fix(Core/Spells): Improvements to Far Sight spell: (#11683)

* fix(Core/Spells): Improvements to Far Sight spell:

Far Sight should not interrupt while casting another spell.
Corrected setting Far Sight object as an active object.
Fixed grid activation range for active dynamic objects.
When Far Sight is over, the camera be reset to player.
Enable swapping camera between Far Sight and Sentry Totem.
Fixes #6368

* Update.

* Update.
This commit is contained in:
UltraNix
2022-05-23 09:26:51 +02:00
committed by GitHub
parent 0c209dae75
commit 99f1cd84e2
12 changed files with 127 additions and 39 deletions

View File

@@ -15,6 +15,7 @@
* with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "SpellAuraEffects.h"
#include "GameTime.h"
#include "GridNotifiers.h"
#include "GridNotifiersImpl.h"
@@ -26,7 +27,7 @@
#include "World.h"
DynamicObject::DynamicObject(bool isWorldObject) : WorldObject(isWorldObject), MovableMapObject(),
_aura(nullptr), _removedAura(nullptr), _caster(nullptr), _duration(0), _isViewpoint(false)
_aura(nullptr), _removedAura(nullptr), _caster(nullptr), _duration(0), _isViewpoint(false), _updateViewerVisibilityTimer(0)
{
m_objectType |= TYPEMASK_DYNAMICOBJECT;
m_objectTypeId = TYPEID_DYNAMICOBJECT;
@@ -125,15 +126,17 @@ bool DynamicObject::CreateDynamicObject(ObjectGuid::LowType guidlow, Unit* caste
SetFloatValue(DYNAMICOBJECT_RADIUS, radius);
SetUInt32Value(DYNAMICOBJECT_CASTTIME, GameTime::GetGameTimeMS().count());
if (IsWorldObject())
setActive(true); //must before add to map to be put in world container
if (!GetMap()->AddToMap(this, true))
{
// Returning false will cause the object to be deleted - remove from transport
return false;
}
if (IsWorldObject())
{
setActive(true);
}
return true;
}
@@ -165,7 +168,22 @@ void DynamicObject::Update(uint32 p_time)
if (expired)
Remove();
else
{
if (_updateViewerVisibilityTimer)
{
if (_updateViewerVisibilityTimer <= p_time)
{
_updateViewerVisibilityTimer = 0;
if (Player* playerCaster = _caster->ToPlayer())
playerCaster->UpdateVisibilityForPlayer();
}
else
_updateViewerVisibilityTimer -= p_time;
}
sScriptMgr->OnDynamicObjectUpdate(this, p_time);
}
}
void DynamicObject::Remove()
@@ -214,13 +232,22 @@ void DynamicObject::RemoveAura()
_removedAura->_Remove(AURA_REMOVE_BY_DEFAULT);
}
void DynamicObject::SetCasterViewpoint()
void DynamicObject::SetCasterViewpoint(bool updateViewerVisibility)
{
if (Player* caster = _caster->ToPlayer())
{
// Remove old farsight viewpoint
if (Unit* farsightObject = ObjectAccessor::GetUnit(*caster, caster->GetGuidValue(PLAYER_FARSIGHT)))
{
_oldFarsightGUID = caster->GetGuidValue(PLAYER_FARSIGHT);
caster->SetViewpoint(farsightObject, false);
}
caster->SetViewpoint(this, true);
_isViewpoint = true;
}
_updateViewerVisibilityTimer = updateViewerVisibility ? 100 : 0;
}
void DynamicObject::RemoveCasterViewpoint()
@@ -229,6 +256,13 @@ void DynamicObject::RemoveCasterViewpoint()
{
caster->SetViewpoint(this, false);
_isViewpoint = false;
// Restore prev farsight viewpoint
if (Unit* farsightObject = ObjectAccessor::GetUnit(*caster, _oldFarsightGUID))
{
caster->SetViewpoint(farsightObject, true);
}
_oldFarsightGUID.Clear();
}
}

View File

@@ -50,7 +50,7 @@ public:
void Delay(int32 delaytime);
void SetAura(Aura* aura);
void RemoveAura();
void SetCasterViewpoint();
void SetCasterViewpoint(bool updateViewerVisibility);
void RemoveCasterViewpoint();
[[nodiscard]] Unit* GetCaster() const { return _caster; }
void BindToCaster();
@@ -60,11 +60,15 @@ public:
[[nodiscard]] float GetRadius() const { return GetFloatValue(DYNAMICOBJECT_RADIUS); }
[[nodiscard]] bool IsViewpoint() const { return _isViewpoint; }
ObjectGuid const& GetOldFarsightGUID() const { return _oldFarsightGUID; }
protected:
Aura* _aura;
Aura* _removedAura;
Unit* _caster;
int32 _duration; // for non-aura dynobjects
bool _isViewpoint;
uint32 _updateViewerVisibilityTimer;
ObjectGuid _oldFarsightGUID;
};
#endif