Merge branch 'master' into Playerbot

This commit is contained in:
Yunfan Li
2024-12-13 18:51:37 +08:00
48 changed files with 1584 additions and 64 deletions

View File

@@ -446,6 +446,8 @@ bool GameObject::Create(ObjectGuid::LowType guidlow, uint32 name_id, Map* map, u
void GameObject::Update(uint32 diff)
{
WorldObject::Update(diff);
if (AI())
AI()->UpdateAI(diff);
else if (!AIM_Initialize())

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@@ -1050,7 +1050,7 @@ void MovementInfo::OutDebug()
WorldObject::WorldObject(bool isWorldObject) : WorldLocation(),
LastUsedScriptID(0), m_name(""), m_isActive(false), m_visibilityDistanceOverride(), m_isWorldObject(isWorldObject), m_zoneScript(nullptr),
_zoneId(0), _areaId(0), _floorZ(INVALID_HEIGHT), _outdoors(false), _liquidData(), _updatePositionData(false), m_transport(nullptr),
m_currMap(nullptr), m_InstanceId(0), m_phaseMask(PHASEMASK_NORMAL), m_useCombinedPhases(true), m_notifyflags(0), m_executed_notifies(0)
m_currMap(nullptr), _heartbeatTimer(HEARTBEAT_INTERVAL), m_InstanceId(0), m_phaseMask(PHASEMASK_NORMAL), m_useCombinedPhases(true), m_notifyflags(0), m_executed_notifies(0)
{
m_serverSideVisibility.SetValue(SERVERSIDE_VISIBILITY_GHOST, GHOST_VISIBILITY_ALIVE | GHOST_VISIBILITY_GHOST);
m_serverSideVisibilityDetect.SetValue(SERVERSIDE_VISIBILITY_GHOST, GHOST_VISIBILITY_ALIVE);
@@ -1058,9 +1058,18 @@ WorldObject::WorldObject(bool isWorldObject) : WorldLocation(),
sScriptMgr->OnWorldObjectCreate(this);
}
void WorldObject::Update(uint32 time_diff)
void WorldObject::Update(uint32 diff)
{
sScriptMgr->OnWorldObjectUpdate(this, time_diff);
m_Events.Update(diff);
_heartbeatTimer -= Milliseconds(diff);
while (_heartbeatTimer <= 0ms)
{
_heartbeatTimer += HEARTBEAT_INTERVAL;
Heartbeat();
}
sScriptMgr->OnWorldObjectUpdate(this, diff);
}
void WorldObject::SetWorldObject(bool on)
@@ -1134,6 +1143,8 @@ void WorldObject::CleanupsBeforeDelete(bool /*finalCleanup*/)
{
if (IsInWorld())
RemoveFromWorld();
m_Events.KillAllEvents(false); // non-delatable (currently cast spells) will not deleted now but it will deleted at call in Map::RemoveAllObjectsInRemoveList
}
void WorldObject::_Create(ObjectGuid::LowType guidlow, HighGuid guidhigh, uint32 phaseMask)

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@@ -20,6 +20,7 @@
#include "Common.h"
#include "DataMap.h"
#include "EventProcessor.h"
#include "G3D/Vector3.h"
#include "GridDefines.h"
#include "GridReference.h"
@@ -96,6 +97,8 @@ struct PositionFullTerrainStatus;
typedef std::unordered_map<Player*, UpdateData> UpdateDataMapType;
typedef GuidUnorderedSet UpdatePlayerSet;
static constexpr Milliseconds HEARTBEAT_INTERVAL = 5s + 200ms;
class Object
{
public:
@@ -220,6 +223,8 @@ public:
[[nodiscard]] inline bool IsItem() const { return GetTypeId() == TYPEID_ITEM; }
virtual void Heartbeat() {}
virtual std::string GetDebugInfo() const;
DataMap CustomData;
@@ -408,7 +413,7 @@ protected:
public:
~WorldObject() override;
virtual void Update(uint32 /*time_diff*/);
virtual void Update(uint32 diff);
void _Create(ObjectGuid::LowType guidlow, HighGuid guidhigh, uint32 phaseMask);
@@ -632,7 +637,9 @@ public:
std::string GetDebugInfo() const override;
// Event handler
ElunaEventProcessor* elunaEvents;
EventProcessor m_Events;
protected:
std::string m_name;
@@ -666,7 +673,7 @@ protected:
virtual bool IsAlwaysDetectableFor(WorldObject const* /*seer*/) const { return false; }
private:
Map* m_currMap; //current object's Map location
Milliseconds _heartbeatTimer;
//uint32 m_mapId; // object at map with map_id
uint32 m_InstanceId; // in map copy with instance id
uint32 m_phaseMask; // in area phase state

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@@ -1026,6 +1026,9 @@ void Player::setDeathState(DeathState s, bool /*despawn = false*/)
return;
}
// clear all pending spell cast requests when dying
SpellQueue.clear();
// drunken state is cleared on death
SetDrunkValue(0);
// lost combo points at any target (targeted combo points clear in Unit::setDeathState)
@@ -1889,8 +1892,27 @@ void Player::Regenerate(Powers power)
}
}
break;
case POWER_ENERGY: // Regenerate energy (rogue)
addvalue += 0.01f * m_regenTimer * sWorld->getRate(RATE_POWER_ENERGY);
case POWER_ENERGY:
{
float baseRegenRate = 10.0f * sWorld->getRate(RATE_POWER_ENERGY);
float hasteModifier = 1.0f;
// Apply Vitality
if (HasAura(61329))
hasteModifier += 0.25f;
// Apply Overkill
if (HasAura(58426))
hasteModifier += 0.30f;
// Apply Adrenaline Rush
if (HasAura(13750))
hasteModifier += 1.0f;
float adjustedRegenRate = baseRegenRate * hasteModifier;
addvalue += adjustedRegenRate * 0.001f * m_regenTimer;
}
break;
case POWER_RUNIC_POWER:
{

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@@ -1050,6 +1050,18 @@ struct EntryPointData
[[nodiscard]] bool HasTaxiPath() const { return taxiPath[0] && taxiPath[1]; }
};
struct PendingSpellCastRequest
{
uint32 spellId;
uint32 category;
WorldPacket requestPacket;
bool isItem = false;
bool cancelInProgress = false;
PendingSpellCastRequest(uint32 spellId, uint32 category, WorldPacket&& packet, bool item = false, bool cancel = false)
: spellId(spellId), category(category), requestPacket(std::move(packet)), isItem(item) , cancelInProgress(cancel) {}
};
class Player : public Unit, public GridObject<Player>
{
friend class WorldSession;
@@ -2608,7 +2620,21 @@ public:
std::string GetDebugInfo() const override;
protected:
/*********************************************************/
/*** SPELL QUEUE SYSTEM ***/
/*********************************************************/
protected:
uint32 GetSpellQueueWindow() const;
void ProcessSpellQueue();
public:
std::deque<PendingSpellCastRequest> SpellQueue;
const PendingSpellCastRequest* GetCastRequest(uint32 category) const;
bool CanExecutePendingSpellCastRequest(SpellInfo const* spellInfo);
void ExecuteOrCancelSpellCastRequest(PendingSpellCastRequest* castRequest, bool isCancel = false);
bool CanRequestSpellCast(SpellInfo const* spellInfo);
protected:
// Gamemaster whisper whitelist
WhisperListContainer WhisperList;

View File

@@ -79,6 +79,7 @@ void Player::Update(uint32 p_time)
// used to implement delayed far teleports
SetMustDelayTeleport(true);
ProcessSpellQueue();
Unit::Update(p_time);
SetMustDelayTeleport(false);
@@ -2256,3 +2257,89 @@ void Player::ProcessTerrainStatusUpdate()
else
m_MirrorTimerFlags &= ~(UNDERWATER_INWATER | UNDERWATER_INLAVA | UNDERWATER_INSLIME | UNDERWATER_INDARKWATER);
}
uint32 Player::GetSpellQueueWindow() const
{
return sWorld->getIntConfig(CONFIG_SPELL_QUEUE_WINDOW);
}
bool Player::CanExecutePendingSpellCastRequest(SpellInfo const* spellInfo)
{
if (GetGlobalCooldownMgr().HasGlobalCooldown(spellInfo))
return false;
if (GetSpellCooldownDelay(spellInfo->Id) > GetSpellQueueWindow())
return false;
for (CurrentSpellTypes spellSlot : {CURRENT_MELEE_SPELL, CURRENT_GENERIC_SPELL})
if (Spell* spell = GetCurrentSpell(spellSlot))
{
bool autoshot = spell->m_spellInfo->IsAutoRepeatRangedSpell();
if (IsNonMeleeSpellCast(false, true, true, autoshot))
return false;
}
return true;
}
const PendingSpellCastRequest* Player::GetCastRequest(uint32 category) const
{
for (const PendingSpellCastRequest& request : SpellQueue)
if (request.category == category)
return &request;
return nullptr;
}
bool Player::CanRequestSpellCast(SpellInfo const* spellInfo)
{
if (!sWorld->getBoolConfig(CONFIG_SPELL_QUEUE_ENABLED))
return false;
// Check for existing cast request with the same category
if (GetCastRequest(spellInfo->StartRecoveryCategory))
return false;
if (GetGlobalCooldownMgr().GetGlobalCooldown(spellInfo) > GetSpellQueueWindow())
return false;
if (GetSpellCooldownDelay(spellInfo->Id) > GetSpellQueueWindow())
return false;
// If there is an existing cast that will last longer than the allowable
// spell queue window, then we can't request a new spell cast
for (CurrentSpellTypes spellSlot : { CURRENT_MELEE_SPELL, CURRENT_GENERIC_SPELL })
if (Spell* spell = GetCurrentSpell(spellSlot))
if (spell->GetCastTimeRemaining() > static_cast<int32>(GetSpellQueueWindow()))
return false;
return true;
}
void Player::ExecuteOrCancelSpellCastRequest(PendingSpellCastRequest* request, bool isCancel /* = false*/)
{
if (isCancel)
request->cancelInProgress = true;
if (WorldSession* session = GetSession())
{
if (request->isItem)
session->HandleUseItemOpcode(request->requestPacket);
else
session->HandleCastSpellOpcode(request->requestPacket);
}
}
void Player::ProcessSpellQueue()
{
while (!SpellQueue.empty())
{
PendingSpellCastRequest& request = SpellQueue.front(); // Peek at the first spell
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(request.spellId);
if (CanExecutePendingSpellCastRequest(spellInfo))
{
ExecuteOrCancelSpellCastRequest(&request);
SpellQueue.pop_front(); // Remove from the queue
}
else // If the first spell can't execute, stop processing
break;
}
}

View File

@@ -400,6 +400,22 @@ bool GlobalCooldownMgr::HasGlobalCooldown(SpellInfo const* spellInfo) const
return itr != m_GlobalCooldowns.end() && itr->second.duration && getMSTimeDiff(itr->second.cast_time, GameTime::GetGameTimeMS().count()) < itr->second.duration;
}
uint32 GlobalCooldownMgr::GetGlobalCooldown(SpellInfo const* spellInfo) const
{
if (!spellInfo)
return 0;
auto itr = m_GlobalCooldowns.find(spellInfo->StartRecoveryCategory);
if (itr == m_GlobalCooldowns.end() || itr->second.duration == 0)
return 0;
uint32 start = itr->second.cast_time;
uint32 delay = itr->second.duration;
uint32 now = getMSTime();
return (start + delay > now) ? (start + delay) - now : 0;
}
void GlobalCooldownMgr::AddGlobalCooldown(SpellInfo const* spellInfo, uint32 gcd)
{
m_GlobalCooldowns[spellInfo->StartRecoveryCategory] = GlobalCooldown(gcd, GameTime::GetGameTimeMS().count());

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@@ -83,6 +83,7 @@ public:
public:
bool HasGlobalCooldown(SpellInfo const* spellInfo) const;
uint32 GetGlobalCooldown(SpellInfo const* spellInfo) const;
void AddGlobalCooldown(SpellInfo const* spellInfo, uint32 gcd);
void CancelGlobalCooldown(SpellInfo const* spellInfo);

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@@ -386,7 +386,7 @@ void Unit::Update(uint32 p_time)
// WARNING! Order of execution here is important, do not change.
// Spells must be processed with event system BEFORE they go to _UpdateSpells.
// Or else we may have some SPELL_STATE_FINISHED spells stalled in pointers, that is bad.
m_Events.Update(p_time);
WorldObject::Update(p_time);
if (!IsInWorld())
return;
@@ -15777,7 +15777,6 @@ void Unit::CleanupBeforeRemoveFromMap(bool finalCleanup)
if (finalCleanup)
m_cleanupDone = true;
m_Events.KillAllEvents(false); // non-delatable (currently casted spells) will not deleted now but it will deleted at call in Map::RemoveAllObjectsInRemoveList
CombatStop();
ClearComboPoints();
ClearComboPointHolders();

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@@ -1958,9 +1958,6 @@ public:
float m_threatModifier[MAX_SPELL_SCHOOL];
float m_modAttackSpeedPct[3];
// Event handler
EventProcessor m_Events;
SpellImmuneList m_spellImmune[MAX_SPELL_IMMUNITY];
uint32 m_lastSanctuaryTime;