Core/Spells: Delay combat flagging for spell targets until spell missile lands

Port From (https://github.com/TrinityCore/TrinityCore/commit/ff99952dfb7d2b532de2d1aedc825fb96038f4c2)
This commit is contained in:
hondacrx
2022-09-07 13:14:36 -04:00
parent 1d1456b0bb
commit df33c48826
3 changed files with 64 additions and 12 deletions
+8 -3
View File
@@ -113,7 +113,7 @@ namespace Game.Combat
return null;
}
public bool SetInCombatWith(Unit who)
public bool SetInCombatWith(Unit who, bool suppressPvpSecond = false)
{
// Are we already in combat? If yes, refresh pvp combat
var pvpRefe = _pvpRefs.LookupByKey(who.GetGUID());
@@ -126,13 +126,18 @@ namespace Game.Combat
return true;
// Otherwise, check validity...
if (!CombatManager.CanBeginCombat(_owner, who))
if (!CanBeginCombat(_owner, who))
return false;
// ...then create new reference
CombatReference refe;
if (_owner.IsControlledByPlayer() && who.IsControlledByPlayer())
refe = new PvPCombatReference(_owner, who);
{
PvPCombatReference refPvp = new PvPCombatReference(_owner, who);
if (suppressPvpSecond)
refPvp.SuppressFor(who);
refe = refPvp;
}
else
refe = new CombatReference(_owner, who);
+2 -2
View File
@@ -95,10 +95,10 @@ namespace Game.Entities
public bool IsPetInCombat() { return HasUnitFlag(UnitFlags.PetInCombat); }
public void SetInCombatWith(Unit enemy)
public void SetInCombatWith(Unit enemy, bool suppressPvpTargetCombat = false)
{
if (enemy != null)
m_combatManager.SetInCombatWith(enemy);
m_combatManager.SetInCombatWith(enemy, suppressPvpTargetCombat);
}
public void EngageWithTarget(Unit enemy)
+54 -7
View File
@@ -1852,8 +1852,13 @@ namespace Game.Spells
// Calculate hit result
WorldObject caster = m_originalCaster ? m_originalCaster : m_caster;
Unit unitCaster = m_caster.ToUnit();
targetInfo.MissCondition = caster.SpellHitResult(target, m_spellInfo, m_canReflect && !(IsPositive() && m_caster.IsFriendlyTo(target)));
// This will only cause combat - the target will engage once the projectile hits (in DoAllEffectOnTarget)
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()))
m_originalCaster.SetInCombatWith(target, true);
// Spell have speed - need calculate incoming time
// Incoming time is zero for self casts. At least I think so.
if (m_caster != target)
@@ -1886,6 +1891,15 @@ namespace Game.Spells
}
targetInfo.TimeDelay += (ulong)Math.Floor(hitDelay * 1000.0f);
if (unitCaster != null && targetInfo.MissCondition != SpellMissInfo.Evade)
{
bool enterCombat = !caster.IsFriendlyTo(target) && (!m_spellInfo.IsPositive() || m_spellInfo.HasEffect(SpellEffectName.Dispel)) && (m_spellInfo.HasInitialAggro() || target.IsEngaged());
bool enablePVP = targetInfo.IsPVPEnabling();
if (enterCombat || enablePVP)
target.m_Events.AddEvent(new ProcImpactDelayed(target, m_originalCasterGUID, enterCombat, enablePVP), target.m_Events.CalculateTime(TimeSpan.FromMilliseconds(targetInfo.TimeDelay)));
}
}
else
targetInfo.TimeDelay = 0L;
@@ -1894,7 +1908,7 @@ namespace Game.Spells
if (targetInfo.MissCondition == SpellMissInfo.Reflect)
{
// Calculate reflected spell result on caster (shouldn't be able to reflect gameobject spells)
Unit unitCaster = m_caster.ToUnit();
Cypher.Assert(unitCaster != null);
targetInfo.ReflectResult = unitCaster.SpellHitResult(unitCaster, m_spellInfo, false); // can't reflect twice
// Proc spell reflect aura when missile hits the original target
@@ -7212,10 +7226,6 @@ namespace Game.Spells
if (unit == null)
return;
// This will only cause combat - the target will engage once the projectile hits (in DoAllEffectOnTarget)
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()))
m_originalCaster.SetInCombatWith(unit);
m_damage = 0;
m_healing = 0;
@@ -8552,7 +8562,7 @@ namespace Game.Spells
}
}
if (!spell.m_spellInfo.HasAttribute(SpellAttr3.DoNotTriggerTargetStand) && !unit.IsStandState())
if (!spell.m_spellInfo.HasAttribute(SpellAttr3.DoNotTriggerTargetStand) && !unit.IsStandState())
unit.SetStandState(UnitStandStateType.Stand);
}
@@ -8596,7 +8606,7 @@ namespace Game.Spells
// Needs to be called after dealing damage/healing to not remove breaking on damage auras
spell.DoTriggersOnSpellHit(_spellHitTarget);
}
if (_enablePVP)
spell.GetCaster().ToPlayer().UpdatePvP(true);
@@ -8604,6 +8614,8 @@ namespace Game.Spells
spell.CallScriptAfterHitHandlers();
spell.spellAura = null;
}
public bool IsPVPEnabling() { return _enablePVP; }
}
public class GOTargetInfo : TargetInfoBase
@@ -9101,6 +9113,41 @@ namespace Game.Spells
Spell m_Spell;
}
class ProcImpactDelayed : BasicEvent
{
Unit _owner;
ObjectGuid _casterGUID;
bool _enterCombat;
bool _enablePVP;
public ProcImpactDelayed(Unit owner, ObjectGuid casterGUID, bool enterCombat, bool enablePVP)
{
_owner = owner;
_casterGUID = casterGUID;
_enterCombat = enterCombat;
_enablePVP = enablePVP;
}
public override bool Execute(ulong e_time, uint p_time)
{
if (_owner == null)
return true;
Unit caster = Global.ObjAccessor.GetUnit(_owner, _casterGUID);
if (caster == null)
return true;
// This will only cause combat - the target will engage once the projectile hits (in DoAllEffectOnTarget)
if (_enterCombat)
_owner.SetInCombatWith(caster);
if (_enablePVP && caster.ToPlayer())
caster.ToPlayer().UpdatePvP(true);
return true;
}
}
class ProcReflectDelayed : BasicEvent
{
public ProcReflectDelayed(Unit owner, ObjectGuid casterGuid)