Core/Spells: Implement spell queue
Port From (https://github.com/TrinityCore/TrinityCore/commit/27019a62a4294f8dd48d975f85b1907c5adee0e3)
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@@ -110,6 +110,7 @@ namespace Game.Entities
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public Spell m_spellModTakingSpell;
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uint m_oldpetspell;
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Dictionary<uint, StoredAuraTeleportLocation> m_storedAuraTeleportLocations = new();
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SpellCastRequest _pendingSpellCastRequest;
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//Mail
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List<Mail> m_mail = new();
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@@ -1433,7 +1433,7 @@ namespace Game.Entities
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return 0;
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}
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int SkillGainChance(uint SkillValue, uint GrayLevel, uint GreenLevel, uint YellowLevel)
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{
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if (SkillValue >= GrayLevel)
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@@ -1702,7 +1702,7 @@ namespace Game.Entities
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return -1;
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}
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int FindEmptyProfessionSlotFor(uint skillId)
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{
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SkillLineRecord skillEntry = CliDB.SkillLineStorage.LookupByKey(skillId);
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@@ -3759,6 +3759,269 @@ namespace Game.Entities
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SkillInfo skillInfo = m_values.ModifyValue(m_activePlayerData).ModifyValue(m_activePlayerData.Skill);
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SetUpdateFieldValue(ref skillInfo.ModifyValue(skillInfo.SkillPermBonus, (int)pos), bonus);
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}
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public void RequestSpellCast(SpellCastRequest castRequest)
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{
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// We are overriding an already existing spell cast request so inform the client that the old cast is being replaced
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if (_pendingSpellCastRequest != null)
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CancelPendingCastRequest();
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_pendingSpellCastRequest = castRequest;
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// If we can process the cast request right now, do it.
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if (CanExecutePendingSpellCastRequest())
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ExecutePendingSpellCastRequest();
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}
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public void CancelPendingCastRequest()
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{
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if (_pendingSpellCastRequest == null)
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return;
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// We have to inform the client that the cast has been canceled. Otherwise the cast button will remain highlightened
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CastFailed castFailed = new();
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castFailed.CastID = _pendingSpellCastRequest.CastRequest.CastID;
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castFailed.SpellID = (int)_pendingSpellCastRequest.CastRequest.SpellID;
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castFailed.Reason = SpellCastResult.DontReport;
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SendPacket(castFailed);
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_pendingSpellCastRequest = null;
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}
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// A spell can be queued up within 400 milliseconds before global cooldown expires or the cast finishes
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static TimeSpan SPELL_QUEUE_TIME_WINDOW = TimeSpan.FromMilliseconds(400);
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public bool CanRequestSpellCast(SpellInfo spellInfo, Unit castingUnit)
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{
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if (castingUnit.GetSpellHistory().GetRemainingGlobalCooldown(spellInfo) > SPELL_QUEUE_TIME_WINDOW)
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return false;
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foreach (CurrentSpellTypes spellSlot in new[] { CurrentSpellTypes.Melee, CurrentSpellTypes.Generic })
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{
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Spell spell = GetCurrentSpell(spellSlot);
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if (spell != null && TimeSpan.FromMilliseconds(spell.GetRemainingCastTime()) > SPELL_QUEUE_TIME_WINDOW)
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return false;
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}
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return true;
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}
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void ExecutePendingSpellCastRequest()
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{
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if (_pendingSpellCastRequest == null)
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return;
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TriggerCastFlags triggerFlag = TriggerCastFlags.None;
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Unit castingUnit = _pendingSpellCastRequest.CastingUnitGUID == GetGUID() ? this : Global.ObjAccessor.GetUnit(this, _pendingSpellCastRequest.CastingUnitGUID);
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// client provided targets
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SpellCastTargets targets = new(castingUnit, _pendingSpellCastRequest.CastRequest);
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// The spell cast has been requested by using an item. Handle the cast accordingly.
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if (_pendingSpellCastRequest.ItemData != null)
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{
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if (ProcessItemCast(_pendingSpellCastRequest, targets))
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_pendingSpellCastRequest = null;
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else
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CancelPendingCastRequest();
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return;
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}
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// check known spell or raid marker spell (which not requires player to know it)
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SpellInfo spellInfo = Global.SpellMgr.GetSpellInfo(_pendingSpellCastRequest.CastRequest.SpellID, GetMap().GetDifficultyID());
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Player plrCaster = castingUnit.ToPlayer();
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if (plrCaster != null && !plrCaster.HasActiveSpell(spellInfo.Id) && !spellInfo.HasAttribute(SpellAttr8.SkipIsKnownCheck))
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{
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bool allow = false;
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// allow casting of unknown spells for special lock cases
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GameObject go = targets.GetGOTarget();
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if (go != null && go.GetSpellForLock(plrCaster) == spellInfo)
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allow = true;
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// allow casting of spells triggered by clientside periodic trigger auras
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if (castingUnit.HasAuraTypeWithTriggerSpell(AuraType.PeriodicTriggerSpellFromClient, spellInfo.Id))
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{
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allow = true;
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triggerFlag = TriggerCastFlags.FullMask;
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}
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if (!allow)
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{
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CancelPendingCastRequest();
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return;
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}
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}
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// Check possible spell cast overrides
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spellInfo = castingUnit.GetCastSpellInfo(spellInfo, triggerFlag);
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if (spellInfo.IsPassive())
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{
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CancelPendingCastRequest();
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return;
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}
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// can't use our own spells when we're in possession of another unit
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if (IsPossessing())
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{
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CancelPendingCastRequest();
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return;
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}
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// Client is resending autoshot cast opcode when other spell is cast during shoot rotation
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// Skip it to prevent "interrupt" message
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// Also check targets! target may have changed and we need to interrupt current spell
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if (spellInfo.IsAutoRepeatRangedSpell())
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{
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Spell currentSpell = castingUnit.GetCurrentSpell(CurrentSpellTypes.AutoRepeat);
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if (currentSpell != null)
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{
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if (currentSpell.m_spellInfo == spellInfo && currentSpell.m_targets.GetUnitTargetGUID() == targets.GetUnitTargetGUID())
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{
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CancelPendingCastRequest();
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return;
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}
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}
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}
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// auto-selection buff level base at target level (in spellInfo)
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if (targets.GetUnitTarget() != null)
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{
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SpellInfo actualSpellInfo = spellInfo.GetAuraRankForLevel(targets.GetUnitTarget().GetLevelForTarget(this));
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// if rank not found then function return NULL but in explicit cast case original spell can be cast and later failed with appropriate error message
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if (actualSpellInfo != null)
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spellInfo = actualSpellInfo;
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}
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Spell spell = new Spell(castingUnit, spellInfo, triggerFlag);
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SpellPrepare spellPrepare = new();
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spellPrepare.ClientCastID = _pendingSpellCastRequest.CastRequest.CastID;
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spellPrepare.ServerCastID = spell.m_castId;
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SendPacket(spellPrepare);
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spell.m_fromClient = true;
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spell.m_misc.Data0 = _pendingSpellCastRequest.CastRequest.Misc[0];
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spell.m_misc.Data1 = _pendingSpellCastRequest.CastRequest.Misc[1];
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spell.Prepare(targets);
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_pendingSpellCastRequest = null;
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}
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bool ProcessItemCast(SpellCastRequest castRequest, SpellCastTargets targets)
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{
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Item item = GetUseableItemByPos(castRequest.ItemData.PackSlot, castRequest.ItemData.Slot);
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if (item == null)
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{
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SendEquipError(InventoryResult.ItemNotFound);
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return false;
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}
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if (item.GetGUID() != castRequest.ItemData.CastItem)
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{
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SendEquipError(InventoryResult.ItemNotFound);
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return false;
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}
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ItemTemplate proto = item.GetTemplate();
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if (proto == null)
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{
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SendEquipError(InventoryResult.ItemNotFound, item);
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return false;
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}
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// some item classes can be used only in equipped state
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if (proto.GetInventoryType() != InventoryType.NonEquip && !item.IsEquipped())
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{
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SendEquipError(InventoryResult.ItemNotFound, item);
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return false;
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}
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InventoryResult msg = CanUseItem(item);
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if (msg != InventoryResult.Ok)
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{
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SendEquipError(msg, item, null);
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return false;
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}
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// only allow conjured consumable, bandage, poisons (all should have the 2^21 item flag set in DB)
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if (proto.GetClass() == ItemClass.Consumable && !proto.HasFlag(ItemFlags.IgnoreDefaultArenaRestrictions) && InArena())
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{
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SendEquipError(InventoryResult.NotDuringArenaMatch, item);
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return false;
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}
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// don't allow items banned in arena
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if (proto.HasFlag(ItemFlags.NotUseableInArena) && InArena())
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{
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SendEquipError(InventoryResult.NotDuringArenaMatch, item);
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return false;
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}
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if (IsInCombat())
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{
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foreach (var effect in item.GetEffects())
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{
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SpellInfo spellInfo = Global.SpellMgr.GetSpellInfo((uint)effect.SpellID, GetMap().GetDifficultyID());
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if (spellInfo != null)
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{
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if (!spellInfo.CanBeUsedInCombat(this))
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{
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SendEquipError(InventoryResult.NotInCombat, item);
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return false;
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}
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}
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}
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}
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// check also BIND_ON_ACQUIRE and BIND_QUEST for .additem or .additemset case by GM (not binded at adding to inventory)
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if (item.GetBonding() == ItemBondingType.OnUse || item.GetBonding() == ItemBondingType.OnAcquire || item.GetBonding() == ItemBondingType.Quest)
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{
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if (!item.IsSoulBound())
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{
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item.SetState(ItemUpdateState.Changed, this);
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item.SetBinding(true);
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GetSession().GetCollectionMgr().AddItemAppearance(item);
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}
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}
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RemoveAurasWithInterruptFlags(SpellAuraInterruptFlags.ItemUse);
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// Note: If script stop casting it must send appropriate data to client to prevent stuck item in gray state.
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if (!Global.ScriptMgr.OnItemUse(this, item, targets, castRequest.CastRequest.CastID))
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{
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// no script or script not process request by self
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CastItemUseSpell(item, targets, castRequest.CastRequest.CastID, castRequest.CastRequest.Misc);
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}
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return true;
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}
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bool CanExecutePendingSpellCastRequest()
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{
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if (_pendingSpellCastRequest == null)
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return false;
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Unit castingUnit = _pendingSpellCastRequest.CastingUnitGUID == GetGUID() ? this : Global.ObjAccessor.GetUnit(this, _pendingSpellCastRequest.CastingUnitGUID);
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if (castingUnit == null || !castingUnit.IsInWorld || (castingUnit != this && GetUnitBeingMoved() != castingUnit))
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{
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// If the casting unit is no longer available, just cancel the entire spell cast request and be done with it
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CancelPendingCastRequest();
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return false;
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}
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// Generic and melee spells have to wait, channeled spells can be processed immediately.
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if (castingUnit.GetCurrentSpell(CurrentSpellTypes.Channeled) == null && castingUnit.HasUnitState(UnitState.Casting))
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return false;
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// Waiting for the global cooldown to expire before attempting to execute the cast request
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if (castingUnit.GetSpellHistory().GetRemainingGlobalCooldown(Global.SpellMgr.GetSpellInfo(_pendingSpellCastRequest.CastRequest.SpellID, GetMap().GetDifficultyID())) > TimeSpan.Zero)
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return false;
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return true;
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}
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}
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public class PlayerSpell
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@@ -358,6 +358,10 @@ namespace Game.Entities
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base.Update(diff);
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SetCanDelayTeleport(false);
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// Unit::Update updates the spell history and spell states. We can now check if we can launch another pending cast.
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if (CanExecutePendingSpellCastRequest())
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ExecutePendingSpellCastRequest();
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long now = GameTime.GetGameTime();
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UpdatePvPFlag(now);
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@@ -642,6 +646,9 @@ namespace Game.Entities
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return;
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}
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// clear all pending spell cast requests when dying
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CancelPendingCastRequest();
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// drunken state is cleared on death
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SetDrunkValue(0);
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