feat(Core/Unit): New helper IsClass and script hook OnPlayerIsClass (#18243)

* Class Comparison Logic Encapsulation - Parity

* Add Context to IsClass

* Add Unit IsClass script hook

* Replace additional getClass with IsClass

* Update CanUseItem to replace getClass with IsClass

* Add separate context for pet vs ability

* Change Create to Init since not all referenced contexts are creation

* Align spacing in ClassContext

* Drop context on LFGManager max power

* Update IsClass context that wraps around Missle Barrage

* Rename context for swapping weapons

* Be more specific than CLASS_CONTEXT_TALENT

* Remove duplicate context

* Moved IsClass Hook to Player

* Removed unused parameter in virtual base function

* Added maybe_unused to IsClass virtual in order to compile

To match the override signature, the virtual base needs to include the parameter in question, so using [maybe_unused] to signal to the compiler to allow it

* Remove extra blank line

* Add ABILITY_REACTIVE context

* Add context for PET_CHARM

* Remove explicit nullopt check per review

* Code Readability - Change if to if else in pet

Due to the return pattern, this doesn't change functionality in any way

* Add OnPlayer to disambiguate

---------

Co-authored-by: NathanHandley <nathanhandley@protonmail.com>
This commit is contained in:
Nathan Handley
2024-02-10 09:25:00 -06:00
committed by GitHub
parent c47c945aa4
commit df33a57b78
33 changed files with 344 additions and 280 deletions

View File

@@ -2027,7 +2027,7 @@ void AuraEffect::HandleAuraModShapeshift(AuraApplication const* aurApp, uint8 mo
if (!target->HasAuraType(SPELL_AURA_MOD_SHAPESHIFT))
{
target->SetShapeshiftForm(FORM_NONE);
if (target->getClass() == CLASS_DRUID)
if (target->IsClass(CLASS_DRUID, CLASS_CONTEXT_ABILITY))
{
target->setPowerType(POWER_MANA);
// Remove movement impairing effects also when shifting out
@@ -2106,7 +2106,7 @@ void AuraEffect::HandleAuraModShapeshift(AuraApplication const* aurApp, uint8 mo
if (target->GetTypeId() == TYPEID_PLAYER)
target->ToPlayer()->InitDataForForm();
if (target->getClass() == CLASS_DRUID)
if (target->IsClass(CLASS_DRUID, CLASS_CONTEXT_ABILITY))
{
// Dash
if (AuraEffect* aurEff = target->GetAuraEffect(SPELL_AURA_MOD_INCREASE_SPEED, SPELLFAMILY_DRUID, 0, 0, 0x8))
@@ -6038,7 +6038,7 @@ void AuraEffect::HandleAuraConvertRune(AuraApplication const* aurApp, uint8 mode
Player* player = target->ToPlayer();
if (player->getClass() != CLASS_DEATH_KNIGHT)
if (!player->IsClass(CLASS_DEATH_KNIGHT, CLASS_CONTEXT_ABILITY))
return;
uint32 runes = m_amount;
@@ -6310,7 +6310,7 @@ void AuraEffect::HandlePeriodicDummyAuraTick(Unit* target, Unit* caster) const
{
if (target->GetTypeId() != TYPEID_PLAYER)
return;
if (target->ToPlayer()->getClass() != CLASS_DEATH_KNIGHT)
if (!target->ToPlayer()->IsClass(CLASS_DEATH_KNIGHT, CLASS_CONTEXT_ABILITY))
return;
// timer expired - remove death runes