23ff218f0e
Port From (https://github.com/TrinityCore/TrinityCore/commit/6cac60782f0bc67c0f4b70b41cac36357fbd2531)
1550 lines
65 KiB
C#
1550 lines
65 KiB
C#
/*
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* Copyright (C) 2012-2020 CypherCore <http://github.com/CypherCore>
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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using Framework.Constants;
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using Game.AI;
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using Game.BattleFields;
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using Game.BattleGrounds;
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using Game.Combat;
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using Game.DataStorage;
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using Game.Groups;
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using Game.Loots;
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using Game.Maps;
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using Game.Networking.Packets;
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using Game.PvP;
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using Game.Spells;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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namespace Game.Entities
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{
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public partial class Unit
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{
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public virtual void AtEnterCombat()
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{
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foreach (var pair in GetAppliedAuras())
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pair.Value.GetBase().CallScriptEnterLeaveCombatHandlers(pair.Value, true);
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Spell spell = GetCurrentSpell(CurrentSpellTypes.Generic);
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if (spell != null)
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if (spell.GetState() == SpellState.Preparing
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&& spell.m_spellInfo.HasAttribute(SpellAttr0.NotInCombatOnlyPeaceful)
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&& spell.m_spellInfo.InterruptFlags.HasFlag(SpellInterruptFlags.Combat))
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InterruptNonMeleeSpells(false);
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RemoveAurasWithInterruptFlags(SpellAuraInterruptFlags.EnteringCombat);
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ProcSkillsAndAuras(this, null, new ProcFlagsInit(ProcFlags.EnterCombat), new ProcFlagsInit(ProcFlags.None), ProcFlagsSpellType.MaskAll, ProcFlagsSpellPhase.None, ProcFlagsHit.None, null, null, null);
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}
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public virtual void AtExitCombat()
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{
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foreach (var pair in GetAppliedAuras())
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pair.Value.GetBase().CallScriptEnterLeaveCombatHandlers(pair.Value, false);
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RemoveAurasWithInterruptFlags(SpellAuraInterruptFlags.LeavingCombat);
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}
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public virtual void AtEngage(Unit target) { }
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public virtual void AtDisengage() { }
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public void CombatStop(bool includingCast = false, bool mutualPvP = true)
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{
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if (includingCast && IsNonMeleeSpellCast(false))
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InterruptNonMeleeSpells(false);
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AttackStop();
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RemoveAllAttackers();
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if (IsTypeId(TypeId.Player))
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ToPlayer().SendAttackSwingCancelAttack(); // melee and ranged forced attack cancel
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if (mutualPvP)
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ClearInCombat();
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else
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{ // vanish and brethren are weird
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m_combatManager.EndAllPvECombat();
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m_combatManager.SuppressPvPCombat();
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}
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}
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public void CombatStopWithPets(bool includingCast = false)
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{
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CombatStop(includingCast);
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foreach (var minion in m_Controlled)
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minion.CombatStop(includingCast);
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}
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public bool IsInCombat() { return HasUnitFlag(UnitFlags.InCombat); }
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public bool IsInCombatWith(Unit who) { return who != null && m_combatManager.IsInCombatWith(who); }
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public bool IsPetInCombat() { return HasUnitFlag(UnitFlags.PetInCombat); }
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public void SetInCombatWith(Unit enemy, bool addSecondUnitSuppressed = false)
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{
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if (enemy != null)
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m_combatManager.SetInCombatWith(enemy, addSecondUnitSuppressed);
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}
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public void EngageWithTarget(Unit enemy)
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{
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if (enemy == null)
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return;
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if (CanHaveThreatList())
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m_threatManager.AddThreat(enemy, 0.0f, null, true, true);
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else
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SetInCombatWith(enemy);
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}
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public void ClearInCombat() { m_combatManager.EndAllCombat(); }
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public void ClearInPetCombat()
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{
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RemoveUnitFlag(UnitFlags.PetInCombat);
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Unit owner = GetOwner();
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if (owner != null)
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owner.RemoveUnitFlag(UnitFlags.PetInCombat);
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}
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public void RemoveAllAttackers()
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{
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while (!attackerList.Empty())
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{
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var iter = attackerList.First();
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if (!iter.AttackStop())
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{
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Log.outError(LogFilter.Unit, "WORLD: Unit has an attacker that isn't attacking it!");
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attackerList.Remove(iter);
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}
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}
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}
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public virtual void OnCombatExit()
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{
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foreach (var pair in GetAppliedAuras())
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{
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AuraApplication aurApp = pair.Value;
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aurApp.GetBase().CallScriptEnterLeaveCombatHandlers(aurApp, false);
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}
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}
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public bool CanHaveThreatList() { return m_threatManager.CanHaveThreatList(); }
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// This value can be different from IsInCombat, for example:
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// - when a projectile spell is midair against a creature (combat on launch - threat+aggro on impact)
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// - when the creature has no targets left, but the AI has not yet ceased engaged logic
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public virtual bool IsEngaged() { return IsInCombat(); }
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public bool IsEngagedBy(Unit who) { return CanHaveThreatList() ? IsThreatenedBy(who) : IsInCombatWith(who); }
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public bool IsThreatenedBy(Unit who) { return who != null && m_threatManager.IsThreatenedBy(who, true); }
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public bool IsTargetableForAttack(bool checkFakeDeath = true)
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{
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if (!IsAlive())
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return false;
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if (HasUnitFlag(UnitFlags.NonAttackable | UnitFlags.Uninteractible))
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return false;
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if (IsTypeId(TypeId.Player) && ToPlayer().IsGameMaster())
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return false;
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return !HasUnitState(UnitState.Unattackable) && (!checkFakeDeath || !HasUnitState(UnitState.Died));
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}
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public void ValidateAttackersAndOwnTarget()
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{
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// iterate attackers
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List<Unit> toRemove = new();
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foreach (Unit attacker in GetAttackers())
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if (!attacker.IsValidAttackTarget(this))
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toRemove.Add(attacker);
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foreach (Unit attacker in toRemove)
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attacker.AttackStop();
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// remove our own victim
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Unit victim = GetVictim();
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if (victim != null)
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if (!IsValidAttackTarget(victim))
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AttackStop();
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}
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public void StopAttackFaction(uint factionId)
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{
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Unit victim = GetVictim();
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if (victim != null)
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{
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if (victim.GetFactionTemplateEntry().Faction == factionId)
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{
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AttackStop();
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if (IsNonMeleeSpellCast(false))
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InterruptNonMeleeSpells(false);
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// melee and ranged forced attack cancel
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if (IsTypeId(TypeId.Player))
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ToPlayer().SendAttackSwingCancelAttack();
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}
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}
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var attackers = GetAttackers();
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for (var i = 0; i < attackers.Count;)
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{
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var unit = attackers[i];
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if (unit.GetFactionTemplateEntry().Faction == factionId)
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{
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unit.AttackStop();
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i = 0;
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}
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else
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++i;
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}
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List<CombatReference> refsToEnd = new();
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foreach (var pair in m_combatManager.GetPvECombatRefs())
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if (pair.Value.GetOther(this).GetFactionTemplateEntry().Faction == factionId)
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refsToEnd.Add(pair.Value);
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foreach (CombatReference refe in refsToEnd)
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refe.EndCombat();
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foreach (var minion in m_Controlled)
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minion.StopAttackFaction(factionId);
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}
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public void HandleProcExtraAttackFor(Unit victim, uint count)
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{
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while (count != 0)
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{
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--count;
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AttackerStateUpdate(victim, WeaponAttackType.BaseAttack, true);
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}
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}
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public void AddExtraAttacks(uint count)
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{
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ObjectGuid targetGUID = _lastDamagedTargetGuid;
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if (!targetGUID.IsEmpty())
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{
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ObjectGuid selection = GetTarget();
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if (!selection.IsEmpty())
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targetGUID = selection; // Spell was cast directly (not triggered by aura)
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else
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return;
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}
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if (!extraAttacksTargets.ContainsKey(targetGUID))
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extraAttacksTargets[targetGUID] = 0;
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extraAttacksTargets[targetGUID] += count;
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}
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public bool Attack(Unit victim, bool meleeAttack)
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{
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if (victim == null || victim.GetGUID() == GetGUID())
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return false;
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// dead units can neither attack nor be attacked
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if (!IsAlive() || !victim.IsInWorld || !victim.IsAlive())
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return false;
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// player cannot attack in mount state
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if (IsTypeId(TypeId.Player) && IsMounted())
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return false;
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Creature creature = ToCreature();
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// creatures cannot attack while evading
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if (creature != null && creature.IsInEvadeMode())
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return false;
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// nobody can attack GM in GM-mode
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if (victim.IsTypeId(TypeId.Player))
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{
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if (victim.ToPlayer().IsGameMaster())
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return false;
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}
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else
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{
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if (victim.ToCreature().IsEvadingAttacks())
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return false;
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}
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// remove SPELL_AURA_MOD_UNATTACKABLE at attack (in case non-interruptible spells stun aura applied also that not let attack)
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if (HasAuraType(AuraType.ModUnattackable))
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RemoveAurasByType(AuraType.ModUnattackable);
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if (attacking != null)
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{
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if (attacking == victim)
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{
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// switch to melee attack from ranged/magic
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if (meleeAttack)
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{
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if (!HasUnitState(UnitState.MeleeAttacking))
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{
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AddUnitState(UnitState.MeleeAttacking);
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SendMeleeAttackStart(victim);
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return true;
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}
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}
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else if (HasUnitState(UnitState.MeleeAttacking))
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{
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ClearUnitState(UnitState.MeleeAttacking);
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SendMeleeAttackStop(victim);
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return true;
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}
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return false;
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}
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// switch target
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InterruptSpell(CurrentSpellTypes.Melee);
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if (!meleeAttack)
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ClearUnitState(UnitState.MeleeAttacking);
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}
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if (attacking != null)
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attacking._removeAttacker(this);
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attacking = victim;
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attacking._addAttacker(this);
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// Set our target
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SetTarget(victim.GetGUID());
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if (meleeAttack)
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AddUnitState(UnitState.MeleeAttacking);
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if (creature != null && !IsControlledByPlayer())
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{
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EngageWithTarget(victim); // ensure that anything we're attacking has threat
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creature.SendAIReaction(AiReaction.Hostile);
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creature.CallAssistance();
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// Remove emote state - will be restored on creature reset
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SetEmoteState(Emote.OneshotNone);
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}
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// delay offhand weapon attack by 50% of the base attack time
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if (HaveOffhandWeapon() && GetTypeId() != TypeId.Player)
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SetAttackTimer(WeaponAttackType.OffAttack, Math.Max(GetAttackTimer(WeaponAttackType.OffAttack), GetAttackTimer(WeaponAttackType.BaseAttack) + MathFunctions.CalculatePct(GetBaseAttackTime(WeaponAttackType.BaseAttack), 50)));
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if (meleeAttack)
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SendMeleeAttackStart(victim);
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// Let the pet know we've started attacking someting. Handles melee attacks only
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// Spells such as auto-shot and others handled in WorldSession.HandleCastSpellOpcode
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if (IsTypeId(TypeId.Player))
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{
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foreach (Unit controlled in m_Controlled)
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{
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Creature cControlled = controlled.ToCreature();
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if (cControlled != null)
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{
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CreatureAI controlledAI = cControlled.GetAI();
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if (controlledAI != null)
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controlledAI.OwnerAttacked(victim);
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}
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}
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}
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return true;
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}
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public void SendMeleeAttackStart(Unit victim)
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{
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AttackStart packet = new();
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packet.Attacker = GetGUID();
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packet.Victim = victim.GetGUID();
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SendMessageToSet(packet, true);
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}
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public void SendMeleeAttackStop(Unit victim = null)
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{
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SendMessageToSet(new SAttackStop(this, victim), true);
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if (victim)
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Log.outInfo(LogFilter.Unit, "{0} {1} stopped attacking {2} {3}", (IsTypeId(TypeId.Player) ? "Player" : "Creature"), GetGUID().ToString(),
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(victim.IsTypeId(TypeId.Player) ? "player" : "creature"), victim.GetGUID().ToString());
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else
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Log.outInfo(LogFilter.Unit, "{0} {1} stopped attacking", (IsTypeId(TypeId.Player) ? "Player" : "Creature"), GetGUID().ToString());
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}
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public ObjectGuid GetTarget() { return m_unitData.Target; }
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public virtual void SetTarget(ObjectGuid guid) { }
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public bool AttackStop()
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{
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if (attacking == null)
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return false;
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Unit victim = attacking;
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attacking._removeAttacker(this);
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attacking = null;
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// Clear our target
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SetTarget(ObjectGuid.Empty);
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ClearUnitState(UnitState.MeleeAttacking);
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InterruptSpell(CurrentSpellTypes.Melee);
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// reset only at real combat stop
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Creature creature = ToCreature();
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if (creature != null)
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creature.SetNoCallAssistance(false);
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SendMeleeAttackStop(victim);
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return true;
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}
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void _addAttacker(Unit pAttacker)
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{
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attackerList.Add(pAttacker);
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}
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void _removeAttacker(Unit pAttacker)
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{
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attackerList.Remove(pAttacker);
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}
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public void SetLastExtraAttackSpell(uint spellId) { _lastExtraAttackSpell = spellId; }
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public uint GetLastExtraAttackSpell() { return _lastExtraAttackSpell; }
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public void SetLastDamagedTargetGuid(ObjectGuid guid) { _lastDamagedTargetGuid = guid; }
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ObjectGuid GetLastDamagedTargetGuid() { return _lastDamagedTargetGuid; }
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public Unit GetVictim()
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{
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return attacking;
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}
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public Unit GetAttackerForHelper()
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{
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if (!IsEngaged())
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return null;
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Unit victim = GetVictim();
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if (victim != null)
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if ((!IsPet() && GetPlayerMovingMe() == null) || IsInCombatWith(victim))
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return victim;
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CombatManager mgr = GetCombatManager();
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// pick arbitrary targets; our pvp combat > owner's pvp combat > our pve combat > owner's pve combat
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Unit owner = GetCharmerOrOwner();
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if (mgr.HasPvPCombat())
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return mgr.GetPvPCombatRefs().First().Value.GetOther(this);
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if (owner && (owner.GetCombatManager().HasPvPCombat()))
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return owner.GetCombatManager().GetPvPCombatRefs().First().Value.GetOther(owner);
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if (mgr.HasPvECombat())
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return mgr.GetPvECombatRefs().First().Value.GetOther(this);
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if (owner && (owner.GetCombatManager().HasPvECombat()))
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return owner.GetCombatManager().GetPvECombatRefs().First().Value.GetOther(owner);
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return null;
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}
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public List<Unit> GetAttackers()
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{
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return attackerList;
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}
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public override float GetCombatReach() { return m_unitData.CombatReach; }
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public void SetCombatReach(float combatReach) { SetUpdateFieldValue(m_values.ModifyValue(m_unitData).ModifyValue(m_unitData.CombatReach), combatReach); }
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public float GetBoundingRadius() { return m_unitData.BoundingRadius; }
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public void SetBoundingRadius(float boundingRadius) { SetUpdateFieldValue(m_values.ModifyValue(m_unitData).ModifyValue(m_unitData.BoundingRadius), boundingRadius); }
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public void ResetAttackTimer(WeaponAttackType type = WeaponAttackType.BaseAttack)
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{
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m_attackTimer[(int)type] = (uint)(GetBaseAttackTime(type) * m_modAttackSpeedPct[(int)type]);
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}
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public void SetAttackTimer(WeaponAttackType type, uint time)
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{
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m_attackTimer[(int)type] = time;
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}
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public uint GetAttackTimer(WeaponAttackType type)
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{
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return m_attackTimer[(int)type];
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}
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public bool IsAttackReady(WeaponAttackType type = WeaponAttackType.BaseAttack)
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{
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return m_attackTimer[(int)type] == 0;
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}
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public uint GetBaseAttackTime(WeaponAttackType att)
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{
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return m_baseAttackSpeed[(int)att];
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}
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public void AttackerStateUpdate(Unit victim, WeaponAttackType attType = WeaponAttackType.BaseAttack, bool extra = false)
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{
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if (HasUnitFlag(UnitFlags.Pacified))
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return;
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if (HasUnitState(UnitState.CannotAutoattack) && !extra)
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return;
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if (HasAuraType(AuraType.DisableAttackingExceptAbilities))
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return;
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if (!victim.IsAlive())
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return;
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if ((attType == WeaponAttackType.BaseAttack || attType == WeaponAttackType.OffAttack) && !IsWithinLOSInMap(victim))
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return;
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AtTargetAttacked(victim, true);
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RemoveAurasWithInterruptFlags(SpellAuraInterruptFlags.Attacking);
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// ignore ranged case
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if (attType != WeaponAttackType.BaseAttack && attType != WeaponAttackType.OffAttack)
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return;
|
|
|
|
if (!extra && _lastExtraAttackSpell != 0)
|
|
_lastExtraAttackSpell = 0;
|
|
|
|
// 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);
|
|
|
|
_lastDamagedTargetGuid = victim.GetGUID();
|
|
|
|
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
|
|
{
|
|
CastSpell(victim, meleeAttackSpellId, new CastSpellExtraArgs(meleeAttackAuraEffect));
|
|
|
|
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 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 = 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 AtTargetAttacked(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 = attacker != victim;
|
|
if (creature != null)
|
|
isRewardAllowed = isRewardAllowed && !creature.GetTapList().Empty();
|
|
|
|
List<Player> tappers = new();
|
|
if (isRewardAllowed && creature)
|
|
{
|
|
foreach (ObjectGuid tapperGuid in creature.GetTapList())
|
|
{
|
|
Player tapper = Global.ObjAccessor.GetPlayer(creature, tapperGuid);
|
|
if (tapper != null)
|
|
tappers.Add(tapper);
|
|
}
|
|
}
|
|
|
|
// 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)
|
|
{
|
|
HashSet<Group> groups = new();
|
|
foreach (Player tapper in tappers)
|
|
{
|
|
Group tapperGroup = tapper.GetGroup();
|
|
if (tapperGroup != null)
|
|
{
|
|
if (groups.Add(tapperGroup))
|
|
{
|
|
PartyKillLog partyKillLog = new();
|
|
partyKillLog.Player = player && tapperGroup.IsMember(player.GetGUID()) ? player.GetGUID() : tapper.GetGUID();
|
|
partyKillLog.Victim = victim.GetGUID();
|
|
partyKillLog.Write();
|
|
|
|
tapperGroup.BroadcastPacket(partyKillLog, tapperGroup.GetMemberGroup(tapper.GetGUID()) != 0);
|
|
|
|
if (creature)
|
|
tapperGroup.UpdateLooterGuid(creature, true);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
PartyKillLog partyKillLog = new();
|
|
partyKillLog.Player = tapper.GetGUID();
|
|
partyKillLog.Victim = victim.GetGUID();
|
|
tapper.SendPacket(partyKillLog);
|
|
}
|
|
}
|
|
|
|
// Generate loot before updating looter
|
|
if (creature)
|
|
{
|
|
DungeonEncounterRecord dungeonEncounter = null;
|
|
InstanceScript instance = creature.GetInstanceScript();
|
|
if (instance != null)
|
|
dungeonEncounter = instance.GetBossDungeonEncounter(creature);
|
|
|
|
if (creature.GetMap().IsDungeon())
|
|
{
|
|
if (dungeonEncounter != null)
|
|
{
|
|
creature.m_personalLoot = LootManager.GenerateDungeonEncounterPersonalLoot(dungeonEncounter.Id, creature.GetCreatureTemplate().LootId,
|
|
LootStorage.Creature, LootType.Corpse, creature, creature.GetCreatureTemplate().MinGold, creature.GetCreatureTemplate().MaxGold,
|
|
(ushort)creature.GetLootMode(), creature.GetMap().GetDifficultyLootItemContext(), tappers);
|
|
}
|
|
else if (!tappers.Empty())
|
|
{
|
|
Group group = !groups.Empty() ? groups.First() : null;
|
|
Player looter = group ? Global.ObjAccessor.GetPlayer(creature, group.GetLooterGuid()) : tappers[0];
|
|
|
|
Loot loot = new(creature.GetMap(), creature.GetGUID(), LootType.Corpse, dungeonEncounter != null ? group : null);
|
|
|
|
uint lootid = creature.GetCreatureTemplate().LootId;
|
|
if (lootid != 0)
|
|
loot.FillLoot(lootid, LootStorage.Creature, looter, dungeonEncounter != null, false, creature.GetLootMode(), creature.GetMap().GetDifficultyLootItemContext());
|
|
|
|
if (creature.GetLootMode() > 0)
|
|
loot.GenerateMoneyLoot(creature.GetCreatureTemplate().MinGold, creature.GetCreatureTemplate().MaxGold);
|
|
|
|
if (group)
|
|
loot.NotifyLootList(creature.GetMap());
|
|
|
|
creature.m_personalLoot[looter.GetGUID()] = loot; // trash mob loot is personal, generated with round robin rules
|
|
|
|
// Update round robin looter only if the creature had loot
|
|
if (!loot.IsLooted())
|
|
foreach (Group tapperGroup in groups)
|
|
tapperGroup.UpdateLooterGuid(creature);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
foreach (Player tapper in tappers)
|
|
{
|
|
Loot loot = new(creature.GetMap(), creature.GetGUID(), LootType.Corpse, null);
|
|
|
|
if (dungeonEncounter != null)
|
|
loot.SetDungeonEncounterId(dungeonEncounter.Id);
|
|
|
|
uint lootid = creature.GetCreatureTemplate().LootId;
|
|
if (lootid != 0)
|
|
loot.FillLoot(lootid, LootStorage.Creature, tapper, true, false, creature.GetLootMode(), creature.GetMap().GetDifficultyLootItemContext());
|
|
|
|
if (creature.GetLootMode() > 0)
|
|
loot.GenerateMoneyLoot(creature.GetCreatureTemplate().MinGold, creature.GetCreatureTemplate().MaxGold);
|
|
|
|
creature.m_personalLoot[tapper.GetGUID()] = loot;
|
|
}
|
|
}
|
|
}
|
|
|
|
new KillRewarder(tappers.ToArray(), victim, false).Reward();
|
|
}
|
|
|
|
// 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, new ProcFlagsInit(ProcFlags.Kill), new ProcFlagsInit(ProcFlags.None), ProcFlagsSpellType.MaskAll, ProcFlagsSpellPhase.None, ProcFlagsHit.None, null, null, null);
|
|
}
|
|
|
|
if (!victim.IsCritter())
|
|
{
|
|
ProcSkillsAndAuras(attacker, victim, new ProcFlagsInit(ProcFlags.Kill), new ProcFlagsInit(ProcFlags.Heartbeat), ProcFlagsSpellType.MaskAll, ProcFlagsSpellPhase.None, ProcFlagsHit.None, null, null, null);
|
|
|
|
foreach (Player tapper in tappers)
|
|
if (tapper.IsAtGroupRewardDistance(victim))
|
|
Unit.ProcSkillsAndAuras(tapper, victim, new ProcFlagsInit(ProcFlags.None, ProcFlags2.TargetDies), new ProcFlagsInit(), ProcFlagsSpellType.MaskAll, ProcFlagsSpellPhase.None, ProcFlagsHit.None, null, null, null);
|
|
}
|
|
|
|
// Proc auras on death - must be before aura/combat remove
|
|
ProcSkillsAndAuras(victim, victim, new ProcFlagsInit(ProcFlags.None), new ProcFlagsInit(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(CriteriaType.DeliveredKillingBlow, 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
|
|
foreach (Player tapper in tappers)
|
|
{
|
|
Pet pet = tapper.GetPet();
|
|
if (pet != null && pet.IsAlive() && pet.IsControlled())
|
|
{
|
|
if (pet.IsAIEnabled())
|
|
pet.GetAI().KilledUnit(victim);
|
|
else
|
|
Log.outError(LogFilter.Unit, $"Pet doesn't have any AI in Unit.Kill() {pet.GetDebugInfo()}");
|
|
}
|
|
}
|
|
|
|
// 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())
|
|
{
|
|
// must be after setDeathState which resets dynamic flags
|
|
if (!creature.IsFullyLooted())
|
|
creature.SetDynamicFlag(UnitDynFlags.Lootable);
|
|
else
|
|
creature.AllLootRemovedFromCorpse();
|
|
|
|
if (LootStorage.Skinning.HaveLootFor(creature.GetCreatureTemplate().SkinLootId))
|
|
{
|
|
creature.SetDynamicFlag(UnitDynFlags.CanSkin);
|
|
creature.SetUnitFlag(UnitFlags.Skinnable);
|
|
}
|
|
}
|
|
|
|
// 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
|
|
CreatureAI ai = creature.GetAI();
|
|
if (ai != null)
|
|
ai.JustDied(attacker);
|
|
|
|
TempSummon summon = creature.ToTempSummon();
|
|
if (summon != null)
|
|
{
|
|
WorldObject summoner = summon.GetSummoner();
|
|
if (summoner != null)
|
|
{
|
|
if (summoner.IsCreature())
|
|
summoner.ToCreature().GetAI()?.SummonedCreatureDies(creature, attacker);
|
|
else if (summoner.IsGameObject())
|
|
summoner.ToGameObject().GetAI()?.SummonedCreatureDies(creature, attacker);
|
|
}
|
|
}
|
|
}
|
|
|
|
// 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.GetMap(), 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(CriteriaType.KilledByCreature, attacker.GetEntry());
|
|
else if (attacker.IsPlayer() && victim != attacker)
|
|
victim.ToPlayer().UpdateCriteria(CriteriaType.KilledByPlayer, 1, (ulong)attacker.ToPlayer().GetEffectiveTeam());
|
|
}
|
|
|
|
// 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 = new ProcFlagsInit();
|
|
damageInfo.ProcVictim = new ProcFlagsInit();
|
|
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 = new ProcFlagsInit(ProcFlags.DealMeleeSwing | ProcFlags.MainHandWeaponSwing);
|
|
damageInfo.ProcVictim = new ProcFlagsInit(ProcFlags.TakeMeleeSwing);
|
|
break;
|
|
case WeaponAttackType.OffAttack:
|
|
damageInfo.ProcAttacker = new ProcFlagsInit(ProcFlags.DealMeleeSwing | ProcFlags.OffHandWeaponSwing);
|
|
damageInfo.ProcVictim = new ProcFlagsInit(ProcFlags.TakeMeleeSwing);
|
|
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, 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.Or(ProcFlags.TakeAnyDamage);
|
|
// 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, false, true) || 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.NoCrushingBlows)))
|
|
{
|
|
// 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) { return IsWithinMeleeRangeAt(GetPosition(), obj); }
|
|
|
|
public bool IsWithinMeleeRangeAt(Position pos, Unit obj)
|
|
{
|
|
if (!obj || !IsInMap(obj) || !InSamePhase(obj))
|
|
return false;
|
|
|
|
float dx = pos.GetPositionX() - obj.GetPositionX();
|
|
float dy = pos.GetPositionY() - obj.GetPositionY();
|
|
float dz = pos.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);
|
|
}
|
|
|
|
/// <summary>
|
|
/// returns if the unit can't enter combat
|
|
/// </summary>
|
|
public bool IsCombatDisallowed() { return _isCombatDisallowed; }
|
|
|
|
/// <summary>
|
|
/// enables / disables combat interaction of this unit
|
|
/// </summary>
|
|
public void SetIsCombatDisallowed(bool apply) { _isCombatDisallowed = apply; }
|
|
}
|
|
}
|