Core/Auras: implemented PROC_FLAG_HEARTBEAT and moved food/drink emote mechanic into heartbeat handling
Port From (https://github.com/TrinityCore/TrinityCore/commit/d60b4e5b199d56477010941fc1d3aff9eb7064a2)
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@@ -2538,7 +2538,7 @@ namespace Framework.Constants
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{
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None = 0x0,
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Heartbeat = 0x01, // 00 Killed by agressor - not sure about this flag
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Heartbeat = 0x01, // 00 Heartbeat
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Kill = 0x02, // 01 Kill target (in most cases need XP/Honor reward)
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DealMeleeSwing = 0x04, // 02 Done melee auto attack
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@@ -148,7 +148,6 @@ namespace Game.Entities
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AttackSwingErr? m_swingErrorMsg;
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DateTime m_regenInterruptTimestamp;
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uint m_regenTimerCount;
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uint m_foodEmoteTimerCount;
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uint m_weaponChangeTimer;
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//Quest
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@@ -3484,7 +3484,6 @@ namespace Game.Entities
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void RegenerateAll()
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{
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m_regenTimerCount += RegenTimer;
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m_foodEmoteTimerCount += RegenTimer;
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for (PowerType power = PowerType.Mana; power < PowerType.Max; power++)// = power + 1)
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if (power != PowerType.Runes)
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@@ -3521,33 +3520,8 @@ namespace Game.Entities
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}
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RegenTimer = 0;
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// Handles the emotes for drinking and eating.
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// According to sniffs there is a background timer going on that repeats independed from the time window where the aura applies.
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// That's why we dont need to reset the timer on apply. In sniffs I have seen that the first call for the spell visual is totally random, then after
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// 5 seconds over and over again which confirms my theory that we have a independed timer.
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if (m_foodEmoteTimerCount >= 5000)
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{
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List<AuraEffect> auraList = GetAuraEffectsByType(AuraType.ModRegen);
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auraList.AddRange(GetAuraEffectsByType(AuraType.ModPowerRegen));
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foreach (var auraEffect in auraList)
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{
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// Food emote comes above drinking emote if we have to decide (mage regen food for example)
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if (auraEffect.GetBase().HasEffectType(AuraType.ModRegen) && auraEffect.GetSpellInfo().HasAuraInterruptFlag(SpellAuraInterruptFlags.Standing))
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{
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SendPlaySpellVisualKit(SpellConst.VisualKitFood, 0, 0);
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break;
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}
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else if (auraEffect.GetBase().HasEffectType(AuraType.ModPowerRegen) && auraEffect.GetSpellInfo().HasAuraInterruptFlag(SpellAuraInterruptFlags.Standing))
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{
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SendPlaySpellVisualKit(SpellConst.VisualKitDrink, 0, 0);
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break;
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}
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}
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m_foodEmoteTimerCount -= 5000;
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}
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}
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void Regenerate(PowerType power)
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{
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// Skip regeneration for power type we cannot have
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@@ -2561,6 +2561,17 @@ namespace Game.Entities
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// SMSG_FLIGHT_SPLINE_SYNC for cyclic splines
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SendFlightSplineSyncUpdate();
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// Trigger heartbeat procs and generic aura behavior such as food emotes
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TriggerAuraHeartbeat();
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}
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void TriggerAuraHeartbeat()
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{
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foreach (var (_, auraApplication) in m_appliedAuras)
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auraApplication.GetBase().Heartbeat();
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Unit.ProcSkillsAndAuras(this, null, new ProcFlagsInit(ProcFlags.Heartbeat), new ProcFlagsInit(ProcFlags.None), ProcFlagsSpellType.MaskAll, ProcFlagsSpellPhase.None, ProcFlagsHit.None, null, null, null);
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}
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public bool HaveOffhandWeapon()
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@@ -364,6 +364,8 @@ namespace Game.Spells
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// m_casterLevel = cast item level/caster level, caster level should be saved to db, confirmed with sniffs
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}
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public virtual void Heartbeat() { }
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public T GetScript<T>() where T : AuraScript
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{
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return (T)GetScriptByType(typeof(T));
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@@ -2863,6 +2865,28 @@ namespace Game.Spells
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_staticApplications[target.GetGUID()] |= effMask;
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}
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void Heartbeat()
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{
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base.Heartbeat();
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// Periodic food and drink emote animation
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HandlePeriodicFoodSpellVisualKit();
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}
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void HandlePeriodicFoodSpellVisualKit()
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{
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SpellSpecificType specificType = GetSpellInfo().GetSpellSpecific();
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bool food = specificType == SpellSpecificType.Food || specificType == SpellSpecificType.FoodAndDrink;
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bool drink = specificType == SpellSpecificType.Drink || specificType == SpellSpecificType.FoodAndDrink;
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if (food)
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GetUnitOwner().SendPlaySpellVisualKit(SpellConst.VisualKitFood, 0, 0);
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if (drink)
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GetUnitOwner().SendPlaySpellVisualKit(SpellConst.VisualKitDrink, 0, 0);
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}
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// Allow Apply Aura Handler to modify and access m_AuraDRGroup
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public void SetDiminishGroup(DiminishingGroup group) { m_AuraDRGroup = group; }
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public DiminishingGroup GetDiminishGroup() { return m_AuraDRGroup; }
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