Merge branch 'master' into Playerbot

# Conflicts:
#	src/server/game/Entities/Creature/Creature.cpp
#	src/server/game/Entities/Creature/Creature.h
#	src/server/game/Movement/MovementGenerators/TargetedMovementGenerator.cpp
This commit is contained in:
郑佩茹
2022-07-27 09:11:50 -06:00
140 changed files with 6677 additions and 4753 deletions

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@@ -219,8 +219,8 @@ Creature::Creature(bool isWorldObject): Unit(isWorldObject), MovableMapObject(),
m_corpseRemoveTime(0), m_respawnTime(0), m_respawnDelay(300), m_corpseDelay(60), m_wanderDistance(0.0f), m_boundaryCheckTime(2500),
m_transportCheckTimer(1000), lootPickPocketRestoreTime(0), m_reactState(REACT_AGGRESSIVE), m_defaultMovementType(IDLE_MOTION_TYPE),
m_spawnId(0), m_equipmentId(0), m_originalEquipmentId(0), m_AlreadyCallAssistance(false),
m_AlreadySearchedAssistance(false), m_regenHealth(true), m_AI_locked(false), m_meleeDamageSchoolMask(SPELL_SCHOOL_MASK_NORMAL), m_originalEntry(0), m_moveInLineOfSightDisabled(false), m_moveInLineOfSightStrictlyDisabled(false),
m_homePosition(), m_transportHomePosition(), m_creatureInfo(nullptr), m_creatureData(nullptr), m_detectionDistance(20.0f), m_waypointID(0), m_path_id(0), m_formation(nullptr), _lastDamagedTime(nullptr), m_cannotReachTarget(false), m_cannotReachTimer(0),
m_AlreadySearchedAssistance(false), m_regenHealth(true), m_regenPower(true), m_AI_locked(false), m_meleeDamageSchoolMask(SPELL_SCHOOL_MASK_NORMAL), m_originalEntry(0), m_moveInLineOfSightDisabled(false), m_moveInLineOfSightStrictlyDisabled(false),
m_homePosition(), m_transportHomePosition(), m_creatureInfo(nullptr), m_creatureData(nullptr), m_detectionDistance(20.0f), m_waypointID(0), m_path_id(0), m_formation(nullptr), _lastDamagedTime(nullptr), m_cannotReachTimer(0),
_isMissingSwimmingFlagOutOfCombat(false), m_assistanceTimer(0), _playerDamageReq(0), _damagedByPlayer(false)
{
m_regenTimer = CREATURE_REGEN_INTERVAL;
@@ -628,207 +628,238 @@ void Creature::Update(uint32 diff)
LOG_ERROR("entities.unit", "Creature ({}) in wrong state: JUST_DEAD (1)", GetGUID().ToString());
break;
case DEAD:
{
time_t now = GameTime::GetGameTime().count();
if (m_respawnTime <= now)
{
time_t now = GameTime::GetGameTime().count();
if (m_respawnTime <= now)
ConditionList conditions = sConditionMgr->GetConditionsForNotGroupedEntry(CONDITION_SOURCE_TYPE_CREATURE_RESPAWN, GetEntry());
if (!sConditionMgr->IsObjectMeetToConditions(this, conditions))
{
ConditionList conditions = sConditionMgr->GetConditionsForNotGroupedEntry(CONDITION_SOURCE_TYPE_CREATURE_RESPAWN, GetEntry());
if (!sConditionMgr->IsObjectMeetToConditions(this, conditions))
{
// Creature should not respawn, reset respawn timer. Conditions will be checked again the next time it tries to respawn.
m_respawnTime = GameTime::GetGameTime().count() + m_respawnDelay;
break;
}
bool allowed = !IsAIEnabled || AI()->CanRespawn(); // First check if there are any scripts that prevent us respawning
if (!allowed) // Will be rechecked on next Update call
break;
ObjectGuid dbtableHighGuid = ObjectGuid::Create<HighGuid::Unit>(GetEntry(), m_spawnId);
time_t linkedRespawntime = GetMap()->GetLinkedRespawnTime(dbtableHighGuid);
if (!linkedRespawntime) // Can respawn
Respawn();
else // the master is dead
{
ObjectGuid targetGuid = sObjectMgr->GetLinkedRespawnGuid(dbtableHighGuid);
if (targetGuid == dbtableHighGuid) // if linking self, never respawn (check delayed to next day)
SetRespawnTime(DAY);
else
m_respawnTime = (now > linkedRespawntime ? now : linkedRespawntime) + urand(5, MINUTE); // else copy time from master and add a little
SaveRespawnTime(); // also save to DB immediately
}
// Creature should not respawn, reset respawn timer. Conditions will be checked again the next time it tries to respawn.
m_respawnTime = GameTime::GetGameTime().count() + m_respawnDelay;
break;
}
bool allowed = !IsAIEnabled || AI()->CanRespawn(); // First check if there are any scripts that prevent us respawning
if (!allowed) // Will be rechecked on next Update call
break;
ObjectGuid dbtableHighGuid = ObjectGuid::Create<HighGuid::Unit>(GetEntry(), m_spawnId);
time_t linkedRespawntime = GetMap()->GetLinkedRespawnTime(dbtableHighGuid);
if (!linkedRespawntime) // Can respawn
Respawn();
else // the master is dead
{
ObjectGuid targetGuid = sObjectMgr->GetLinkedRespawnGuid(dbtableHighGuid);
if (targetGuid == dbtableHighGuid) // if linking self, never respawn (check delayed to next day)
SetRespawnTime(DAY);
else
m_respawnTime = (now > linkedRespawntime ? now : linkedRespawntime) + urand(5, MINUTE); // else copy time from master and add a little
SaveRespawnTime(); // also save to DB immediately
}
break;
}
break;
}
case CORPSE:
{
Unit::Update(diff);
// deathstate changed on spells update, prevent problems
if (m_deathState != CORPSE)
break;
if (m_groupLootTimer && lootingGroupLowGUID)
{
if (m_groupLootTimer <= diff)
{
Group* group = sGroupMgr->GetGroupByGUID(lootingGroupLowGUID);
if (group)
group->EndRoll(&loot, GetMap());
m_groupLootTimer = 0;
lootingGroupLowGUID = 0;
}
else
{
m_groupLootTimer -= diff;
}
}
else if (m_corpseRemoveTime <= GameTime::GetGameTime().count())
{
RemoveCorpse(false);
LOG_DEBUG("entities.unit", "Removing corpse... {} ", GetUInt32Value(OBJECT_FIELD_ENTRY));
}
{
Unit::Update(diff);
// deathstate changed on spells update, prevent problems
if (m_deathState != CORPSE)
break;
}
case ALIVE:
if (m_groupLootTimer && lootingGroupLowGUID)
{
Unit::Update(diff);
// creature can be dead after Unit::Update call
// CORPSE/DEAD state will processed at next tick (in other case death timer will be updated unexpectedly)
if (!IsAlive())
break;
// if creature is charmed, switch to charmed AI
if (NeedChangeAI)
if (m_groupLootTimer <= diff)
{
UpdateCharmAI();
NeedChangeAI = false;
IsAIEnabled = true;
Group* group = sGroupMgr->GetGroupByGUID(lootingGroupLowGUID);
if (group)
group->EndRoll(&loot, GetMap());
m_groupLootTimer = 0;
lootingGroupLowGUID = 0;
}
else
{
m_groupLootTimer -= diff;
}
}
else if (m_corpseRemoveTime <= GameTime::GetGameTime().count())
{
RemoveCorpse(false);
LOG_DEBUG("entities.unit", "Removing corpse... {} ", GetUInt32Value(OBJECT_FIELD_ENTRY));
}
break;
}
case ALIVE:
{
Unit::Update(diff);
// xinef: update combat state, if npc is not in combat - return to spawn correctly by calling EnterEvadeMode
SelectVictim();
// creature can be dead after Unit::Update call
// CORPSE/DEAD state will processed at next tick (in other case death timer will be updated unexpectedly)
if (!IsAlive())
break;
// if creature is charmed, switch to charmed AI
if (NeedChangeAI)
{
UpdateCharmAI();
NeedChangeAI = false;
IsAIEnabled = true;
// xinef: update combat state, if npc is not in combat - return to spawn correctly by calling EnterEvadeMode
SelectVictim();
}
// periodic check to see if the creature has passed an evade boundary
if (IsAIEnabled && !IsInEvadeMode() && IsEngaged())
{
if (diff >= m_boundaryCheckTime)
{
AI()->CheckInRoom();
m_boundaryCheckTime = 2500;
}
else
m_boundaryCheckTime -= diff;
}
Unit* owner = GetCharmerOrOwner();
if (IsCharmed() && !IsWithinDistInMap(owner, GetMap()->GetVisibilityRange(), true, false))
{
RemoveCharmAuras();
}
if (Unit* victim = GetVictim())
{
// If we are closer than 50% of the combat reach we are going to reposition the victim
if (diff >= m_moveBackwardsMovementTime)
{
float MaxRange = GetCollisionRadius() + GetVictim()->GetCollisionRadius();
if (IsInDist(victim, MaxRange))
AI()->MoveBackwardsChecks();
m_moveBackwardsMovementTime = urand(MOVE_BACKWARDS_CHECK_INTERVAL, MOVE_BACKWARDS_CHECK_INTERVAL * 3);
}
else
{
m_moveBackwardsMovementTime -= diff;
}
// periodic check to see if the creature has passed an evade boundary
if (IsAIEnabled && !IsInEvadeMode() && IsEngaged())
// Circling the target
if (diff >= m_moveCircleMovementTime)
{
if (diff >= m_boundaryCheckTime)
{
AI()->CheckInRoom();
m_boundaryCheckTime = 2500;
} else
m_boundaryCheckTime -= diff;
AI()->MoveCircleChecks();
m_moveCircleMovementTime = urand(MOVE_CIRCLE_CHECK_INTERVAL, MOVE_CIRCLE_CHECK_INTERVAL * 2);
}
Unit* owner = GetCharmerOrOwner();
if (IsCharmed() && !IsWithinDistInMap(owner, GetMap()->GetVisibilityRange(), true, false))
else
{
RemoveCharmAuras();
m_moveCircleMovementTime -= diff;
}
}
if (Unit *victim = GetVictim())
// Call for assistance if not disabled
if (m_assistanceTimer)
{
if (m_assistanceTimer <= diff)
{
// If we are closer than 50% of the combat reach we are going to reposition the victim
if (diff >= m_moveBackwardsMovementTime)
if (CanPeriodicallyCallForAssistance())
{
float MaxRange = GetCollisionRadius() + GetVictim()->GetCollisionRadius();
if (IsInDist(victim, MaxRange))
AI()->MoveBackwardsChecks();
m_moveBackwardsMovementTime = urand(MOVE_BACKWARDS_CHECK_INTERVAL, MOVE_BACKWARDS_CHECK_INTERVAL * 3);
}
else
{
m_moveBackwardsMovementTime -= diff;
}
// Circling the target
if (diff >= m_moveCircleMovementTime)
{
AI()->MoveCircleChecks();
m_moveCircleMovementTime = urand(MOVE_CIRCLE_CHECK_INTERVAL, MOVE_CIRCLE_CHECK_INTERVAL * 2);
}
else
{
m_moveCircleMovementTime -= diff;
SetNoCallAssistance(false);
CallAssistance();
}
m_assistanceTimer = sWorld->getIntConfig(CONFIG_CREATURE_FAMILY_ASSISTANCE_PERIOD);
}
// Call for assistance if not disabled
if (m_assistanceTimer)
else
{
if (m_assistanceTimer <= diff)
m_assistanceTimer -= diff;
}
}
if (!IsInEvadeMode() && IsAIEnabled)
{
// do not allow the AI to be changed during update
m_AI_locked = true;
i_AI->UpdateAI(diff);
m_AI_locked = false;
}
// creature can be dead after UpdateAI call
// CORPSE/DEAD state will processed at next tick (in other case death timer will be updated unexpectedly)
if (!IsAlive())
break;
m_regenTimer -= diff;
if (m_regenTimer <= 0)
{
if (!IsInEvadeMode())
{
// regenerate health if not in combat or if polymorphed)
if (!IsInCombat() || IsPolymorphed())
RegenerateHealth();
else if (IsNotReachableAndNeedRegen())
{
if (CanPeriodicallyCallForAssistance())
// regenerate health if cannot reach the target and the setting is set to do so.
// this allows to disable the health regen of raid bosses if pathfinding has issues for whatever reason
if (sWorld->getBoolConfig(CONFIG_REGEN_HP_CANNOT_REACH_TARGET_IN_RAID) || !GetMap()->IsRaid())
{
SetNoCallAssistance(false);
CallAssistance();
}
m_assistanceTimer = sWorld->getIntConfig(CONFIG_CREATURE_FAMILY_ASSISTANCE_PERIOD);
}
else
{
m_assistanceTimer -= diff;
}
}
if (!IsInEvadeMode() && IsAIEnabled)
{
// do not allow the AI to be changed during update
m_AI_locked = true;
i_AI->UpdateAI(diff);
m_AI_locked = false;
}
// creature can be dead after UpdateAI call
// CORPSE/DEAD state will processed at next tick (in other case death timer will be updated unexpectedly)
if (!IsAlive())
break;
m_regenTimer -= diff;
if (m_regenTimer <= 0)
{
if (!IsInEvadeMode())
{
// regenerate health if not in combat or if polymorphed)
if (!IsInCombat() || IsPolymorphed())
RegenerateHealth();
else if (IsNotReachableAndNeedRegen())
LOG_DEBUG("entities.unit", "RegenerateHealth() enabled because Creature cannot reach the target. Detail: {}", GetDebugInfo());
}
else
LOG_DEBUG("entities.unit", "RegenerateHealth() disabled even if the Creature cannot reach the target. Detail: {}", GetDebugInfo());
}
}
if (getPowerType() == POWER_ENERGY)
Regenerate(POWER_ENERGY);
else
Regenerate(POWER_MANA);
m_regenTimer += CREATURE_REGEN_INTERVAL;
}
if (CanNotReachTarget() && !IsInEvadeMode())
{
m_cannotReachTimer += diff;
if (m_cannotReachTimer >= (sWorld->getIntConfig(CONFIG_NPC_EVADE_IF_NOT_REACHABLE) * IN_MILLISECONDS))
{
Player* cannotReachPlayer = ObjectAccessor::GetPlayer(*this, m_cannotReachTarget);
if (cannotReachPlayer && IsEngagedBy(cannotReachPlayer) && IsAIEnabled && AI()->OnTeleportUnreacheablePlayer(cannotReachPlayer))
{
SetCannotReachTarget();
}
else if (!GetMap()->IsRaid())
{
auto EnterEvade = [&]()
{
// regenerate health if cannot reach the target and the setting is set to do so.
// this allows to disable the health regen of raid bosses if pathfinding has issues for whatever reason
if (sWorld->getBoolConfig(CONFIG_REGEN_HP_CANNOT_REACH_TARGET_IN_RAID) || !GetMap()->IsRaid())
if (CreatureAI* ai = AI())
{
RegenerateHealth();
LOG_DEBUG("entities.unit", "RegenerateHealth() enabled because Creature cannot reach the target. Detail: {}", GetDebugInfo());
ai->EnterEvadeMode(CreatureAI::EvadeReason::EVADE_REASON_NO_PATH);
}
};
if (GetThreatMgr().getThreatList().size() <= 1)
{
EnterEvade();
}
else
{
if (HostileReference* ref = GetThreatMgr().getOnlineContainer().getReferenceByTarget(m_cannotReachTarget))
{
ref->removeReference();
SetCannotReachTarget();
}
else
LOG_DEBUG("entities.unit", "RegenerateHealth() disabled even if the Creature cannot reach the target. Detail: {}", GetDebugInfo());
{
EnterEvade();
}
}
}
if (getPowerType() == POWER_ENERGY)
Regenerate(POWER_ENERGY);
else
Regenerate(POWER_MANA);
m_regenTimer += CREATURE_REGEN_INTERVAL;
}
if (CanNotReachTarget() && !IsInEvadeMode() && !GetMap()->IsRaid())
{
m_cannotReachTimer += diff;
if (IsNotReachable() && IsAIEnabled)
{
AI()->EnterEvadeMode();
}
}
break;
}
break;
}
default:
break;
}
@@ -883,6 +914,11 @@ void Creature::Regenerate(Powers power)
if (!HasUnitFlag2(UNIT_FLAG2_REGENERATE_POWER) && !GetOwnerGUID().IsPlayer())
return;
if (!m_regenPower)
{
return;
}
if (curValue >= maxValue)
return;
@@ -1020,7 +1056,7 @@ bool Creature::AIM_Initialize(CreatureAI* ai)
// Xinef: called in add to world
//Motion_Initialize();
i_AI = ai ? ai : FactorySelector::selectAI(this);
i_AI = ai ? ai : FactorySelector::SelectAI(this);
delete oldAI;
IsAIEnabled = true;
i_AI->InitializeAI();
@@ -1927,7 +1963,7 @@ void Creature::setDeathState(DeathState s, bool despawn)
SetFullHealth();
SetLootRecipient(nullptr);
ResetPlayerDamageReq();
SetCannotReachTarget(false);
SetCannotReachTarget();
CreatureTemplate const* cinfo = GetCreatureTemplate();
// Xinef: npc run by default
//SetWalk(true);
@@ -2861,7 +2897,7 @@ uint8 Creature::getLevelForTarget(WorldObject const* target) const
return uint8(level);
}
std::string Creature::GetAIName() const
std::string const& Creature::GetAIName() const
{
return sObjectMgr->GetCreatureTemplate(GetEntry())->AIName;
}
@@ -3468,7 +3504,24 @@ bool Creature::SetCannotReachTarget(bool cannotReach, bool isChase /*= true*/)
m_cannotReachTimer = 0;
if (cannotReach)
{
LOG_DEBUG("entities.unit", "Creature::SetCannotReachTarget() called with true. Details: {}", GetDebugInfo());
}
}
bool Creature::CanNotReachTarget() const
{
return m_cannotReachTarget;
}
bool Creature::IsNotReachableAndNeedRegen() const
{
if (CanNotReachTarget())
{
return m_cannotReachTimer >= (sWorld->getIntConfig(CONFIG_NPC_REGEN_TIME_IF_NOT_REACHABLE_IN_RAID) * IN_MILLISECONDS);
}
return false;
}
time_t Creature::GetLastDamagedTime() const

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@@ -198,7 +198,7 @@ public:
void SetDetectionDistance(float dist){ m_detectionDistance = dist; }
[[nodiscard]] CreatureAddon const* GetCreatureAddon() const;
[[nodiscard]] std::string GetAIName() const;
[[nodiscard]] std::string const& GetAIName() const;
[[nodiscard]] std::string GetScriptName() const;
[[nodiscard]] uint32 GetScriptId() const;
@@ -300,6 +300,7 @@ public:
bool isRegeneratingHealth() { return m_regenHealth; }
void SetRegeneratingHealth(bool c) { m_regenHealth = c; }
void SetRegeneratingPower(bool c) { m_regenPower = c; }
[[nodiscard]] virtual uint8 GetPetAutoSpellSize() const { return MAX_SPELL_CHARM; }
[[nodiscard]] virtual uint32 GetPetAutoSpellOnPos(uint8 pos) const
{
@@ -417,6 +418,7 @@ protected:
bool m_AlreadyCallAssistance;
bool m_AlreadySearchedAssistance;
bool m_regenHealth;
bool m_regenPower;
bool m_AI_locked;
SpellSchoolMask m_meleeDamageSchoolMask;
@@ -455,7 +457,7 @@ private:
mutable std::shared_ptr<time_t> _lastDamagedTime; // Part of Evade mechanics
bool m_cannotReachTarget;
ObjectGuid m_cannotReachTarget;
uint32 m_cannotReachTimer;
Spell const* _focusSpell; ///> Locks the target during spell cast for proper facing

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@@ -80,8 +80,7 @@ enum CreatureFlagsExtra : uint32
CREATURE_FLAG_EXTRA_HARD_RESET = 0x80000000,
// Masks
CREATURE_FLAG_EXTRA_UNUSED = (CREATURE_FLAG_EXTRA_UNUSED_12 | CREATURE_FLAG_EXTRA_UNUSED_26 |
CREATURE_FLAG_EXTRA_UNUSED_27 | CREATURE_FLAG_EXTRA_UNUSED_28), // SKIP
CREATURE_FLAG_EXTRA_UNUSED = (CREATURE_FLAG_EXTRA_UNUSED_12 | CREATURE_FLAG_EXTRA_UNUSED_26 | CREATURE_FLAG_EXTRA_UNUSED_27 | CREATURE_FLAG_EXTRA_UNUSED_28), // SKIP
CREATURE_FLAG_EXTRA_DB_ALLOWED = (0xFFFFFFFF & ~(CREATURE_FLAG_EXTRA_UNUSED | CREATURE_FLAG_EXTRA_DUNGEON_BOSS)) // SKIP
};

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@@ -381,3 +381,40 @@ void CreatureGroup::LeaderMoveTo(float x, float y, float z, bool run)
}
}
}
void CreatureGroup::RespawnFormation(bool force)
{
for (auto const& itr : m_members)
{
if (itr.first && !itr.first->IsAlive())
{
itr.first->Respawn(force);
}
}
}
bool CreatureGroup::IsFormationInCombat()
{
for (auto const& itr : m_members)
{
if (itr.first && itr.first->IsInCombat())
{
return true;
}
}
return false;
}
bool CreatureGroup::IsAnyMemberAlive()
{
for (auto const& itr : m_members)
{
if (itr.first && itr.first->IsAlive())
{
return true;
}
}
return false;
}

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@@ -109,6 +109,9 @@ public:
void LeaderMoveTo(float x, float y, float z, bool run);
void MemberEngagingTarget(Creature* member, Unit* target);
void MemberEvaded(Creature* member);
void RespawnFormation(bool force = false);
[[nodiscard]] bool IsFormationInCombat();
[[nodiscard]] bool IsAnyMemberAlive();
private:
Creature* m_leader; //Important do not forget sometimes to work with pointers instead synonims :D:D

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@@ -96,7 +96,7 @@ bool GameObject::AIM_Initialize()
return true;
}
std::string GameObject::GetAIName() const
std::string const& GameObject::GetAIName() const
{
return sObjectMgr->GetGameObjectTemplate(GetEntry())->AIName;
}

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@@ -1001,7 +1001,7 @@ public:
[[nodiscard]] virtual uint32 GetScriptId() const;
[[nodiscard]] GameObjectAI* AI() const { return m_AI; }
[[nodiscard]] std::string GetAIName() const;
[[nodiscard]] std::string const& GetAIName() const;
void SetDisplayId(uint32 displayid);
[[nodiscard]] uint32 GetDisplayId() const { return GetUInt32Value(GAMEOBJECT_DISPLAYID); }

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@@ -1154,7 +1154,9 @@ bool Guardian::InitStatsForLevel(uint8 petlevel)
{
// xinef: Glyph of Felguard, so ugly im crying... no appropriate spell
if (AuraEffect* aurEff = owner->GetAuraEffectDummy(SPELL_GLYPH_OF_FELGUARD))
SetModifierValue(UNIT_MOD_ATTACK_POWER, TOTAL_PCT, 1.0f + float(aurEff->GetAmount() / 100.0f));
{
HandleStatModifier(UNIT_MOD_ATTACK_POWER, TOTAL_PCT, aurEff->GetAmount(), true);
}
break;
}

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@@ -8911,7 +8911,7 @@ void Player::RemovePet(Pet* pet, PetSaveMode mode, bool returnreagent)
return;
}
if (returnreagent && (pet || m_temporaryUnsummonedPetNumber) && !InBattleground())
if (returnreagent && (pet || (m_temporaryUnsummonedPetNumber && (!m_session || !m_session->PlayerLogout()))) && !InBattleground())
{
//returning of reagents only for players, so best done here
uint32 spellId = pet ? pet->GetUInt32Value(UNIT_CREATED_BY_SPELL) : m_oldpetspell;
@@ -12573,8 +12573,13 @@ void Player::SetMover(Unit* target)
LOG_INFO("misc", "Player::SetMover (B2) - {}, {}, {}, {}, {}, {}, {}, {}", target->GetGUID().ToString(), target->GetMapId(), target->GetInstanceId(), target->FindMap()->GetId(), target->IsInWorld() ? 1 : 0, target->IsDuringRemoveFromWorld() ? 1 : 0, (target->ToPlayer() && target->ToPlayer()->IsBeingTeleported() ? 1 : 0), target->isBeingLoaded() ? 1 : 0);
}
m_mover->m_movedByPlayer = nullptr;
if (m_mover->GetTypeId() == TYPEID_UNIT)
m_mover->GetMotionMaster()->Initialize();
m_mover = target;
m_mover->m_movedByPlayer = this;
if (m_mover->GetTypeId() == TYPEID_UNIT)
m_mover->GetMotionMaster()->Initialize();
}
uint32 Player::GetCorpseReclaimDelay(bool pvp) const

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@@ -289,8 +289,8 @@ typedef std::list<PlayerCreateInfoItem> PlayerCreateInfoItems;
struct PlayerClassLevelInfo
{
PlayerClassLevelInfo() = default;
uint16 basehealth{0};
uint16 basemana{0};
uint32 basehealth{0};
uint32 basemana{0};
};
struct PlayerClassInfo
@@ -302,9 +302,12 @@ struct PlayerClassInfo
struct PlayerLevelInfo
{
PlayerLevelInfo() { for (unsigned char & stat : stats) stat = 0; }
PlayerLevelInfo()
{
stats.fill(0);
}
uint8 stats[MAX_STATS];
std::array<uint32, MAX_STATS> stats = { };
};
typedef std::list<uint32> PlayerCreateInfoSpells;
@@ -2732,7 +2735,7 @@ public:
ActionButtonList m_actionButtons;
float m_auraBaseMod[BASEMOD_END][MOD_END];
int16 m_baseRatingValue[MAX_COMBAT_RATING];
int32 m_baseRatingValue[MAX_COMBAT_RATING];
uint32 m_baseSpellPower;
uint32 m_baseFeralAP;
uint32 m_baseManaRegen;

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@@ -108,12 +108,11 @@ void Player::_SavePlayerSettings(CharacterDatabaseTransaction trans)
void Player::UpdatePlayerSetting(std::string source, uint8 index, uint32 value)
{
auto itr = m_charSettingsMap.find(source);
uint8 size = index + 1;
if (itr == m_charSettingsMap.end())
{
// Settings not found, initialize a new entry.
uint8 size = index ? index : index + 1;
PlayerSettingVector setting;
setting.resize(size);
@@ -129,6 +128,10 @@ void Player::UpdatePlayerSetting(std::string source, uint8 index, uint32 value)
}
else
{
if (size > itr->second.size())
{
itr->second.resize(size);
}
itr->second[index].value = value;
}
}

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@@ -34,20 +34,13 @@ Totem::Totem(SummonPropertiesEntry const* properties, ObjectGuid owner) : Minion
void Totem::Update(uint32 time)
{
Unit* owner = GetOwner();
if (!owner || !owner->IsAlive() || !IsAlive())
if (!owner || !owner->IsAlive() || !IsAlive() || m_duration <= time)
{
UnSummon(); // remove self
return;
}
if (m_duration <= time)
{
UnSummon(); // remove self
return;
}
else
m_duration -= time;
m_duration -= time;
Creature::Update(time);
}

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@@ -1034,7 +1034,14 @@ uint32 Unit::DealDamage(Unit* attacker, Unit* victim, uint32 damage, CleanDamage
victim->ToCreature()->SetLastDamagedTime(GameTime::GetGameTime().count() + MAX_AGGRO_RESET_TIME);
if (attacker)
{
if (spellProto && !victim->IsInCombatWith(attacker))
{
victim->CombatStart(attacker, !(spellProto->AttributesEx3 & SPELL_ATTR3_SUPRESS_TARGET_PROCS));
}
victim->AddThreat(attacker, float(damage), damageSchoolMask, spellProto);
}
}
else // victim is a player
{
@@ -8921,6 +8928,15 @@ bool Unit::HandleProcTriggerSpell(Unit* victim, uint32 damage, AuraEffect* trigg
// Lightning Shield (overwrite non existing triggered spell call in spell.dbc
if (auraSpellInfo->SpellFamilyFlags[0] & 0x400)
{
// Do not proc off from self-casted items
if (Spell const* spell = eventInfo.GetProcSpell())
{
if (spell->m_castItemGUID && victim->GetGUID() == GetGUID())
{
return false;
}
}
trigger_spell_id = sSpellMgr->GetSpellWithRank(26364, auraSpellInfo->GetRank());
}
// Nature's Guardian