Core/Auras: implemented PROC_FLAG_HEARTBEAT and moved food/drink emote mechanic into heartbeat handling

Port From (https://github.com/TrinityCore/TrinityCore/commit/d60b4e5b199d56477010941fc1d3aff9eb7064a2)
This commit is contained in:
Hondacrx
2024-08-19 12:14:22 -04:00
parent 5f616b95f5
commit bf0c457273
5 changed files with 37 additions and 29 deletions
@@ -2538,7 +2538,7 @@ namespace Framework.Constants
{
None = 0x0,
Heartbeat = 0x01, // 00 Killed by agressor - not sure about this flag
Heartbeat = 0x01, // 00 Heartbeat
Kill = 0x02, // 01 Kill target (in most cases need XP/Honor reward)
DealMeleeSwing = 0x04, // 02 Done melee auto attack
@@ -148,7 +148,6 @@ namespace Game.Entities
AttackSwingErr? m_swingErrorMsg;
DateTime m_regenInterruptTimestamp;
uint m_regenTimerCount;
uint m_foodEmoteTimerCount;
uint m_weaponChangeTimer;
//Quest
+1 -27
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@@ -3484,7 +3484,6 @@ namespace Game.Entities
void RegenerateAll()
{
m_regenTimerCount += RegenTimer;
m_foodEmoteTimerCount += RegenTimer;
for (PowerType power = PowerType.Mana; power < PowerType.Max; power++)// = power + 1)
if (power != PowerType.Runes)
@@ -3521,33 +3520,8 @@ namespace Game.Entities
}
RegenTimer = 0;
}
// Handles the emotes for drinking and eating.
// According to sniffs there is a background timer going on that repeats independed from the time window where the aura applies.
// 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
// 5 seconds over and over again which confirms my theory that we have a independed timer.
if (m_foodEmoteTimerCount >= 5000)
{
List<AuraEffect> auraList = GetAuraEffectsByType(AuraType.ModRegen);
auraList.AddRange(GetAuraEffectsByType(AuraType.ModPowerRegen));
foreach (var auraEffect in auraList)
{
// Food emote comes above drinking emote if we have to decide (mage regen food for example)
if (auraEffect.GetBase().HasEffectType(AuraType.ModRegen) && auraEffect.GetSpellInfo().HasAuraInterruptFlag(SpellAuraInterruptFlags.Standing))
{
SendPlaySpellVisualKit(SpellConst.VisualKitFood, 0, 0);
break;
}
else if (auraEffect.GetBase().HasEffectType(AuraType.ModPowerRegen) && auraEffect.GetSpellInfo().HasAuraInterruptFlag(SpellAuraInterruptFlags.Standing))
{
SendPlaySpellVisualKit(SpellConst.VisualKitDrink, 0, 0);
break;
}
}
m_foodEmoteTimerCount -= 5000;
}
}
void Regenerate(PowerType power)
{
// Skip regeneration for power type we cannot have
+11
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@@ -2561,6 +2561,17 @@ namespace Game.Entities
// SMSG_FLIGHT_SPLINE_SYNC for cyclic splines
SendFlightSplineSyncUpdate();
// Trigger heartbeat procs and generic aura behavior such as food emotes
TriggerAuraHeartbeat();
}
void TriggerAuraHeartbeat()
{
foreach (var (_, auraApplication) in m_appliedAuras)
auraApplication.GetBase().Heartbeat();
Unit.ProcSkillsAndAuras(this, null, new ProcFlagsInit(ProcFlags.Heartbeat), new ProcFlagsInit(ProcFlags.None), ProcFlagsSpellType.MaskAll, ProcFlagsSpellPhase.None, ProcFlagsHit.None, null, null, null);
}
public bool HaveOffhandWeapon()
+24
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@@ -364,6 +364,8 @@ namespace Game.Spells
// m_casterLevel = cast item level/caster level, caster level should be saved to db, confirmed with sniffs
}
public virtual void Heartbeat() { }
public T GetScript<T>() where T : AuraScript
{
return (T)GetScriptByType(typeof(T));
@@ -2863,6 +2865,28 @@ namespace Game.Spells
_staticApplications[target.GetGUID()] |= effMask;
}
void Heartbeat()
{
base.Heartbeat();
// Periodic food and drink emote animation
HandlePeriodicFoodSpellVisualKit();
}
void HandlePeriodicFoodSpellVisualKit()
{
SpellSpecificType specificType = GetSpellInfo().GetSpellSpecific();
bool food = specificType == SpellSpecificType.Food || specificType == SpellSpecificType.FoodAndDrink;
bool drink = specificType == SpellSpecificType.Drink || specificType == SpellSpecificType.FoodAndDrink;
if (food)
GetUnitOwner().SendPlaySpellVisualKit(SpellConst.VisualKitFood, 0, 0);
if (drink)
GetUnitOwner().SendPlaySpellVisualKit(SpellConst.VisualKitDrink, 0, 0);
}
// Allow Apply Aura Handler to modify and access m_AuraDRGroup
public void SetDiminishGroup(DiminishingGroup group) { m_AuraDRGroup = group; }
public DiminishingGroup GetDiminishGroup() { return m_AuraDRGroup; }