasAuraState(AuraStateType.Defensive2))
ModifyAuraState(AuraStateType.Defensive2, false);
break;
}
}
@@ -1836,12 +1832,10 @@ namespace Game.Entities
for (ReactiveType i = 0; i < ReactiveType.Max; ++i)
m_reactiveTimer[i] = 0;
if (HasAuraState(AuraStateType.Defense))
ModifyAuraState(AuraStateType.Defense, false);
if (GetClass() == Class.Hunter && HasAuraState(AuraStateType.HunterParry))
ModifyAuraState(AuraStateType.HunterParry, false);
if (GetClass() == Class.Warrior && IsTypeId(TypeId.Player))
ToPlayer().ClearComboPoints();
if (HasAuraState(AuraStateType.Defensive))
ModifyAuraState(AuraStateType.Defensive, false);
if (HasAuraState(AuraStateType.Defensive2))
ModifyAuraState(AuraStateType.Defensive2, false);
}
public virtual bool CanUseAttackType(WeaponAttackType attacktype)
+6 -24
View File
@@ -242,7 +242,7 @@ namespace Game.Entities
// Drain Soul - increased damage for targets under 20% HP
if (spellProto.Id == 198590)
if (HasAuraState(AuraStateType.HealthLess20Percent))
if (HasAuraState(AuraStateType.Wounded20Percent))
DoneTotalMod *= 2;
break;
}
@@ -1851,41 +1851,23 @@ namespace Game.Entities
// Update AURA_STATE on dodge
if (GetClass() != Class.Rogue) // skip Rogue Riposte
{
ModifyAuraState(AuraStateType.Defense, true);
ModifyAuraState(AuraStateType.Defensive, true);
StartReactiveTimer(ReactiveType.Defense);
}
}
// if victim and parry attack
if (hitMask.HasAnyFlag(ProcFlagsHit.Parry))
{
// For Hunters only Counterattack (skip Mongoose bite)
if (GetClass() == Class.Hunter)
{
ModifyAuraState(AuraStateType.HunterParry, true);
StartReactiveTimer(ReactiveType.HunterParry);
}
else
{
ModifyAuraState(AuraStateType.Defense, true);
StartReactiveTimer(ReactiveType.Defense);
}
ModifyAuraState(AuraStateType.Defensive, true);
StartReactiveTimer(ReactiveType.Defense);
}
// if and victim block attack
if (hitMask.HasAnyFlag(ProcFlagsHit.Block))
{
ModifyAuraState(AuraStateType.Defense, true);
ModifyAuraState(AuraStateType.Defensive, true);
StartReactiveTimer(ReactiveType.Defense);
}
}
else // For attacker
{
// Overpower on victim dodge
if (hitMask.HasAnyFlag(ProcFlagsHit.Dodge) && IsPlayer() && GetClass() == Class.Warrior)
{
ToPlayer().AddComboPoints(1);
StartReactiveTimer(ReactiveType.OverPower);
}
}
}
}
}
@@ -3888,7 +3870,7 @@ namespace Game.Entities
continue;
SpellInfo spellProto = app.Value.GetBase().GetSpellInfo();
if (app.Value.GetBase().GetCasterGUID() == GetGUID() && spellProto.CasterAuraState == flag && (spellProto.IsPassive() || flag != AuraStateType.Enrage))
if (app.Value.GetBase().GetCasterGUID() == GetGUID() && spellProto.CasterAuraState == flag && (spellProto.IsPassive() || flag != AuraStateType.Enraged))
RemoveAura(app);
}
}
+6 -3
View File
@@ -184,9 +184,12 @@ namespace Game.Entities
if (IsAlive())
{
ModifyAuraState(AuraStateType.HealthLess20Percent, HealthBelowPct(20));
ModifyAuraState(AuraStateType.HealthLess35Percent, HealthBelowPct(35));
ModifyAuraState(AuraStateType.HealthAbove75Percent, HealthAbovePct(75));
ModifyAuraState(AuraStateType.Wounded20Percent, HealthBelowPct(20));
ModifyAuraState(AuraStateType.Wounded25Percent, HealthBelowPct(25));
ModifyAuraState(AuraStateType.Wounded35Percent, HealthBelowPct(35));
ModifyAuraState(AuraStateType.WoundHealth20_80, HealthBelowPct(20) || HealthAbovePct(80));
ModifyAuraState(AuraStateType.Healthy75Percent, HealthAbovePct(75));
ModifyAuraState(AuraStateType.WoundHealth35_80, HealthBelowPct(35) || HealthAbovePct(80));
}
UpdateSplineMovement(diff);