Implementation of QAston proc system

This commit is contained in:
hondacrx
2017-08-14 08:12:31 -04:00
parent df8f6133b3
commit 9a039f35a2
23 changed files with 1083 additions and 1730 deletions
+25 -39
View File
@@ -595,7 +595,8 @@ namespace Game.Entities
DealDamageMods(victim, ref damageInfo.damage, ref damageInfo.absorb);
SendAttackStateUpdate(damageInfo);
ProcDamageAndSpell(damageInfo.target, damageInfo.procAttacker, damageInfo.procVictim, damageInfo.procEx, damageInfo.damage, damageInfo.attackType);
DamageInfo dmgInfo = new DamageInfo(damageInfo);
ProcSkillsAndAuras(damageInfo.target, damageInfo.procAttacker, damageInfo.procVictim, ProcFlagsSpellType.None, ProcFlagsSpellPhase.None, dmgInfo.GetHitMask(), null, dmgInfo, null);
DealMeleeDamage(damageInfo, true);
@@ -646,7 +647,6 @@ namespace Game.Entities
damageInfo.procAttacker = ProcFlags.None;
damageInfo.procVictim = ProcFlags.None;
damageInfo.procEx = ProcFlagsExLegacy.None;
damageInfo.hitOutCome = MeleeHitOutcome.Normal;
SendAttackStateUpdate(damageInfo);
@@ -808,7 +808,10 @@ namespace Game.Entities
}
if (IsTypeId(TypeId.Player))
ToPlayer().CastItemCombatSpell(victim, damageInfo.attackType, damageInfo.procVictim, damageInfo.procEx);
{
DamageInfo dmgInfo = new DamageInfo(damageInfo);
ToPlayer().CastItemCombatSpell(dmgInfo);
}
// Do effect if any damage done to target
if (damageInfo.damage != 0)
@@ -1431,16 +1434,17 @@ namespace Game.Entities
// Do KILL and KILLED procs. KILL proc is called only for the unit who landed the killing blow (and its owner - for pets and totems) regardless of who tapped the victim
if (IsPet() || IsTotem())
{
// proc only once for victim
Unit owner = GetOwner();
if (owner != null)
owner.ProcDamageAndSpell(victim, ProcFlags.Kill, ProcFlags.None, ProcFlagsExLegacy.None, 0);
owner.ProcSkillsAndAuras(victim, ProcFlags.Kill, ProcFlags.None, ProcFlagsSpellType.MaskAll, ProcFlagsSpellPhase.None, ProcFlagsHit.None, null, null, null);
}
if (!victim.IsCritter())
ProcDamageAndSpell(victim, ProcFlags.Kill, ProcFlags.Killed, ProcFlagsExLegacy.None, 0);
ProcSkillsAndAuras(victim, ProcFlags.Kill, ProcFlags.Killed, ProcFlagsSpellType.MaskAll, ProcFlagsSpellPhase.None, ProcFlagsHit.None, null, null, null);
// Proc auras on death - must be before aura/combat remove
victim.ProcDamageAndSpell(null, ProcFlags.Death, ProcFlags.None, ProcFlagsExLegacy.None, 0, WeaponAttackType.BaseAttack, null);
victim.ProcSkillsAndAuras(victim, ProcFlags.None, ProcFlags.Death, ProcFlagsSpellType.MaskAll, ProcFlagsSpellPhase.None, ProcFlagsHit.None, null, null, null);
// update get killing blow achievements, must be done before setDeathState to be able to require auras on target
// and before Spirit of Redemption as it also removes auras
@@ -1808,7 +1812,6 @@ namespace Game.Entities
damageInfo.HitInfo = 0;
damageInfo.procAttacker = ProcFlags.None;
damageInfo.procVictim = ProcFlags.None;
damageInfo.procEx = ProcFlagsExLegacy.None;
damageInfo.hitOutCome = MeleeHitOutcome.Evade;
if (victim == null)
@@ -1839,7 +1842,6 @@ namespace Game.Entities
damageInfo.HitInfo |= HitInfo.NormalSwing;
damageInfo.TargetState = VictimState.Immune;
damageInfo.procEx |= ProcFlagsExLegacy.Immune;
damageInfo.damage = 0;
damageInfo.cleanDamage = 0;
return;
@@ -1869,25 +1871,22 @@ namespace Game.Entities
case MeleeHitOutcome.Evade:
damageInfo.HitInfo |= HitInfo.Miss | HitInfo.SwingNoHitSound;
damageInfo.TargetState = VictimState.Evades;
damageInfo.procEx |= ProcFlagsExLegacy.Evade;
damageInfo.damage = 0;
damageInfo.cleanDamage = 0;
return;
case MeleeHitOutcome.Miss:
damageInfo.HitInfo |= HitInfo.Miss;
damageInfo.TargetState = VictimState.Intact;
damageInfo.procEx |= ProcFlagsExLegacy.Miss;
damageInfo.damage = 0;
damageInfo.cleanDamage = 0;
break;
case MeleeHitOutcome.Normal:
damageInfo.TargetState = VictimState.Hit;
damageInfo.procEx |= ProcFlagsExLegacy.NormalHit;
break;
case MeleeHitOutcome.Crit:
damageInfo.HitInfo |= HitInfo.CriticalHit;
damageInfo.TargetState = VictimState.Hit;
damageInfo.procEx |= ProcFlagsExLegacy.CriticalHit;
// Crit bonus calc
damageInfo.damage += damageInfo.damage;
float mod = 0.0f;
@@ -1905,19 +1904,16 @@ namespace Game.Entities
break;
case MeleeHitOutcome.Parry:
damageInfo.TargetState = VictimState.Parry;
damageInfo.procEx |= ProcFlagsExLegacy.Parry;
damageInfo.cleanDamage += damageInfo.damage;
damageInfo.damage = 0;
break;
case MeleeHitOutcome.Dodge:
damageInfo.TargetState = VictimState.Dodge;
damageInfo.procEx |= ProcFlagsExLegacy.Dodge;
damageInfo.cleanDamage += damageInfo.damage;
damageInfo.damage = 0;
break;
case MeleeHitOutcome.Block:
damageInfo.TargetState = VictimState.Hit;
damageInfo.procEx |= ProcFlagsExLegacy.Block | ProcFlagsExLegacy.NormalHit;
// 30% damage blocked, double blocked amount if block is critical
damageInfo.blocked_amount = MathFunctions.CalculatePct(damageInfo.damage, damageInfo.target.isBlockCritical() ? damageInfo.target.GetBlockPercent() * 2 : damageInfo.target.GetBlockPercent());
damageInfo.damage -= damageInfo.blocked_amount;
@@ -1926,7 +1922,6 @@ namespace Game.Entities
case MeleeHitOutcome.Glancing:
damageInfo.HitInfo |= HitInfo.Glancing;
damageInfo.TargetState = VictimState.Hit;
damageInfo.procEx |= ProcFlagsExLegacy.NormalHit;
int leveldif = (int)victim.getLevel() - (int)getLevel();
if (leveldif > 3)
leveldif = 3;
@@ -1938,7 +1933,6 @@ namespace Game.Entities
case MeleeHitOutcome.Crushing:
damageInfo.HitInfo |= HitInfo.Crushing;
damageInfo.TargetState = VictimState.Hit;
damageInfo.procEx |= ProcFlagsExLegacy.NormalHit;
// 150% normal damage
damageInfo.damage += (damageInfo.damage / 2);
break;
@@ -1965,10 +1959,7 @@ namespace Game.Entities
CalcAbsorbResist(damageInfo.target, (SpellSchoolMask)damageInfo.damageSchoolMask, DamageEffectType.Direct, damageInfo.damage, ref damageInfo.absorb, ref damageInfo.resist);
if (damageInfo.absorb != 0)
{
damageInfo.HitInfo |= (damageInfo.damage - damageInfo.absorb == 0 ? HitInfo.FullAbsorb : HitInfo.PartialAbsorb);
damageInfo.procEx |= ProcFlagsExLegacy.Absorb;
}
if (damageInfo.resist != 0)
damageInfo.HitInfo |= (damageInfo.damage - damageInfo.resist == 0 ? HitInfo.FullResist : HitInfo.PartialResist);
@@ -2437,7 +2428,7 @@ namespace Game.Entities
if (eff.GetAmount() >= 0)
{
// Reduce shield amount
eff.SetAmount(eff.GetAmount() - currentAbsorb);
eff.ChangeAmount(eff.GetAmount() - currentAbsorb);
// Aura cannot absorb anything more - remove it
if (eff.GetAmount() <= 0)
eff.GetBase().Remove(AuraRemoveMode.EnemySpell);
@@ -2498,7 +2489,7 @@ namespace Game.Entities
// Check if our aura is using amount to count damage
if (absorbAurEff.GetAmount() >= 0)
{
absorbAurEff.SetAmount(absorbAurEff.GetAmount() - currentAbsorb);
absorbAurEff.ChangeAmount(absorbAurEff.GetAmount() - currentAbsorb);
if ((absorbAurEff.GetAmount() <= 0))
absorbAurEff.GetBase().Remove(AuraRemoveMode.EnemySpell);
}
@@ -2558,7 +2549,8 @@ namespace Game.Entities
SendSpellNonMeleeDamageLog(log);
// break 'Fear' and similar auras
caster.ProcDamageAndSpellFor(true, this, ProcFlags.TakenSpellMagicDmgClassNeg, ProcFlagsExLegacy.NormalHit, WeaponAttackType.BaseAttack, eff.GetSpellInfo(), splitDamage);
DamageInfo damageInfo = new DamageInfo(caster, this, splitDamage, eff.GetSpellInfo(), schoolMask, DamageEffectType.Direct, WeaponAttackType.BaseAttack);
ProcSkillsAndAuras(caster, ProcFlags.None, ProcFlags.TakenSpellMagicDmgClassNeg, ProcFlagsSpellType.Damage, ProcFlagsSpellPhase.Hit, ProcFlagsHit.None, null, damageInfo, null);
}
}
@@ -2566,24 +2558,22 @@ namespace Game.Entities
absorb = dmgInfo.GetAbsorb();
}
public void CalcHealAbsorb(Unit victim, SpellInfo healSpell, ref uint healAmount, ref uint absorb)
public void CalcHealAbsorb(HealInfo healInfo)
{
if (healAmount == 0)
if (healInfo.GetHeal() == 0)
return;
int RemainingHeal = (int)healAmount;
// Need remove expired auras after
bool existExpired = false;
// absorb without mana cost
var vHealAbsorb = victim.GetAuraEffectsByType(AuraType.SchoolHealAbsorb);
var vHealAbsorb = healInfo.GetTarget().GetAuraEffectsByType(AuraType.SchoolHealAbsorb);
foreach (var eff in vHealAbsorb)
{
if (RemainingHeal <= 0)
if (healInfo.GetHeal() <= 0)
break;
if (!Convert.ToBoolean(eff.GetMiscValue() & (int)healSpell.SchoolMask))
if (!Convert.ToBoolean(eff.GetMiscValue() & (int)healInfo.GetSpellInfo().SchoolMask))
continue;
// Max Amount can be absorbed by this aura
@@ -2598,13 +2588,12 @@ namespace Game.Entities
// currentAbsorb - damage can be absorbed by shield
// If need absorb less damage
if (RemainingHeal < currentAbsorb)
currentAbsorb = RemainingHeal;
currentAbsorb = (int)Math.Min(healInfo.GetHeal(), currentAbsorb);
RemainingHeal -= currentAbsorb;
healInfo.AbsorbHeal((uint)currentAbsorb);
// Reduce shield amount
eff.SetAmount(eff.GetAmount() - currentAbsorb);
eff.ChangeAmount(eff.GetAmount() - currentAbsorb);
// Need remove it later
if (eff.GetAmount() <= 0)
existExpired = true;
@@ -2619,16 +2608,13 @@ namespace Game.Entities
++i;
if (auraEff.GetAmount() <= 0)
{
uint removedAuras = victim.m_removedAurasCount;
uint removedAuras = healInfo.GetTarget().m_removedAurasCount;
auraEff.GetBase().Remove(AuraRemoveMode.EnemySpell);
if (removedAuras + 1 < victim.m_removedAurasCount)
if (removedAuras + 1 < healInfo.GetTarget().m_removedAurasCount)
i = 0;
}
}
}
absorb = (uint)(RemainingHeal > 0 ? (healAmount - RemainingHeal) : healAmount);
healAmount = (uint)RemainingHeal;
}
public uint CalcArmorReducedDamage(Unit attacker, Unit victim, uint damage, SpellInfo spellInfo, WeaponAttackType attackType = WeaponAttackType.Max)