feat(Core/Spells): Implement OnSpellCastFinished hook (#22941)

Co-authored-by: Ovahlord <dreadkiller@gmx.de>
This commit is contained in:
Andrew
2025-09-19 04:52:22 -03:00
committed by GitHub
parent d58d8692b1
commit b09609e47d
4 changed files with 24 additions and 0 deletions

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@@ -29,6 +29,7 @@ class Unit;
class Creature;
class Player;
class SpellInfo;
enum SpellFinishReason : uint8;
typedef std::vector<AreaBoundary const*> CreatureBoundary;
@@ -146,6 +147,9 @@ public:
// Called when spell hits a target
virtual void SpellHitTarget(Unit* /*target*/, SpellInfo const* /*spell*/) {}
// Called when a spell either finishes, interrupts or cancels a spell cast
virtual void OnSpellCastFinished(SpellInfo const* /*spell*/, SpellFinishReason /*reason*/) {}
// Called when the creature is target of hostile action: swing, hostile spell landed, fear/etc)
virtual void AttackedBy(Unit* /*attacker*/) {}
virtual bool IsEscorted() { return false; }

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@@ -4138,6 +4138,9 @@ void Unit::InterruptSpell(CurrentSpellTypes spellType, bool withDelayed, bool wi
if (ai->CanChaseOnInterrupt())
ai->SetCombatMove(true);
}
if (IsCreature() && IsAIEnabled)
ToCreature()->AI()->OnSpellCastFinished(spell->GetSpellInfo(), SPELL_FINISHED_CANCELED);
}
}

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@@ -4112,6 +4112,11 @@ void Spell::_cast(bool skipCheck)
sScriptMgr->OnSpellCast(this, m_caster, m_spellInfo, skipCheck);
SetExecutedCurrently(false);
// Call CreatureAI hook OnSpellCastFinished
if (Creature* caster = m_originalCaster->ToCreature())
if (caster->IsAIEnabled)
caster->AI()->OnSpellCastFinished(GetSpellInfo(), SPELL_FINISHED_SUCCESSFUL_CAST);
}
void Spell::handle_immediate()
@@ -4463,6 +4468,11 @@ void Spell::update(uint32 difftime)
SendChannelUpdate(0);
finish();
// We call the hook here instead of in Spell::finish because we only want to call it for completed channeling. Everything else is handled by interrupts
if (Creature* creatureCaster = m_caster->ToCreature())
if (creatureCaster->IsAIEnabled)
creatureCaster->AI()->OnSpellCastFinished(m_spellInfo, SPELL_FINISHED_CHANNELING_COMPLETE);
}
// Xinef: Dont update channeled target list on last tick, allow auras to update duration properly
// Xinef: Added this strange check because of diffrent update routines for players / creatures

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@@ -92,6 +92,13 @@ enum SpellRangeFlag
SPELL_RANGE_RANGED = 2, //hunter range and ranged weapon
};
enum SpellFinishReason : uint8
{
SPELL_FINISHED_SUCCESSFUL_CAST = 0, // spell has sucessfully launched
SPELL_FINISHED_CANCELED = 1, // spell has been canceled (interrupts)
SPELL_FINISHED_CHANNELING_COMPLETE = 2 // spell channeling has been finished
};
struct SpellDestination
{
SpellDestination();