Core/Spells: Cleanup movement checks in spells - use correct interrupt flags
Port From (https://github.com/TrinityCore/TrinityCore/commit/538fa8e97ff4b4e36a59e37fd74ea8958e6e30d2)
This commit is contained in:
@@ -1160,7 +1160,7 @@ namespace Game.Entities
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if (spell != null)
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{
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if (spell.GetState() != SpellState.Finished && spell.IsChannelActive())
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if (spell.GetSpellInfo().IsMoveAllowedChannel())
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if (spell.CheckMovement() != SpellCastResult.SpellCastOk)
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if (HasUnitState(UnitState.Casting))
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return true;
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}
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@@ -1058,7 +1058,7 @@ namespace Game.Entities
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spell = m_currentSpells.LookupByKey(CurrentSpellTypes.Channeled);
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if (spell != null)
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if (spell.GetState() != SpellState.Finished && spell.IsChannelActive())
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if (spell.GetSpellInfo().IsMoveAllowedChannel())
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if (spell.GetSpellInfo().IsMoveAllowedChannel() || CanCastSpellWhileMoving(spell.GetSpellInfo()))
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return false;
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// prohibit movement for all other spell casts
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@@ -1563,8 +1563,7 @@ namespace Game.Entities
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// check "realtime" interrupts
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// don't cancel spells which are affected by a SPELL_AURA_CAST_WHILE_WALKING effect
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if (((IsTypeId(TypeId.Player) && ToPlayer().IsMoving()) || IsNonMeleeSpellCast(false, false, true, autoRepeatSpellInfo.Id == 75)) &&
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!CanCastSpellWhileMoving(autoRepeatSpellInfo))
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if ((IsMoving() && GetCurrentSpell(CurrentSpellTypes.AutoRepeat).CheckMovement() != SpellCastResult.SpellCastOk) || IsNonMeleeSpellCast(false, false, true, autoRepeatSpellInfo.Id == 75))
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{
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// cancel wand shoot
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if (autoRepeatSpellInfo.Id != 75)
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+38
-36
@@ -2511,19 +2511,14 @@ namespace Game.Spells
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else
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m_casttime = m_spellInfo.CalcCastTime(this);
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// don't allow channeled spells / spells with cast time to be casted while moving
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// exception are only channeled spells that have no casttime and dont have movement interrupt flag
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// (even if they are interrupted on moving, spells with almost immediate effect get to have their effect processed before movement interrupter kicks in)
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// don't cancel spells which are affected by a SPELL_AURA_CAST_WHILE_WALKING effect
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if (((m_spellInfo.IsChanneled() || m_casttime != 0) && m_caster.IsPlayer() && !(m_caster.ToUnit().IsCharmed() && m_caster.ToUnit().GetCharmerGUID().IsCreature()) && m_caster.ToUnit().IsMoving() &&
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m_spellInfo.InterruptFlags.HasFlag(SpellInterruptFlags.Movement)) && !m_caster.ToUnit().CanCastSpellWhileMoving(m_spellInfo))
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if (m_caster.IsUnit() && m_caster.ToUnit().IsMoving())
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{
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// 1. Has casttime, 2. Or doesn't have flag to allow movement during channel
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if (m_casttime != 0 || !m_spellInfo.IsMoveAllowedChannel())
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result = CheckMovement();
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if (result != SpellCastResult.SpellCastOk)
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{
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SendCastResult(SpellCastResult.Moving);
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SendCastResult(result);
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Finish(false);
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return SpellCastResult.Moving;
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return result;
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}
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}
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@@ -3284,20 +3279,13 @@ namespace Game.Spells
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// check if the player caster has moved before the spell finished
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// with the exception of spells affected with SPELL_AURA_CAST_WHILE_WALKING effect
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if ((m_caster.IsTypeId(TypeId.Player) && m_timer != 0) &&
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m_caster.ToUnit().IsMoving() && (m_spellInfo.InterruptFlags.HasFlag(SpellInterruptFlags.Movement)) &&
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(!m_spellInfo.HasEffect(SpellEffectName.Stuck) || !m_caster.ToUnit().HasUnitMovementFlag(MovementFlag.FallingFar)) &&
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!m_caster.ToUnit().CanCastSpellWhileMoving(m_spellInfo))
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if (m_timer != 0 && m_caster.IsUnit() && m_caster.ToUnit().IsMoving() && CheckMovement() != SpellCastResult.SpellCastOk)
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{
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// don't cancel for melee, autorepeat, triggered and instant spells
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if (!m_spellInfo.IsNextMeleeSwingSpell() && !IsAutoRepeat() && !IsTriggered() && !(IsChannelActive() && m_spellInfo.IsMoveAllowedChannel()))
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{
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// if charmed by creature, trust the AI not to cheat and allow the cast to proceed
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// @todo this is a hack, "creature" movesplines don't differentiate turning/moving right now
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// however, checking what type of movement the spline is for every single spline would be really expensive
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if (!m_caster.ToUnit().GetCharmerGUID().IsCreature())
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Cancel();
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}
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// if charmed by creature, trust the AI not to cheat and allow the cast to proceed
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// @todo this is a hack, "creature" movesplines don't differentiate turning/moving right now
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// however, checking what type of movement the spline is for every single spline would be really expensive
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if (!m_caster.ToUnit().GetCharmerGUID().IsCreature())
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Cancel();
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}
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switch (m_spellState)
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@@ -4768,19 +4756,6 @@ namespace Game.Spells
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return SpellCastResult.AffectingCombat;
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}
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// cancel autorepeat spells if cast start when moving
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// (not wand currently autorepeat cast delayed to moving stop anyway in spell update code)
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// Do not cancel spells which are affected by a SPELL_AURA_CAST_WHILE_WALKING effect
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if (unitCaster.IsPlayer() && unitCaster.ToPlayer().IsMoving()
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&& (!unitCaster.IsCharmed() || !unitCaster.GetCharmerGUID().IsCreature())
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&& !unitCaster.CanCastSpellWhileMoving(m_spellInfo))
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{
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// skip stuck spell to allow use it in falling case and apply spell limitations at movement
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if ((!unitCaster.HasUnitMovementFlag(MovementFlag.FallingFar) || !m_spellInfo.HasEffect(SpellEffectName.Stuck)) &&
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(IsAutoRepeat() || m_spellInfo.HasAuraInterruptFlag(SpellAuraInterruptFlags.Standing)))
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return SpellCastResult.Moving;
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}
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// Check vehicle flags
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if (!Convert.ToBoolean(_triggeredCastFlags & TriggerCastFlags.IgnoreCasterMountedOrOnVehicle))
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{
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@@ -7801,6 +7776,33 @@ namespace Game.Spells
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List<SpellScript> m_loadedScripts = new();
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public SpellCastResult CheckMovement()
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{
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if (IsTriggered())
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return SpellCastResult.SpellCastOk;
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Unit unitCaster = m_caster.ToUnit();
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if (unitCaster != null)
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{
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if (!unitCaster.CanCastSpellWhileMoving(m_spellInfo))
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{
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if (m_casttime != 0)
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{
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if (m_spellInfo.InterruptFlags.HasFlag(SpellInterruptFlags.Movement))
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return SpellCastResult.Moving;
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}
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else
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{
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// only fail channeled casts if they are instant but cannot be channeled while moving
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if (m_spellInfo.IsChanneled() && !m_spellInfo.IsMoveAllowedChannel())
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return SpellCastResult.Moving;
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}
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}
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}
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return SpellCastResult.SpellCastOk;
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}
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int CalculateDamage(SpellEffectInfo spellEffectInfo, Unit target)
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{
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return CalculateDamage(spellEffectInfo, target, out _);
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