/* * Copyright (C) 2012-2020 CypherCore * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . */ using Framework.Constants; using Game.BattleFields; using Game.BattleGrounds; using Game.Combat; using Game.DataStorage; using Game.Loots; using Game.Maps; using Game.Networking.Packets; using Game.PvP; using Game.Spells; using System; using System.Collections.Generic; using System.Linq; namespace Game.Entities { public partial class Unit { public virtual void AtEnterCombat() { foreach (var pair in GetAppliedAuras()) pair.Value.GetBase().CallScriptEnterLeaveCombatHandlers(pair.Value, true); Spell spell = GetCurrentSpell(CurrentSpellTypes.Generic); if (spell != null) if (spell.GetState() == SpellState.Preparing && spell.m_spellInfo.HasAttribute(SpellAttr0.CantUsedInCombat) && spell.m_spellInfo.InterruptFlags.HasFlag(SpellInterruptFlags.Combat)) InterruptNonMeleeSpells(false); RemoveAurasWithInterruptFlags(SpellAuraInterruptFlags.EnteringCombat); ProcSkillsAndAuras(this, null, ProcFlags.EnterCombat, ProcFlags.None, ProcFlagsSpellType.MaskAll, ProcFlagsSpellPhase.None, ProcFlagsHit.None, null, null, null); } public virtual void AtExitCombat() { foreach (var pair in GetAppliedAuras()) pair.Value.GetBase().CallScriptEnterLeaveCombatHandlers(pair.Value, false); RemoveAurasWithInterruptFlags(SpellAuraInterruptFlags.LeavingCombat); } public void CombatStop(bool includingCast = false, bool mutualPvP = true) { if (includingCast && IsNonMeleeSpellCast(false)) InterruptNonMeleeSpells(false); AttackStop(); RemoveAllAttackers(); if (IsTypeId(TypeId.Player)) ToPlayer().SendAttackSwingCancelAttack(); // melee and ranged forced attack cancel if (mutualPvP) ClearInCombat(); else { // vanish and brethren are weird m_combatManager.EndAllPvECombat(); m_combatManager.SuppressPvPCombat(); } } public void CombatStopWithPets(bool includingCast = false) { CombatStop(includingCast); foreach (var minion in m_Controlled) minion.CombatStop(includingCast); } public bool IsInCombat() { return HasUnitFlag(UnitFlags.InCombat); } public bool IsInCombatWith(Unit who) { return who != null && m_combatManager.IsInCombatWith(who); } public bool IsPetInCombat() { return HasUnitFlag(UnitFlags.PetInCombat); } public void SetInCombatWith(Unit enemy) { if (enemy != null) m_combatManager.SetInCombatWith(enemy); } public void EngageWithTarget(Unit enemy) { if (enemy == null) return; if (IsEngagedBy(enemy)) return; if (CanHaveThreatList()) m_threatManager.AddThreat(enemy, 0.0f, null, true, true); else SetInCombatWith(enemy); Creature creature = ToCreature(); if (creature != null) { CreatureGroup formation = creature.GetFormation(); if (formation != null) formation.MemberEngagingTarget(creature, enemy); } } public void ClearInCombat() { m_combatManager.EndAllCombat(); } public void ClearInPetCombat() { RemoveUnitFlag(UnitFlags.PetInCombat); Unit owner = GetOwner(); if (owner != null) owner.RemoveUnitFlag(UnitFlags.PetInCombat); } public void RemoveAllAttackers() { while (!attackerList.Empty()) { var iter = attackerList.First(); if (!iter.AttackStop()) { Log.outError(LogFilter.Unit, "WORLD: Unit has an attacker that isn't attacking it!"); attackerList.Remove(iter); } } } public virtual void OnCombatExit() { foreach (var pair in GetAppliedAuras()) { AuraApplication aurApp = pair.Value; aurApp.GetBase().CallScriptEnterLeaveCombatHandlers(aurApp, false); } } public bool CanHaveThreatList() { return m_threatManager.CanHaveThreatList(); } void SendThreatListUpdate() { m_threatManager.SendThreatListToClients(); } // For NPCs with threat list: Whether there are any enemies on our threat list // For other units: Whether we're in combat // This value is different from IsInCombat when a projectile spell is midair (combat on launch - threat+aggro on impact) public bool IsEngaged() { return CanHaveThreatList() ? m_threatManager.IsEngaged() : IsInCombat(); } public bool IsEngagedBy(Unit who) { return CanHaveThreatList() ? IsThreatenedBy(who) : IsInCombatWith(who); } public bool IsThreatenedBy(Unit who) { return who != null && m_threatManager.IsThreatenedBy(who, true); } public bool IsTargetableForAttack(bool checkFakeDeath = true) { if (!IsAlive()) return false; if (HasUnitFlag(UnitFlags.NonAttackable | UnitFlags.NotSelectable)) return false; if (IsTypeId(TypeId.Player) && ToPlayer().IsGameMaster()) return false; return !HasUnitState(UnitState.Unattackable) && (!checkFakeDeath || !HasUnitState(UnitState.Died)); } public void ValidateAttackersAndOwnTarget() { // iterate attackers List toRemove = new(); foreach (Unit attacker in GetAttackers()) if (!attacker.IsValidAttackTarget(this)) toRemove.Add(attacker); foreach (Unit attacker in toRemove) attacker.AttackStop(); // remove our own victim Unit victim = GetVictim(); if (victim != null) if (!IsValidAttackTarget(victim)) AttackStop(); } public void StopAttackFaction(uint factionId) { Unit victim = GetVictim(); if (victim != null) { if (victim.GetFactionTemplateEntry().Faction == factionId) { AttackStop(); if (IsNonMeleeSpellCast(false)) InterruptNonMeleeSpells(false); // melee and ranged forced attack cancel if (IsTypeId(TypeId.Player)) ToPlayer().SendAttackSwingCancelAttack(); } } var attackers = GetAttackers(); for (var i = 0; i < attackers.Count;) { var unit = attackers[i]; if (unit.GetFactionTemplateEntry().Faction == factionId) { unit.AttackStop(); i = 0; } else ++i; } List refsToEnd = new(); foreach (var pair in m_combatManager.GetPvECombatRefs()) if (pair.Value.GetOther(this).GetFactionTemplateEntry().Faction == factionId) refsToEnd.Add(pair.Value); foreach (CombatReference refe in refsToEnd) refe.EndCombat(); foreach (var minion in m_Controlled) minion.StopAttackFaction(factionId); } public void HandleProcExtraAttackFor(Unit victim) { while (ExtraAttacks != 0) { AttackerStateUpdate(victim, WeaponAttackType.BaseAttack, true); --ExtraAttacks; } } public bool Attack(Unit victim, bool meleeAttack) { if (victim == null || victim.GetGUID() == GetGUID()) return false; // dead units can neither attack nor be attacked if (!IsAlive() || !victim.IsInWorld || !victim.IsAlive()) return false; // player cannot attack in mount state if (IsTypeId(TypeId.Player) && IsMounted()) return false; Creature creature = ToCreature(); // creatures cannot attack while evading if (creature != null && creature.IsInEvadeMode()) return false; if (HasUnitFlag(UnitFlags.Pacified)) return false; if (HasAuraType(AuraType.DisableAttackingExceptAbilities)) return false; // nobody can attack GM in GM-mode if (victim.IsTypeId(TypeId.Player)) { if (victim.ToPlayer().IsGameMaster()) return false; } else { if (victim.ToCreature().IsEvadingAttacks()) return false; } // remove SPELL_AURA_MOD_UNATTACKABLE at attack (in case non-interruptible spells stun aura applied also that not let attack) if (HasAuraType(AuraType.ModUnattackable)) RemoveAurasByType(AuraType.ModUnattackable); if (attacking != null) { if (attacking == victim) { // switch to melee attack from ranged/magic if (meleeAttack) { if (!HasUnitState(UnitState.MeleeAttacking)) { AddUnitState(UnitState.MeleeAttacking); SendMeleeAttackStart(victim); return true; } } else if (HasUnitState(UnitState.MeleeAttacking)) { ClearUnitState(UnitState.MeleeAttacking); SendMeleeAttackStop(victim); return true; } return false; } // switch target InterruptSpell(CurrentSpellTypes.Melee); if (!meleeAttack) ClearUnitState(UnitState.MeleeAttacking); } if (attacking != null) attacking._removeAttacker(this); attacking = victim; attacking._addAttacker(this); // Set our target SetTarget(victim.GetGUID()); if (meleeAttack) AddUnitState(UnitState.MeleeAttacking); if (creature != null && !IsPet()) { EngageWithTarget(victim); // ensure that anything we're attacking has threat creature.SendAIReaction(AiReaction.Hostile); creature.CallAssistance(); // Remove emote state - will be restored on creature reset SetEmoteState(Emote.OneshotNone); } // delay offhand weapon attack by 50% of the base attack time if (HaveOffhandWeapon() && GetTypeId() != TypeId.Player) SetAttackTimer(WeaponAttackType.OffAttack, Math.Max(GetAttackTimer(WeaponAttackType.OffAttack), GetAttackTimer(WeaponAttackType.BaseAttack) + MathFunctions.CalculatePct(GetBaseAttackTime(WeaponAttackType.BaseAttack), 50))); if (meleeAttack) SendMeleeAttackStart(victim); // Let the pet know we've started attacking someting. Handles melee attacks only // Spells such as auto-shot and others handled in WorldSession.HandleCastSpellOpcode if (IsTypeId(TypeId.Player)) { foreach (Unit controlled in m_Controlled) { Creature cControlled = controlled.ToCreature(); if (cControlled != null) if (cControlled.IsAIEnabled) cControlled.GetAI().OwnerAttacked(victim); } } return true; } public void SendMeleeAttackStart(Unit victim) { AttackStart packet = new(); packet.Attacker = GetGUID(); packet.Victim = victim.GetGUID(); SendMessageToSet(packet, true); } public void SendMeleeAttackStop(Unit victim = null) { SendMessageToSet(new SAttackStop(this, victim), true); if (victim) Log.outInfo(LogFilter.Unit, "{0} {1} stopped attacking {2} {3}", (IsTypeId(TypeId.Player) ? "Player" : "Creature"), GetGUID().ToString(), (victim.IsTypeId(TypeId.Player) ? "player" : "creature"), victim.GetGUID().ToString()); else Log.outInfo(LogFilter.Unit, "{0} {1} stopped attacking", (IsTypeId(TypeId.Player) ? "Player" : "Creature"), GetGUID().ToString()); } public ObjectGuid GetTarget() { return m_unitData.Target; } public virtual void SetTarget(ObjectGuid guid) { } public bool AttackStop() { if (attacking == null) return false; Unit victim = attacking; attacking._removeAttacker(this); attacking = null; // Clear our target SetTarget(ObjectGuid.Empty); ClearUnitState(UnitState.MeleeAttacking); InterruptSpell(CurrentSpellTypes.Melee); // reset only at real combat stop Creature creature = ToCreature(); if (creature != null) { creature.SetNoCallAssistance(false); if (creature.HasSearchedAssistance()) { creature.SetNoSearchAssistance(false); UpdateSpeed(UnitMoveType.Run); } } SendMeleeAttackStop(victim); return true; } void _addAttacker(Unit pAttacker) { attackerList.Add(pAttacker); } void _removeAttacker(Unit pAttacker) { attackerList.Remove(pAttacker); } public Unit GetVictim() { return attacking; } public Unit GetAttackerForHelper() { if (!IsEngaged()) return null; Unit victim = GetVictim(); if (victim != null) if ((!IsPet() && GetPlayerMovingMe() == null) || IsInCombatWith(victim)) return victim; CombatManager mgr = GetCombatManager(); // pick arbitrary targets; our pvp combat > owner's pvp combat > our pve combat > owner's pve combat Unit owner = GetCharmerOrOwner(); if (mgr.HasPvPCombat()) return mgr.GetPvPCombatRefs().First().Value.GetOther(this); if (owner && (owner.GetCombatManager().HasPvPCombat())) return owner.GetCombatManager().GetPvPCombatRefs().First().Value.GetOther(owner); if (mgr.HasPvECombat()) return mgr.GetPvECombatRefs().First().Value.GetOther(this); if (owner && (owner.GetCombatManager().HasPvECombat())) return owner.GetCombatManager().GetPvECombatRefs().First().Value.GetOther(owner); return null; } public List GetAttackers() { return attackerList; } public override float GetCombatReach() { return m_unitData.CombatReach; } public void SetCombatReach(float combatReach) { SetUpdateFieldValue(m_values.ModifyValue(m_unitData).ModifyValue(m_unitData.CombatReach), combatReach); } public float GetBoundingRadius() { return m_unitData.BoundingRadius; } public void SetBoundingRadius(float boundingRadius) { SetUpdateFieldValue(m_values.ModifyValue(m_unitData).ModifyValue(m_unitData.BoundingRadius), boundingRadius); } public void ResetAttackTimer(WeaponAttackType type = WeaponAttackType.BaseAttack) { m_attackTimer[(int)type] = (uint)(GetBaseAttackTime(type) * m_modAttackSpeedPct[(int)type]); } public void SetAttackTimer(WeaponAttackType type, uint time) { m_attackTimer[(int)type] = time; } public uint GetAttackTimer(WeaponAttackType type) { return m_attackTimer[(int)type]; } public bool IsAttackReady(WeaponAttackType type = WeaponAttackType.BaseAttack) { return m_attackTimer[(int)type] == 0; } public uint GetBaseAttackTime(WeaponAttackType att) { return m_baseAttackSpeed[(int)att]; } public void AttackerStateUpdate(Unit victim, WeaponAttackType attType = WeaponAttackType.BaseAttack, bool extra = false) { if (HasUnitState(UnitState.CannotAutoattack) || HasUnitFlag(UnitFlags.Pacified)) return; if (!victim.IsAlive()) return; if ((attType == WeaponAttackType.BaseAttack || attType == WeaponAttackType.OffAttack) && !IsWithinLOSInMap(victim)) return; AttackedTarget(victim, true); RemoveAurasWithInterruptFlags(SpellAuraInterruptFlags.Attacking); // ignore ranged case if (attType != WeaponAttackType.BaseAttack && attType != WeaponAttackType.OffAttack) return; if (IsTypeId(TypeId.Unit) && !HasUnitFlag(UnitFlags.PlayerControlled) && !HasUnitFlag2(UnitFlags2.DisableTurn)) SetFacingToObject(victim, false); // update client side facing to face the target (prevents visual glitches when casting untargeted spells) // melee attack spell casted at main hand attack only - no normal melee dmg dealt if (attType == WeaponAttackType.BaseAttack && GetCurrentSpell(CurrentSpellTypes.Melee) != null && !extra) m_currentSpells[CurrentSpellTypes.Melee].Cast(); else { // attack can be redirected to another target victim = GetMeleeHitRedirectTarget(victim); var meleeAttackOverrides = GetAuraEffectsByType(AuraType.OverrideAutoattackWithMeleeSpell); AuraEffect meleeAttackAuraEffect = null; uint meleeAttackSpellId = 0; if (attType == WeaponAttackType.BaseAttack) { if (!meleeAttackOverrides.Empty()) { meleeAttackAuraEffect = meleeAttackOverrides.First(); meleeAttackSpellId = meleeAttackAuraEffect.GetSpellEffectInfo().TriggerSpell; } } else { var auraEffect = meleeAttackOverrides.Find(aurEff => { return aurEff.GetSpellEffectInfo().MiscValue != 0; }); if (auraEffect != null) { meleeAttackAuraEffect = auraEffect; meleeAttackSpellId = (uint)meleeAttackAuraEffect.GetSpellEffectInfo().MiscValue; } } if (meleeAttackAuraEffect == null) { CalcDamageInfo damageInfo; CalculateMeleeDamage(victim, out damageInfo, attType); // Send log damage message to client DealDamageMods(damageInfo.Attacker, victim, ref damageInfo.Damage, ref damageInfo.Absorb); SendAttackStateUpdate(damageInfo); DealMeleeDamage(damageInfo, true); DamageInfo dmgInfo = new(damageInfo); ProcSkillsAndAuras(damageInfo.Attacker, damageInfo.Target, damageInfo.ProcAttacker, damageInfo.ProcVictim, ProcFlagsSpellType.None, ProcFlagsSpellPhase.None, dmgInfo.GetHitMask(), null, dmgInfo, null); Log.outDebug(LogFilter.Unit, "AttackerStateUpdate: {0} attacked {1} for {2} dmg, absorbed {3}, blocked {4}, resisted {5}.", GetGUID().ToString(), victim.GetGUID().ToString(), damageInfo.Damage, damageInfo.Absorb, damageInfo.Blocked, damageInfo.Resist); } else { CastSpellExtraArgs args = new(TriggerCastFlags.FullMask); args.TriggeringAura = meleeAttackAuraEffect; CastSpell(victim, meleeAttackSpellId, args); HitInfo hitInfo = HitInfo.AffectsVictim | HitInfo.NoAnimation; if (attType == WeaponAttackType.OffAttack) hitInfo |= HitInfo.OffHand; SendAttackStateUpdate(hitInfo, victim, GetMeleeDamageSchoolMask(), 0, 0, 0, VictimState.Hit, 0); } } } public void FakeAttackerStateUpdate(Unit victim, WeaponAttackType attType = WeaponAttackType.BaseAttack) { if (HasUnitState(UnitState.CannotAutoattack) || HasUnitFlag(UnitFlags.Pacified)) return; if (!victim.IsAlive()) return; if ((attType == WeaponAttackType.BaseAttack || attType == WeaponAttackType.OffAttack) && !IsWithinLOSInMap(victim)) return; AttackedTarget(victim, true); RemoveAurasWithInterruptFlags(SpellAuraInterruptFlags.Attacking); if (attType != WeaponAttackType.BaseAttack && attType != WeaponAttackType.OffAttack) return; // ignore ranged case if (IsTypeId(TypeId.Unit) && !HasUnitFlag(UnitFlags.PlayerControlled) && !HasUnitFlag2(UnitFlags2.DisableTurn)) SetFacingToObject(victim, false); // update client side facing to face the target (prevents visual glitches when casting untargeted spells) CalcDamageInfo damageInfo = new(); damageInfo.Attacker = this; damageInfo.Target = victim; damageInfo.DamageSchoolMask = (uint)GetMeleeDamageSchoolMask(); damageInfo.OriginalDamage = 0; damageInfo.Damage = 0; damageInfo.Absorb = 0; damageInfo.Resist = 0; damageInfo.AttackType = attType; damageInfo.CleanDamage = 0; damageInfo.Blocked = 0; damageInfo.TargetState = VictimState.Hit; damageInfo.HitInfo = HitInfo.AffectsVictim | HitInfo.NormalSwing | HitInfo.FakeDamage; if (attType == WeaponAttackType.OffAttack) damageInfo.HitInfo |= HitInfo.OffHand; damageInfo.ProcAttacker = ProcFlags.None; damageInfo.ProcVictim = ProcFlags.None; damageInfo.HitOutCome = MeleeHitOutcome.Normal; SendAttackStateUpdate(damageInfo); } public void SetBaseWeaponDamage(WeaponAttackType attType, WeaponDamageRange damageRange, float value) { m_weaponDamage[(int)attType][(int)damageRange] = value; } public Unit GetMeleeHitRedirectTarget(Unit victim, SpellInfo spellInfo = null) { var interceptAuras = victim.GetAuraEffectsByType(AuraType.InterceptMeleeRangedAttacks); foreach (var i in interceptAuras) { Unit magnet = i.GetCaster(); if (magnet != null) if (IsValidAttackTarget(magnet, spellInfo) && magnet.IsWithinLOSInMap(this) && (spellInfo == null || (spellInfo.CheckExplicitTarget(this, magnet) == SpellCastResult.SpellCastOk && spellInfo.CheckTarget(this, magnet, false) == SpellCastResult.SpellCastOk))) { i.GetBase().DropCharge(AuraRemoveMode.Expire); return magnet; } } return victim; } public void SendAttackStateUpdate(HitInfo HitInfo, Unit target, SpellSchoolMask damageSchoolMask, uint Damage, uint AbsorbDamage, uint Resist, VictimState TargetState, uint BlockedAmount) { CalcDamageInfo dmgInfo = new(); dmgInfo.HitInfo = HitInfo; dmgInfo.Attacker = this; dmgInfo.Target = target; dmgInfo.Damage = Damage - AbsorbDamage - Resist - BlockedAmount; dmgInfo.OriginalDamage = Damage; dmgInfo.DamageSchoolMask = (uint)damageSchoolMask; dmgInfo.Absorb = AbsorbDamage; dmgInfo.Resist = Resist; dmgInfo.TargetState = TargetState; dmgInfo.Blocked = BlockedAmount; SendAttackStateUpdate(dmgInfo); } public void SendAttackStateUpdate(CalcDamageInfo damageInfo) { AttackerStateUpdate packet = new(); packet.hitInfo = damageInfo.HitInfo; packet.AttackerGUID = damageInfo.Attacker.GetGUID(); packet.VictimGUID = damageInfo.Target.GetGUID(); packet.Damage = (int)damageInfo.Damage; packet.OriginalDamage = (int)damageInfo.OriginalDamage; int overkill = (int)(damageInfo.Damage - damageInfo.Target.GetHealth()); packet.OverDamage = (overkill < 0 ? -1 : overkill); SubDamage subDmg = new(); subDmg.SchoolMask = (int)damageInfo.DamageSchoolMask; // School of sub damage subDmg.FDamage = damageInfo.Damage; // sub damage subDmg.Damage = (int)damageInfo.Damage; // Sub Damage subDmg.Absorbed = (int)damageInfo.Absorb; subDmg.Resisted = (int)damageInfo.Resist; packet.SubDmg.Set(subDmg); packet.VictimState = (byte)damageInfo.TargetState; packet.BlockAmount = (int)damageInfo.Blocked; packet.LogData.Initialize(damageInfo.Attacker); ContentTuningParams contentTuningParams = new(); if (contentTuningParams.GenerateDataForUnits(damageInfo.Attacker, damageInfo.Target)) packet.ContentTuning = contentTuningParams; SendCombatLogMessage(packet); } public void AttackedTarget(Unit target, bool canInitialAggro = true) { if (!target.IsEngaged() && !canInitialAggro) return; target.EngageWithTarget(this); Unit targetOwner = target.GetCharmerOrOwner(); if (targetOwner != null) targetOwner.EngageWithTarget(this); Player myPlayerOwner = GetCharmerOrOwnerPlayerOrPlayerItself(); Player targetPlayerOwner = target.GetCharmerOrOwnerPlayerOrPlayerItself(); if (myPlayerOwner && targetPlayerOwner && !(myPlayerOwner.duel != null && myPlayerOwner.duel.opponent == targetPlayerOwner)) { myPlayerOwner.UpdatePvP(true); myPlayerOwner.SetContestedPvP(targetPlayerOwner); myPlayerOwner.RemoveAurasWithInterruptFlags(SpellAuraInterruptFlags.PvPActive); } } bool IsThreatened() { return !m_threatManager.IsThreatListEmpty(); } public static void Kill(Unit attacker, Unit victim, bool durabilityLoss = true, bool skipSettingDeathState = false) { // Prevent killing unit twice (and giving reward from kill twice) if (victim.GetHealth() == 0) return; if (attacker != null && !attacker.IsInMap(victim)) attacker = null; // find player: owner of controlled `this` or `this` itself maybe Player player = null; if (attacker != null) player = attacker.GetCharmerOrOwnerPlayerOrPlayerItself(); Creature creature = victim.ToCreature(); bool isRewardAllowed = true; if (creature != null) { isRewardAllowed = creature.IsDamageEnoughForLootingAndReward(); if (!isRewardAllowed) creature.SetLootRecipient(null); } if (isRewardAllowed && creature != null && creature.GetLootRecipient() != null) player = creature.GetLootRecipient(); // Exploit fix if (creature && creature.IsPet() && creature.GetOwnerGUID().IsPlayer()) isRewardAllowed = false; // Reward player, his pets, and group/raid members // call kill spell proc event (before real die and combat stop to triggering auras removed at death/combat stop) if (isRewardAllowed && player != null && player != victim) { PartyKillLog partyKillLog = new(); partyKillLog.Player = player.GetGUID(); partyKillLog.Victim = victim.GetGUID(); Player looter = player; var group = player.GetGroup(); bool hasLooterGuid = false; if (group) { group.BroadcastPacket(partyKillLog, group.GetMemberGroup(player.GetGUID()) != 0); if (creature) { group.UpdateLooterGuid(creature, true); if (!group.GetLooterGuid().IsEmpty()) { looter = Global.ObjAccessor.FindPlayer(group.GetLooterGuid()); if (looter) { hasLooterGuid = true; creature.SetLootRecipient(looter); // update creature loot recipient to the allowed looter. } } } } else { player.SendPacket(partyKillLog); if (creature != null) { LootList lootList = new(); lootList.Owner = creature.GetGUID(); lootList.LootObj = creature.loot.GetGUID(); player.SendMessageToSet(lootList, true); } } if (creature) { Loot loot = creature.loot; loot.Clear(); uint lootid = creature.GetCreatureTemplate().LootId; if (lootid != 0) loot.FillLoot(lootid, LootStorage.Creature, looter, false, false, creature.GetLootMode(), creature.GetMap().GetDifficultyLootItemContext()); if (creature.GetLootMode() > 0) loot.GenerateMoneyLoot(creature.GetCreatureTemplate().MinGold, creature.GetCreatureTemplate().MaxGold); if (group) { if (hasLooterGuid) group.SendLooter(creature, looter); else group.SendLooter(creature, null); // Update round robin looter only if the creature had loot if (!loot.Empty()) group.UpdateLooterGuid(creature); } } player.RewardPlayerAndGroupAtKill(victim, false); } // Do KILL and KILLED procs. KILL proc is called only for the unit who landed the killing blow (and its owner - for pets and totems) regardless of who tapped the victim if (attacker != null && (attacker.IsPet() || attacker.IsTotem())) { // proc only once for victim Unit owner = attacker.GetOwner(); if (owner != null) ProcSkillsAndAuras(owner, victim, ProcFlags.Kill, ProcFlags.None, ProcFlagsSpellType.MaskAll, ProcFlagsSpellPhase.None, ProcFlagsHit.None, null, null, null); } if (!victim.IsCritter()) ProcSkillsAndAuras(attacker, victim, ProcFlags.Kill, ProcFlags.Killed, ProcFlagsSpellType.MaskAll, ProcFlagsSpellPhase.None, ProcFlagsHit.None, null, null, null); // Proc auras on death - must be before aura/combat remove ProcSkillsAndAuras(victim, victim, ProcFlags.None, ProcFlags.Death, ProcFlagsSpellType.MaskAll, ProcFlagsSpellPhase.None, ProcFlagsHit.None, null, null, null); // update get killing blow achievements, must be done before setDeathState to be able to require auras on target // and before Spirit of Redemption as it also removes auras if (attacker != null) { Player killerPlayer = attacker.GetCharmerOrOwnerPlayerOrPlayerItself(); if (killerPlayer != null) killerPlayer.UpdateCriteria(CriteriaTypes.GetKillingBlows, 1, 0, 0, victim); } if (!skipSettingDeathState) { Log.outDebug(LogFilter.Unit, "SET JUST_DIED"); victim.SetDeathState(DeathState.JustDied); } // Inform pets (if any) when player kills target) // MUST come after victim.setDeathState(JUST_DIED); or pet next target // selection will get stuck on same target and break pet react state if (player != null) { Pet pet = player.GetPet(); if (pet != null && pet.IsAlive() && pet.IsControlled()) pet.GetAI().KilledUnit(victim); } // 10% durability loss on death Player plrVictim = victim.ToPlayer(); if (plrVictim != null) { // remember victim PvP death for corpse type and corpse reclaim delay // at original death (not at SpiritOfRedemtionTalent timeout) plrVictim.SetPvPDeath(player != null); // only if not player and not controlled by player pet. And not at BG if ((durabilityLoss && player == null && !victim.ToPlayer().InBattleground()) || (player != null && WorldConfig.GetBoolValue(WorldCfg.DurabilityLossInPvp))) { double baseLoss = WorldConfig.GetFloatValue(WorldCfg.RateDurabilityLossOnDeath); uint loss = (uint)(baseLoss - (baseLoss * plrVictim.GetTotalAuraMultiplier(AuraType.ModDurabilityLoss))); Log.outDebug(LogFilter.Unit, "We are dead, losing {0} percent durability", loss); // Durability loss is calculated more accurately again for each item in Player.DurabilityLoss plrVictim.DurabilityLossAll(baseLoss, false); // durability lost message plrVictim.SendDurabilityLoss(plrVictim, loss); } // Call KilledUnit for creatures if (attacker != null && attacker.IsCreature() && attacker.IsAIEnabled) attacker.ToCreature().GetAI().KilledUnit(victim); // last damage from non duel opponent or opponent controlled creature if (plrVictim.duel != null) { plrVictim.duel.opponent.CombatStopWithPets(true); plrVictim.CombatStopWithPets(true); plrVictim.DuelComplete(DuelCompleteType.Interrupted); } } else // creature died { Log.outDebug(LogFilter.Unit, "DealDamageNotPlayer"); if (!creature.IsPet()) { creature.GetThreatManager().ClearAllThreat(); // must be after setDeathState which resets dynamic flags if (!creature.loot.IsLooted()) creature.AddDynamicFlag(UnitDynFlags.Lootable); else creature.AllLootRemovedFromCorpse(); } // Call KilledUnit for creatures, this needs to be called after the lootable flag is set if (attacker != null && attacker.IsCreature() && attacker.IsAIEnabled) attacker.ToCreature().GetAI().KilledUnit(victim); // Call creature just died function if (creature.IsAIEnabled) creature.GetAI().JustDied(attacker); TempSummon summon = creature.ToTempSummon(); if (summon != null) { Unit summoner = summon.GetSummoner(); if (summoner != null) if (summoner.IsTypeId(TypeId.Unit) && summoner.IsAIEnabled) summoner.ToCreature().GetAI().SummonedCreatureDies(creature, attacker); } // Dungeon specific stuff, only applies to players killing creatures if (creature.GetInstanceId() != 0) { Map instanceMap = creature.GetMap(); /// @todo do instance binding anyway if the charmer/owner is offline if (instanceMap.IsDungeon() && ((attacker != null && attacker.GetCharmerOrOwnerPlayerOrPlayerItself() != null) || attacker == victim)) { if (instanceMap.IsRaidOrHeroicDungeon()) { if (creature.GetCreatureTemplate().FlagsExtra.HasAnyFlag(CreatureFlagsExtra.InstanceBind)) instanceMap.ToInstanceMap().PermBindAllPlayers(); } else { // the reset time is set but not added to the scheduler // until the players leave the instance long resettime = GameTime.GetGameTime() + 2 * Time.Hour; InstanceSave save = Global.InstanceSaveMgr.GetInstanceSave(creature.GetInstanceId()); if (save != null) if (save.GetResetTime() < resettime) save.SetResetTime(resettime); } } } } // outdoor pvp things, do these after setting the death state, else the player activity notify won't work... doh... // handle player kill only if not suicide (spirit of redemption for example) if (player != null && attacker != victim) { OutdoorPvP pvp = player.GetOutdoorPvP(); if (pvp != null) pvp.HandleKill(player, victim); BattleField bf = Global.BattleFieldMgr.GetBattlefieldToZoneId(player.GetZoneId()); if (bf != null) bf.HandleKill(player, victim); } // Battlegroundthings (do this at the end, so the death state flag will be properly set to handle in the bg.handlekill) if (player != null && player.InBattleground()) { Battleground bg = player.GetBattleground(); if (bg) { Player playerVictim = victim.ToPlayer(); if (playerVictim) bg.HandleKillPlayer(playerVictim, player); else bg.HandleKillUnit(victim.ToCreature(), player); } } // achievement stuff if (attacker != null && victim.IsPlayer()) { if (attacker.IsCreature()) victim.ToPlayer().UpdateCriteria(CriteriaTypes.KilledByCreature, attacker.GetEntry()); else if (attacker.IsPlayer() && victim != attacker) victim.ToPlayer().UpdateCriteria(CriteriaTypes.KilledByPlayer, 1, (ulong)attacker.ToPlayer().GetTeam()); } // Hook for OnPVPKill Event if (attacker != null) { Player killerPlr = attacker.ToPlayer(); if (killerPlr != null) { Player killedPlr = victim.ToPlayer(); if (killedPlr != null) Global.ScriptMgr.OnPVPKill(killerPlr, killedPlr); else { Creature killedCre = victim.ToCreature(); if (killedCre != null) Global.ScriptMgr.OnCreatureKill(killerPlr, killedCre); } } else { Creature killerCre = attacker.ToCreature(); if (killerCre != null) { Player killed = victim.ToPlayer(); if (killed != null) Global.ScriptMgr.OnPlayerKilledByCreature(killerCre, killed); } } } } public void KillSelf(bool durabilityLoss = true, bool skipSettingDeathState = false) { Kill(this, this, durabilityLoss, skipSettingDeathState); } public virtual bool CanUseAttackType(WeaponAttackType attacktype) { switch (attacktype) { case WeaponAttackType.BaseAttack: return !HasUnitFlag(UnitFlags.Disarmed); case WeaponAttackType.OffAttack: return !HasUnitFlag2(UnitFlags2.DisarmOffhand); case WeaponAttackType.RangedAttack: return !HasUnitFlag2(UnitFlags2.DisarmRanged); default: return true; } } // TODO for melee need create structure as in void CalculateMeleeDamage(Unit victim, out CalcDamageInfo damageInfo, WeaponAttackType attackType) { damageInfo = new CalcDamageInfo(); damageInfo.Attacker = this; damageInfo.Target = victim; damageInfo.DamageSchoolMask = (uint)SpellSchoolMask.Normal; damageInfo.Damage = 0; damageInfo.OriginalDamage = 0; damageInfo.Absorb = 0; damageInfo.Resist = 0; damageInfo.Blocked = 0; damageInfo.HitInfo = 0; damageInfo.TargetState = 0; damageInfo.AttackType = attackType; damageInfo.ProcAttacker = ProcFlags.None; damageInfo.ProcVictim = ProcFlags.None; damageInfo.CleanDamage = 0; damageInfo.HitOutCome = MeleeHitOutcome.Evade; if (victim == null) return; if (!IsAlive() || !victim.IsAlive()) return; // Select HitInfo/procAttacker/procVictim flag based on attack type switch (attackType) { case WeaponAttackType.BaseAttack: damageInfo.ProcAttacker = ProcFlags.DoneMeleeAutoAttack | ProcFlags.DoneMainHandAttack; damageInfo.ProcVictim = ProcFlags.TakenMeleeAutoAttack; break; case WeaponAttackType.OffAttack: damageInfo.ProcAttacker = ProcFlags.DoneMeleeAutoAttack | ProcFlags.DoneOffHandAttack; damageInfo.ProcVictim = ProcFlags.TakenMeleeAutoAttack; damageInfo.HitInfo = HitInfo.OffHand; break; default: return; } // Physical Immune check if (damageInfo.Target.IsImmunedToDamage((SpellSchoolMask)damageInfo.DamageSchoolMask)) { damageInfo.HitInfo |= HitInfo.NormalSwing; damageInfo.TargetState = VictimState.Immune; damageInfo.Damage = 0; damageInfo.CleanDamage = 0; return; } uint damage = 0; damage += CalculateDamage(damageInfo.AttackType, false, true); // Add melee damage bonus damage = MeleeDamageBonusDone(damageInfo.Target, damage, damageInfo.AttackType, DamageEffectType.Direct, null, (SpellSchoolMask)damageInfo.DamageSchoolMask); damage = damageInfo.Target.MeleeDamageBonusTaken(this, damage, damageInfo.AttackType, DamageEffectType.Direct, null, (SpellSchoolMask)damageInfo.DamageSchoolMask); // Script Hook For CalculateMeleeDamage -- Allow scripts to change the Damage pre class mitigation calculations Global.ScriptMgr.ModifyMeleeDamage(damageInfo.Target, damageInfo.Attacker, ref damage); // Calculate armor reduction if (IsDamageReducedByArmor((SpellSchoolMask)damageInfo.DamageSchoolMask)) { damageInfo.Damage = CalcArmorReducedDamage(damageInfo.Attacker, damageInfo.Target, damage, null, damageInfo.AttackType); damageInfo.CleanDamage += damage - damageInfo.Damage; } else damageInfo.Damage = damage; damageInfo.HitOutCome = RollMeleeOutcomeAgainst(damageInfo.Target, damageInfo.AttackType); switch (damageInfo.HitOutCome) { case MeleeHitOutcome.Evade: damageInfo.HitInfo |= HitInfo.Miss | HitInfo.SwingNoHitSound; damageInfo.TargetState = VictimState.Evades; damageInfo.OriginalDamage = damageInfo.Damage; damageInfo.Damage = 0; damageInfo.CleanDamage = 0; return; case MeleeHitOutcome.Miss: damageInfo.HitInfo |= HitInfo.Miss; damageInfo.TargetState = VictimState.Intact; damageInfo.OriginalDamage = damageInfo.Damage; damageInfo.Damage = 0; damageInfo.CleanDamage = 0; break; case MeleeHitOutcome.Normal: damageInfo.TargetState = VictimState.Hit; damageInfo.OriginalDamage = damageInfo.Damage; break; case MeleeHitOutcome.Crit: damageInfo.HitInfo |= HitInfo.CriticalHit; damageInfo.TargetState = VictimState.Hit; // Crit bonus calc damageInfo.Damage *= 2; // Increase crit damage from SPELL_AURA_MOD_CRIT_DAMAGE_BONUS float mod = (GetTotalAuraMultiplierByMiscMask(AuraType.ModCritDamageBonus, damageInfo.DamageSchoolMask) - 1.0f) * 100; if (mod != 0) MathFunctions.AddPct(ref damageInfo.Damage, mod); damageInfo.OriginalDamage = damageInfo.Damage; break; case MeleeHitOutcome.Parry: damageInfo.TargetState = VictimState.Parry; damageInfo.CleanDamage += damageInfo.Damage; damageInfo.OriginalDamage = damageInfo.Damage; damageInfo.Damage = 0; break; case MeleeHitOutcome.Dodge: damageInfo.TargetState = VictimState.Dodge; damageInfo.CleanDamage += damageInfo.Damage; damageInfo.OriginalDamage = damageInfo.Damage; damageInfo.Damage = 0; break; case MeleeHitOutcome.Block: damageInfo.TargetState = VictimState.Hit; damageInfo.HitInfo |= HitInfo.Block; // 30% damage blocked, double blocked amount if block is critical damageInfo.Blocked = MathFunctions.CalculatePct(damageInfo.Damage, damageInfo.Target.GetBlockPercent(GetLevel())); if (damageInfo.Target.IsBlockCritical()) damageInfo.Blocked *= 2; damageInfo.OriginalDamage = damageInfo.Damage; damageInfo.Damage -= damageInfo.Blocked; damageInfo.CleanDamage += damageInfo.Blocked; break; case MeleeHitOutcome.Glancing: damageInfo.HitInfo |= HitInfo.Glancing; damageInfo.TargetState = VictimState.Hit; int leveldif = (int)victim.GetLevel() - (int)GetLevel(); if (leveldif > 3) leveldif = 3; damageInfo.OriginalDamage = damageInfo.Damage; float reducePercent = 1.0f - leveldif * 0.1f; damageInfo.CleanDamage += damageInfo.Damage - (uint)(reducePercent * damageInfo.Damage); damageInfo.Damage = (uint)(reducePercent * damageInfo.Damage); break; case MeleeHitOutcome.Crushing: damageInfo.HitInfo |= HitInfo.Crushing; damageInfo.TargetState = VictimState.Hit; // 150% normal damage damageInfo.Damage += (damageInfo.Damage / 2); damageInfo.OriginalDamage = damageInfo.Damage; break; default: break; } // Always apply HITINFO_AFFECTS_VICTIM in case its not a miss if (!damageInfo.HitInfo.HasAnyFlag(HitInfo.Miss)) damageInfo.HitInfo |= HitInfo.AffectsVictim; int resilienceReduction = (int)damageInfo.Damage; if (CanApplyResilience()) ApplyResilience(victim, ref resilienceReduction); resilienceReduction = (int)damageInfo.Damage - resilienceReduction; damageInfo.Damage -= (uint)resilienceReduction; damageInfo.CleanDamage += (uint)resilienceReduction; // Calculate absorb resist if (damageInfo.Damage > 0) { damageInfo.ProcVictim |= ProcFlags.TakenDamage; // Calculate absorb & resists DamageInfo dmgInfo = new(damageInfo); CalcAbsorbResist(dmgInfo); damageInfo.Absorb = dmgInfo.GetAbsorb(); damageInfo.Resist = dmgInfo.GetResist(); if (damageInfo.Absorb != 0) damageInfo.HitInfo |= (damageInfo.Damage - damageInfo.Absorb == 0 ? HitInfo.FullAbsorb : HitInfo.PartialAbsorb); if (damageInfo.Resist != 0) damageInfo.HitInfo |= (damageInfo.Damage - damageInfo.Resist == 0 ? HitInfo.FullResist : HitInfo.PartialResist); damageInfo.Damage = dmgInfo.GetDamage(); } else // Impossible get negative result but.... damageInfo.Damage = 0; } MeleeHitOutcome RollMeleeOutcomeAgainst(Unit victim, WeaponAttackType attType) { if (victim.IsTypeId(TypeId.Unit) && victim.ToCreature().IsEvadingAttacks()) return MeleeHitOutcome.Evade; // Miss chance based on melee int miss_chance = (int)(MeleeSpellMissChance(victim, attType, null) * 100.0f); // Critical hit chance int crit_chance = (int)((GetUnitCriticalChanceAgainst(attType, victim) + GetTotalAuraModifier(AuraType.ModAutoAttackCritChance)) * 100.0f); int dodge_chance = (int)(GetUnitDodgeChance(attType, victim) * 100.0f); int block_chance = (int)(GetUnitBlockChance(attType, victim) * 100.0f); int parry_chance = (int)(GetUnitParryChance(attType, victim) * 100.0f); // melee attack table implementation // outcome priority: // 1. > 2. > 3. > 4. > 5. > 6. > 7. > 8. // MISS > DODGE > PARRY > GLANCING > BLOCK > CRIT > CRUSHING > HIT int sum = 0; int roll = RandomHelper.IRand(0, 9999); uint attackerLevel = GetLevelForTarget(victim); uint victimLevel = GetLevelForTarget(this); // check if attack comes from behind, nobody can parry or block if attacker is behind bool canParryOrBlock = victim.HasInArc((float)Math.PI, this) || victim.HasAuraType(AuraType.IgnoreHitDirection); // only creatures can dodge if attacker is behind bool canDodge = !victim.IsTypeId(TypeId.Player) || canParryOrBlock; // if victim is casting or cc'd it can't avoid attacks if (victim.IsNonMeleeSpellCast(false) || victim.HasUnitState(UnitState.Controlled)) { canDodge = false; canParryOrBlock = false; } // 1. MISS int tmp = miss_chance; if (tmp > 0 && roll < (sum += tmp)) return MeleeHitOutcome.Miss; // always crit against a sitting target (except 0 crit chance) if (victim.IsTypeId(TypeId.Player) && crit_chance > 0 && !victim.IsStandState()) return MeleeHitOutcome.Crit; // 2. DODGE if (canDodge) { tmp = dodge_chance; if (tmp > 0 // check if unit _can_ dodge && roll < (sum += tmp)) return MeleeHitOutcome.Dodge; } // 3. PARRY if (canParryOrBlock) { tmp = parry_chance; if (tmp > 0 // check if unit _can_ parry && roll < (sum += tmp)) return MeleeHitOutcome.Parry; } // 4. GLANCING // Max 40% chance to score a glancing blow against mobs that are higher level (can do only players and pets and not with ranged weapon) if ((IsTypeId(TypeId.Player) || IsPet()) && !victim.IsTypeId(TypeId.Player) && !victim.IsPet() && attackerLevel + 3 < victimLevel) { // cap possible value (with bonuses > max skill) tmp = (int)(10 + 10 * (victimLevel - attackerLevel)) * 100; if (tmp > 0 && roll < (sum += tmp)) return MeleeHitOutcome.Glancing; } // 5. BLOCK if (canParryOrBlock) { tmp = block_chance; if (tmp > 0 // check if unit _can_ block && roll < (sum += tmp)) return MeleeHitOutcome.Block; } // 6.CRIT tmp = crit_chance; if (tmp > 0 && roll < (sum += tmp)) return MeleeHitOutcome.Crit; // 7. CRUSHING // mobs can score crushing blows if they're 4 or more levels above victim if (attackerLevel >= victimLevel + 4 && // can be from by creature (if can) or from controlled player that considered as creature !IsControlledByPlayer() && !(GetTypeId() == TypeId.Unit && ToCreature().GetCreatureTemplate().FlagsExtra.HasAnyFlag(CreatureFlagsExtra.NoCrush))) { // add 2% chance per level, min. is 15% tmp = (int)(attackerLevel - victimLevel * 1000 - 1500); if (roll < (sum += tmp)) { Log.outDebug(LogFilter.Unit, "RollMeleeOutcomeAgainst: CRUSHING <{0}, {1})", sum - tmp, sum); return MeleeHitOutcome.Crushing; } } // 8. HIT return MeleeHitOutcome.Normal; } public uint CalculateDamage(WeaponAttackType attType, bool normalized, bool addTotalPct) { float minDamage; float maxDamage; if (normalized || !addTotalPct) { CalculateMinMaxDamage(attType, normalized, addTotalPct, out minDamage, out maxDamage); if (IsInFeralForm() && attType == WeaponAttackType.BaseAttack) { CalculateMinMaxDamage(WeaponAttackType.OffAttack, normalized, addTotalPct, out float minOffhandDamage, out float maxOffhandDamage); minDamage += minOffhandDamage; maxDamage += maxOffhandDamage; } } else { switch (attType) { case WeaponAttackType.RangedAttack: minDamage = m_unitData.MinRangedDamage; maxDamage = m_unitData.MaxRangedDamage; break; case WeaponAttackType.BaseAttack: minDamage = m_unitData.MinDamage; maxDamage = m_unitData.MaxDamage; if (IsInFeralForm()) { minDamage += m_unitData.MinOffHandDamage; maxDamage += m_unitData.MaxOffHandDamage; } break; case WeaponAttackType.OffAttack: minDamage = m_unitData.MinOffHandDamage; maxDamage = m_unitData.MaxOffHandDamage; break; // Just for good manner default: minDamage = 0.0f; maxDamage = 0.0f; break; } } minDamage = Math.Max(0.0f, minDamage); maxDamage = Math.Max(0.0f, maxDamage); if (minDamage > maxDamage) Extensions.Swap(ref minDamage, ref maxDamage); return RandomHelper.URand(minDamage, maxDamage); } public float GetWeaponDamageRange(WeaponAttackType attType, WeaponDamageRange type) { if (attType == WeaponAttackType.OffAttack && !HaveOffhandWeapon()) return 0.0f; return m_weaponDamage[(int)attType][(int)type]; } public float GetAPMultiplier(WeaponAttackType attType, bool normalized) { if (!IsTypeId(TypeId.Player) || (IsInFeralForm() && !normalized)) return GetBaseAttackTime(attType) / 1000.0f; Item weapon = ToPlayer().GetWeaponForAttack(attType, true); if (!weapon) return 2.0f; if (!normalized) return weapon.GetTemplate().GetDelay() / 1000.0f; switch ((ItemSubClassWeapon)weapon.GetTemplate().GetSubClass()) { case ItemSubClassWeapon.Axe2: case ItemSubClassWeapon.Mace2: case ItemSubClassWeapon.Polearm: case ItemSubClassWeapon.Sword2: case ItemSubClassWeapon.Staff: case ItemSubClassWeapon.FishingPole: return 3.3f; case ItemSubClassWeapon.Axe: case ItemSubClassWeapon.Mace: case ItemSubClassWeapon.Sword: case ItemSubClassWeapon.Warglaives: case ItemSubClassWeapon.Exotic: case ItemSubClassWeapon.Exotic2: case ItemSubClassWeapon.Fist: return 2.4f; case ItemSubClassWeapon.Dagger: return 1.7f; case ItemSubClassWeapon.Thrown: return 2.0f; default: return weapon.GetTemplate().GetDelay() / 1000.0f; } } public float GetTotalAttackPowerValue(WeaponAttackType attType, bool includeWeapon = true) { if (attType == WeaponAttackType.RangedAttack) { float ap = m_unitData.RangedAttackPower + m_unitData.RangedAttackPowerModPos + m_unitData.RangedAttackPowerModNeg; if (includeWeapon) ap += Math.Max(m_unitData.MainHandWeaponAttackPower, m_unitData.RangedWeaponAttackPower); if (ap < 0) return 0.0f; return ap * (1.0f + m_unitData.RangedAttackPowerMultiplier); } else { float ap = m_unitData.AttackPower + m_unitData.AttackPowerModPos + m_unitData.AttackPowerModNeg; if (includeWeapon) { if (attType == WeaponAttackType.BaseAttack) ap += Math.Max(m_unitData.MainHandWeaponAttackPower, m_unitData.RangedWeaponAttackPower); else { ap += m_unitData.OffHandWeaponAttackPower; ap /= 2; } } if (ap < 0) return 0.0f; return ap * (1.0f + m_unitData.AttackPowerMultiplier); } } public bool IsWithinMeleeRange(Unit obj) { if (!obj || !IsInMap(obj) || !IsInPhase(obj)) return false; float dx = GetPositionX() - obj.GetPositionX(); float dy = GetPositionY() - obj.GetPositionY(); float dz = GetPositionZ() - obj.GetPositionZ(); float distsq = (dx * dx) + (dy * dy) + (dz * dz); float maxdist = GetMeleeRange(obj) + GetTotalAuraModifier(AuraType.ModAutoAttackRange); return distsq <= maxdist * maxdist; } public float GetMeleeRange(Unit target) { float range = GetCombatReach() + target.GetCombatReach() + 4.0f / 3.0f; return Math.Max(range, SharedConst.NominalMeleeRange); } public void SetBaseAttackTime(WeaponAttackType att, uint val) { m_baseAttackSpeed[(int)att] = val; UpdateAttackTimeField(att); } void UpdateAttackTimeField(WeaponAttackType att) { switch (att) { case WeaponAttackType.BaseAttack: case WeaponAttackType.OffAttack: SetUpdateFieldValue(ref m_values.ModifyValue(m_unitData).ModifyValue(m_unitData.AttackRoundBaseTime, (int)att), (uint)(m_baseAttackSpeed[(int)att] * m_modAttackSpeedPct[(int)att])); break; case WeaponAttackType.RangedAttack: SetUpdateFieldValue(m_values.ModifyValue(m_unitData).ModifyValue(m_unitData.RangedAttackRoundBaseTime), (uint)(m_baseAttackSpeed[(int)att] * m_modAttackSpeedPct[(int)att])); break; default: break; ; } } public virtual bool CheckAttackFitToAuraRequirement(WeaponAttackType attackType, AuraEffect aurEff) { return true; } public void ApplyAttackTimePercentMod(WeaponAttackType att, float val, bool apply) { float remainingTimePct = m_attackTimer[(int)att] / (m_baseAttackSpeed[(int)att] * m_modAttackSpeedPct[(int)att]); if (val > 0.0f) { MathFunctions.ApplyPercentModFloatVar(ref m_modAttackSpeedPct[(int)att], val, !apply); if (att == WeaponAttackType.BaseAttack) ApplyPercentModUpdateFieldValue(m_values.ModifyValue(m_unitData).ModifyValue(m_unitData.ModHaste), val, !apply); else if (att == WeaponAttackType.RangedAttack) ApplyPercentModUpdateFieldValue(m_values.ModifyValue(m_unitData).ModifyValue(m_unitData.ModRangedHaste), val, !apply); } else { MathFunctions.ApplyPercentModFloatVar(ref m_modAttackSpeedPct[(int)att], -val, apply); if (att == WeaponAttackType.BaseAttack) ApplyPercentModUpdateFieldValue(m_values.ModifyValue(m_unitData).ModifyValue(m_unitData.ModHaste), -val, apply); else if (att == WeaponAttackType.RangedAttack) ApplyPercentModUpdateFieldValue(m_values.ModifyValue(m_unitData).ModifyValue(m_unitData.ModRangedHaste), -val, apply); } UpdateAttackTimeField(att); m_attackTimer[(int)att] = (uint)(m_baseAttackSpeed[(int)att] * m_modAttackSpeedPct[(int)att] * remainingTimePct); } } }