Merge branch 'master' into Playerbot

This commit is contained in:
Yunfan Li
2025-08-02 11:35:47 +08:00
71 changed files with 996 additions and 732 deletions

View File

@@ -633,7 +633,7 @@ public:
typedef std::multimap<AuraStateType, AuraApplication*> AuraStateAurasMap;
typedef std::pair<AuraStateAurasMap::const_iterator, AuraStateAurasMap::const_iterator> AuraStateAurasMapBounds;
typedef std::list<AuraEffect*> AuraEffectList;
typedef std::vector<AuraEffect*> AuraEffectList;
typedef std::list<Aura*> AuraList;
typedef std::list<AuraApplication*> AuraApplicationList;
typedef std::list<DiminishingReturn> Diminishing;
@@ -818,9 +818,11 @@ public:
bool _IsValidAssistTarget(Unit const* target, SpellInfo const* bySpell) const;
// Combat range
[[nodiscard]] float GetBoundaryRadius() const { return m_floatValues[UNIT_FIELD_BOUNDINGRADIUS]; }
[[nodiscard]] float GetCombatReach() const override { return m_floatValues[UNIT_FIELD_COMBATREACH]; }
[[nodiscard]] float GetMeleeReach() const { float reach = m_floatValues[UNIT_FIELD_COMBATREACH]; return reach > MIN_MELEE_REACH ? reach : MIN_MELEE_REACH; }
[[nodiscard]] bool IsWithinRange(Unit const* obj, float dist) const;
bool IsWithinBoundaryRadius(const Unit* obj) const;
bool IsWithinCombatRange(Unit const* obj, float dist2compare) const;
bool IsWithinMeleeRange(Unit const* obj, float dist = 0.f) const;
float GetMeleeRange(Unit const* target) const;
@@ -1492,6 +1494,7 @@ public:
[[nodiscard]] Player* GetSpellModOwner() const;
[[nodiscard]] Spell* GetCurrentSpell(CurrentSpellTypes spellType) const { return m_currentSpells[spellType]; }
[[nodiscard]] Spell* GetCurrentSpell(uint32 spellType) const { return m_currentSpells[spellType]; }
[[nodiscard]] Spell* GetFirstCurrentCastingSpell() const;
[[nodiscard]] Spell* FindCurrentSpellBySpellId(uint32 spell_id) const;
[[nodiscard]] int32 GetCurrentSpellCastTime(uint32 spell_id) const;
@@ -1636,6 +1639,12 @@ public:
UNIT_STATE_ROOT | UNIT_STATE_STUNNED | UNIT_STATE_DISTRACTED) && !GetOwnerGUID();
}
[[nodiscard]] bool HasLeewayMovement() const
{
return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_FORWARD | MOVEMENTFLAG_STRAFE_LEFT | MOVEMENTFLAG_STRAFE_RIGHT | MOVEMENTFLAG_FALLING)
&& !IsWalking();
}
void KnockbackFrom(float x, float y, float speedXY, float speedZ);
void JumpTo(float speedXY, float speedZ, bool forward = true);
void JumpTo(WorldObject* obj, float speedZ);