fix(Core/Spells): Hunter traps should not be activated by targets not… (#11971)

fix(Core/Spells): Hunter traps should not be activated by targets not in LoS.

Fixes #11432
This commit is contained in:
UltraNix
2022-06-06 14:03:24 +02:00
committed by GitHub
parent 7549eb59be
commit f28c678c14
3 changed files with 48 additions and 11 deletions

View File

@@ -701,8 +701,8 @@ void GameObject::Update(uint32 diff)
// search unfriendly creature
if (owner && goInfo->trap.autoCloseTime != -1) // hunter trap
{
Acore::AnyUnfriendlyNoTotemUnitInObjectRangeCheck checker(this, owner, radius);
Acore::UnitSearcher<Acore::AnyUnfriendlyNoTotemUnitInObjectRangeCheck> searcher(this, target, checker);
Acore::NearestAttackableNoTotemUnitInObjectRangeCheck checker(this, owner, radius);
Acore::UnitSearcher<Acore::NearestAttackableNoTotemUnitInObjectRangeCheck> searcher(this, target, checker);
Cell::VisitAllObjects(this, searcher, radius);
}
else // environmental trap

View File

@@ -898,6 +898,47 @@ namespace Acore
float i_range;
};
class NearestAttackableNoTotemUnitInObjectRangeCheck
{
public:
NearestAttackableNoTotemUnitInObjectRangeCheck(WorldObject const* obj, Unit const* owner, float range) : i_obj(obj), i_owner(owner), i_range(range) {}
bool operator()(Unit* u)
{
if (!u->IsAlive())
{
return false;
}
if (u->GetCreatureType() == CREATURE_TYPE_NON_COMBAT_PET)
{
return false;
}
if (u->GetTypeId() == TYPEID_UNIT && u->ToCreature()->IsTotem())
{
return false;
}
if (!u->isTargetableForAttack(false, i_owner))
{
return false;
}
if (!i_obj->IsWithinDistInMap(u, i_range) || !i_owner->IsValidAttackTarget(u) || !i_obj->IsWithinLOSInMap(u))
{
return false;
}
return true;
}
private:
WorldObject const* i_obj;
Unit const* i_owner;
float i_range;
};
class AnyUnfriendlyAttackableVisibleUnitInObjectRangeCheck
{
public:

View File

@@ -5892,31 +5892,27 @@ SpellCastResult Spell::CheckCast(bool strict)
if ((!m_caster->IsTotem() || !m_spellInfo->IsPositive()) && !m_spellInfo->HasAttribute(SPELL_ATTR2_IGNORE_LINE_OF_SIGHT) &&
!m_spellInfo->HasAttribute(SPELL_ATTR5_ALWAYS_AOE_LINE_OF_SIGHT))
{
WorldObject* losCenter = nullptr;
bool castedByGameobject = false;
uint32 losChecks = LINEOFSIGHT_ALL_CHECKS;
if (m_originalCasterGUID.IsGameObject())
{
losCenter = m_caster->GetMap()->GetGameObject(m_originalCasterGUID);
castedByGameobject = m_caster->GetMap()->GetGameObject(m_originalCasterGUID) != nullptr;
}
else if (m_caster->GetEntry() == WORLD_TRIGGER)
{
if (TempSummon* tempSummon = m_caster->ToTempSummon())
{
losCenter = tempSummon->GetSummonerGameObject();
castedByGameobject = tempSummon->GetSummonerGameObject() != nullptr;
}
}
if (losCenter)
if (castedByGameobject)
{
// If spell casted by gameobject then ignore M2 models
losChecks &= ~LINEOFSIGHT_CHECK_GOBJECT_M2;
}
else
{
losCenter = m_caster;
}
if (!losCenter->IsWithinLOS(x, y, z, VMAP::ModelIgnoreFlags::M2, LineOfSightChecks((losChecks))))
if (!m_caster->IsWithinLOS(x, y, z, VMAP::ModelIgnoreFlags::M2, LineOfSightChecks((losChecks))))
{
return SPELL_FAILED_LINE_OF_SIGHT;
}