mirror of
https://github.com/mod-playerbots/azerothcore-wotlk.git
synced 2026-01-19 03:45:43 +00:00
refactor(Core/Spells): Add helpers for HasAuraType (#20802)
This commit is contained in:
@@ -268,7 +268,7 @@ public:
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Map::PlayerList const& playerList = me->GetMap()->GetPlayers();
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for(Map::PlayerList::const_iterator itr = playerList.begin(); itr != playerList.end(); ++itr)
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if (Player* player = itr->GetSource())
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if (!player->IsGameMaster() && player->IsAlive() && me->GetHomePosition().GetExactDist2d(player) < 52.0f && me->IsWithinLOSInMap(player) && !player->HasAuraType(SPELL_AURA_MOD_INVISIBILITY) && !player->HasAuraType(SPELL_AURA_MOD_STEALTH) && !player->HasAuraType(SPELL_AURA_MOD_UNATTACKABLE))
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if (!player->IsGameMaster() && player->IsAlive() && me->GetHomePosition().GetExactDist2d(player) < 52.0f && me->IsWithinLOSInMap(player) && !player->HasInvisibilityAura() && !player->HasStealthAura() && !player->HasUnattackableAura())
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return true;
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return false;
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}
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@@ -146,7 +146,7 @@ struct boss_faction_championsAI : public ScriptedAI
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{
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// check for stun, fear, etc.
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// for casting, silence, disarm check individually in the ai
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if (me->isFeared() || me->isFrozen() || me->HasUnitState(UNIT_STATE_STUNNED) || me->HasUnitState(UNIT_STATE_CONFUSED))
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if (me->HasFearAura() || me->isFrozen() || me->HasUnitState(UNIT_STATE_STUNNED) || me->HasUnitState(UNIT_STATE_CONFUSED))
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{
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if (!IsHeroic())
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return true;
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@@ -831,7 +831,7 @@ class spell_valkyr_touch_aura : public AuraScript
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Map::PlayerList const& pl = caster->GetMap()->GetPlayers();
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for( Map::PlayerList::const_iterator itr = pl.begin(); itr != pl.end(); ++itr )
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if (Player* plr = itr->GetSource())
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if (plr->IsAlive() && !plr->HasAura(excludedID) && !plr->HasAuraType(SPELL_AURA_SPIRIT_OF_REDEMPTION))
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if (plr->IsAlive() && !plr->HasAura(excludedID) && !plr->HasSpiritOfRedemptionAura())
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{
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uint32 absorb = 0;
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uint32 resist = 0;
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@@ -957,7 +957,7 @@ public:
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events.Update(diff);
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if (me->HasUnitState(UNIT_STATE_CASTING) || me->isFeared() || me->IsCharmed() || me->isFrozen() || me->HasUnitState(UNIT_STATE_STUNNED) || me->HasUnitState(UNIT_STATE_CONFUSED))
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if (me->HasUnitState(UNIT_STATE_CASTING) || me->HasFearAura() || me->IsCharmed() || me->isFrozen() || me->HasUnitState(UNIT_STATE_STUNNED) || me->HasUnitState(UNIT_STATE_CONFUSED))
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return;
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switch (events.ExecuteEvent())
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@@ -1065,7 +1065,7 @@ public:
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events.Update(diff);
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if (me->HasUnitState(UNIT_STATE_CASTING) || me->isFeared() || me->IsCharmed() || me->isFrozen() || me->HasUnitState(UNIT_STATE_STUNNED) || me->HasUnitState(UNIT_STATE_CONFUSED))
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if (me->HasUnitState(UNIT_STATE_CASTING) || me->HasFearAura() || me->IsCharmed() || me->isFrozen() || me->HasUnitState(UNIT_STATE_STUNNED) || me->HasUnitState(UNIT_STATE_CONFUSED))
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return;
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switch (events.ExecuteEvent())
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@@ -1219,7 +1219,7 @@ public:
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events.Update(diff);
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if (me->HasUnitState(UNIT_STATE_CASTING) || me->isFeared() || me->IsCharmed() || me->isFrozen() || me->HasUnitState(UNIT_STATE_STUNNED) || me->HasUnitState(UNIT_STATE_CONFUSED))
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if (me->HasUnitState(UNIT_STATE_CASTING) || me->HasFearAura() || me->IsCharmed() || me->isFrozen() || me->HasUnitState(UNIT_STATE_STUNNED) || me->HasUnitState(UNIT_STATE_CONFUSED))
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return;
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switch (events.ExecuteEvent())
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@@ -1324,7 +1324,7 @@ public:
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events.Update(diff);
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if (me->HasUnitState(UNIT_STATE_CASTING) || me->isFeared() || me->IsCharmed() || me->isFrozen() || me->HasUnitState(UNIT_STATE_STUNNED) || me->HasUnitState(UNIT_STATE_CONFUSED))
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if (me->HasUnitState(UNIT_STATE_CASTING) || me->HasFearAura() || me->IsCharmed() || me->isFrozen() || me->HasUnitState(UNIT_STATE_STUNNED) || me->HasUnitState(UNIT_STATE_CONFUSED))
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return;
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switch (events.ExecuteEvent())
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@@ -1418,7 +1418,7 @@ public:
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events.Update(diff);
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if (me->HasUnitState(UNIT_STATE_CASTING) || me->isFeared() || me->IsCharmed() || me->isFrozen() || me->HasUnitState(UNIT_STATE_STUNNED) || me->HasUnitState(UNIT_STATE_CONFUSED))
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if (me->HasUnitState(UNIT_STATE_CASTING) || me->HasFearAura() || me->IsCharmed() || me->isFrozen() || me->HasUnitState(UNIT_STATE_STUNNED) || me->HasUnitState(UNIT_STATE_CONFUSED))
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return;
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switch (events.ExecuteEvent())
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@@ -2152,7 +2152,7 @@ public:
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if (!UpdateVictim())
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return;
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if (me->HasUnitState(UNIT_STATE_CASTING) || me->isFeared() || me->IsCharmed() || me->isFrozen() || me->HasUnitState(UNIT_STATE_STUNNED) || me->HasUnitState(UNIT_STATE_CONFUSED))
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if (me->HasUnitState(UNIT_STATE_CASTING) || me->HasFearAura() || me->IsCharmed() || me->isFrozen() || me->HasUnitState(UNIT_STATE_STUNNED) || me->HasUnitState(UNIT_STATE_CONFUSED))
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return;
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if (!leaped)
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@@ -2211,7 +2211,7 @@ public:
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events.Update(diff);
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if (me->HasUnitState(UNIT_STATE_CASTING) || me->isFeared() || me->IsCharmed() || me->isFrozen() || me->HasUnitState(UNIT_STATE_STUNNED) || me->HasUnitState(UNIT_STATE_CONFUSED))
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if (me->HasUnitState(UNIT_STATE_CASTING) || me->HasFearAura() || me->IsCharmed() || me->isFrozen() || me->HasUnitState(UNIT_STATE_STUNNED) || me->HasUnitState(UNIT_STATE_CONFUSED))
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return;
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switch (events.ExecuteEvent())
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@@ -2280,7 +2280,7 @@ public:
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events.Update(diff);
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if (me->HasUnitState(UNIT_STATE_CASTING) || me->isFeared() || me->IsCharmed() || me->isFrozen() || me->HasUnitState(UNIT_STATE_STUNNED) || me->HasUnitState(UNIT_STATE_CONFUSED))
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if (me->HasUnitState(UNIT_STATE_CASTING) || me->HasFearAura() || me->IsCharmed() || me->isFrozen() || me->HasUnitState(UNIT_STATE_STUNNED) || me->HasUnitState(UNIT_STATE_CONFUSED))
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return;
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switch (events.ExecuteEvent())
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@@ -443,7 +443,7 @@ public:
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{
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if (Unit* trapped = summ->GetSummonerUnit())
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{
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if (!trapped->IsOnVehicle(me) || !trapped->IsAlive() || !me->GetInstanceScript() || me->GetInstanceScript()->GetBossState(DATA_LORD_MARROWGAR) != IN_PROGRESS || trapped->HasAuraType(SPELL_AURA_SPIRIT_OF_REDEMPTION))
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if (!trapped->IsOnVehicle(me) || !trapped->IsAlive() || !me->GetInstanceScript() || me->GetInstanceScript()->GetBossState(DATA_LORD_MARROWGAR) != IN_PROGRESS || trapped->HasSpiritOfRedemptionAura())
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{
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DoAction(-1337);
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return;
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@@ -260,7 +260,7 @@ public:
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if (target->HasAura(SPELL_FROST_IMBUED_BLADE))
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return false;
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if (target->IsImmunedToDamageOrSchool(SPELL_SCHOOL_MASK_ALL) || target->HasAura(SPELL_ICE_TOMB_UNTARGETABLE) || target->HasAura(SPELL_ICE_TOMB_DAMAGE) || target->HasAura(SPELL_TANK_MARKER_AURA) || target->HasAuraType(SPELL_AURA_SPIRIT_OF_REDEMPTION))
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if (target->IsImmunedToDamageOrSchool(SPELL_SCHOOL_MASK_ALL) || target->HasAura(SPELL_ICE_TOMB_UNTARGETABLE) || target->HasAura(SPELL_ICE_TOMB_DAMAGE) || target->HasAura(SPELL_TANK_MARKER_AURA) || target->HasSpiritOfRedemptionAura())
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return false;
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return target != _source->GetVictim();
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@@ -1684,7 +1684,7 @@ public:
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events.Update(diff);
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if (me->HasUnitState(UNIT_STATE_CASTING) || me->isFeared() || me->isFrozen() || me->HasUnitState(UNIT_STATE_STUNNED) || me->HasUnitState(UNIT_STATE_CONFUSED) || ((me->GetEntry() == NPC_YMIRJAR_DEATHBRINGER || me->GetEntry() == NPC_YMIRJAR_FROSTBINDER) && me->HasUnitFlag(UNIT_FLAG_SILENCED)))
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if (me->HasUnitState(UNIT_STATE_CASTING) || me->HasFearAura() || me->isFrozen() || me->HasUnitState(UNIT_STATE_STUNNED) || me->HasUnitState(UNIT_STATE_CONFUSED) || ((me->GetEntry() == NPC_YMIRJAR_DEATHBRINGER || me->GetEntry() == NPC_YMIRJAR_FROSTBINDER) && me->HasUnitFlag(UNIT_FLAG_SILENCED)))
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return;
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switch (events.ExecuteEvent())
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@@ -1129,7 +1129,7 @@ public:
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DoMeleeAttackIfReady();
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Unit* cannon = GetS3();
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if (!cannon || cannon->HasUnitState(UNIT_STATE_CASTING) || me->HasUnitState(UNIT_STATE_CASTING) || me->HasAuraType(SPELL_AURA_MOD_SILENCE))
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if (!cannon || cannon->HasUnitState(UNIT_STATE_CASTING) || me->HasUnitState(UNIT_STATE_CASTING) || me->HasSilenceAura())
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return;
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switch (events.ExecuteEvent())
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@@ -2603,7 +2603,7 @@ class spell_yogg_saron_insane_periodic_trigger : public SpellScript
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{
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std::list<WorldObject*> tmplist;
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for (std::list<WorldObject*>::iterator itr = targets.begin(); itr != targets.end(); ++itr)
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if ((*itr)->IsPlayer() && !(*itr)->ToPlayer()->HasAuraType(SPELL_AURA_AOE_CHARM) && !(*itr)->ToPlayer()->HasAura(SPELL_SANITY))
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if ((*itr)->IsPlayer() && !(*itr)->ToPlayer()->HasAOECharmAura() && !(*itr)->ToPlayer()->HasAura(SPELL_SANITY))
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tmplist.push_back(*itr);
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targets.clear();
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@@ -350,7 +350,7 @@ public:
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void EnterEvadeMode(EvadeReason why) override
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{
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if (switching || me->HasAuraType(SPELL_AURA_CONTROL_VEHICLE))
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if (switching || me->HasControlVehicleAura())
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return;
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ScriptedAI::EnterEvadeMode(why);
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}
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