Ported .Net Core commits:
hondacrx: - Initial commit: Switch to .Net Core 2.0 - Fix build and removed not needed files Fabi: - Updated solution platforms. - Changed folder structure. - Change library target framework to netstandard2.0. - Updated solution platforms again... - Removed windows specific kernel32 function usage (Ctrl-C handler).
This commit is contained in:
@@ -0,0 +1,646 @@
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/*
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* Copyright (C) 2012-2017 CypherCore <http://github.com/CypherCore>
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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using Framework.Collections;
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using Framework.Constants;
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using Framework.Dynamic;
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using Game.AI;
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using Game.Combat;
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using Game.DataStorage;
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using Game.Maps;
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using Game.Movement;
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using Game.Network.Packets;
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using Game.Spells;
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using System;
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using System.Collections.Generic;
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namespace Game.Entities
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{
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public partial class Unit
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{
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//AI
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protected UnitAI i_AI;
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protected UnitAI i_disabledAI;
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public bool IsAIEnabled { get; set; }
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public bool NeedChangeAI { get; set; }
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//Movement
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protected float[] m_speed_rate = new float[(int)UnitMoveType.Max];
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RefManager<Unit, TargetedMovementGeneratorBase> m_FollowingRefManager;
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public MoveSpline moveSpline { get; set; }
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MotionMaster i_motionMaster;
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public uint m_movementCounter; //< Incrementing counter used in movement packets
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TimeTrackerSmall movesplineTimer;
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public Player m_playerMovingMe;
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//Combat
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protected List<Unit> attackerList = new List<Unit>();
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Dictionary<ReactiveType, uint> m_reactiveTimer = new Dictionary<ReactiveType, uint>();
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protected float[][] m_weaponDamage = new float[(int)WeaponAttackType.Max][];
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public float[] m_threatModifier = new float[(int)SpellSchools.Max];
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uint[] m_baseAttackSpeed = new uint[(int)WeaponAttackType.Max];
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float[] m_modAttackSpeedPct = new float[(int)WeaponAttackType.Max];
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protected uint[] m_attackTimer = new uint[(int)WeaponAttackType.Max];
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ThreatManager threatManager;
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HostileRefManager m_HostileRefManager;
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RedirectThreatInfo _redirectThreatInfo;
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protected Unit m_attacking;
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public float m_modMeleeHitChance { get; set; }
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public float m_modRangedHitChance { get; set; }
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public float m_modSpellHitChance { get; set; }
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long _lastDamagedTime;
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bool m_canDualWield;
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public int m_baseSpellCritChance { get; set; }
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public uint m_regenTimer { get; set; }
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uint m_CombatTimer;
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public uint m_extraAttacks { get; set; }
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//Charm
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public List<Unit> m_Controlled = new List<Unit>();
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List<Player> m_sharedVision = new List<Player>();
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CharmInfo m_charmInfo;
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protected bool m_ControlledByPlayer;
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public ObjectGuid LastCharmerGUID { get; set; }
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uint _oldFactionId; // faction before charm
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bool _isWalkingBeforeCharm; // Are we walking before we were charmed?
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//Spells
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protected Dictionary<CurrentSpellTypes, Spell> m_currentSpells = new Dictionary<CurrentSpellTypes, Spell>((int)CurrentSpellTypes.Max);
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Dictionary<SpellValueMod, int> CustomSpellValueMod = new Dictionary<SpellValueMod, int>();
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MultiMap<SpellImmunity, SpellImmune> m_spellImmune = new MultiMap<SpellImmunity, SpellImmune>();
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uint m_interruptMask;
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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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public List<PetAura> m_petAuras = new List<PetAura>();
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List<AuraEffect> AuraEffectList = new List<AuraEffect>();
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MultiMap<AuraType, AuraEffect> m_modAuras = new MultiMap<AuraType, AuraEffect>();
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List<Aura> m_removedAuras = new List<Aura>();
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List<AuraApplication> m_interruptableAuras = new List<AuraApplication>(); // auras which have interrupt mask applied on unit
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MultiMap<AuraStateType, AuraApplication> m_auraStateAuras = new MultiMap<AuraStateType, AuraApplication>(); // Used for improve performance of aura state checks on aura apply/remove
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SortedSet<AuraApplication> m_visibleAuras = new SortedSet<AuraApplication>(new VisibleAuraSlotCompare());
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SortedSet<AuraApplication> m_visibleAurasToUpdate = new SortedSet<AuraApplication>(new VisibleAuraSlotCompare());
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MultiMap<uint, AuraApplication> m_appliedAuras = new MultiMap<uint, AuraApplication>();
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MultiMap<uint, Aura> m_ownedAuras = new MultiMap<uint, Aura>();
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List<Aura> m_scAuras = new List<Aura>();
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protected float[][] m_auraModifiersGroup = new float[(int)UnitMods.End][];
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uint m_removedAurasCount;
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//General
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Array<DiminishingReturn> m_Diminishing = new Array<DiminishingReturn>((int)DiminishingGroup.Max);
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protected List<GameObject> m_gameObj = new List<GameObject>();
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List<AreaTrigger> m_areaTrigger = new List<AreaTrigger>();
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protected List<DynamicObject> m_dynObj = new List<DynamicObject>();
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protected float[] CreateStats = new float[(int)Stats.Max];
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public ObjectGuid[] m_SummonSlot = new ObjectGuid[7];
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public ObjectGuid[] m_ObjectSlot = new ObjectGuid[4];
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public EventSystem m_Events = new EventSystem();
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public UnitTypeMask m_unitTypeMask { get; set; }
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UnitState m_state;
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protected LiquidTypeRecord _lastLiquid;
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protected DeathState m_deathState;
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public Vehicle m_vehicle { get; set; }
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public Vehicle m_vehicleKit { get; set; }
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bool canModifyStats;
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public uint m_lastSanctuaryTime { get; set; }
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uint m_transform;
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bool m_cleanupDone; // lock made to not add stuff after cleanup before delete
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bool m_duringRemoveFromWorld; // lock made to not add stuff after begining removing from world
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ushort _aiAnimKitId;
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ushort _movementAnimKitId;
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ushort _meleeAnimKitId;
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}
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public struct SpellImmune
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{
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public uint spellType;
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public uint spellId;
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}
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public class DiminishingReturn
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{
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public DiminishingReturn(uint hitTime, DiminishingLevels hitCount)
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{
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Stack = 0;
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HitTime = hitTime;
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HitCount = hitCount;
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}
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public void Clear()
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{
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Stack = 0;
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HitTime = 0;
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HitCount = DiminishingLevels.Level1;
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}
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public uint Stack;
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public uint HitTime;
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public DiminishingLevels HitCount;
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}
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public class ProcEventInfo
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{
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public ProcEventInfo(Unit actor, Unit actionTarget, Unit procTarget, ProcFlags typeMask, ProcFlagsSpellType spellTypeMask,
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ProcFlagsSpellPhase spellPhaseMask, ProcFlagsHit hitMask, Spell spell, DamageInfo damageInfo, HealInfo healInfo)
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{
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_actor = actor;
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_actionTarget = actionTarget;
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_procTarget = procTarget;
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_typeMask = typeMask;
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_spellTypeMask = spellTypeMask;
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_spellPhaseMask = spellPhaseMask;
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_hitMask = hitMask;
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_spell = spell;
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_damageInfo = damageInfo;
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_healInfo = healInfo;
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}
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public Unit GetActor() { return _actor; }
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public Unit GetActionTarget() { return _actionTarget; }
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public Unit GetProcTarget() { return _procTarget; }
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public ProcFlags GetTypeMask() { return _typeMask; }
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public ProcFlagsSpellType GetSpellTypeMask() { return _spellTypeMask; }
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public ProcFlagsSpellPhase GetSpellPhaseMask() { return _spellPhaseMask; }
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public ProcFlagsHit GetHitMask() { return _hitMask; }
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public SpellInfo GetSpellInfo()
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{
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if (_spell)
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return _spell.GetSpellInfo();
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if (_damageInfo != null)
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return _damageInfo.GetSpellInfo();
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if (_healInfo != null)
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return _healInfo.GetSpellInfo();
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return null;
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}
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public SpellSchoolMask GetSchoolMask()
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{
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if (_spell)
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return _spell.GetSpellInfo().GetSchoolMask();
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if (_damageInfo != null)
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return _damageInfo.GetSchoolMask();
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if (_healInfo != null)
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return _healInfo.GetSchoolMask();
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return SpellSchoolMask.None;
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}
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public DamageInfo GetDamageInfo() { return _damageInfo; }
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public HealInfo GetHealInfo() { return _healInfo; }
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public Spell GetProcSpell() { return _spell; }
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Unit _actor;
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Unit _actionTarget;
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Unit _procTarget;
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ProcFlags _typeMask;
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ProcFlagsSpellType _spellTypeMask;
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ProcFlagsSpellPhase _spellPhaseMask;
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ProcFlagsHit _hitMask;
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Spell _spell;
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DamageInfo _damageInfo;
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HealInfo _healInfo;
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}
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public class DamageInfo
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{
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public DamageInfo(Unit attacker, Unit victim, uint damage, SpellInfo spellInfo, SpellSchoolMask schoolMask, DamageEffectType damageType, WeaponAttackType attackType)
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{
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m_attacker = attacker;
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m_victim = victim;
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m_damage = damage;
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m_spellInfo = spellInfo;
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m_schoolMask = schoolMask;
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m_damageType = damageType;
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m_attackType = attackType;
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}
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public DamageInfo(CalcDamageInfo dmgInfo)
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{
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m_attacker = dmgInfo.attacker;
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m_victim = dmgInfo.target;
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m_damage = dmgInfo.damage;
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m_spellInfo = null;
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m_schoolMask = (SpellSchoolMask)dmgInfo.damageSchoolMask;
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m_damageType = DamageEffectType.Direct;
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m_attackType = dmgInfo.attackType;
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m_absorb = dmgInfo.absorb;
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m_resist = dmgInfo.resist;
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m_block = dmgInfo.blocked_amount;
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switch (dmgInfo.TargetState)
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{
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case VictimState.Immune:
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m_hitMask |= ProcFlagsHit.Immune;
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break;
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case VictimState.Blocks:
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m_hitMask |= ProcFlagsHit.FullBlock;
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break;
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}
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if (m_absorb != 0)
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m_hitMask |= ProcFlagsHit.Absorb;
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if (dmgInfo.HitInfo.HasAnyFlag(HitInfo.FullResist))
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m_hitMask |= ProcFlagsHit.FullResist;
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if (m_block != 0)
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m_hitMask |= ProcFlagsHit.Block;
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switch (dmgInfo.hitOutCome)
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{
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case MeleeHitOutcome.Miss:
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m_hitMask |= ProcFlagsHit.Miss;
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break;
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case MeleeHitOutcome.Dodge:
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m_hitMask |= ProcFlagsHit.Dodge;
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break;
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case MeleeHitOutcome.Parry:
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m_hitMask |= ProcFlagsHit.Parry;
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break;
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case MeleeHitOutcome.Evade:
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m_hitMask |= ProcFlagsHit.Evade;
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break;
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case MeleeHitOutcome.Crushing:
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case MeleeHitOutcome.Glancing:
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case MeleeHitOutcome.Normal:
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m_hitMask |= ProcFlagsHit.Normal;
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break;
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case MeleeHitOutcome.Crit:
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m_hitMask |= ProcFlagsHit.Critical;
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break;
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default:
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break;
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}
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}
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public DamageInfo(SpellNonMeleeDamage spellNonMeleeDamage, DamageEffectType damageType, WeaponAttackType attackType, ProcFlagsHit hitMask)
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{
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m_attacker = spellNonMeleeDamage.attacker;
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m_victim = spellNonMeleeDamage.target;
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m_damage = spellNonMeleeDamage.damage;
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m_spellInfo = Global.SpellMgr.GetSpellInfo(spellNonMeleeDamage.SpellId);
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m_schoolMask = spellNonMeleeDamage.schoolMask;
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m_damageType = damageType;
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m_attackType = attackType;
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m_absorb = spellNonMeleeDamage.absorb;
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m_resist = spellNonMeleeDamage.resist;
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m_block = spellNonMeleeDamage.blocked;
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m_hitMask = hitMask;
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if (spellNonMeleeDamage.blocked != 0)
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m_hitMask |= ProcFlagsHit.Block;
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if (spellNonMeleeDamage.absorb != 0)
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m_hitMask |= ProcFlagsHit.Absorb;
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}
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public void ModifyDamage(int amount)
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{
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amount = Math.Min(amount, (int)GetDamage());
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m_damage += (uint)amount;
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}
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public void AbsorbDamage(uint amount)
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{
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amount = Math.Min(amount, GetDamage());
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m_absorb += amount;
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m_damage -= amount;
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m_hitMask |= ProcFlagsHit.Absorb;
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}
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public void ResistDamage(uint amount)
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{
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amount = Math.Min(amount, GetDamage());
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m_resist += amount;
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m_damage -= amount;
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if (m_damage == 0)
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m_hitMask |= ProcFlagsHit.FullResist;
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}
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void BlockDamage(uint amount)
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{
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amount = Math.Min(amount, GetDamage());
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m_block += amount;
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m_damage -= amount;
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m_hitMask |= ProcFlagsHit.Block;
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if (m_damage == 0)
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m_hitMask |= ProcFlagsHit.FullBlock;
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}
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public Unit GetAttacker() { return m_attacker; }
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public Unit GetVictim() { return m_victim; }
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public SpellInfo GetSpellInfo() { return m_spellInfo; }
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public SpellSchoolMask GetSchoolMask() { return m_schoolMask; }
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DamageEffectType GetDamageType() { return m_damageType; }
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public WeaponAttackType GetAttackType() { return m_attackType; }
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public uint GetDamage() { return m_damage; }
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public uint GetAbsorb() { return m_absorb; }
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public uint GetResist() { return m_resist; }
|
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uint GetBlock() { return m_block; }
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public ProcFlagsHit GetHitMask() { return m_hitMask; }
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Unit m_attacker;
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Unit m_victim;
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uint m_damage;
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SpellInfo m_spellInfo;
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SpellSchoolMask m_schoolMask;
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DamageEffectType m_damageType;
|
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WeaponAttackType m_attackType;
|
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uint m_absorb;
|
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uint m_resist;
|
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uint m_block;
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ProcFlagsHit m_hitMask;
|
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}
|
||||
|
||||
public class HealInfo
|
||||
{
|
||||
public HealInfo(Unit healer, Unit target, uint heal, SpellInfo spellInfo, SpellSchoolMask schoolMask)
|
||||
{
|
||||
_healer = healer;
|
||||
_target = target;
|
||||
_heal = heal;
|
||||
_spellInfo = spellInfo;
|
||||
_schoolMask = schoolMask;
|
||||
}
|
||||
|
||||
public void AbsorbHeal(uint amount)
|
||||
{
|
||||
amount = Math.Min(amount, GetHeal());
|
||||
_absorb += amount;
|
||||
_heal -= amount;
|
||||
amount = Math.Min(amount, GetEffectiveHeal());
|
||||
_effectiveHeal -= amount;
|
||||
_hitMask |= ProcFlagsHit.Absorb;
|
||||
}
|
||||
public void SetEffectiveHeal(uint amount) { _effectiveHeal = amount; }
|
||||
|
||||
public Unit GetHealer() { return _healer; }
|
||||
public Unit GetTarget() { return _target; }
|
||||
public uint GetHeal() { return _heal; }
|
||||
public uint GetEffectiveHeal() { return _effectiveHeal; }
|
||||
public uint GetAbsorb() { return _absorb; }
|
||||
public SpellInfo GetSpellInfo() { return _spellInfo; }
|
||||
public SpellSchoolMask GetSchoolMask() { return _schoolMask; }
|
||||
ProcFlagsHit GetHitMask() { return _hitMask; }
|
||||
|
||||
Unit _healer;
|
||||
Unit _target;
|
||||
uint _heal;
|
||||
uint _effectiveHeal;
|
||||
uint _absorb;
|
||||
SpellInfo _spellInfo;
|
||||
SpellSchoolMask _schoolMask;
|
||||
ProcFlagsHit _hitMask;
|
||||
}
|
||||
|
||||
public class CalcDamageInfo
|
||||
{
|
||||
public Unit attacker { get; set; } // Attacker
|
||||
public Unit target { get; set; } // Target for damage
|
||||
public uint damageSchoolMask { get; set; }
|
||||
public uint damage;
|
||||
public uint absorb;
|
||||
public uint resist;
|
||||
public uint blocked_amount { get; set; }
|
||||
public HitInfo HitInfo { get; set; }
|
||||
public VictimState TargetState { get; set; }
|
||||
// Helper
|
||||
public WeaponAttackType attackType { get; set; }
|
||||
public ProcFlags procAttacker { get; set; }
|
||||
public ProcFlags procVictim { get; set; }
|
||||
public uint cleanDamage { get; set; } // Used only for rage calculation
|
||||
public MeleeHitOutcome hitOutCome { get; set; } // TODO: remove this field (need use TargetState)
|
||||
}
|
||||
|
||||
public class SpellNonMeleeDamage
|
||||
{
|
||||
public SpellNonMeleeDamage(Unit _attacker, Unit _target, uint _SpellID, uint _SpellXSpellVisualID, SpellSchoolMask _schoolMask, ObjectGuid _castId = default(ObjectGuid))
|
||||
{
|
||||
target = _target;
|
||||
attacker = _attacker;
|
||||
SpellId = _SpellID;
|
||||
SpellXSpellVisualID = _SpellXSpellVisualID;
|
||||
schoolMask = _schoolMask;
|
||||
castId = _castId;
|
||||
preHitHealth = (uint)_target.GetHealth();
|
||||
}
|
||||
|
||||
public Unit target;
|
||||
public Unit attacker;
|
||||
public ObjectGuid castId;
|
||||
public uint SpellId;
|
||||
public uint SpellXSpellVisualID;
|
||||
public uint damage;
|
||||
public SpellSchoolMask schoolMask;
|
||||
public uint absorb;
|
||||
public uint resist;
|
||||
public bool periodicLog;
|
||||
public uint blocked;
|
||||
public SpellHitType HitInfo;
|
||||
// Used for help
|
||||
public uint cleanDamage;
|
||||
public uint preHitHealth;
|
||||
}
|
||||
|
||||
public class CleanDamage
|
||||
{
|
||||
public CleanDamage(uint mitigated, uint absorbed, WeaponAttackType _attackType, MeleeHitOutcome _hitOutCome)
|
||||
{
|
||||
absorbed_damage = absorbed;
|
||||
mitigated_damage = mitigated;
|
||||
attackType = _attackType;
|
||||
hitOutCome = _hitOutCome;
|
||||
}
|
||||
|
||||
public uint absorbed_damage { get; set; }
|
||||
public uint mitigated_damage { get; set; }
|
||||
|
||||
public WeaponAttackType attackType { get; set; }
|
||||
public MeleeHitOutcome hitOutCome { get; set; }
|
||||
}
|
||||
|
||||
public class DispelInfo
|
||||
{
|
||||
public DispelInfo(Unit dispeller, uint dispellerSpellId, byte chargesRemoved)
|
||||
{
|
||||
_dispellerUnit = dispeller;
|
||||
_dispellerSpell = dispellerSpellId;
|
||||
_chargesRemoved = chargesRemoved;
|
||||
}
|
||||
|
||||
public Unit GetDispeller() { return _dispellerUnit; }
|
||||
uint GetDispellerSpellId() { return _dispellerSpell; }
|
||||
public byte GetRemovedCharges() { return _chargesRemoved; }
|
||||
void SetRemovedCharges(byte amount)
|
||||
{
|
||||
_chargesRemoved = amount;
|
||||
}
|
||||
|
||||
Unit _dispellerUnit;
|
||||
uint _dispellerSpell;
|
||||
byte _chargesRemoved;
|
||||
}
|
||||
|
||||
public struct RedirectThreatInfo
|
||||
{
|
||||
ObjectGuid _targetGUID;
|
||||
uint _threatPct;
|
||||
|
||||
public ObjectGuid GetTargetGUID() { return _targetGUID; }
|
||||
public uint GetThreatPct() { return _threatPct; }
|
||||
|
||||
public void Set(ObjectGuid guid, uint pct)
|
||||
{
|
||||
_targetGUID = guid;
|
||||
_threatPct = pct;
|
||||
}
|
||||
|
||||
public void ModifyThreatPct(int amount)
|
||||
{
|
||||
amount += (int)_threatPct;
|
||||
_threatPct = (uint)(Math.Max(0, amount));
|
||||
}
|
||||
}
|
||||
|
||||
public class SpellPeriodicAuraLogInfo
|
||||
{
|
||||
public SpellPeriodicAuraLogInfo(AuraEffect _auraEff, uint _damage, int _overDamage, uint _absorb, uint _resist, float _multiplier, bool _critical)
|
||||
{
|
||||
auraEff = _auraEff;
|
||||
damage = _damage;
|
||||
overDamage = _overDamage;
|
||||
absorb = _absorb;
|
||||
resist = _resist;
|
||||
multiplier = _multiplier;
|
||||
critical = _critical;
|
||||
}
|
||||
|
||||
public AuraEffect auraEff;
|
||||
public uint damage;
|
||||
public int overDamage; // overkill/overheal
|
||||
public uint absorb;
|
||||
public uint resist;
|
||||
public float multiplier;
|
||||
public bool critical;
|
||||
}
|
||||
|
||||
class VisibleAuraSlotCompare : IComparer<AuraApplication>
|
||||
{
|
||||
public int Compare(AuraApplication x, AuraApplication y)
|
||||
{
|
||||
return x.GetSlot().CompareTo(y.GetSlot());
|
||||
}
|
||||
}
|
||||
|
||||
public class DeclinedName
|
||||
{
|
||||
public StringArray name = new StringArray(SharedConst.MaxDeclinedNameCases);
|
||||
}
|
||||
|
||||
class CombatLogSender : Notifier
|
||||
{
|
||||
public CombatLogSender(WorldObject src, CombatLogServerPacket msg, float dist)
|
||||
{
|
||||
i_source = src;
|
||||
i_message = msg;
|
||||
i_distSq = dist * dist;
|
||||
}
|
||||
|
||||
bool IsInRangeHelper(WorldObject obj)
|
||||
{
|
||||
if (!obj.IsInPhase(i_source))
|
||||
return false;
|
||||
|
||||
return obj.GetExactDist2dSq(i_source) <= i_distSq;
|
||||
}
|
||||
|
||||
public override void Visit(ICollection<Player> objs)
|
||||
{
|
||||
foreach (var target in objs)
|
||||
{
|
||||
if (!IsInRangeHelper(target))
|
||||
continue;
|
||||
|
||||
// Send packet to all who are sharing the player's vision
|
||||
if (target.HasSharedVision())
|
||||
{
|
||||
foreach (var visionTarget in target.GetSharedVisionList())
|
||||
if (visionTarget.seerView == target)
|
||||
SendPacket(visionTarget);
|
||||
}
|
||||
|
||||
if (target.seerView == target || target.GetVehicle())
|
||||
SendPacket(target);
|
||||
}
|
||||
}
|
||||
|
||||
public override void Visit(ICollection<Creature> objs)
|
||||
{
|
||||
foreach (var target in objs)
|
||||
{
|
||||
if (!IsInRangeHelper(target))
|
||||
continue;
|
||||
|
||||
// Send packet to all who are sharing the creature's vision
|
||||
if (target.HasSharedVision())
|
||||
{
|
||||
foreach (var visionTarget in target.GetSharedVisionList())
|
||||
if (visionTarget.seerView == target)
|
||||
SendPacket(visionTarget);
|
||||
}
|
||||
}
|
||||
}
|
||||
public override void Visit(ICollection<DynamicObject> objs)
|
||||
{
|
||||
foreach (var target in objs)
|
||||
{
|
||||
if (!IsInRangeHelper(target))
|
||||
continue;
|
||||
|
||||
Unit caster = target.GetCaster();
|
||||
if (caster)
|
||||
{
|
||||
// Send packet back to the caster if the caster has vision of dynamic object
|
||||
Player player = caster.ToPlayer();
|
||||
if (player && player.seerView == target)
|
||||
SendPacket(player);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void SendPacket(Player player)
|
||||
{
|
||||
if (!player.HaveAtClient(i_source))
|
||||
return;
|
||||
|
||||
if (!player.IsAdvancedCombatLoggingEnabled())
|
||||
i_message.DisableAdvancedCombatLogging();
|
||||
|
||||
player.SendPacket(i_message);
|
||||
}
|
||||
|
||||
WorldObject i_source;
|
||||
CombatLogServerPacket i_message;
|
||||
float i_distSq;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user