Core/Conditions: allow spellclick conditions to properly work for aura apply/remove
Port From (https://github.com/TrinityCore/TrinityCore/commit/edf12fd6a1b989d7785bc0619002eda1ccc87368)
This commit is contained in:
@@ -279,6 +279,11 @@ namespace Game
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return true;
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}
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public bool IsSpellUsedInSpellClickConditions(uint spellId)
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{
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return spellsUsedInSpellClickConditions.Contains(spellId);
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}
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public List<Condition> GetConditionsForAreaTrigger(uint areaTriggerId, bool isServerSide)
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{
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return areaTriggerConditionContainerStorage.LookupByKey(Tuple.Create(areaTriggerId, isServerSide));
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@@ -486,6 +491,8 @@ namespace Game
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spellClickEventConditionStorage[cond.SourceGroup] = new MultiMap<uint, Condition>();
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spellClickEventConditionStorage[cond.SourceGroup].Add((uint)cond.SourceEntry, cond);
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if (cond.ConditionType == ConditionTypes.Aura)
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spellsUsedInSpellClickConditions.Add(cond.ConditionValue1);
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++count;
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continue; // do not add to m_AllocatedMemory to avoid double deleting
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}
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@@ -550,6 +557,9 @@ namespace Game
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}
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//add new Condition to storage based on Type/Entry
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if (cond.SourceType == ConditionSourceType.SpellClickEvent && cond.ConditionType == ConditionTypes.Aura)
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spellsUsedInSpellClickConditions.Add(cond.ConditionValue1);
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conditionStorage[cond.SourceType].Add((uint)cond.SourceEntry, cond);
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++count;
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}
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@@ -1703,6 +1713,7 @@ namespace Game
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smartEventConditionStorage.Clear();
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spellClickEventConditionStorage.Clear();
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spellsUsedInSpellClickConditions.Clear();
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npcVendorConditionContainerStorage.Clear();
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@@ -2488,6 +2499,7 @@ namespace Game
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MultiMap<uint, Condition> conditionReferenceStorage = new();
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Dictionary<uint, MultiMap<uint, Condition>> vehicleSpellConditionStorage = new();
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Dictionary<uint, MultiMap<uint, Condition>> spellClickEventConditionStorage = new();
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List<uint> spellsUsedInSpellClickConditions = new();
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Dictionary<uint, MultiMap<uint, Condition>> npcVendorConditionContainerStorage = new();
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Dictionary<Tuple<int, uint>, MultiMap<uint, Condition>> smartEventConditionStorage = new();
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MultiMap<Tuple<uint, bool>, Condition> areaTriggerConditionContainerStorage = new();
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@@ -1884,7 +1884,7 @@ namespace Game.Entities
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}
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}
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UpdateForQuestWorldObjects();
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UpdateVisibleGameobjectsOrSpellClicks();
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PhasingHandler.OnConditionChange(this);
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}
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@@ -2254,7 +2254,7 @@ namespace Game.Entities
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}
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}
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UpdateForQuestWorldObjects();
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UpdateVisibleGameobjectsOrSpellClicks();
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}
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public void KilledMonster(CreatureTemplate cInfo, ObjectGuid guid)
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@@ -2433,7 +2433,7 @@ namespace Game.Entities
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}
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if (anyObjectiveChangedCompletionState)
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UpdateForQuestWorldObjects();
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UpdateVisibleGameobjectsOrSpellClicks();
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}
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public bool HasQuestForItem(uint itemid)
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@@ -2900,7 +2900,7 @@ namespace Game.Entities
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return false;
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}
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public void UpdateForQuestWorldObjects()
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public void UpdateVisibleGameobjectsOrSpellClicks()
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{
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if (m_clientGUIDs.Empty())
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return;
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@@ -2950,24 +2950,14 @@ namespace Game.Entities
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var clickBounds = Global.ObjectMgr.GetSpellClickInfoMapBounds(obj.GetEntry());
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foreach (var spellClickInfo in clickBounds)
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{
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//! This code doesn't look right, but it was logically converted to condition system to do the exact
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//! same thing it did before. It definitely needs to be overlooked for intended functionality.
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List<Condition> conds = Global.ConditionMgr.GetConditionsForSpellClickEvent(obj.GetEntry(), spellClickInfo.spellId);
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if (conds != null)
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{
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bool buildUpdateBlock = false;
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for (var i = 0; i < conds.Count && !buildUpdateBlock; ++i)
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if (conds[i].ConditionType == ConditionTypes.QuestRewarded || conds[i].ConditionType == ConditionTypes.QuestTaken || conds[i].ConditionType == ConditionTypes.QuestComplete)
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buildUpdateBlock = true;
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if (buildUpdateBlock)
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{
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ObjectFieldData objMask = new();
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UnitData unitMask = new();
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unitMask.MarkChanged(obj.m_unitData.NpcFlags, 0); // NpcFlags[0] has UNIT_NPC_FLAG_SPELLCLICK
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obj.BuildValuesUpdateForPlayerWithMask(udata, objMask._changesMask, unitMask._changesMask, this);
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break;
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}
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ObjectFieldData objMask = new();
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UnitData unitMask = new();
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unitMask.MarkChanged(m_unitData.NpcFlags, 0); // NpcFlags[0] has UNIT_NPC_FLAG_SPELLCLICK
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obj.BuildValuesUpdateForPlayerWithMask(udata, objMask.GetUpdateMask(), unitMask.GetUpdateMask(), this);
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break;
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}
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}
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}
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@@ -3601,6 +3601,11 @@ namespace Game.Entities
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}
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aura.HandleAuraSpecificMods(aurApp, caster, false, false);
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Player player = ToPlayer();
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if (player != null)
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if (Global.ConditionMgr.IsSpellUsedInSpellClickConditions(aurApp.GetBase().GetId()))
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player.UpdateVisibleGameobjectsOrSpellClicks();
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}
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public void _UnapplyAura(AuraApplication aurApp, AuraRemoveMode removeMode)
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@@ -3810,6 +3815,11 @@ namespace Game.Entities
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if (Convert.ToBoolean(effMask & 1 << i) && !(aurApp.HasRemoveMode()))
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aurApp._HandleEffect(i, true);
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}
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Player player = ToPlayer();
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if (player != null)
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if (Global.ConditionMgr.IsSpellUsedInSpellClickConditions(aurApp.GetBase().GetId()))
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player.UpdateVisibleGameobjectsOrSpellClicks();
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}
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public void _AddAura(UnitAura aura, Unit caster)
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@@ -273,7 +273,7 @@ namespace Game.Groups
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{
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Player player = Global.ObjAccessor.FindPlayer(member.guid);
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if (player != null)
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player.UpdateForQuestWorldObjects();
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player.UpdateVisibleGameobjectsOrSpellClicks();
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}
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}
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@@ -303,7 +303,7 @@ namespace Game.Groups
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{
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Player player = Global.ObjAccessor.FindPlayer(member.guid);
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if (player != null)
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player.UpdateForQuestWorldObjects();
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player.UpdateVisibleGameobjectsOrSpellClicks();
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}
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}
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@@ -482,7 +482,7 @@ namespace Game.Groups
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// quest related GO state dependent from raid membership
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if (IsRaidGroup())
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player.UpdateForQuestWorldObjects();
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player.UpdateVisibleGameobjectsOrSpellClicks();
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{
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// Broadcast new player group member fields to rest of the group
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@@ -572,7 +572,7 @@ namespace Game.Groups
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player.SetGroup(null);
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// quest related GO state dependent from raid membership
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player.UpdateForQuestWorldObjects();
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player.UpdateVisibleGameobjectsOrSpellClicks();
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}
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@@ -809,7 +809,7 @@ namespace Game.Groups
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// quest related GO state dependent from raid membership
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if (IsRaidGroup())
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player.UpdateForQuestWorldObjects();
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player.UpdateVisibleGameobjectsOrSpellClicks();
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if (!hideDestroy)
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player.SendPacket(new GroupDestroyed());
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@@ -242,7 +242,7 @@ namespace Game
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}
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if (anyObjectiveChangedCompletionState)
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player.UpdateForQuestWorldObjects();
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player.UpdateVisibleGameobjectsOrSpellClicks();
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}
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}
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