Core/Spells: Autorepeat casting fixes

Port From (https://github.com/TrinityCore/TrinityCore/commit/de592386dcd6ac85feb11d2af85538d62c192696)
This commit is contained in:
hondacrx
2022-06-01 16:28:01 -04:00
parent e9fcfd6f26
commit 95d134b512
5 changed files with 32 additions and 32 deletions
+23 -6
View File
@@ -2474,7 +2474,7 @@ namespace Game.Spells
// handle just the general SPELL_FAILED_BAD_TARGETS result which is the default result for most DBC target checks
if (Convert.ToBoolean(_triggeredCastFlags & TriggerCastFlags.IgnoreTargetCheck) && result == SpellCastResult.BadTargets)
result = SpellCastResult.SpellCastOk;
if (result != SpellCastResult.SpellCastOk && !IsAutoRepeat()) //always cast autorepeat dummy for triggering
if (result != SpellCastResult.SpellCastOk)
{
// Periodic auras should be interrupted when aura triggers a spell which can't be cast
// for example bladestorm aura should be removed on disarm as of patch 3.3.5
@@ -2491,6 +2491,10 @@ namespace Game.Spells
else
SendCastResult(result);
// queue autorepeat spells for future repeating
if (GetCurrentContainer() == CurrentSpellTypes.AutoRepeat && m_caster.IsUnit())
m_caster.ToUnit().SetCurrentCastSpell(this);
Finish(false);
return result;
}
@@ -3259,6 +3263,9 @@ namespace Game.Spells
m_caster.ToUnit().GetSpellHistory().HandleCooldowns(m_spellInfo, m_CastItem, this);
else
m_caster.ToUnit().GetSpellHistory().HandleCooldowns(m_spellInfo, m_castItemEntry, this);
if (IsAutoRepeat())
m_caster.ToUnit().ResetAttackTimer(WeaponAttackType.RangedAttack);
}
public void Update(uint difftime)
@@ -3300,7 +3307,7 @@ namespace Game.Spells
m_timer -= (int)difftime;
}
if (m_timer == 0 && !m_spellInfo.IsNextMeleeSwingSpell() && !IsAutoRepeat())
if (m_timer == 0 && !m_spellInfo.IsNextMeleeSwingSpell())
// don't CheckCast for instant spells - done in spell.prepare, skip duplicate checks, needed for range checks for example
Cast(m_casttime == 0);
break;
@@ -3365,6 +3372,10 @@ namespace Game.Spells
if (unitCaster != null)
return;
// successful cast of the initial autorepeat spell is moved to idle state so that it is not deleted as long as autorepeat is active
if (IsAutoRepeat() && unitCaster.GetCurrentSpell(CurrentSpellTypes.AutoRepeat) == this)
m_spellState = SpellState.Idle;
if (m_spellInfo.IsChanneled())
unitCaster.UpdateInterruptMask();
@@ -4651,12 +4662,18 @@ namespace Game.Spells
return SpellCastResult.NotReady;
}
if (!IsIgnoringCooldowns() && m_caster.ToUnit() != null && !m_caster.ToUnit().GetSpellHistory().IsReady(m_spellInfo, m_castItemEntry))
if (!IsIgnoringCooldowns() && m_caster.ToUnit() != null)
{
if (m_triggeredByAuraSpell != null)
if (!m_caster.ToUnit().GetSpellHistory().IsReady(m_spellInfo, m_castItemEntry))
{
if (m_triggeredByAuraSpell != null)
return SpellCastResult.DontReport;
else
return SpellCastResult.NotReady;
}
if ((IsAutoRepeat() || m_spellInfo.CategoryId == 76) && !m_caster.ToUnit().IsAttackReady(WeaponAttackType.RangedAttack))
return SpellCastResult.DontReport;
else
return SpellCastResult.NotReady;
}
}
-5
View File
@@ -365,11 +365,6 @@ namespace Game.Spells
{
if (!forcedCooldown.HasValue)
{
// shoot spells used equipped item cooldown values already assigned in SetBaseAttackTime(RANGED_ATTACK)
// prevent 0 cooldowns set by another way
if (cooldown <= TimeSpan.Zero && categoryCooldown <= TimeSpan.Zero && (categoryId == 76 || (spellInfo.IsAutoRepeatRangedSpell() && spellInfo.Id != 75)))
cooldown = TimeSpan.FromMilliseconds(_owner.m_unitData.RangedAttackRoundBaseTime);
// Now we have cooldown data (if found any), time to apply mods
Player modOwner = _owner.GetSpellModOwner();
if (modOwner)