Core/Spells: Autorepeat casting fixes
Port From (https://github.com/TrinityCore/TrinityCore/commit/de592386dcd6ac85feb11d2af85538d62c192696)
This commit is contained in:
@@ -92,7 +92,6 @@ namespace Game.Entities
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SpellAuraInterruptFlags m_interruptMask;
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SpellAuraInterruptFlags2 m_interruptMask2;
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protected int m_procDeep;
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bool m_AutoRepeatFirstCast;
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SpellHistory _spellHistory;
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//Auras
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@@ -1627,14 +1627,13 @@ namespace Game.Entities
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if (pSpell == GetCurrentSpell(CSpellType)) // avoid breaking self
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return;
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// break same type spell if it is not delayed
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InterruptSpell(CSpellType, false);
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// special breakage effects:
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switch (CSpellType)
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{
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case CurrentSpellTypes.Generic:
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{
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InterruptSpell(CurrentSpellTypes.Generic, false);
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// generic spells always break channeled not delayed spells
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if (GetCurrentSpell(CurrentSpellTypes.Channeled) != null && !GetCurrentSpell(CurrentSpellTypes.Channeled).GetSpellInfo().HasAttribute(SpellAttr5.AllowActionsDuringChannel))
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InterruptSpell(CurrentSpellTypes.Channeled, false);
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@@ -1645,7 +1644,6 @@ namespace Game.Entities
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// break autorepeat if not Auto Shot
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if (m_currentSpells[CurrentSpellTypes.AutoRepeat].m_spellInfo.Id != 75)
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InterruptSpell(CurrentSpellTypes.AutoRepeat);
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m_AutoRepeatFirstCast = true;
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}
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if (pSpell.m_spellInfo.CalcCastTime() > 0)
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AddUnitState(UnitState.Casting);
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@@ -1668,6 +1666,9 @@ namespace Game.Entities
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}
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case CurrentSpellTypes.AutoRepeat:
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{
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if (GetCurrentSpell(CSpellType) && GetCurrentSpell(CSpellType).GetState() == SpellState.Idle)
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GetCurrentSpell(CSpellType).SetState(SpellState.Finished);
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// only Auto Shoot does not break anything
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if (pSpell.m_spellInfo.Id != 75)
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{
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@@ -1675,9 +1676,6 @@ namespace Game.Entities
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InterruptSpell(CurrentSpellTypes.Generic, false);
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InterruptSpell(CurrentSpellTypes.Channeled, false);
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}
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// special action: set first cast flag
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m_AutoRepeatFirstCast = true;
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break;
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}
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default:
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@@ -215,6 +215,8 @@ namespace Game.Entities
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void _UpdateSpells(uint diff)
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{
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_spellHistory.Update();
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if (GetCurrentSpell(CurrentSpellTypes.AutoRepeat) != null)
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_UpdateAutoRepeatSpell();
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@@ -264,8 +266,6 @@ namespace Game.Entities
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}
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}
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}
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_spellHistory.Update();
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}
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public void HandleEmoteCommand(Emote emoteId, Player target = null, uint[] spellVisualKitIds = null, int sequenceVariation = 0)
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@@ -1568,17 +1568,11 @@ namespace Game.Entities
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// cancel wand shoot
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if (autoRepeatSpellInfo.Id != 75)
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InterruptSpell(CurrentSpellTypes.AutoRepeat);
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m_AutoRepeatFirstCast = true;
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return;
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}
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// apply delay (Auto Shot (spellID 75) not affected)
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if (m_AutoRepeatFirstCast && GetAttackTimer(WeaponAttackType.RangedAttack) < 500 && autoRepeatSpellInfo.Id != 75)
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SetAttackTimer(WeaponAttackType.RangedAttack, 500);
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m_AutoRepeatFirstCast = false;
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// castroutine
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if (IsAttackReady(WeaponAttackType.RangedAttack))
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if (IsAttackReady(WeaponAttackType.RangedAttack) && GetCurrentSpell(CurrentSpellTypes.AutoRepeat).GetState() != SpellState.Preparing)
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{
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// Check if able to cast
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SpellCastResult result = m_currentSpells[CurrentSpellTypes.AutoRepeat].CheckCast(true);
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@@ -1593,11 +1587,8 @@ namespace Game.Entities
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}
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// we want to shoot
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Spell spell = new(this, autoRepeatSpellInfo, TriggerCastFlags.FullMask);
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Spell spell = new(this, autoRepeatSpellInfo, TriggerCastFlags.IgnoreGCD);
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spell.Prepare(m_currentSpells[CurrentSpellTypes.AutoRepeat].m_targets);
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// all went good, reset attack
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ResetAttackTimer(WeaponAttackType.RangedAttack);
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}
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}
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@@ -2474,7 +2474,7 @@ namespace Game.Spells
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// handle just the general SPELL_FAILED_BAD_TARGETS result which is the default result for most DBC target checks
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if (Convert.ToBoolean(_triggeredCastFlags & TriggerCastFlags.IgnoreTargetCheck) && result == SpellCastResult.BadTargets)
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result = SpellCastResult.SpellCastOk;
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if (result != SpellCastResult.SpellCastOk && !IsAutoRepeat()) //always cast autorepeat dummy for triggering
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if (result != SpellCastResult.SpellCastOk)
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{
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// Periodic auras should be interrupted when aura triggers a spell which can't be cast
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// for example bladestorm aura should be removed on disarm as of patch 3.3.5
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@@ -2491,6 +2491,10 @@ namespace Game.Spells
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else
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SendCastResult(result);
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// queue autorepeat spells for future repeating
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if (GetCurrentContainer() == CurrentSpellTypes.AutoRepeat && m_caster.IsUnit())
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m_caster.ToUnit().SetCurrentCastSpell(this);
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Finish(false);
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return result;
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}
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@@ -3259,6 +3263,9 @@ namespace Game.Spells
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m_caster.ToUnit().GetSpellHistory().HandleCooldowns(m_spellInfo, m_CastItem, this);
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else
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m_caster.ToUnit().GetSpellHistory().HandleCooldowns(m_spellInfo, m_castItemEntry, this);
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if (IsAutoRepeat())
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m_caster.ToUnit().ResetAttackTimer(WeaponAttackType.RangedAttack);
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}
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public void Update(uint difftime)
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@@ -3300,7 +3307,7 @@ namespace Game.Spells
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m_timer -= (int)difftime;
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}
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if (m_timer == 0 && !m_spellInfo.IsNextMeleeSwingSpell() && !IsAutoRepeat())
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if (m_timer == 0 && !m_spellInfo.IsNextMeleeSwingSpell())
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// don't CheckCast for instant spells - done in spell.prepare, skip duplicate checks, needed for range checks for example
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Cast(m_casttime == 0);
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break;
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@@ -3365,6 +3372,10 @@ namespace Game.Spells
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if (unitCaster != null)
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return;
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// successful cast of the initial autorepeat spell is moved to idle state so that it is not deleted as long as autorepeat is active
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if (IsAutoRepeat() && unitCaster.GetCurrentSpell(CurrentSpellTypes.AutoRepeat) == this)
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m_spellState = SpellState.Idle;
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if (m_spellInfo.IsChanneled())
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unitCaster.UpdateInterruptMask();
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@@ -4651,12 +4662,18 @@ namespace Game.Spells
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return SpellCastResult.NotReady;
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}
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if (!IsIgnoringCooldowns() && m_caster.ToUnit() != null && !m_caster.ToUnit().GetSpellHistory().IsReady(m_spellInfo, m_castItemEntry))
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if (!IsIgnoringCooldowns() && m_caster.ToUnit() != null)
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{
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if (m_triggeredByAuraSpell != null)
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if (!m_caster.ToUnit().GetSpellHistory().IsReady(m_spellInfo, m_castItemEntry))
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{
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if (m_triggeredByAuraSpell != null)
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return SpellCastResult.DontReport;
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else
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return SpellCastResult.NotReady;
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}
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if ((IsAutoRepeat() || m_spellInfo.CategoryId == 76) && !m_caster.ToUnit().IsAttackReady(WeaponAttackType.RangedAttack))
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return SpellCastResult.DontReport;
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else
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return SpellCastResult.NotReady;
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}
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}
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@@ -365,11 +365,6 @@ namespace Game.Spells
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{
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if (!forcedCooldown.HasValue)
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{
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// shoot spells used equipped item cooldown values already assigned in SetBaseAttackTime(RANGED_ATTACK)
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// prevent 0 cooldowns set by another way
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if (cooldown <= TimeSpan.Zero && categoryCooldown <= TimeSpan.Zero && (categoryId == 76 || (spellInfo.IsAutoRepeatRangedSpell() && spellInfo.Id != 75)))
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cooldown = TimeSpan.FromMilliseconds(_owner.m_unitData.RangedAttackRoundBaseTime);
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// Now we have cooldown data (if found any), time to apply mods
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Player modOwner = _owner.GetSpellModOwner();
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if (modOwner)
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