feat(Core/Unit): New helper HasActivePowerType and script hook OnPlayerHasActivePowerType (#18293)

* Create HasActivePower for script intercept

* Replace relevant player-related getPowerType() comparators with HasActivePowerType

* Change OnPlayerHasActivePowerType to regular bool instead of optional

---------

Co-authored-by: NathanHandley <nathanhandley@protonmail.com>
This commit is contained in:
Nathan Handley
2024-02-09 03:27:02 -06:00
committed by GitHub
parent ed53ac2feb
commit 425a490a7b
13 changed files with 66 additions and 38 deletions

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@@ -587,13 +587,13 @@ bool Player::Create(ObjectGuid::LowType guidlow, CharacterCreateInfo* createInfo
InitPrimaryProfessions(); // to max set before any spell added
// apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
if (getPowerType() == POWER_MANA)
if (HasActivePowerType(POWER_MANA))
{
UpdateMaxPower(POWER_MANA); // Update max Mana (for add bonus from intellect)
SetPower(POWER_MANA, GetMaxPower(POWER_MANA));
}
if (getPowerType() == POWER_RUNIC_POWER)
if (HasActivePowerType(POWER_RUNIC_POWER))
{
SetPower(POWER_RUNE, 8);
SetMaxPower(POWER_RUNE, 8);
@@ -2019,22 +2019,21 @@ void Player::RegenerateHealth()
void Player::ResetAllPowers()
{
SetHealth(GetMaxHealth());
switch (getPowerType())
if (HasActivePowerType(POWER_MANA))
{
case POWER_MANA:
SetPower(POWER_MANA, GetMaxPower(POWER_MANA));
break;
case POWER_RAGE:
SetPower(POWER_RAGE, 0);
break;
case POWER_ENERGY:
SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY));
break;
case POWER_RUNIC_POWER:
SetPower(POWER_RUNIC_POWER, 0);
break;
default:
break;
SetPower(POWER_MANA, GetMaxPower(POWER_MANA));
}
if (HasActivePowerType(POWER_RAGE))
{
SetPower(POWER_RAGE, 0);
}
if (HasActivePowerType(POWER_ENERGY))
{
SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY));
}
if (HasActivePowerType(POWER_RUNIC_POWER))
{
SetPower(POWER_RUNIC_POWER, 0);
}
}
@@ -2714,6 +2713,14 @@ void Player::InitStatsForLevel(bool reapplyMods)
pet->SynchronizeLevelWithOwner();
}
bool Player::HasActivePowerType(Powers power)
{
if (sScriptMgr->OnPlayerHasActivePowerType(this, power))
return true;
else
return (getPowerType() == power);
}
void Player::SendInitialSpells()
{
uint32 curTime = GameTime::GetGameTimeMS().count();

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@@ -1170,6 +1170,8 @@ public:
void InitStatsForLevel(bool reapplyMods = false);
[[nodiscard]] bool HasActivePowerType(Powers power) override;
// .cheat command related
[[nodiscard]] bool GetCommandStatus(uint32 command) const { return _activeCheats & command; }
void SetCommandStatusOn(uint32 command) { _activeCheats |= command; }

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@@ -929,7 +929,7 @@ uint32 Unit::DealDamage(Unit* attacker, Unit* victim, uint32 damage, CleanDamage
}
// Rage from Damage made (only from direct weapon damage)
if (attacker && cleanDamage && damagetype == DIRECT_DAMAGE && attacker != victim && attacker->getPowerType() == POWER_RAGE)
if (attacker && cleanDamage && damagetype == DIRECT_DAMAGE && attacker != victim && attacker->HasActivePowerType(POWER_RAGE))
{
uint32 weaponSpeedHitFactor;
@@ -957,10 +957,10 @@ uint32 Unit::DealDamage(Unit* attacker, Unit* victim, uint32 damage, CleanDamage
// Rage from absorbed damage
if (cleanDamage && cleanDamage->absorbed_damage)
{
if (victim->getPowerType() == POWER_RAGE)
if (victim->HasActivePowerType(POWER_RAGE))
victim->RewardRage(cleanDamage->absorbed_damage, 0, false);
if (attacker && attacker->getPowerType() == POWER_RAGE )
if (attacker && attacker->HasActivePowerType(POWER_RAGE))
attacker->RewardRage(cleanDamage->absorbed_damage, 0, true);
}
@@ -1083,7 +1083,7 @@ uint32 Unit::DealDamage(Unit* attacker, Unit* victim, uint32 damage, CleanDamage
}
// Rage from damage received
if (attacker != victim && victim->getPowerType() == POWER_RAGE)
if (attacker != victim && victim->HasActivePowerType(POWER_RAGE))
{
uint32 rageDamage = damage + (cleanDamage ? cleanDamage->absorbed_damage : 0);
victim->RewardRage(rageDamage, 0, false);
@@ -6996,7 +6996,7 @@ bool Unit::HandleDummyAuraProc(Unit* victim, uint32 damage, AuraEffect* triggere
// Magic Absorption
if (dummySpell->SpellIconID == 459) // only this spell has SpellIconID == 459 and dummy aura
{
if (getPowerType() != POWER_MANA)
if (!HasActivePowerType(POWER_MANA))
return false;
// mana reward
@@ -7775,7 +7775,7 @@ bool Unit::HandleDummyAuraProc(Unit* victim, uint32 damage, AuraEffect* triggere
// Judgement of Wisdom
case 20186:
{
if (!victim || !victim->IsAlive() || victim->getPowerType() != POWER_MANA || victim->HasSpellCooldown(20268))
if (!victim || !victim->IsAlive() || !victim->HasActivePowerType(POWER_MANA) || victim->HasSpellCooldown(20268))
return false;
// 2% of base mana

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@@ -1472,6 +1472,7 @@ public:
[[nodiscard]] Powers getPowerType() const { return Powers(GetByteValue(UNIT_FIELD_BYTES_0, 3)); }
void setPowerType(Powers power);
[[nodiscard]] virtual bool HasActivePowerType(Powers power) { return getPowerType() == power; }
[[nodiscard]] uint32 GetPower(Powers power) const { return GetUInt32Value(static_cast<uint16>(UNIT_FIELD_POWER1) + power); }
[[nodiscard]] uint32 GetMaxPower(Powers power) const { return GetUInt32Value(static_cast<uint16>(UNIT_FIELD_MAXPOWER1) + power); }
void SetPower(Powers power, uint32 val, bool withPowerUpdate = true, bool fromRegenerate = false);