Implementation of QAston proc system
This commit is contained in:
+112
-52
@@ -742,10 +742,9 @@ namespace Game.Spells
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m_timeCla = 1 * Time.InMilliseconds;
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}
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void RefreshTimers()
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void RefreshTimers(bool resetPeriodicTimer)
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{
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m_maxDuration = CalcMaxDuration();
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bool resetPeriodic = true;
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if (m_spellInfo.HasAttribute(SpellAttr8.DontResetPeriodicTimer))
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{
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int minPeriod = m_maxDuration;
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@@ -764,15 +763,18 @@ namespace Game.Spells
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if (GetDuration() <= minPeriod)
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{
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m_maxDuration += GetDuration();
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resetPeriodic = false;
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resetPeriodicTimer = false;
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}
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}
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RefreshDuration();
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Unit caster = GetCaster();
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for (byte i = 0; i < SpellConst.MaxEffects; ++i)
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if (HasEffect(i))
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GetEffect(i).CalculatePeriodic(caster, resetPeriodic, false);
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{
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AuraEffect aurEff = GetEffect(i);
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if (aurEff != null)
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aurEff.CalculatePeriodic(caster, resetPeriodicTimer, false);
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}
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}
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public void SetCharges(int charges)
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@@ -853,7 +855,7 @@ namespace Game.Spells
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SetNeedClientUpdateForTargets();
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}
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public bool ModStackAmount(int num, AuraRemoveMode removeMode = AuraRemoveMode.Default)
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public bool ModStackAmount(int num, AuraRemoveMode removeMode = AuraRemoveMode.Default, bool resetPeriodicTimer = true)
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{
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int stackAmount = m_stackAmount + num;
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@@ -881,22 +883,10 @@ namespace Game.Spells
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if (refresh)
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{
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RefreshSpellMods();
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RefreshTimers();
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RefreshTimers(resetPeriodicTimer);
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// reset charges
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SetCharges(CalcMaxCharges());
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// FIXME: not a best way to synchronize charges, but works
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for (byte i = 0; i < SpellConst.MaxEffects; ++i)
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{
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AuraEffect aurEff = GetEffect(i);
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if (aurEff != null)
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if (aurEff.GetAuraType() == AuraType.AddFlatModifier || aurEff.GetAuraType() == AuraType.AddPctModifier)
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{
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SpellModifier mod = aurEff.GetSpellModifier();
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if (mod != null)
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mod.charges = GetCharges();
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}
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}
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}
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SetNeedClientUpdateForTargets();
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return false;
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@@ -1668,7 +1658,7 @@ namespace Game.Spells
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m_procCooldown = cooldownEnd;
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}
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void PrepareProcToTrigger(AuraApplication aurApp, ProcEventInfo eventInfo, DateTime now)
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public void PrepareProcToTrigger(AuraApplication aurApp, ProcEventInfo eventInfo, DateTime now)
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{
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bool prepare = CallScriptPrepareProcHandlers(aurApp, eventInfo);
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if (!prepare)
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@@ -1687,44 +1677,81 @@ namespace Game.Spells
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// cooldowns should be added to the whole aura (see 51698 area aura)
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AddProcCooldown(now + TimeSpan.FromMilliseconds(procEntry.Cooldown));
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SetLastProcSuccessTime(now);
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}
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bool IsProcTriggeredOnEvent(AuraApplication aurApp, ProcEventInfo eventInfo, DateTime now)
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public uint IsProcTriggeredOnEvent(AuraApplication aurApp, ProcEventInfo eventInfo, DateTime now)
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{
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SpellProcEntry procEntry = Global.SpellMgr.GetSpellProcEntry(GetId());
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// only auras with spell proc entry can trigger proc
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if (procEntry == null)
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return false;
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return 0;
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// check if we have charges to proc with
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if (IsUsingCharges() && GetCharges() == 0)
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return false;
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if (IsUsingCharges())
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{
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if (GetCharges() == 0)
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return 0;
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if (procEntry.AttributesMask.HasAnyFlag(ProcAttributes.ReqSpellmod))
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{
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Spell spell = eventInfo.GetProcSpell();
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if (spell != null)
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if (!spell.m_appliedMods.Contains(this))
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return 0;
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}
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}
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// check proc cooldown
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if (IsProcOnCooldown(now))
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return false;
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/// @todo
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// something about triggered spells triggering, and add extra attack effect
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return 0;
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// do checks against db data
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if (!Global.SpellMgr.CanSpellTriggerProcOnEvent(procEntry, eventInfo))
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return false;
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return 0;
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// check if aura can proc when spell is triggered
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if (!procEntry.AttributesMask.HasAnyFlag(ProcAttributes.TriggeredCanProc))
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{
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Spell spell = eventInfo.GetProcSpell();
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if (spell)
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if (spell.IsTriggered())
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if (!GetSpellInfo().HasAttribute(SpellAttr3.CanProcWithTriggered))
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return 0;
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}
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// do checks using conditions table
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if (!Global.ConditionMgr.IsObjectMeetingNotGroupedConditions(ConditionSourceType.SpellProc, GetId(), eventInfo.GetActor(), eventInfo.GetActionTarget()))
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return false;
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return 0;
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// AuraScript Hook
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bool check = CallScriptCheckProcHandlers(aurApp, eventInfo);
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if (!check)
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return false;
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return 0;
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// At least one effect has to pass checks to proc aura
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uint procEffectMask = 0;
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for (byte i = 0; i < SpellConst.MaxEffects; ++i)
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if (aurApp.HasEffect(i))
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if (GetEffect(i).CheckEffectProc(aurApp, eventInfo))
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procEffectMask |= (1u << i);
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if (procEffectMask == 0)
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return 0;
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/// @todo
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// do allow additional requirements for procs
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// this is needed because this is the last moment in which you can prevent aura charge drop on proc
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// and possibly a way to prevent default checks (if there're going to be any)
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// Aura added by spell can't trigger from self (prevent drop charges/do triggers)
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// But except periodic and kill triggers (can triggered from self)
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SpellInfo spellInfo = eventInfo.GetSpellInfo();
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if (spellInfo != null)
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if (spellInfo.Id == GetId() && !eventInfo.GetTypeMask().HasAnyFlag(ProcFlags.TakenPeriodic | ProcFlags.Kill))
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return 0;
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// Check if current equipment meets aura requirements
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// do that only for passive spells
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/// @todo this needs to be unified for all kinds of auras
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@@ -1734,11 +1761,12 @@ namespace Game.Spells
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if (GetSpellInfo().EquippedItemClass == ItemClass.Weapon)
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{
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if (target.ToPlayer().IsInFeralForm())
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return false;
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return 0;
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if (eventInfo.GetDamageInfo() != null)
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DamageInfo damageInfo = eventInfo.GetDamageInfo();
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if (damageInfo != null)
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{
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WeaponAttackType attType = eventInfo.GetDamageInfo().GetAttackType();
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WeaponAttackType attType = damageInfo.GetAttackType();
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Item item = null;
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if (attType == WeaponAttackType.BaseAttack || attType == WeaponAttackType.RangedAttack)
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item = target.ToPlayer().GetUseableItemByPos(InventorySlots.Bag0, EquipmentSlot.MainHand);
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@@ -1746,7 +1774,7 @@ namespace Game.Spells
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item = target.ToPlayer().GetUseableItemByPos(InventorySlots.Bag0, EquipmentSlot.OffHand);
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if (item == null || item.IsBroken() || item.GetTemplate().GetClass() != ItemClass.Weapon || !Convert.ToBoolean((1 << (int)item.GetTemplate().GetSubClass()) & GetSpellInfo().EquippedItemSubClassMask))
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return false;
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return 0;
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}
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}
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else if (GetSpellInfo().EquippedItemClass == ItemClass.Armor)
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@@ -1754,11 +1782,16 @@ namespace Game.Spells
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// Check if player is wearing shield
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Item item = target.ToPlayer().GetUseableItemByPos(InventorySlots.Bag0, EquipmentSlot.OffHand);
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if (item == null || item.IsBroken() || item.GetTemplate().GetClass() != ItemClass.Armor || !Convert.ToBoolean((1 << (int)item.GetTemplate().GetSubClass()) & GetSpellInfo().EquippedItemSubClassMask))
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return false;
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return 0;
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}
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}
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return RandomHelper.randChance(CalcProcChance(procEntry, eventInfo));
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SetLastProcAttemptTime(now);
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if (RandomHelper.randChance(CalcProcChance(procEntry, eventInfo)))
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return procEffectMask;
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return 0;
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}
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float CalcProcChance(SpellProcEntry procEntry, ProcEventInfo eventInfo)
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@@ -1775,6 +1808,10 @@ namespace Game.Spells
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uint WeaponSpeed = caster.GetBaseAttackTime(eventInfo.GetDamageInfo().GetAttackType());
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chance = caster.GetPPMProcChance(WeaponSpeed, procEntry.ProcsPerMinute, GetSpellInfo());
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}
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if (GetSpellInfo().ProcBasePPM > 0.0f)
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chance = CalcPPMProcChance(caster);
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// apply chance modifer aura, applies also to ppm chance (see improved judgement of light spell)
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Player modOwner = caster.GetSpellModOwner();
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if (modOwner != null)
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@@ -1783,18 +1820,23 @@ namespace Game.Spells
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return chance;
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}
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void TriggerProcOnEvent(AuraApplication aurApp, ProcEventInfo eventInfo)
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public void TriggerProcOnEvent(uint procEffectMask, AuraApplication aurApp, ProcEventInfo eventInfo)
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{
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CallScriptProcHandlers(aurApp, eventInfo);
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for (byte i = 0; i < SpellConst.MaxEffects; ++i)
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bool prevented = CallScriptProcHandlers(aurApp, eventInfo);
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if (!prevented)
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{
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if (aurApp.HasEffect(i))
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// OnEffectProc / AfterEffectProc hooks handled in AuraEffect.HandleProc()
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GetEffect(i).HandleProc(aurApp, eventInfo);
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}
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for (byte i = 0; i < SpellConst.MaxEffects; ++i)
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{
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if (!Convert.ToBoolean(procEffectMask & (1 << i)))
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continue;
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CallScriptAfterProcHandlers(aurApp, eventInfo);
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// OnEffectProc / AfterEffectProc hooks handled in AuraEffect.HandleProc()
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if (aurApp.HasEffect(i))
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GetEffect(i).HandleProc(aurApp, eventInfo);
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}
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CallScriptAfterProcHandlers(aurApp, eventInfo);
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}
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// Remove aura if we've used last charge to proc
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if (IsUsingCharges() && GetCharges() == 0)
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@@ -2157,6 +2199,23 @@ namespace Game.Spells
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}
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}
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public bool CallScriptCheckEffectProcHandlers(AuraEffect aurEff, AuraApplication aurApp, ProcEventInfo eventInfo)
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{
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bool result = true;
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foreach (var auraScript in m_loadedScripts)
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{
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auraScript._PrepareScriptCall(AuraScriptHookType.CheckEffectProc, aurApp);
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foreach (var hook in auraScript.DoCheckEffectProc)
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if (hook.IsEffectAffected(m_spellInfo, aurEff.GetEffIndex()))
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result &= hook.Call(aurEff, eventInfo);
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auraScript._FinishScriptCall();
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}
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return result;
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}
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public bool CallScriptEffectProcHandlers(AuraEffect aurEff, AuraApplication aurApp, ProcEventInfo eventInfo)
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{
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bool preventDefault = false;
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@@ -2308,7 +2367,7 @@ namespace Game.Spells
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public void SetLastProcSuccessTime(DateTime lastProcSuccessTime) { m_lastProcSuccessTime = lastProcSuccessTime; }
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//Static Methods
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public static uint BuildEffectMaskForOwner(SpellInfo spellProto, uint avalibleEffectMask, WorldObject owner)
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public static uint BuildEffectMaskForOwner(SpellInfo spellProto, uint availableEffectMask, WorldObject owner)
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{
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Contract.Assert(spellProto != null);
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Contract.Assert(owner != null);
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@@ -2333,24 +2392,25 @@ namespace Game.Spells
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default:
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break;
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}
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return (effMask & avalibleEffectMask);
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return (effMask & availableEffectMask);
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}
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public static Aura TryRefreshStackOrCreate(SpellInfo spellproto, ObjectGuid castId, uint tryEffMask, WorldObject owner, Unit caster, int[] baseAmount = null, Item castItem = null, ObjectGuid casterGUID = default(ObjectGuid), int castItemLevel = -1)
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public static Aura TryRefreshStackOrCreate(SpellInfo spellproto, ObjectGuid castId, uint tryEffMask, WorldObject owner, Unit caster, int[] baseAmount = null, Item castItem = null, ObjectGuid casterGUID = default(ObjectGuid), bool resetPeriodicTimer = true, int castItemLevel = -1)
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{
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bool throwway;
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return TryRefreshStackOrCreate(spellproto, castId, tryEffMask, owner, caster, out throwway, baseAmount, castItem, casterGUID);
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return TryRefreshStackOrCreate(spellproto, castId, tryEffMask, owner, caster, out throwway, baseAmount, castItem, casterGUID, resetPeriodicTimer, castItemLevel);
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}
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public static Aura TryRefreshStackOrCreate(SpellInfo spellproto, ObjectGuid castId, uint tryEffMask, WorldObject owner, Unit caster, out bool refresh, int[] baseAmount, Item castItem = null, ObjectGuid casterGUID = default(ObjectGuid), int castItemLevel = -1)
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public static Aura TryRefreshStackOrCreate(SpellInfo spellproto, ObjectGuid castId, uint tryEffMask, WorldObject owner, Unit caster, out bool refresh, int[] baseAmount, Item castItem = null, ObjectGuid casterGUID = default(ObjectGuid), bool resetPeriodicTimer = true, int castItemLevel = -1)
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{
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Contract.Assert(spellproto != null);
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Contract.Assert(owner != null);
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Contract.Assert(caster || !casterGUID.IsEmpty());
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Contract.Assert(tryEffMask <= SpellConst.MaxEffectMask);
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refresh = false;
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uint effMask = BuildEffectMaskForOwner(spellproto, tryEffMask, owner);
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if (effMask == 0)
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return null;
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Aura foundAura = owner.ToUnit()._TryStackingOrRefreshingExistingAura(spellproto, effMask, caster, baseAmount, castItem, casterGUID, castItemLevel);
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Aura foundAura = owner.ToUnit()._TryStackingOrRefreshingExistingAura(spellproto, effMask, caster, baseAmount, castItem, casterGUID, resetPeriodicTimer, castItemLevel);
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if (foundAura != null)
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{
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// we've here aura, which script triggered removal after modding stack amount
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