Core/Spells: Delay combat flagging for spell targets until spell missile lands
Port From (https://github.com/TrinityCore/TrinityCore/commit/ff99952dfb7d2b532de2d1aedc825fb96038f4c2)
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@@ -113,7 +113,7 @@ namespace Game.Combat
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return null;
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}
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public bool SetInCombatWith(Unit who)
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public bool SetInCombatWith(Unit who, bool suppressPvpSecond = false)
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{
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// Are we already in combat? If yes, refresh pvp combat
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var pvpRefe = _pvpRefs.LookupByKey(who.GetGUID());
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@@ -126,13 +126,18 @@ namespace Game.Combat
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return true;
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// Otherwise, check validity...
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if (!CombatManager.CanBeginCombat(_owner, who))
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if (!CanBeginCombat(_owner, who))
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return false;
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// ...then create new reference
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CombatReference refe;
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if (_owner.IsControlledByPlayer() && who.IsControlledByPlayer())
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refe = new PvPCombatReference(_owner, who);
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{
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PvPCombatReference refPvp = new PvPCombatReference(_owner, who);
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if (suppressPvpSecond)
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refPvp.SuppressFor(who);
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refe = refPvp;
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}
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else
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refe = new CombatReference(_owner, who);
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@@ -95,10 +95,10 @@ namespace Game.Entities
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public bool IsPetInCombat() { return HasUnitFlag(UnitFlags.PetInCombat); }
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public void SetInCombatWith(Unit enemy)
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public void SetInCombatWith(Unit enemy, bool suppressPvpTargetCombat = false)
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{
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if (enemy != null)
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m_combatManager.SetInCombatWith(enemy);
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m_combatManager.SetInCombatWith(enemy, suppressPvpTargetCombat);
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}
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public void EngageWithTarget(Unit enemy)
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@@ -1852,8 +1852,13 @@ namespace Game.Spells
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// Calculate hit result
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WorldObject caster = m_originalCaster ? m_originalCaster : m_caster;
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Unit unitCaster = m_caster.ToUnit();
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targetInfo.MissCondition = caster.SpellHitResult(target, m_spellInfo, m_canReflect && !(IsPositive() && m_caster.IsFriendlyTo(target)));
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// This will only cause combat - the target will engage once the projectile hits (in DoAllEffectOnTarget)
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if (m_originalCaster != null && targetInfo.MissCondition != SpellMissInfo.Evade && !m_originalCaster.IsFriendlyTo(target) && (!m_spellInfo.IsPositive() || m_spellInfo.HasEffect(SpellEffectName.Dispel)) && (m_spellInfo.HasInitialAggro() || target.IsEngaged()))
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m_originalCaster.SetInCombatWith(target, true);
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// Spell have speed - need calculate incoming time
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// Incoming time is zero for self casts. At least I think so.
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if (m_caster != target)
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@@ -1886,6 +1891,15 @@ namespace Game.Spells
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}
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targetInfo.TimeDelay += (ulong)Math.Floor(hitDelay * 1000.0f);
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if (unitCaster != null && targetInfo.MissCondition != SpellMissInfo.Evade)
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{
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bool enterCombat = !caster.IsFriendlyTo(target) && (!m_spellInfo.IsPositive() || m_spellInfo.HasEffect(SpellEffectName.Dispel)) && (m_spellInfo.HasInitialAggro() || target.IsEngaged());
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bool enablePVP = targetInfo.IsPVPEnabling();
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if (enterCombat || enablePVP)
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target.m_Events.AddEvent(new ProcImpactDelayed(target, m_originalCasterGUID, enterCombat, enablePVP), target.m_Events.CalculateTime(TimeSpan.FromMilliseconds(targetInfo.TimeDelay)));
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}
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}
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else
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targetInfo.TimeDelay = 0L;
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@@ -1894,7 +1908,7 @@ namespace Game.Spells
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if (targetInfo.MissCondition == SpellMissInfo.Reflect)
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{
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// Calculate reflected spell result on caster (shouldn't be able to reflect gameobject spells)
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Unit unitCaster = m_caster.ToUnit();
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Cypher.Assert(unitCaster != null);
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targetInfo.ReflectResult = unitCaster.SpellHitResult(unitCaster, m_spellInfo, false); // can't reflect twice
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// Proc spell reflect aura when missile hits the original target
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@@ -7212,10 +7226,6 @@ namespace Game.Spells
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if (unit == null)
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return;
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// This will only cause combat - the target will engage once the projectile hits (in DoAllEffectOnTarget)
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if (m_originalCaster != null && targetInfo.MissCondition != SpellMissInfo.Evade && !m_originalCaster.IsFriendlyTo(unit) && (!m_spellInfo.IsPositive() || m_spellInfo.HasEffect(SpellEffectName.Dispel)) && (m_spellInfo.HasInitialAggro() || unit.IsEngaged()))
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m_originalCaster.SetInCombatWith(unit);
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m_damage = 0;
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m_healing = 0;
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@@ -8552,7 +8562,7 @@ namespace Game.Spells
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}
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}
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if (!spell.m_spellInfo.HasAttribute(SpellAttr3.DoNotTriggerTargetStand) && !unit.IsStandState())
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if (!spell.m_spellInfo.HasAttribute(SpellAttr3.DoNotTriggerTargetStand) && !unit.IsStandState())
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unit.SetStandState(UnitStandStateType.Stand);
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}
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@@ -8596,7 +8606,7 @@ namespace Game.Spells
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// Needs to be called after dealing damage/healing to not remove breaking on damage auras
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spell.DoTriggersOnSpellHit(_spellHitTarget);
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}
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if (_enablePVP)
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spell.GetCaster().ToPlayer().UpdatePvP(true);
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@@ -8604,6 +8614,8 @@ namespace Game.Spells
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spell.CallScriptAfterHitHandlers();
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spell.spellAura = null;
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}
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public bool IsPVPEnabling() { return _enablePVP; }
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}
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public class GOTargetInfo : TargetInfoBase
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@@ -9101,6 +9113,41 @@ namespace Game.Spells
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Spell m_Spell;
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}
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class ProcImpactDelayed : BasicEvent
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{
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Unit _owner;
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ObjectGuid _casterGUID;
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bool _enterCombat;
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bool _enablePVP;
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public ProcImpactDelayed(Unit owner, ObjectGuid casterGUID, bool enterCombat, bool enablePVP)
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{
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_owner = owner;
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_casterGUID = casterGUID;
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_enterCombat = enterCombat;
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_enablePVP = enablePVP;
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}
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public override bool Execute(ulong e_time, uint p_time)
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{
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if (_owner == null)
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return true;
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Unit caster = Global.ObjAccessor.GetUnit(_owner, _casterGUID);
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if (caster == null)
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return true;
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// This will only cause combat - the target will engage once the projectile hits (in DoAllEffectOnTarget)
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if (_enterCombat)
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_owner.SetInCombatWith(caster);
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if (_enablePVP && caster.ToPlayer())
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caster.ToPlayer().UpdatePvP(true);
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return true;
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}
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}
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class ProcReflectDelayed : BasicEvent
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{
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public ProcReflectDelayed(Unit owner, ObjectGuid casterGuid)
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