mirror of
https://github.com/mod-playerbots/azerothcore-wotlk.git
synced 2026-01-13 17:19:07 +00:00
2266 lines
115 KiB
C++
2266 lines
115 KiB
C++
/*
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* This file is part of the AzerothCore Project. See AUTHORS file for Copyright information
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU Affero General Public License as published by the
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* Free Software Foundation; either version 3 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU Affero General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef __UNIT_H
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#define __UNIT_H
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#include "EnumFlag.h"
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#include "EventProcessor.h"
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#include "FollowerRefMgr.h"
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#include "FollowerReference.h"
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#include "HostileRefMgr.h"
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#include "ItemTemplate.h"
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#include "MotionMaster.h"
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#include "Object.h"
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#include "SharedDefines.h"
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#include "SpellAuraDefines.h"
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#include "SpellDefines.h"
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#include "ThreatMgr.h"
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#include "UnitDefines.h"
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#include "UnitUtils.h"
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#include <functional>
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#include <utility>
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#define WORLD_TRIGGER 12999
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#define BASE_MINDAMAGE 1.0f
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#define BASE_MAXDAMAGE 2.0f
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#define BASE_ATTACK_TIME 2000
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#define MAX_AGGRO_RADIUS 45.0f // yards
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static constexpr uint32 MAX_CREATURE_SPELLS = 8;
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static constexpr uint32 infinityCooldownDelay = 0x9A7EC800; // used for set "infinity cooldowns" for spells and check, MONTH*IN_MILLISECONDS
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static constexpr uint32 infinityCooldownDelayCheck = 0x4D3F6400; // MONTH*IN_MILLISECONDS/2;
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struct CharmInfo;
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struct FactionTemplateEntry;
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struct SpellValue;
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class AuraApplication;
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class Aura;
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class UnitAura;
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class AuraEffect;
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class Creature;
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class Spell;
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class SpellInfo;
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class DynamicObject;
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class GameObject;
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class Item;
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class Pet;
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class PetAura;
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class Minion;
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class Guardian;
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class UnitAI;
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class Totem;
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class Transport;
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class StaticTransport;
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class MotionTransport;
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class Vehicle;
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class TransportBase;
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class SpellCastTargets;
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typedef std::list<Unit*> UnitList;
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typedef std::list< std::pair<Aura*, uint8> > DispelChargesList;
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enum CharmType : uint8;
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enum VictimState
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{
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VICTIMSTATE_INTACT = 0, // set when attacker misses
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VICTIMSTATE_HIT = 1, // victim got clear/blocked hit
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VICTIMSTATE_DODGE = 2,
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VICTIMSTATE_PARRY = 3,
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VICTIMSTATE_INTERRUPT = 4,
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VICTIMSTATE_BLOCKS = 5, // unused? not set when blocked, even on full block
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VICTIMSTATE_EVADES = 6,
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VICTIMSTATE_IS_IMMUNE = 7,
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VICTIMSTATE_DEFLECTS = 8
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};
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enum HitInfo
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{
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HITINFO_NORMALSWING = 0x00000000,
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HITINFO_UNK1 = 0x00000001, // req correct packet structure
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HITINFO_AFFECTS_VICTIM = 0x00000002,
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HITINFO_OFFHAND = 0x00000004,
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HITINFO_UNK2 = 0x00000008,
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HITINFO_MISS = 0x00000010,
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HITINFO_FULL_ABSORB = 0x00000020,
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HITINFO_PARTIAL_ABSORB = 0x00000040,
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HITINFO_FULL_RESIST = 0x00000080,
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HITINFO_PARTIAL_RESIST = 0x00000100,
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HITINFO_CRITICALHIT = 0x00000200, // critical hit
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HITINFO_UNK10 = 0x00000400,
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HITINFO_UNK11 = 0x00000800,
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HITINFO_UNK12 = 0x00001000,
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HITINFO_BLOCK = 0x00002000, // blocked damage
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HITINFO_UNK14 = 0x00004000, // set only if meleespellid is present// no world text when victim is hit for 0 dmg(HideWorldTextForNoDamage?)
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HITINFO_UNK15 = 0x00008000, // player victim?// something related to blod sprut visual (BloodSpurtInBack?)
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HITINFO_GLANCING = 0x00010000,
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HITINFO_CRUSHING = 0x00020000,
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HITINFO_NO_ANIMATION = 0x00040000,
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HITINFO_UNK19 = 0x00080000,
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HITINFO_UNK20 = 0x00100000,
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HITINFO_SWINGNOHITSOUND = 0x00200000, // unused?
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HITINFO_UNK22 = 0x00400000,
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HITINFO_RAGE_GAIN = 0x00800000,
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HITINFO_FAKE_DAMAGE = 0x01000000 // enables damage animation even if no damage done, set only if no damage
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};
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enum UnitModifierType
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{
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BASE_VALUE = 0,
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BASE_PCT = 1,
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TOTAL_VALUE = 2,
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TOTAL_PCT = 3,
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MODIFIER_TYPE_END = 4
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};
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enum WeaponDamageRange
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{
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MINDAMAGE,
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MAXDAMAGE,
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MAX_WEAPON_DAMAGE_RANGE
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};
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enum UnitMods
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{
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UNIT_MOD_STAT_STRENGTH, // UNIT_MOD_STAT_STRENGTH..UNIT_MOD_STAT_SPIRIT must be in existed order, it's accessed by index values of Stats enum.
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UNIT_MOD_STAT_AGILITY,
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UNIT_MOD_STAT_STAMINA,
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UNIT_MOD_STAT_INTELLECT,
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UNIT_MOD_STAT_SPIRIT,
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UNIT_MOD_HEALTH,
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UNIT_MOD_MANA, // UNIT_MOD_MANA..UNIT_MOD_RUNIC_POWER must be in existed order, it's accessed by index values of Powers enum.
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UNIT_MOD_RAGE,
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UNIT_MOD_FOCUS,
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UNIT_MOD_ENERGY,
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UNIT_MOD_HAPPINESS,
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UNIT_MOD_RUNE,
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UNIT_MOD_RUNIC_POWER,
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UNIT_MOD_ARMOR, // UNIT_MOD_ARMOR..UNIT_MOD_RESISTANCE_ARCANE must be in existed order, it's accessed by index values of SpellSchools enum.
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UNIT_MOD_RESISTANCE_HOLY,
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UNIT_MOD_RESISTANCE_FIRE,
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UNIT_MOD_RESISTANCE_NATURE,
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UNIT_MOD_RESISTANCE_FROST,
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UNIT_MOD_RESISTANCE_SHADOW,
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UNIT_MOD_RESISTANCE_ARCANE,
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UNIT_MOD_ATTACK_POWER,
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UNIT_MOD_ATTACK_POWER_RANGED,
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UNIT_MOD_DAMAGE_MAINHAND,
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UNIT_MOD_DAMAGE_OFFHAND,
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UNIT_MOD_DAMAGE_RANGED,
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UNIT_MOD_END,
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// synonyms
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UNIT_MOD_STAT_START = UNIT_MOD_STAT_STRENGTH,
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UNIT_MOD_STAT_END = UNIT_MOD_STAT_SPIRIT + 1,
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UNIT_MOD_RESISTANCE_START = UNIT_MOD_ARMOR,
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UNIT_MOD_RESISTANCE_END = UNIT_MOD_RESISTANCE_ARCANE + 1,
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UNIT_MOD_POWER_START = UNIT_MOD_MANA,
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UNIT_MOD_POWER_END = UNIT_MOD_RUNIC_POWER + 1
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};
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enum BaseModGroup
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{
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CRIT_PERCENTAGE,
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RANGED_CRIT_PERCENTAGE,
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OFFHAND_CRIT_PERCENTAGE,
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SHIELD_BLOCK_VALUE,
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BASEMOD_END
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};
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enum BaseModType
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{
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FLAT_MOD,
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PCT_MOD
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};
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#define MOD_END (PCT_MOD+1)
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enum class DeathState : uint8
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{
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Alive = 0,
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JustDied = 1,
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Corpse = 2,
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Dead = 3,
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JustRespawned = 4,
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};
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extern float baseMoveSpeed[MAX_MOVE_TYPE];
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extern float playerBaseMoveSpeed[MAX_MOVE_TYPE];
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enum WeaponAttackType : uint8
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{
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BASE_ATTACK = 0,
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OFF_ATTACK = 1,
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RANGED_ATTACK = 2,
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MAX_ATTACK
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};
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enum CombatRating
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{
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CR_WEAPON_SKILL = 0,
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CR_DEFENSE_SKILL = 1,
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CR_DODGE = 2,
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CR_PARRY = 3,
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CR_BLOCK = 4,
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CR_HIT_MELEE = 5,
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CR_HIT_RANGED = 6,
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CR_HIT_SPELL = 7,
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CR_CRIT_MELEE = 8,
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CR_CRIT_RANGED = 9,
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CR_CRIT_SPELL = 10,
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CR_HIT_TAKEN_MELEE = 11,
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CR_HIT_TAKEN_RANGED = 12,
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CR_HIT_TAKEN_SPELL = 13,
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CR_CRIT_TAKEN_MELEE = 14,
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CR_CRIT_TAKEN_RANGED = 15,
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CR_CRIT_TAKEN_SPELL = 16,
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CR_HASTE_MELEE = 17,
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CR_HASTE_RANGED = 18,
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CR_HASTE_SPELL = 19,
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CR_WEAPON_SKILL_MAINHAND = 20,
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CR_WEAPON_SKILL_OFFHAND = 21,
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CR_WEAPON_SKILL_RANGED = 22,
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CR_EXPERTISE = 23,
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CR_ARMOR_PENETRATION = 24
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};
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#define MAX_COMBAT_RATING 25
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enum DamageEffectType : uint8
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{
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DIRECT_DAMAGE = 0, // used for normal weapon damage (not for class abilities or spells)
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SPELL_DIRECT_DAMAGE = 1, // spell/class abilities damage
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DOT = 2,
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HEAL = 3,
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NODAMAGE = 4, // used also in case when damage applied to health but not applied to spell channelInterruptFlags/etc
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SELF_DAMAGE = 5
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};
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namespace Movement
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{
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class MoveSpline;
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}
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enum DiminishingLevels
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{
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DIMINISHING_LEVEL_1 = 0,
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DIMINISHING_LEVEL_2 = 1,
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DIMINISHING_LEVEL_3 = 2,
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DIMINISHING_LEVEL_IMMUNE = 3,
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DIMINISHING_LEVEL_4 = 3,
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DIMINISHING_LEVEL_TAUNT_IMMUNE = 4,
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};
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struct DiminishingReturn
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{
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DiminishingReturn(DiminishingGroup group, uint32 t, uint32 count)
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: DRGroup(group), stack(0), hitTime(t), hitCount(count)
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{}
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DiminishingGroup DRGroup: 16;
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uint16 stack: 16;
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uint32 hitTime;
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uint32 hitCount;
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};
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enum MeleeHitOutcome
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{
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MELEE_HIT_EVADE, MELEE_HIT_MISS, MELEE_HIT_DODGE, MELEE_HIT_BLOCK, MELEE_HIT_PARRY,
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MELEE_HIT_GLANCING, MELEE_HIT_CRIT, MELEE_HIT_CRUSHING, MELEE_HIT_NORMAL
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};
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enum ExtraAttackSpells
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{
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SPELL_SWORD_SPECIALIZATION = 16459,
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SPELL_HACK_AND_SLASH = 66923
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};
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class DispelInfo
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{
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public:
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explicit DispelInfo(Unit* dispeller, uint32 dispellerSpellId, uint8 chargesRemoved) :
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_dispellerUnit(dispeller), _dispellerSpell(dispellerSpellId), _chargesRemoved(chargesRemoved) {}
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[[nodiscard]] Unit* GetDispeller() const { return _dispellerUnit; }
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[[nodiscard]] uint32 GetDispellerSpellId() const { return _dispellerSpell; }
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[[nodiscard]] uint8 GetRemovedCharges() const { return _chargesRemoved; }
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void SetRemovedCharges(uint8 amount)
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{
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_chargesRemoved = amount;
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}
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private:
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Unit* _dispellerUnit;
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uint32 _dispellerSpell;
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uint8 _chargesRemoved;
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};
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struct CleanDamage
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{
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CleanDamage(uint32 mitigated, uint32 absorbed, WeaponAttackType _attackType, MeleeHitOutcome _hitOutCome) :
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absorbed_damage(absorbed), mitigated_damage(mitigated), attackType(_attackType), hitOutCome(_hitOutCome) {}
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uint32 absorbed_damage;
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uint32 mitigated_damage;
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WeaponAttackType attackType;
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MeleeHitOutcome hitOutCome;
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};
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struct CalcDamageInfo;
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struct SpellNonMeleeDamage;
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class DamageInfo
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{
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private:
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Unit* const m_attacker;
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Unit* const m_victim;
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uint32 m_damage;
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SpellInfo const* const m_spellInfo;
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SpellSchoolMask const m_schoolMask;
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DamageEffectType const m_damageType;
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WeaponAttackType m_attackType;
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uint32 m_absorb;
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uint32 m_resist;
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uint32 m_block;
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uint32 m_cleanDamage;
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// amalgamation constructor (used for proc)
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DamageInfo(DamageInfo const& dmg1, DamageInfo const& dmg2);
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public:
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explicit DamageInfo(Unit* _attacker, Unit* _victim, uint32 _damage, SpellInfo const* _spellInfo, SpellSchoolMask _schoolMask, DamageEffectType _damageType, uint32 cleanDamage = 0);
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explicit DamageInfo(CalcDamageInfo const& dmgInfo); // amalgamation wrapper
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DamageInfo(CalcDamageInfo const& dmgInfo, uint8 damageIndex);
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DamageInfo(SpellNonMeleeDamage const& spellNonMeleeDamage, DamageEffectType damageType);
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void ModifyDamage(int32 amount);
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void AbsorbDamage(uint32 amount);
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void ResistDamage(uint32 amount);
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void BlockDamage(uint32 amount);
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[[nodiscard]] Unit* GetAttacker() const { return m_attacker; };
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[[nodiscard]] Unit* GetVictim() const { return m_victim; };
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[[nodiscard]] SpellInfo const* GetSpellInfo() const { return m_spellInfo; };
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[[nodiscard]] SpellSchoolMask GetSchoolMask() const { return m_schoolMask; };
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[[nodiscard]] DamageEffectType GetDamageType() const { return m_damageType; };
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[[nodiscard]] WeaponAttackType GetAttackType() const { return m_attackType; };
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[[nodiscard]] uint32 GetDamage() const { return m_damage; };
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[[nodiscard]] uint32 GetAbsorb() const { return m_absorb; };
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[[nodiscard]] uint32 GetResist() const { return m_resist; };
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[[nodiscard]] uint32 GetBlock() const { return m_block; };
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[[nodiscard]] uint32 GetUnmitigatedDamage() const;
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};
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class HealInfo
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{
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private:
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Unit* const m_healer;
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Unit* const m_target;
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uint32 m_heal;
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uint32 m_effectiveHeal;
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uint32 m_absorb;
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SpellInfo const* const m_spellInfo;
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SpellSchoolMask const m_schoolMask;
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public:
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explicit HealInfo(Unit* _healer, Unit* _target, uint32 _heal, SpellInfo const* _spellInfo, SpellSchoolMask _schoolMask)
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: m_healer(_healer), m_target(_target), m_heal(_heal), m_spellInfo(_spellInfo), m_schoolMask(_schoolMask)
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{
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m_absorb = 0;
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m_effectiveHeal = 0;
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}
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void AbsorbHeal(uint32 amount)
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{
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amount = std::min(amount, GetHeal());
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m_absorb += amount;
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m_heal -= amount;
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amount = std::min(amount, GetEffectiveHeal());
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m_effectiveHeal -= amount;
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}
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void SetHeal(uint32 amount)
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{
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m_heal = amount;
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}
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void SetEffectiveHeal(uint32 amount)
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{
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m_effectiveHeal = amount;
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}
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[[nodiscard]] Unit* GetHealer() const { return m_healer; }
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[[nodiscard]] Unit* GetTarget() const { return m_target; }
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[[nodiscard]] uint32 GetHeal() const { return m_heal; }
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[[nodiscard]] uint32 GetEffectiveHeal() const { return m_effectiveHeal; }
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[[nodiscard]] uint32 GetAbsorb() const { return m_absorb; }
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[[nodiscard]] SpellInfo const* GetSpellInfo() const { return m_spellInfo; };
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[[nodiscard]] SpellSchoolMask GetSchoolMask() const { return m_schoolMask; };
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};
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class ProcEventInfo
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{
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private:
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Unit* const _actor;
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Unit* const _actionTarget;
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Unit* const _procTarget;
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uint32 _typeMask;
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uint32 _spellTypeMask;
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uint32 _spellPhaseMask;
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uint32 _hitMask;
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uint32 _cooldown;
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Spell const* _spell;
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DamageInfo* _damageInfo;
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HealInfo* _healInfo;
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SpellInfo const* const _triggeredByAuraSpell;
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int8 _procAuraEffectIndex;
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std::optional<float> _chance;
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public:
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explicit ProcEventInfo(Unit* actor, Unit* actionTarget, Unit* procTarget, uint32 typeMask, uint32 spellTypeMask, uint32 spellPhaseMask, uint32 hitMask, Spell const* spell, DamageInfo* damageInfo, HealInfo* healInfo, SpellInfo const* triggeredByAuraSpell = nullptr, int8 procAuraEffectIndex = -1);
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Unit* GetActor() { return _actor; };
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[[nodiscard]] Unit* GetActionTarget() const { return _actionTarget; }
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[[nodiscard]] Unit* GetProcTarget() const { return _procTarget; }
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[[nodiscard]] uint32 GetTypeMask() const { return _typeMask; }
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[[nodiscard]] uint32 GetSpellTypeMask() const { return _spellTypeMask; }
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[[nodiscard]] uint32 GetSpellPhaseMask() const { return _spellPhaseMask; }
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[[nodiscard]] uint32 GetHitMask() const { return _hitMask; }
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[[nodiscard]] SpellInfo const* GetSpellInfo() const;
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[[nodiscard]] SpellSchoolMask GetSchoolMask() const { return SPELL_SCHOOL_MASK_NONE; }
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[[nodiscard]] Spell const* GetProcSpell() const { return _spell; }
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[[nodiscard]] DamageInfo* GetDamageInfo() const { return _damageInfo; }
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[[nodiscard]] HealInfo* GetHealInfo() const { return _healInfo; }
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[[nodiscard]] SpellInfo const* GetTriggerAuraSpell() const { return _triggeredByAuraSpell; }
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[[nodiscard]] int8 GetTriggerAuraEffectIndex() const { return _procAuraEffectIndex; }
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[[nodiscard]] uint32 GetProcCooldown() const { return _cooldown; }
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void SetProcCooldown(uint32 cooldown) { _cooldown = cooldown; }
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[[nodiscard]] std::optional<float> GetProcChance() const { return _chance; }
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void SetProcChance(float chance) { _chance = chance; }
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void ResetProcChance() { _chance.reset(); }
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};
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// Struct for use in Unit::CalculateMeleeDamage
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// Need create structure like in SMSG_ATTACKERSTATEUPDATE opcode
|
|
struct CalcDamageInfo
|
|
{
|
|
Unit* attacker; // Attacker
|
|
Unit* target; // Target for damage
|
|
|
|
struct
|
|
{
|
|
uint32 damageSchoolMask;
|
|
uint32 damage;
|
|
uint32 absorb;
|
|
uint32 resist;
|
|
} damages[MAX_ITEM_PROTO_DAMAGES];
|
|
|
|
uint32 blocked_amount;
|
|
uint32 HitInfo;
|
|
uint32 TargetState;
|
|
// Helper
|
|
WeaponAttackType attackType; //
|
|
uint32 procAttacker;
|
|
uint32 procVictim;
|
|
uint32 procEx;
|
|
uint32 cleanDamage; // Used only for rage calculation
|
|
MeleeHitOutcome hitOutCome; /// @todo: remove this field (need use TargetState)
|
|
};
|
|
|
|
// Spell damage info structure based on structure sending in SMSG_SPELLNONMELEEDAMAGELOG opcode
|
|
struct SpellNonMeleeDamage
|
|
{
|
|
SpellNonMeleeDamage(Unit* _attacker, Unit* _target, SpellInfo const* _spellInfo, uint32 _schoolMask)
|
|
: target(_target), attacker(_attacker), spellInfo(_spellInfo), damage(0), overkill(0), schoolMask(_schoolMask),
|
|
absorb(0), resist(0), physicalLog(false), unused(false), blocked(0), HitInfo(0), cleanDamage(0)
|
|
{}
|
|
|
|
Unit* target;
|
|
Unit* attacker;
|
|
SpellInfo const* spellInfo;
|
|
uint32 damage;
|
|
uint32 overkill;
|
|
uint32 schoolMask;
|
|
uint32 absorb;
|
|
uint32 resist;
|
|
bool physicalLog;
|
|
bool unused;
|
|
uint32 blocked;
|
|
uint32 HitInfo;
|
|
// Used for help
|
|
uint32 cleanDamage;
|
|
};
|
|
|
|
struct SpellPeriodicAuraLogInfo
|
|
{
|
|
SpellPeriodicAuraLogInfo(AuraEffect const* _auraEff, uint32 _damage, uint32 _overDamage, uint32 _absorb, uint32 _resist, float _multiplier, bool _critical)
|
|
: auraEff(_auraEff), damage(_damage), overDamage(_overDamage), absorb(_absorb), resist(_resist), multiplier(_multiplier), critical(_critical) {}
|
|
|
|
AuraEffect const* auraEff;
|
|
uint32 damage;
|
|
uint32 overDamage; // overkill/overheal
|
|
uint32 absorb;
|
|
uint32 resist;
|
|
float multiplier;
|
|
bool critical;
|
|
};
|
|
|
|
void createProcFlags(SpellInfo const* spellInfo, WeaponAttackType attackType, bool positive, uint32& procAttacker, uint32& procVictim);
|
|
uint32 createProcExtendMask(SpellNonMeleeDamage* damageInfo, SpellMissInfo missCondition);
|
|
|
|
#define MAX_DECLINED_NAME_CASES 5
|
|
|
|
struct DeclinedName
|
|
{
|
|
std::string name[MAX_DECLINED_NAME_CASES];
|
|
};
|
|
|
|
enum CurrentSpellTypes
|
|
{
|
|
CURRENT_MELEE_SPELL = 0,
|
|
CURRENT_GENERIC_SPELL = 1,
|
|
CURRENT_CHANNELED_SPELL = 2,
|
|
CURRENT_AUTOREPEAT_SPELL = 3
|
|
};
|
|
|
|
#define CURRENT_FIRST_NON_MELEE_SPELL 1
|
|
#define CURRENT_MAX_SPELL 4
|
|
|
|
enum ReactStates : uint8
|
|
{
|
|
REACT_PASSIVE = 0,
|
|
REACT_DEFENSIVE = 1,
|
|
REACT_AGGRESSIVE = 2
|
|
};
|
|
|
|
enum CommandStates : uint8
|
|
{
|
|
COMMAND_STAY = 0,
|
|
COMMAND_FOLLOW = 1,
|
|
COMMAND_ATTACK = 2,
|
|
COMMAND_ABANDON = 3
|
|
};
|
|
|
|
enum class SearchMethod
|
|
{
|
|
MatchAll,
|
|
MatchAny
|
|
};
|
|
|
|
typedef std::list<Player*> SharedVisionList;
|
|
|
|
enum class DualWieldMode : uint8
|
|
{
|
|
AUTO = 0, // non-player units must have a valid offhand weapon to enable dual wield
|
|
DISABLED = 1,
|
|
ENABLED = 2,
|
|
};
|
|
|
|
struct AttackPosition {
|
|
AttackPosition(Position pos) : _pos(std::move(pos)), _taken(false) {}
|
|
bool operator==(const int val)
|
|
{
|
|
return !val;
|
|
};
|
|
int operator=(const int val)
|
|
{
|
|
if (!val)
|
|
{
|
|
// _pos = nullptr;
|
|
_taken = false;
|
|
return 0; // nullptr
|
|
}
|
|
return 0; // nullptr
|
|
};
|
|
Position _pos;
|
|
bool _taken;
|
|
};
|
|
|
|
// for clearing special attacks
|
|
#define REACTIVE_TIMER_START 5000
|
|
|
|
enum ReactiveType
|
|
{
|
|
REACTIVE_DEFENSE = 0,
|
|
REACTIVE_HUNTER_PARRY = 1,
|
|
REACTIVE_OVERPOWER = 2,
|
|
REACTIVE_WOLVERINE_BITE = 3,
|
|
|
|
MAX_REACTIVE
|
|
};
|
|
|
|
/// Spell cooldown flags sent in SMSG_SPELL_COOLDOWN
|
|
enum SpellCooldownFlags
|
|
{
|
|
SPELL_COOLDOWN_FLAG_NONE = 0x0,
|
|
SPELL_COOLDOWN_FLAG_INCLUDE_GCD = 0x1, ///< Starts GCD in addition to normal cooldown specified in the packet
|
|
SPELL_COOLDOWN_FLAG_INCLUDE_EVENT_COOLDOWNS = 0x2 ///< Starts GCD for spells that should start their cooldown on events, requires SPELL_COOLDOWN_FLAG_INCLUDE_GCD set
|
|
};
|
|
|
|
typedef std::unordered_map<uint32, uint32> PacketCooldowns;
|
|
|
|
// delay time next attack to prevent client attack animation problems
|
|
#define ATTACK_DISPLAY_DELAY 200
|
|
#define MAX_PLAYER_STEALTH_DETECT_RANGE 30.0f // max distance for detection targets by player
|
|
|
|
struct SpellProcEventEntry; // used only privately
|
|
|
|
class Unit : public WorldObject
|
|
{
|
|
public:
|
|
typedef std::unordered_set<Unit*> AttackerSet;
|
|
typedef std::set<Unit*> ControlSet;
|
|
|
|
typedef std::multimap<uint32, Aura*> AuraMap;
|
|
typedef std::pair<AuraMap::const_iterator, AuraMap::const_iterator> AuraMapBounds;
|
|
typedef std::pair<AuraMap::iterator, AuraMap::iterator> AuraMapBoundsNonConst;
|
|
|
|
typedef std::multimap<uint32, AuraApplication*> AuraApplicationMap;
|
|
typedef std::pair<AuraApplicationMap::const_iterator, AuraApplicationMap::const_iterator> AuraApplicationMapBounds;
|
|
typedef std::pair<AuraApplicationMap::iterator, AuraApplicationMap::iterator> AuraApplicationMapBoundsNonConst;
|
|
|
|
typedef std::multimap<AuraStateType, AuraApplication*> AuraStateAurasMap;
|
|
typedef std::pair<AuraStateAurasMap::const_iterator, AuraStateAurasMap::const_iterator> AuraStateAurasMapBounds;
|
|
|
|
typedef std::vector<AuraEffect*> AuraEffectList;
|
|
typedef std::list<Aura*> AuraList;
|
|
typedef std::list<AuraApplication*> AuraApplicationList;
|
|
typedef std::list<DiminishingReturn> Diminishing;
|
|
typedef GuidUnorderedSet ComboPointHolderSet;
|
|
|
|
typedef std::map<uint8, AuraApplication*> VisibleAuraMap;
|
|
|
|
~Unit() override;
|
|
|
|
void Update(uint32 time) override;
|
|
|
|
UnitAI* GetAI() { return i_AI; }
|
|
void SetAI(UnitAI* newAI) { i_AI = newAI; }
|
|
|
|
void AddToWorld() override;
|
|
void RemoveFromWorld() override;
|
|
|
|
void CleanupBeforeRemoveFromMap(bool finalCleanup);
|
|
void CleanupsBeforeDelete(bool finalCleanup = true) override; // used in ~Creature/~Player (or before mass creature delete to remove cross-references to already deleted units)
|
|
|
|
[[nodiscard]] virtual bool isBeingLoaded() const { return false;}
|
|
[[nodiscard]] bool IsDuringRemoveFromWorld() const {return m_duringRemoveFromWorld;}
|
|
|
|
/*********************************************************/
|
|
/*** UNIT HELPERS ***/
|
|
/*********************************************************/
|
|
void SetUInt32Value(uint16 index, uint32 value); /// @todo: move this in Object class or move GetUInt32value here but keep consistency
|
|
|
|
[[nodiscard]] Unit* GetOwner() const;
|
|
|
|
// GUID Methods
|
|
[[nodiscard]] ObjectGuid GetOwnerGUID() const { return GetGuidValue(UNIT_FIELD_SUMMONEDBY); }
|
|
void SetOwnerGUID(ObjectGuid owner);
|
|
[[nodiscard]] ObjectGuid GetCreatorGUID() const { return GetGuidValue(UNIT_FIELD_CREATEDBY); }
|
|
void SetCreatorGUID(ObjectGuid creator) { SetGuidValue(UNIT_FIELD_CREATEDBY, creator); }
|
|
[[nodiscard]] ObjectGuid GetMinionGUID() const { return GetGuidValue(UNIT_FIELD_SUMMON); }
|
|
void SetMinionGUID(ObjectGuid guid) { SetGuidValue(UNIT_FIELD_SUMMON, guid); }
|
|
[[nodiscard]] ObjectGuid GetCharmerGUID() const { return GetGuidValue(UNIT_FIELD_CHARMEDBY); }
|
|
void SetCharmerGUID(ObjectGuid owner) { SetGuidValue(UNIT_FIELD_CHARMEDBY, owner); }
|
|
[[nodiscard]] ObjectGuid GetCharmGUID() const { return GetGuidValue(UNIT_FIELD_CHARM); }
|
|
void SetPetGUID(ObjectGuid guid) { m_SummonSlot[SUMMON_SLOT_PET] = guid; }
|
|
[[nodiscard]] ObjectGuid GetPetGUID() const { return m_SummonSlot[SUMMON_SLOT_PET]; }
|
|
void SetCritterGUID(ObjectGuid guid) { SetGuidValue(UNIT_FIELD_CRITTER, guid); }
|
|
[[nodiscard]] ObjectGuid GetCritterGUID() const { return GetGuidValue(UNIT_FIELD_CRITTER); }
|
|
[[nodiscard]] ObjectGuid GetTransGUID() const override;
|
|
|
|
/// @todo: move this in Object ckass as others casting pointers
|
|
Pet* ToPet() { if (IsPet()) return reinterpret_cast<Pet*>(this); else return nullptr; }
|
|
Totem* ToTotem() { if (IsTotem()) return reinterpret_cast<Totem*>(this); else return nullptr; }
|
|
TempSummon* ToTempSummon() { if (IsSummon()) return reinterpret_cast<TempSummon*>(this); else return nullptr; }
|
|
[[nodiscard]] const TempSummon* ToTempSummon() const { if (IsSummon()) return reinterpret_cast<const TempSummon*>(this); else return nullptr; }
|
|
|
|
// Unit state
|
|
void AddUnitState(uint32 f) { m_state |= f; }
|
|
[[nodiscard]] bool HasUnitState(const uint32 f) const { return (m_state & f); }
|
|
void ClearUnitState(uint32 f) { m_state &= ~f; }
|
|
[[nodiscard]] uint32 GetUnitState() const { return m_state; }
|
|
|
|
// Unit mask
|
|
[[nodiscard]] uint32 HasUnitTypeMask(uint32 mask) const { return mask & m_unitTypeMask; }
|
|
void AddUnitTypeMask(uint32 mask) { m_unitTypeMask |= mask; }
|
|
[[nodiscard]] uint32 GetUnitTypeMask() const { return m_unitTypeMask; }
|
|
|
|
// Unit flags
|
|
UnitFlags GetUnitFlags() const { return UnitFlags(GetUInt32Value(UNIT_FIELD_FLAGS)); }
|
|
bool HasUnitFlag(UnitFlags flags) const { return HasFlag(UNIT_FIELD_FLAGS, flags); } /// @brief UnitFlags available in UnitDefines.h
|
|
void SetUnitFlag(UnitFlags flags) { SetFlag(UNIT_FIELD_FLAGS, flags); } /// @brief UnitFlags available in UnitDefines.h
|
|
void RemoveUnitFlag(UnitFlags flags) { RemoveFlag(UNIT_FIELD_FLAGS, flags); } /// @brief Remove the Unit flag specify only
|
|
void ReplaceAllUnitFlags(UnitFlags flags) { SetUInt32Value(UNIT_FIELD_FLAGS, flags); } /// @brief Remove all UnitFlags and set new ones. UnitFlags available in UnitDefines.h
|
|
|
|
UnitFlags2 GetUnitFlags2() const { return UnitFlags2(GetUInt32Value(UNIT_FIELD_FLAGS_2)); }
|
|
bool HasUnitFlag2(UnitFlags2 flags) const { return HasFlag(UNIT_FIELD_FLAGS_2, flags); }
|
|
void SetUnitFlag2(UnitFlags2 flags) { SetFlag(UNIT_FIELD_FLAGS_2, flags); }
|
|
void RemoveUnitFlag2(UnitFlags2 flags) { RemoveFlag(UNIT_FIELD_FLAGS_2, flags); }
|
|
void ReplaceAllUnitFlags2(UnitFlags2 flags) { SetUInt32Value(UNIT_FIELD_FLAGS_2, flags); }
|
|
|
|
void SetEmoteState(Emote emoteState) { SetUInt32Value(UNIT_NPC_EMOTESTATE, emoteState); } /// @brief Sets emote state (looping emote). Emotes available in SharedDefines.h
|
|
void ClearEmoteState() { SetEmoteState(EMOTE_ONESHOT_NONE); } /// @brief Clears emote state (looping emote)
|
|
|
|
// NPC flags
|
|
NPCFlags GetNpcFlags() const { return NPCFlags(GetUInt32Value(UNIT_NPC_FLAGS)); }
|
|
bool HasNpcFlag(NPCFlags flags) const { return HasFlag(UNIT_NPC_FLAGS, flags) != 0; }
|
|
void SetNpcFlag(NPCFlags flags) { SetFlag(UNIT_NPC_FLAGS, flags); }
|
|
void RemoveNpcFlag(NPCFlags flags) { RemoveFlag(UNIT_NPC_FLAGS, flags); }
|
|
void ReplaceAllNpcFlags(NPCFlags flags) { SetUInt32Value(UNIT_NPC_FLAGS, flags); }
|
|
|
|
uint32 GetDynamicFlags() const override { return GetUInt32Value(UNIT_DYNAMIC_FLAGS); }
|
|
void ReplaceAllDynamicFlags(uint32 flag) override { SetUInt32Value(UNIT_DYNAMIC_FLAGS, flag); }
|
|
|
|
// Movement flags
|
|
void AddUnitMovementFlag(uint32 f) { m_movementInfo.flags |= f; }
|
|
void RemoveUnitMovementFlag(uint32 f) { m_movementInfo.flags &= ~f; }
|
|
[[nodiscard]] bool HasUnitMovementFlag(uint32 f) const { return (m_movementInfo.flags & f) != 0; }
|
|
[[nodiscard]] uint32 GetUnitMovementFlags() const { return m_movementInfo.flags; }
|
|
void SetUnitMovementFlags(uint32 f) { m_movementInfo.flags = f; }
|
|
|
|
void AddExtraUnitMovementFlag(uint16 f) { m_movementInfo.flags2 |= f; }
|
|
void RemoveExtraUnitMovementFlag(uint16 f) { m_movementInfo.flags2 &= ~f; }
|
|
[[nodiscard]] uint16 HasExtraUnitMovementFlag(uint16 f) const { return m_movementInfo.flags2 & f; }
|
|
[[nodiscard]] uint16 GetExtraUnitMovementFlags() const { return m_movementInfo.flags2; }
|
|
void SetExtraUnitMovementFlags(uint16 f) { m_movementInfo.flags2 = f; }
|
|
|
|
inline bool IsCrowdControlled() const { return HasFlag(UNIT_FIELD_FLAGS, (UNIT_FLAG_CONFUSED | UNIT_FLAG_FLEEING | UNIT_FLAG_STUNNED)); }
|
|
inline bool IsImmobilizedState() const { return HasUnitState(UNIT_STATE_ROOT | UNIT_STATE_STUNNED); }
|
|
|
|
/*********************************************************/
|
|
/*** UNIT TYPES, CLASSES, RACES... ***/
|
|
/*********************************************************/
|
|
|
|
// Unit type methods
|
|
[[nodiscard]] bool IsSummon() const { return m_unitTypeMask & UNIT_MASK_SUMMON; }
|
|
[[nodiscard]] bool IsGuardian() const { return m_unitTypeMask & UNIT_MASK_GUARDIAN; }
|
|
[[nodiscard]] bool IsControllableGuardian() const { return m_unitTypeMask & UNIT_MASK_CONTROLLABLE_GUARDIAN; }
|
|
[[nodiscard]] bool IsPet() const { return m_unitTypeMask & UNIT_MASK_PET; }
|
|
[[nodiscard]] bool IsHunterPet() const { return m_unitTypeMask & UNIT_MASK_HUNTER_PET; }
|
|
[[nodiscard]] bool IsTotem() const { return m_unitTypeMask & UNIT_MASK_TOTEM; }
|
|
[[nodiscard]] bool IsVehicle() const { return m_unitTypeMask & UNIT_MASK_VEHICLE; }
|
|
|
|
// NPC type methods
|
|
[[nodiscard]] bool IsVendor() const { return HasNpcFlag(UNIT_NPC_FLAG_VENDOR); }
|
|
[[nodiscard]] bool IsTrainer() const { return HasNpcFlag(UNIT_NPC_FLAG_TRAINER); }
|
|
[[nodiscard]] bool IsQuestGiver() const { return HasNpcFlag(UNIT_NPC_FLAG_QUESTGIVER); }
|
|
[[nodiscard]] bool IsGossip() const { return HasNpcFlag(UNIT_NPC_FLAG_GOSSIP); }
|
|
[[nodiscard]] bool IsTaxi() const { return HasNpcFlag(UNIT_NPC_FLAG_FLIGHTMASTER); }
|
|
[[nodiscard]] bool IsGuildMaster() const { return HasNpcFlag(UNIT_NPC_FLAG_PETITIONER); }
|
|
[[nodiscard]] bool IsBattleMaster() const { return HasNpcFlag(UNIT_NPC_FLAG_BATTLEMASTER); }
|
|
[[nodiscard]] bool IsBanker() const { return HasNpcFlag(UNIT_NPC_FLAG_BANKER); }
|
|
[[nodiscard]] bool IsInnkeeper() const { return HasNpcFlag(UNIT_NPC_FLAG_INNKEEPER); }
|
|
[[nodiscard]] bool IsSpiritHealer() const { return HasNpcFlag(UNIT_NPC_FLAG_SPIRITHEALER); }
|
|
[[nodiscard]] bool IsSpiritGuide() const { return HasNpcFlag(UNIT_NPC_FLAG_SPIRITGUIDE); }
|
|
[[nodiscard]] bool IsTabardDesigner() const { return HasNpcFlag(UNIT_NPC_FLAG_TABARDDESIGNER); }
|
|
[[nodiscard]] bool IsAuctioner() const { return HasNpcFlag(UNIT_NPC_FLAG_AUCTIONEER); }
|
|
[[nodiscard]] bool IsArmorer() const { return HasNpcFlag(UNIT_NPC_FLAG_REPAIR); }
|
|
[[nodiscard]] bool IsServiceProvider() const
|
|
{
|
|
return HasNpcFlag(UNIT_NPC_FLAG_VENDOR | UNIT_NPC_FLAG_TRAINER | UNIT_NPC_FLAG_FLIGHTMASTER |
|
|
UNIT_NPC_FLAG_PETITIONER | UNIT_NPC_FLAG_BATTLEMASTER | UNIT_NPC_FLAG_BANKER |
|
|
UNIT_NPC_FLAG_INNKEEPER | UNIT_NPC_FLAG_SPIRITHEALER |
|
|
UNIT_NPC_FLAG_SPIRITGUIDE | UNIT_NPC_FLAG_TABARDDESIGNER | UNIT_NPC_FLAG_AUCTIONEER);
|
|
}
|
|
[[nodiscard]] bool IsSpiritService() const { return HasNpcFlag(UNIT_NPC_FLAG_SPIRITHEALER | UNIT_NPC_FLAG_SPIRITGUIDE); }
|
|
|
|
// Creature type
|
|
[[nodiscard]] uint32 GetCreatureType() const;
|
|
[[nodiscard]] uint32 GetCreatureTypeMask() const
|
|
{
|
|
uint32 creatureType = GetCreatureType();
|
|
return (creatureType >= 1) ? (1 << (creatureType - 1)) : 0;
|
|
}
|
|
[[nodiscard]] bool IsCritter() const { return GetCreatureType() == CREATURE_TYPE_CRITTER; }
|
|
|
|
// Race methods
|
|
[[nodiscard]] uint8 getRace(bool original = false) const;
|
|
void setRace(uint8 race);
|
|
[[nodiscard]] uint32 getRaceMask() const { return 1 << (getRace(true) - 1); }
|
|
[[nodiscard]] DisplayRace GetDisplayRaceFromModelId(uint32 modelId) const;
|
|
[[nodiscard]] DisplayRace GetDisplayRace() const { return GetDisplayRaceFromModelId(GetDisplayId()); };
|
|
|
|
// Class methods
|
|
[[nodiscard]] uint8 getClass() const { return GetByteValue(UNIT_FIELD_BYTES_0, 1); }
|
|
[[nodiscard]] virtual bool IsClass(Classes unitClass, [[maybe_unused]] ClassContext context = CLASS_CONTEXT_NONE) const { return (getClass() == unitClass); }
|
|
[[nodiscard]] uint32 getClassMask() const { return 1 << (getClass() - 1); }
|
|
|
|
// Gender methods
|
|
[[nodiscard]] uint8 getGender() const { return GetByteValue(UNIT_FIELD_BYTES_0, 2); }
|
|
|
|
// Factions methods
|
|
[[nodiscard]] uint32 GetFaction() const { return GetUInt32Value(UNIT_FIELD_FACTIONTEMPLATE); }
|
|
[[nodiscard]] FactionTemplateEntry const* GetFactionTemplateEntry() const;
|
|
void SetFaction(uint32 faction);
|
|
void RestoreFaction();
|
|
[[nodiscard]] uint32 GetOldFactionId() const { return _oldFactionId; }
|
|
|
|
/*********************************************************/
|
|
/*** METHODS RELATED TO COMBATS ***/
|
|
/*********************************************************/
|
|
// Targets
|
|
[[nodiscard]] ObjectGuid GetTarget() const { return GetGuidValue(UNIT_FIELD_TARGET); }
|
|
virtual void SetTarget(ObjectGuid /*guid*/ = ObjectGuid::Empty) = 0;
|
|
|
|
bool isTargetableForAttack(bool checkFakeDeath = true, Unit const* byWho = nullptr) const;
|
|
bool IsValidAttackTarget(Unit const* target, SpellInfo const* bySpell = nullptr) const;
|
|
bool _IsValidAttackTarget(Unit const* target, SpellInfo const* bySpell, WorldObject const* obj = nullptr) const;
|
|
bool IsValidAssistTarget(Unit const* target) const;
|
|
bool _IsValidAssistTarget(Unit const* target, SpellInfo const* bySpell) const;
|
|
|
|
// Client controlled: check if unit currently is under client control (has active "mover"), optionally check for specific client (server-side)
|
|
bool IsClientControlled(Player const* exactClient = nullptr) const;
|
|
// Controlling client: server PoV on which client (player) controls movement of the unit at the moment, obtain "mover" (server-side)
|
|
Player const* GetClientControlling() const;
|
|
|
|
// Combat range
|
|
[[nodiscard]] float GetBoundaryRadius() const { return m_floatValues[UNIT_FIELD_BOUNDINGRADIUS]; }
|
|
[[nodiscard]] float GetCombatReach() const override { return m_floatValues[UNIT_FIELD_COMBATREACH]; }
|
|
[[nodiscard]] float GetMeleeReach() const { float reach = m_floatValues[UNIT_FIELD_COMBATREACH]; return reach > MIN_MELEE_REACH ? reach : MIN_MELEE_REACH; }
|
|
[[nodiscard]] bool IsWithinRange(Unit const* obj, float dist) const;
|
|
bool IsWithinBoundaryRadius(const Unit* obj) const;
|
|
bool IsWithinCombatRange(Unit const* obj, float dist2compare) const;
|
|
bool IsWithinMeleeRange(Unit const* obj, float dist = 0.f) const;
|
|
float GetMeleeRange(Unit const* target) const;
|
|
|
|
void setAttackTimer(WeaponAttackType type, int32 time) { m_attackTimer[type] = time; } /// @todo - Look to convert to std::chrono
|
|
void resetAttackTimer(WeaponAttackType type = BASE_ATTACK);
|
|
[[nodiscard]] int32 getAttackTimer(WeaponAttackType type) const { return m_attackTimer[type]; }
|
|
[[nodiscard]] bool isAttackReady(WeaponAttackType type = BASE_ATTACK) const { return m_attackTimer[type] <= 0; }
|
|
|
|
virtual SpellSchoolMask GetMeleeDamageSchoolMask(WeaponAttackType attackType = BASE_ATTACK, uint8 damageIndex = 0) const = 0;
|
|
bool GetRandomContactPoint(Unit const* target, float& x, float& y, float& z, bool force = false) const;
|
|
|
|
[[nodiscard]] Unit* getAttackerForHelper() const; // If someone wants to help, who to give them
|
|
|
|
bool Attack(Unit* victim, bool meleeAttack);
|
|
|
|
void CastStop(uint32 except_spellid = 0, bool withInstant = true);
|
|
bool AttackStop();
|
|
void RemoveAllAttackers();
|
|
[[nodiscard]] AttackerSet const& getAttackers() const { return m_attackers; }
|
|
[[nodiscard]] bool GetMeleeAttackPoint(Unit* attacker, Position& pos);
|
|
[[nodiscard]] bool isAttackingPlayer() const;
|
|
[[nodiscard]] Unit* GetVictim() const { return m_attacking; }
|
|
|
|
void CombatStop(bool includingCast = false);
|
|
void CombatStopWithPets(bool includingCast = false);
|
|
void StopAttackFaction(uint32 faction_id);
|
|
void StopAttackingInvalidTarget();
|
|
Unit* SelectNearbyTarget(Unit* exclude = nullptr, float dist = NOMINAL_MELEE_RANGE) const;
|
|
Unit* SelectNearbyNoTotemTarget(Unit* exclude = nullptr, float dist = NOMINAL_MELEE_RANGE) const;
|
|
void SendMeleeAttackStop(Unit* victim = nullptr);
|
|
void SendMeleeAttackStart(Unit* victim, Player* sendTo = nullptr);
|
|
|
|
[[nodiscard]] uint32 GetAttackTime(WeaponAttackType att) const
|
|
{
|
|
float f_BaseAttackTime = GetFloatValue(static_cast<uint16>(UNIT_FIELD_BASEATTACKTIME) + att) / m_modAttackSpeedPct[att];
|
|
return (uint32)f_BaseAttackTime;
|
|
}
|
|
|
|
void SetAttackTime(WeaponAttackType att, uint32 val) { SetFloatValue(static_cast<uint16>(UNIT_FIELD_BASEATTACKTIME) + att, val * m_modAttackSpeedPct[att]); }
|
|
void ApplyAttackTimePercentMod(WeaponAttackType att, float val, bool apply);
|
|
void ApplyCastTimePercentMod(float val, bool apply);
|
|
|
|
void SetImmuneToAll(bool apply, bool keepCombat = false) { SetImmuneToPC(apply, keepCombat); SetImmuneToNPC(apply, keepCombat); }
|
|
bool IsImmuneToAll() const { return IsImmuneToPC() && IsImmuneToNPC(); }
|
|
void SetImmuneToPC(bool apply, bool keepCombat = false);
|
|
bool IsImmuneToPC() const { return HasUnitFlag(UNIT_FLAG_IMMUNE_TO_PC); }
|
|
void SetImmuneToNPC(bool apply, bool keepCombat = false);
|
|
bool IsImmuneToNPC() const { return HasUnitFlag(UNIT_FLAG_IMMUNE_TO_NPC); }
|
|
|
|
bool IsEngaged() const { return IsInCombat(); }
|
|
bool IsEngagedBy(Unit const* who) const { return IsInCombatWith(who); }
|
|
|
|
[[nodiscard]] bool IsInCombat() const { return HasUnitFlag(UNIT_FLAG_IN_COMBAT); }
|
|
bool IsInCombatWith(Unit const* who) const;
|
|
|
|
[[nodiscard]] bool IsPetInCombat() const { return HasUnitFlag(UNIT_FLAG_PET_IN_COMBAT); }
|
|
void CombatStart(Unit* target, bool initialAggro = true);
|
|
void CombatStartOnCast(Unit* target, bool initialAggro = true, uint32 duration = 0);
|
|
void SetInCombatState(bool PvP, Unit* enemy = nullptr, uint32 duration = 0);
|
|
void SetInCombatWith(Unit* enemy, uint32 duration = 0);
|
|
void ClearInCombat();
|
|
void ClearInPetCombat();
|
|
[[nodiscard]] uint32 GetCombatTimer() const { return m_CombatTimer; }
|
|
void SetCombatTimer(uint32 timer) { m_CombatTimer = timer; }
|
|
|
|
// Threat related methods
|
|
[[nodiscard]] bool CanHaveThreatList(bool skipAliveCheck = false) const;
|
|
void AddThreat(Unit* victim, float fThreat, SpellSchoolMask schoolMask = SPELL_SCHOOL_MASK_NORMAL, SpellInfo const* threatSpell = nullptr);
|
|
float ApplyTotalThreatModifier(float fThreat, SpellSchoolMask schoolMask = SPELL_SCHOOL_MASK_NORMAL);
|
|
void TauntApply(Unit* victim);
|
|
void TauntFadeOut(Unit* taunter);
|
|
ThreatMgr& GetThreatMgr() { return m_ThreatMgr; }
|
|
ThreatMgr const& GetThreatMgr() const { return m_ThreatMgr; }
|
|
void addHatedBy(HostileReference* pHostileReference) { m_HostileRefMgr.insertFirst(pHostileReference); };
|
|
void removeHatedBy(HostileReference* /*pHostileReference*/) { /* nothing to do yet */ }
|
|
HostileRefMgr& getHostileRefMgr() { return m_HostileRefMgr; }
|
|
|
|
// Redirect Threat
|
|
void SetRedirectThreat(ObjectGuid guid, uint32 pct) { _redirectThreatInfo.Set(guid, pct); }
|
|
void ResetRedirectThreat() { SetRedirectThreat(ObjectGuid::Empty, 0); }
|
|
void ModifyRedirectThreat(int32 amount) { _redirectThreatInfo.ModifyThreatPct(amount); }
|
|
uint32 GetRedirectThreatPercent() { return _redirectThreatInfo.GetThreatPct(); }
|
|
[[nodiscard]] Unit* GetRedirectThreatTarget() const;
|
|
|
|
void SetLastDamagedTargetGuid(ObjectGuid const& guid) { _lastDamagedTargetGuid = guid; }
|
|
[[nodiscard]] ObjectGuid const& GetLastDamagedTargetGuid() const { return _lastDamagedTargetGuid; }
|
|
|
|
void AttackerStateUpdate (Unit* victim, WeaponAttackType attType = BASE_ATTACK, bool extra = false, bool ignoreCasting = false);
|
|
|
|
// Weapons systems
|
|
[[nodiscard]] bool haveOffhandWeapon() const;
|
|
[[nodiscard]] bool CanDualWield() const { return _dualWieldMode == DualWieldMode::ENABLED; }
|
|
virtual void SetCanDualWield(bool value) { _dualWieldMode = value ? DualWieldMode::ENABLED : DualWieldMode::DISABLED; }
|
|
virtual void SetDualWieldMode(DualWieldMode mode) { _dualWieldMode = mode; }
|
|
|
|
virtual bool HasWeapon(WeaponAttackType type) const = 0;
|
|
inline bool HasMainhandWeapon() const { return HasWeapon(BASE_ATTACK); }
|
|
inline bool HasOffhandWeapon() const { return HasWeapon(OFF_ATTACK); }
|
|
inline bool HasRangedWeapon() const { return HasWeapon(RANGED_ATTACK); }
|
|
|
|
inline bool hasMainhandWeaponForAttack() const { return HasWeaponForAttack(BASE_ATTACK); }
|
|
virtual bool HasWeaponForAttack(WeaponAttackType type) const { return CanUseAttackType(type); }
|
|
inline bool HasMainhandWeaponForAttack() const { return HasWeaponForAttack(BASE_ATTACK); }
|
|
inline bool HasOffhandWeaponForAttack() const { return HasWeaponForAttack(OFF_ATTACK); }
|
|
inline bool HasRangedWeaponForAttack() const { return HasWeaponForAttack(RANGED_ATTACK); }
|
|
[[nodiscard]] bool CanUseAttackType(uint8 attacktype) const
|
|
{
|
|
switch (attacktype)
|
|
{
|
|
case BASE_ATTACK:
|
|
return !HasUnitFlag(UNIT_FLAG_DISARMED);
|
|
case OFF_ATTACK:
|
|
return !HasUnitFlag2(UNIT_FLAG2_DISARM_OFFHAND);
|
|
case RANGED_ATTACK:
|
|
return !HasUnitFlag2(UNIT_FLAG2_DISARM_RANGED);
|
|
default:
|
|
return true;
|
|
}
|
|
}
|
|
|
|
// Extra attacks
|
|
void HandleProcExtraAttackFor(Unit* victim, uint32 count);
|
|
void SetLastExtraAttackSpell(uint32 spellId) { _lastExtraAttackSpell = spellId; }
|
|
[[nodiscard]] uint32 GetLastExtraAttackSpell() const { return _lastExtraAttackSpell; }
|
|
void AddExtraAttacks(uint32 count);
|
|
|
|
// Combot points system
|
|
[[nodiscard]] uint8 GetComboPoints(Unit const* who = nullptr) const { return (who && m_comboTarget != who) ? 0 : m_comboPoints; }
|
|
[[nodiscard]] uint8 GetComboPoints(ObjectGuid const& guid) const { return (m_comboTarget && m_comboTarget->GetGUID() == guid) ? m_comboPoints : 0; }
|
|
[[nodiscard]] Unit* GetComboTarget() const { return m_comboTarget; }
|
|
[[nodiscard]] ObjectGuid const GetComboTargetGUID() const { return m_comboTarget ? m_comboTarget->GetGUID() : ObjectGuid::Empty; }
|
|
|
|
void AddComboPoints(Unit* target, int8 count);
|
|
void AddComboPoints(int8 count) { AddComboPoints(nullptr, count); }
|
|
void ClearComboPoints();
|
|
|
|
void AddComboPointHolder(Unit* unit) { m_ComboPointHolders.insert(unit); }
|
|
void RemoveComboPointHolder(Unit* unit) { m_ComboPointHolders.erase(unit); }
|
|
void ClearComboPointHolders();
|
|
|
|
// PvP
|
|
void SetContestedPvP(Player* attackedPlayer = nullptr, bool lookForNearContestedGuards = true);
|
|
[[nodiscard]] bool IsContestedGuard() const
|
|
{
|
|
if (FactionTemplateEntry const* entry = GetFactionTemplateEntry())
|
|
return entry->IsContestedGuardFaction();
|
|
|
|
return false;
|
|
}
|
|
[[nodiscard]] bool RespondsToCallForHelp() const
|
|
{
|
|
if (FactionTemplateEntry const* entry = GetFactionTemplateEntry())
|
|
return entry->FactionRespondsToCallForHelp();
|
|
|
|
return false;
|
|
}
|
|
[[nodiscard]] bool IsInSanctuary() const { return HasByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_SANCTUARY); }
|
|
[[nodiscard]] bool IsPvP() const { return HasByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_PVP); }
|
|
[[nodiscard]] bool IsFFAPvP() const { return HasByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP); }
|
|
void SetPvP(bool state)
|
|
{
|
|
if (state)
|
|
SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_PVP);
|
|
else
|
|
RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_PVP);
|
|
}
|
|
|
|
/*********************************************************/
|
|
/*** METHODS RELATED TO STATS ***/
|
|
/*********************************************************/
|
|
// stat system
|
|
[[nodiscard]] float GetStat(Stats stat) const { return float(GetUInt32Value(static_cast<uint16>(UNIT_FIELD_STAT0) + stat)); }
|
|
void SetStat(Stats stat, int32 val) { SetStatInt32Value(static_cast<uint16>(UNIT_FIELD_STAT0) + stat, val); }
|
|
|
|
[[nodiscard]] Stats GetStatByAuraGroup(UnitMods unitMod) const;
|
|
|
|
[[nodiscard]] float GetCreateStat(Stats stat) const { return m_createStats[stat]; }
|
|
void SetCreateStat(Stats stat, float val) { m_createStats[stat] = val; }
|
|
|
|
[[nodiscard]] float GetPosStat(Stats stat) const { return GetFloatValue(static_cast<uint16>(UNIT_FIELD_POSSTAT0) + stat); }
|
|
[[nodiscard]] float GetNegStat(Stats stat) const { return GetFloatValue(static_cast<uint16>(UNIT_FIELD_NEGSTAT0) + stat); }
|
|
|
|
void InitStatBuffMods()
|
|
{
|
|
for (uint8 i = STAT_STRENGTH; i < MAX_STATS; ++i) SetFloatValue(static_cast<uint16>(UNIT_FIELD_POSSTAT0) + i, 0);
|
|
for (uint8 i = STAT_STRENGTH; i < MAX_STATS; ++i) SetFloatValue(static_cast<uint16>(UNIT_FIELD_NEGSTAT0) + i, 0);
|
|
}
|
|
|
|
bool HandleStatModifier(UnitMods unitMod, UnitModifierType modifierType, float amount, bool apply);
|
|
void SetModifierValue(UnitMods unitMod, UnitModifierType modifierType, float value) { m_auraModifiersGroup[unitMod][modifierType] = value; }
|
|
[[nodiscard]] float GetModifierValue(UnitMods unitMod, UnitModifierType modifierType) const;
|
|
[[nodiscard]] float GetTotalStatValue(Stats stat, float additionalValue = 0.0f) const;
|
|
|
|
void SetCanModifyStats(bool modifyStats) { m_canModifyStats = modifyStats; }
|
|
[[nodiscard]] bool CanModifyStats() const { return m_canModifyStats; }
|
|
|
|
void ApplyStatBuffMod(Stats stat, float val, bool apply) { ApplyModSignedFloatValue((val > 0 ? static_cast<uint16>(UNIT_FIELD_POSSTAT0) + stat : static_cast<uint16>(UNIT_FIELD_NEGSTAT0) + stat), val, apply); }
|
|
void ApplyStatPercentBuffMod(Stats stat, float val, bool apply);
|
|
|
|
// Unit level methods
|
|
[[nodiscard]] uint8 GetLevel() const { return uint8(GetUInt32Value(UNIT_FIELD_LEVEL)); }
|
|
uint8 getLevelForTarget(WorldObject const* /*target*/) const override { return GetLevel(); }
|
|
void SetLevel(uint8 lvl, bool showLevelChange = true);
|
|
|
|
// Health methods
|
|
[[nodiscard]] uint32 GetHealth() const { return GetUInt32Value(UNIT_FIELD_HEALTH); }
|
|
[[nodiscard]] uint32 GetMaxHealth() const { return GetUInt32Value(UNIT_FIELD_MAXHEALTH); }
|
|
[[nodiscard]] float GetHealthPct() const { return GetMaxHealth() ? 100.f * GetHealth() / GetMaxHealth() : 0.0f; }
|
|
int32 GetHealthGain(int32 dVal);
|
|
[[nodiscard]] uint32 GetCreateHealth() const { return GetUInt32Value(UNIT_FIELD_BASE_HEALTH); }
|
|
|
|
[[nodiscard]] bool IsFullHealth() const { return GetHealth() == GetMaxHealth(); }
|
|
|
|
[[nodiscard]] bool HealthBelowPct(int32 pct) const { return GetHealth() < CountPctFromMaxHealth(pct); }
|
|
[[nodiscard]] bool HealthBelowPctDamaged(int32 pct, uint32 damage) const { return int64(GetHealth()) - int64(damage) < int64(CountPctFromMaxHealth(pct)); }
|
|
[[nodiscard]] bool HealthAbovePct(int32 pct) const { return GetHealth() > CountPctFromMaxHealth(pct); }
|
|
[[nodiscard]] bool HealthAbovePctHealed(int32 pct, uint32 heal) const { return uint64(GetHealth()) + uint64(heal) > CountPctFromMaxHealth(pct); }
|
|
|
|
[[nodiscard]] uint32 CountPctFromMaxHealth(int32 pct) const { return CalculatePct(GetMaxHealth(), pct); }
|
|
[[nodiscard]] uint32 CountPctFromCurHealth(int32 pct) const { return CalculatePct(GetHealth(), pct); }
|
|
|
|
void SetHealth(uint32 val);
|
|
void SetMaxHealth(uint32 val);
|
|
inline void SetFullHealth() { SetHealth(GetMaxHealth()); }
|
|
int32 ModifyHealth(int32 val);
|
|
void SetCreateHealth(uint32 val) { SetUInt32Value(UNIT_FIELD_BASE_HEALTH, val); }
|
|
|
|
// Power methods
|
|
[[nodiscard]] Powers getPowerType() const { return Powers(GetByteValue(UNIT_FIELD_BYTES_0, 3)); }
|
|
[[nodiscard]] virtual bool HasActivePowerType(Powers power) { return getPowerType() == power; }
|
|
[[nodiscard]] Powers GetPowerTypeByAuraGroup(UnitMods unitMod) const;
|
|
|
|
[[nodiscard]] uint32 GetPower(Powers power) const { return GetUInt32Value(static_cast<uint16>(UNIT_FIELD_POWER1) + power); }
|
|
[[nodiscard]] uint32 GetMaxPower(Powers power) const { return GetUInt32Value(static_cast<uint16>(UNIT_FIELD_MAXPOWER1) + power); }
|
|
[[nodiscard]] float GetPowerPct(Powers power) const { return GetMaxPower(power) ? 100.f * GetPower(power) / GetMaxPower(power) : 0.0f; }
|
|
[[nodiscard]] uint32 GetCreatePowers(Powers power) const;
|
|
|
|
void setPowerType(Powers power);
|
|
void SetPower(Powers power, uint32 val, bool withPowerUpdate = true, bool fromRegenerate = false);
|
|
void SetMaxPower(Powers power, uint32 val);
|
|
|
|
int32 ModifyPower(Powers power, int32 val, bool withPowerUpdate = true);
|
|
int32 ModifyPowerPct(Powers power, float pct, bool apply = true);
|
|
|
|
void RewardRage(uint32 damage, uint32 weaponSpeedHitFactor, bool attacker);
|
|
|
|
[[nodiscard]] uint32 GetCreateMana() const { return GetUInt32Value(UNIT_FIELD_BASE_MANA); }
|
|
void SetCreateMana(uint32 val) { SetUInt32Value(UNIT_FIELD_BASE_MANA, val); }
|
|
[[nodiscard]] bool CanRestoreMana(SpellInfo const* spellInfo) const;
|
|
void SetLastManaUse(uint32 spellCastTime) { m_lastManaUse = spellCastTime; }
|
|
[[nodiscard]] bool IsUnderLastManaUseEffect() const;
|
|
|
|
float GetAPMultiplier(WeaponAttackType attType, bool normalized);
|
|
|
|
// Secondary attributes
|
|
[[nodiscard]] uint32 GetArmor() const { return GetResistance(SPELL_SCHOOL_NORMAL); }
|
|
void SetArmor(int32 val) { SetResistance(SPELL_SCHOOL_NORMAL, val); }
|
|
|
|
[[nodiscard]] float GetUnitDodgeChance() const;
|
|
[[nodiscard]] float GetUnitParryChance() const;
|
|
[[nodiscard]] float GetUnitBlockChance() const;
|
|
|
|
[[nodiscard]] float GetUnitMissChance(WeaponAttackType attType) const;
|
|
float GetUnitCriticalChance(WeaponAttackType attackType, Unit const* victim) const;
|
|
MeleeHitOutcome RollMeleeOutcomeAgainst (Unit const* victim, WeaponAttackType attType) const;
|
|
MeleeHitOutcome RollMeleeOutcomeAgainst (Unit const* victim, WeaponAttackType attType, int32 crit_chance, int32 miss_chance, int32 dodge_chance, int32 parry_chance, int32 block_chance) const;
|
|
|
|
// Resilience
|
|
static void ApplyResilience(Unit const* victim, float* crit, int32* damage, bool isCrit, CombatRating type);
|
|
[[nodiscard]] bool CanApplyResilience() const { return m_applyResilience; }
|
|
|
|
// Skills values
|
|
[[nodiscard]] virtual uint32 GetShieldBlockValue() const = 0;
|
|
[[nodiscard]] uint32 GetShieldBlockValue(uint32 soft_cap, uint32 hard_cap) const
|
|
{
|
|
uint32 value = GetShieldBlockValue();
|
|
if (value >= hard_cap)
|
|
{
|
|
value = (soft_cap + hard_cap) / 2;
|
|
}
|
|
else if (value > soft_cap)
|
|
{
|
|
value = soft_cap + ((value - soft_cap) / 2);
|
|
}
|
|
|
|
return value;
|
|
}
|
|
|
|
uint32 GetUnitMeleeSkill(Unit const* target = nullptr) const { return (target ? getLevelForTarget(target) : GetLevel()) * 5; }
|
|
uint32 GetDefenseSkillValue(Unit const* target = nullptr) const;
|
|
uint32 GetWeaponSkillValue(WeaponAttackType attType, Unit const* target = nullptr) const;
|
|
|
|
// Resistances methods
|
|
int32 GetMechanicResistChance(SpellInfo const* spell);
|
|
[[nodiscard]] uint32 GetResistance(SpellSchoolMask mask) const;
|
|
[[nodiscard]] uint32 GetResistance(SpellSchools school) const { return GetUInt32Value(static_cast<uint16>(UNIT_FIELD_RESISTANCES) + school); }
|
|
static float GetEffectiveResistChance(Unit const* owner, SpellSchoolMask schoolMask, Unit const* victim);
|
|
[[nodiscard]] float GetResistanceBuffMods(SpellSchools school, bool positive) const { return GetFloatValue(positive ? static_cast<uint16>(UNIT_FIELD_RESISTANCEBUFFMODSPOSITIVE) + school : static_cast<uint16>(UNIT_FIELD_RESISTANCEBUFFMODSNEGATIVE) + + school); }
|
|
|
|
void SetResistance(SpellSchools school, int32 val) { SetStatInt32Value(static_cast<uint16>(UNIT_FIELD_RESISTANCES) + school, val); }
|
|
void SetResistanceBuffMods(SpellSchools school, bool positive, float val) { SetFloatValue(positive ? static_cast<uint16>(UNIT_FIELD_RESISTANCEBUFFMODSPOSITIVE) + school : static_cast<uint16>(UNIT_FIELD_RESISTANCEBUFFMODSNEGATIVE) + + school, val); }
|
|
|
|
void ApplyResistanceBuffModsMod(SpellSchools school, bool positive, float val, bool apply) { ApplyModSignedFloatValue(positive ? static_cast<uint16>(UNIT_FIELD_RESISTANCEBUFFMODSPOSITIVE) + school : static_cast<uint16>(UNIT_FIELD_RESISTANCEBUFFMODSNEGATIVE) + + school, val, apply); }
|
|
void ApplyResistanceBuffModsPercentMod(SpellSchools school, bool positive, float val, bool apply) { ApplyPercentModFloatValue(positive ? static_cast<uint16>(UNIT_FIELD_RESISTANCEBUFFMODSPOSITIVE) + school : static_cast<uint16>(UNIT_FIELD_RESISTANCEBUFFMODSNEGATIVE) + + school, val, apply); }
|
|
|
|
//////////// Need triage ////////////////
|
|
uint16 GetMaxSkillValueForLevel(Unit const* target = nullptr) const { return (target ? getLevelForTarget(target) : GetLevel()) * 5; }
|
|
[[nodiscard]] float GetTotalAuraModValue(UnitMods unitMod) const;
|
|
|
|
[[nodiscard]] SpellSchools GetSpellSchoolByAuraGroup(UnitMods unitMod) const;
|
|
|
|
float GetTotalAttackPowerValue(WeaponAttackType attType, Unit* pVictim = nullptr) const;
|
|
[[nodiscard]] float GetWeaponDamageRange(WeaponAttackType attType, WeaponDamageRange type, uint8 damageIndex = 0) const;
|
|
void SetBaseWeaponDamage(WeaponAttackType attType, WeaponDamageRange damageRange, float value, uint8 damageIndex = 0) { m_weaponDamage[attType][damageRange][damageIndex] = value; }
|
|
|
|
// Virtual methods
|
|
virtual bool UpdateStats(Stats stat) = 0;
|
|
virtual bool UpdateAllStats() = 0;
|
|
virtual void UpdateResistances(uint32 school) = 0;
|
|
virtual void UpdateAllResistances();
|
|
virtual void UpdateArmor() = 0;
|
|
virtual void UpdateMaxHealth() = 0;
|
|
virtual void UpdateMaxPower(Powers power) = 0;
|
|
virtual void UpdateAttackPowerAndDamage(bool ranged = false) = 0;
|
|
virtual void UpdateDamagePhysical(WeaponAttackType attType);
|
|
|
|
/*********************************************************/
|
|
/*** METHODS RELATED TO DAMAGE CACULATIONS ***/
|
|
/*********************************************************/
|
|
static uint32 DealDamage(Unit* attacker, Unit* victim, uint32 damage, CleanDamage const* cleanDamage = nullptr, DamageEffectType damagetype = DIRECT_DAMAGE, SpellSchoolMask damageSchoolMask = SPELL_SCHOOL_MASK_NORMAL, SpellInfo const* spellProto = nullptr, bool durabilityLoss = true, bool allowGM = false, Spell const* spell = nullptr);
|
|
void DealMeleeDamage(CalcDamageInfo* damageInfo, bool durabilityLoss);
|
|
void DealSpellDamage(SpellNonMeleeDamage* damageInfo, bool durabilityLoss, Spell const* spell = nullptr);
|
|
void DealDamageShieldDamage(Unit* victim);
|
|
static void DealDamageMods(Unit const* victim, uint32& damage, uint32* absorb);
|
|
|
|
static void Kill(Unit* killer, Unit* victim, bool durabilityLoss = true, WeaponAttackType attackType = BASE_ATTACK, SpellInfo const* spellProto = nullptr, Spell const* spell = nullptr);
|
|
void KillSelf(bool durabilityLoss = true, WeaponAttackType attackType = BASE_ATTACK, SpellInfo const* spellProto = nullptr, Spell const* spell = nullptr) { Kill(this, this, durabilityLoss, attackType, spellProto, spell); };
|
|
|
|
// Calculate methods
|
|
uint32 CalculateDamage(WeaponAttackType attType, bool normalized, bool addTotalPct, uint8 itemDamagesMask = 0);
|
|
virtual void CalculateMinMaxDamage(WeaponAttackType attType, bool normalized, bool addTotalPct, float& minDamage, float& maxDamage, uint8 damageIndex = 0) = 0;
|
|
void CalculateMeleeDamage(Unit* victim, CalcDamageInfo* damageInfo, WeaponAttackType attackType = BASE_ATTACK, const bool sittingVictim = false);
|
|
void CalculateSpellDamageTaken(SpellNonMeleeDamage* damageInfo, int32 damage, SpellInfo const* spellInfo, WeaponAttackType attackType = BASE_ATTACK, bool crit = false);
|
|
int32 CalculateSpellDamage(Unit const* target, SpellInfo const* spellProto, uint8 effect_index, int32 const* basePoints = nullptr) const;
|
|
float CalculateDefaultCoefficient(SpellInfo const* spellInfo, DamageEffectType damagetype) const;
|
|
|
|
// Melee damage bonus
|
|
uint32 MeleeDamageBonusDone(Unit* pVictim, uint32 damage, WeaponAttackType attType, SpellInfo const* spellProto = nullptr, SpellSchoolMask damageSchoolMask = SPELL_SCHOOL_MASK_NORMAL);
|
|
uint32 MeleeDamageBonusTaken(Unit* attacker, uint32 pdamage, WeaponAttackType attType, SpellInfo const* spellProto = nullptr, SpellSchoolMask damageSchoolMask = SPELL_SCHOOL_MASK_NORMAL);
|
|
|
|
// Spell damage bonus
|
|
int32 SpellBaseDamageBonusDone(SpellSchoolMask schoolMask);
|
|
int32 SpellBaseDamageBonusTaken(SpellSchoolMask schoolMask, bool isDoT = false);
|
|
float SpellPctDamageModsDone(Unit* victim, SpellInfo const* spellProto, DamageEffectType damagetype);
|
|
uint32 SpellDamageBonusDone(Unit* victim, SpellInfo const* spellProto, uint32 pdamage, DamageEffectType damagetype, uint8 effIndex, float TotalMod = 0.0f, uint32 stack = 1);
|
|
uint32 SpellDamageBonusTaken(Unit* caster, SpellInfo const* spellProto, uint32 pdamage, DamageEffectType damagetype, uint32 stack = 1);
|
|
|
|
// AOE damages
|
|
int32 CalculateAOEDamageReduction(int32 damage, uint32 schoolMask, bool npcCaster) const;
|
|
|
|
// Armor reduction
|
|
static bool IsDamageReducedByArmor(SpellSchoolMask damageSchoolMask, SpellInfo const* spellInfo = nullptr, uint8 effIndex = MAX_SPELL_EFFECTS);
|
|
static uint32 CalcArmorReducedDamage(Unit const* attacker, Unit const* victim, const uint32 damage, SpellInfo const* spellInfo, uint8 attackerLevel = 0, WeaponAttackType attackType = MAX_ATTACK);
|
|
|
|
// Resilience reduction - player or player's pet resilience (-1%), cap 100%
|
|
[[nodiscard]] uint32 GetMeleeDamageReduction(uint32 damage) const { return GetCombatRatingDamageReduction(CR_CRIT_TAKEN_MELEE, 2.0f, 100.0f, damage); }
|
|
[[nodiscard]] uint32 GetRangedDamageReduction(uint32 damage) const { return GetCombatRatingDamageReduction(CR_CRIT_TAKEN_RANGED, 2.0f, 100.0f, damage); }
|
|
[[nodiscard]] uint32 GetSpellDamageReduction(uint32 damage) const { return GetCombatRatingDamageReduction(CR_CRIT_TAKEN_SPELL, 2.0f, 100.0f, damage); }
|
|
|
|
// Critic damages - For resilience: player or player's pet resilience (-1%)
|
|
static uint32 SpellCriticalDamageBonus(Unit const* caster, SpellInfo const* spellProto, uint32 damage, Unit const* victim);
|
|
|
|
[[nodiscard]] float GetMeleeCritChanceReduction() const { return GetCombatRatingReduction(CR_CRIT_TAKEN_MELEE); }
|
|
[[nodiscard]] float GetRangedCritChanceReduction() const { return GetCombatRatingReduction(CR_CRIT_TAKEN_RANGED); }
|
|
[[nodiscard]] float GetSpellCritChanceReduction() const { return GetCombatRatingReduction(CR_CRIT_TAKEN_SPELL); }
|
|
|
|
[[nodiscard]] uint32 GetMeleeCritDamageReduction(uint32 damage) const { return GetCombatRatingDamageReduction(CR_CRIT_TAKEN_MELEE, 2.2f, 33.0f, damage); }
|
|
[[nodiscard]] uint32 GetRangedCritDamageReduction(uint32 damage) const { return GetCombatRatingDamageReduction(CR_CRIT_TAKEN_RANGED, 2.2f, 33.0f, damage); }
|
|
[[nodiscard]] uint32 GetSpellCritDamageReduction(uint32 damage) const { return GetCombatRatingDamageReduction(CR_CRIT_TAKEN_SPELL, 2.2f, 33.0f, damage); }
|
|
|
|
/*********************************************************/
|
|
/*** METHODS RELATED TO CHARM SYSTEM ***/
|
|
/*********************************************************/
|
|
CharmInfo* GetCharmInfo() { return m_charmInfo; }
|
|
CharmInfo* InitCharmInfo();
|
|
|
|
[[nodiscard]] Unit* GetCharmer() const;
|
|
[[nodiscard]] Unit* GetCharm() const;
|
|
[[nodiscard]] Unit* GetCharmerOrOwner() const { return GetCharmerGUID() ? GetCharmer() : GetOwner(); }
|
|
[[nodiscard]] Unit* GetCharmerOrOwnerOrSelf() const
|
|
{
|
|
if (Unit* u = GetCharmerOrOwner())
|
|
return u;
|
|
|
|
return (Unit*)this;
|
|
}
|
|
[[nodiscard]] Player* GetCharmerOrOwnerPlayerOrPlayerItself() const;
|
|
[[nodiscard]] ObjectGuid GetCharmerOrOwnerGUID() const { return GetCharmerGUID() ? GetCharmerGUID() : GetOwnerGUID(); }
|
|
[[nodiscard]] ObjectGuid GetCharmerOrOwnerOrOwnGUID() const
|
|
{
|
|
if (ObjectGuid guid = GetCharmerOrOwnerGUID())
|
|
return guid;
|
|
|
|
return GetGUID();
|
|
}
|
|
|
|
[[nodiscard]] Player* GetAffectingPlayer() const;
|
|
[[nodiscard]] Unit* GetFirstControlled() const;
|
|
|
|
[[nodiscard]] bool IsControlledByPlayer() const { return m_ControlledByPlayer; }
|
|
[[nodiscard]] bool IsCreatedByPlayer() const { return m_CreatedByPlayer; }
|
|
[[nodiscard]] bool IsCharmedOwnedByPlayerOrPlayer() const { return GetCharmerOrOwnerOrOwnGUID().IsPlayer(); }
|
|
[[nodiscard]] bool IsCharmed() const { return GetCharmerGUID(); }
|
|
[[nodiscard]] bool isPossessed() const { return HasUnitState(UNIT_STATE_POSSESSED); }
|
|
[[nodiscard]] bool isPossessedByPlayer() const { return HasUnitState(UNIT_STATE_POSSESSED) && GetCharmerGUID().IsPlayer(); }
|
|
[[nodiscard]] bool isPossessing() const
|
|
{
|
|
if (Unit* u = GetCharm())
|
|
return u->isPossessed();
|
|
else
|
|
return false;
|
|
}
|
|
bool isPossessing(Unit* u) const { return u->isPossessed() && GetCharmGUID() == u->GetGUID(); }
|
|
|
|
void SetCharm(Unit* target, bool apply);
|
|
bool SetCharmedBy(Unit* charmer, CharmType type, AuraApplication const* aurApp = nullptr);
|
|
|
|
void UpdateCharmAI();
|
|
|
|
void RemoveCharmedBy(Unit* charmer);
|
|
void RemoveCharmAuras();
|
|
void RemoveAllControlled(bool onDeath = false);
|
|
void DeleteCharmInfo();
|
|
|
|
/*********************************************************/
|
|
/*** METHODS RELATED TO COOLDOWNS ***/
|
|
/*********************************************************/
|
|
[[nodiscard]] virtual bool HasSpellCooldown(uint32 /*spell_id*/) const { return false; }
|
|
[[nodiscard]] virtual bool HasSpellItemCooldown(uint32 /*spell_id*/, uint32 /*itemid*/) const { return false; }
|
|
virtual void AddSpellCooldown(uint32 /*spell_id*/, uint32 /*itemid*/, uint32 /*end_time*/, bool needSendToClient = false, bool forceSendToSpectator = false)
|
|
{
|
|
// workaround for unused parameters
|
|
(void)needSendToClient;
|
|
(void)forceSendToSpectator;
|
|
}
|
|
|
|
void BuildCooldownPacket(WorldPacket& data, uint8 flags, uint32 spellId, uint32 cooldown);
|
|
void BuildCooldownPacket(WorldPacket& data, uint8 flags, PacketCooldowns const& cooldowns);
|
|
|
|
/*********************************************************/
|
|
/*** METHODS RELATED TO AURAS ***/
|
|
/*********************************************************/
|
|
Aura* AddAura(uint32 spellId, Unit* target);
|
|
Aura* AddAura(SpellInfo const* spellInfo, uint8 effMask, Unit* target);
|
|
|
|
void SetAuraStack(uint32 spellId, Unit* target, uint32 stack);
|
|
|
|
// aura apply/remove helpers - you should better not use these
|
|
Aura* _TryStackingOrRefreshingExistingAura(SpellInfo const* newAura, uint8 effMask, Unit* caster, int32* baseAmount = nullptr, Item* castItem = nullptr, ObjectGuid casterGUID = ObjectGuid::Empty, bool periodicReset = false);
|
|
void _AddAura(UnitAura* aura, Unit* caster);
|
|
AuraApplication* _CreateAuraApplication(Aura* aura, uint8 effMask);
|
|
void _ApplyAuraEffect(Aura* aura, uint8 effIndex);
|
|
void _ApplyAura(AuraApplication* aurApp, uint8 effMask);
|
|
void _UnapplyAura(AuraApplicationMap::iterator& i, AuraRemoveMode removeMode);
|
|
void _UnapplyAura(AuraApplication* aurApp, AuraRemoveMode removeMode);
|
|
void _RemoveNoStackAuraApplicationsDueToAura(Aura* aura);
|
|
void _RemoveNoStackAurasDueToAura(Aura* aura);
|
|
bool _IsNoStackAuraDueToAura(Aura* appliedAura, Aura* existingAura) const;
|
|
void _RegisterAuraEffect(AuraEffect* aurEff, bool apply);
|
|
|
|
// m_ownedAuras container management
|
|
AuraMap& GetOwnedAuras() { return m_ownedAuras; }
|
|
[[nodiscard]] AuraMap const& GetOwnedAuras() const { return m_ownedAuras; }
|
|
|
|
void RemoveOwnedAura(AuraMap::iterator& i, AuraRemoveMode removeMode = AURA_REMOVE_BY_DEFAULT);
|
|
void RemoveOwnedAura(uint32 spellId, ObjectGuid casterGUID = ObjectGuid::Empty, uint8 reqEffMask = 0, AuraRemoveMode removeMode = AURA_REMOVE_BY_DEFAULT);
|
|
void RemoveOwnedAura(Aura* aura, AuraRemoveMode removeMode = AURA_REMOVE_BY_DEFAULT);
|
|
|
|
Aura* GetOwnedAura(uint32 spellId, ObjectGuid casterGUID = ObjectGuid::Empty, ObjectGuid itemCasterGUID = ObjectGuid::Empty, uint8 reqEffMask = 0, Aura* except = nullptr) const;
|
|
|
|
// m_appliedAuras container management
|
|
AuraApplicationMap& GetAppliedAuras() { return m_appliedAuras; }
|
|
[[nodiscard]] AuraApplicationMap const& GetAppliedAuras() const { return m_appliedAuras; }
|
|
|
|
void RemoveAura(AuraApplicationMap::iterator& i, AuraRemoveMode mode = AURA_REMOVE_BY_DEFAULT);
|
|
void RemoveAura(uint32 spellId, ObjectGuid casterGUID = ObjectGuid::Empty, uint8 reqEffMask = 0, AuraRemoveMode removeMode = AURA_REMOVE_BY_DEFAULT);
|
|
void RemoveAura(AuraApplication* aurApp, AuraRemoveMode mode = AURA_REMOVE_BY_DEFAULT);
|
|
void RemoveAura(Aura* aur, AuraRemoveMode mode = AURA_REMOVE_BY_DEFAULT);
|
|
|
|
void RemoveBindSightAuras();
|
|
|
|
// Convenience methods removing auras by predicate
|
|
void RemoveAppliedAuras(std::function<bool(AuraApplication const*)> const& check);
|
|
void RemoveOwnedAuras(std::function<bool(Aura const*)> const& check);
|
|
|
|
// Optimized overloads taking advantage of map key
|
|
void RemoveAppliedAuras(uint32 spellId, std::function<bool(AuraApplication const*)> const& check);
|
|
void RemoveOwnedAuras(uint32 spellId, std::function<bool(Aura const*)> const& check);
|
|
|
|
void RemoveAurasDueToSpell(uint32 spellId, ObjectGuid casterGUID = ObjectGuid::Empty, uint8 reqEffMask = 0, AuraRemoveMode removeMode = AURA_REMOVE_BY_DEFAULT);
|
|
void RemoveAuraFromStack(uint32 spellId, ObjectGuid casterGUID = ObjectGuid::Empty, AuraRemoveMode removeMode = AURA_REMOVE_BY_DEFAULT);
|
|
void RemoveAurasDueToSpellByDispel(uint32 spellId, uint32 dispellerSpellId, ObjectGuid casterGUID, Unit* dispeller, uint8 chargesRemoved = 1);
|
|
void RemoveAurasDueToSpellBySteal(uint32 spellId, ObjectGuid casterGUID, Unit* stealer);
|
|
void RemoveAurasDueToItemSpell(uint32 spellId, ObjectGuid castItemGuid);
|
|
void RemoveAurasByType(AuraType auraType, ObjectGuid casterGUID = ObjectGuid::Empty, Aura* except = nullptr, bool negative = true, bool positive = true);
|
|
void RemoveNotOwnSingleTargetAuras();
|
|
void RemoveAurasWithInterruptFlags(uint32 flag, uint32 except = 0, bool isAutoshot = false);
|
|
void RemoveAurasWithAttribute(uint32 flags);
|
|
void RemoveAurasWithFamily(SpellFamilyNames family, uint32 familyFlag1, uint32 familyFlag2, uint32 familyFlag3, ObjectGuid casterGUID);
|
|
void RemoveAurasWithMechanic(uint32 mechanic_mask, AuraRemoveMode removemode = AURA_REMOVE_BY_DEFAULT, uint32 except = 0);
|
|
void RemoveMovementImpairingAuras(bool withRoot);
|
|
void RemoveAurasByShapeShift();
|
|
|
|
void RemoveAreaAurasDueToLeaveWorld();
|
|
void RemoveAllAuras();
|
|
void RemoveArenaAuras();
|
|
void RemoveAllAurasOnDeath();
|
|
void RemoveAllAurasRequiringDeadTarget();
|
|
void RemoveAllAurasExceptType(AuraType type);
|
|
//void RemoveAllAurasExceptType(AuraType type1, AuraType type2); // pussywizard: replaced with RemoveEvadeAuras()
|
|
void RemoveEvadeAuras();
|
|
void DelayOwnedAuras(uint32 spellId, ObjectGuid caster, int32 delaytime);
|
|
|
|
void _RemoveAllAuraStatMods();
|
|
void _ApplyAllAuraStatMods();
|
|
|
|
[[nodiscard]] AuraEffectList const& GetAuraEffectsByType(AuraType type) const { return m_modAuras[type]; }
|
|
AuraList& GetSingleCastAuras() { return m_scAuras; }
|
|
[[nodiscard]] AuraList const& GetSingleCastAuras() const { return m_scAuras; }
|
|
|
|
[[nodiscard]] AuraEffect* GetAuraEffect(uint32 spellId, uint8 effIndex, ObjectGuid casterGUID = ObjectGuid::Empty) const;
|
|
[[nodiscard]] AuraEffect* GetAuraEffectOfRankedSpell(uint32 spellId, uint8 effIndex, ObjectGuid casterGUID = ObjectGuid::Empty) const;
|
|
[[nodiscard]] AuraEffect* GetAuraEffect(AuraType type, SpellFamilyNames name, uint32 iconId, uint8 effIndex) const; // spell mustn't have familyflags
|
|
[[nodiscard]] AuraEffect* GetAuraEffect(AuraType type, SpellFamilyNames family, uint32 familyFlag1, uint32 familyFlag2, uint32 familyFlag3, ObjectGuid casterGUID = ObjectGuid::Empty) const;
|
|
[[nodiscard]] AuraEffect* GetAuraEffectDummy(uint32 spellid) const;
|
|
[[nodiscard]] inline AuraEffect* GetDummyAuraEffect(SpellFamilyNames name, uint32 iconId, uint8 effIndex) const { return GetAuraEffect(SPELL_AURA_DUMMY, name, iconId, effIndex);}
|
|
|
|
AuraApplication* GetAuraApplication(uint32 spellId, ObjectGuid casterGUID = ObjectGuid::Empty, ObjectGuid itemCasterGUID = ObjectGuid::Empty, uint8 reqEffMask = 0, AuraApplication* except = nullptr) const;
|
|
[[nodiscard]] Aura* GetAura(uint32 spellId, ObjectGuid casterGUID = ObjectGuid::Empty, ObjectGuid itemCasterGUID = ObjectGuid::Empty, uint8 reqEffMask = 0) const;
|
|
|
|
AuraApplication* GetAuraApplicationOfRankedSpell(uint32 spellId, ObjectGuid casterGUID = ObjectGuid::Empty, ObjectGuid itemCasterGUID = ObjectGuid::Empty, uint8 reqEffMask = 0, AuraApplication* except = nullptr) const;
|
|
[[nodiscard]] Aura* GetAuraOfRankedSpell(uint32 spellId, ObjectGuid casterGUID = ObjectGuid::Empty, ObjectGuid itemCasterGUID = ObjectGuid::Empty, uint8 reqEffMask = 0) const;
|
|
|
|
void GetDispellableAuraList(Unit* caster, uint32 dispelMask, DispelChargesList& dispelList, SpellInfo const* dispelSpell);
|
|
|
|
[[nodiscard]] bool HasAuraEffect(uint32 spellId, uint8 effIndex, ObjectGuid caster = ObjectGuid::Empty) const;
|
|
[[nodiscard]] uint32 GetAuraCount(uint32 spellId) const;
|
|
|
|
/**
|
|
* @brief Check if unit has ANY or ALL specified auras.
|
|
*
|
|
* @param sm The search method to use
|
|
* - SearchMethod::MatchAll : The function checks for all of the spell id's on the unit.
|
|
* - SearchMethod::MatchAny : The function checks for any of the spell id's on the unit.
|
|
*
|
|
* @param spellIds List of spell id's to check for on the unit.
|
|
*
|
|
* @return Returns true if the search method condition is met. Otherwise false.
|
|
*/
|
|
bool HasAuras(SearchMethod sm, std::vector<uint32>& spellIds) const;
|
|
|
|
/**
|
|
* @brief Checks if the unit has ANY specified auras.
|
|
*
|
|
* @tparam Auras Can be any type convertible to uint32.
|
|
* @param spellIds List of spell id's to check for on the unit.
|
|
*
|
|
* @return Returns true if the unit has ANY of the specified auras. Otherwise false.
|
|
*/
|
|
template <typename... Auras>
|
|
bool HasAnyAuras(Auras... spellIds) const
|
|
{
|
|
std::vector<uint32> spellList = { static_cast<uint32>(spellIds)... };
|
|
return HasAuras(SearchMethod::MatchAny, spellList);
|
|
}
|
|
|
|
/**
|
|
* @brief Checks if the unit has ALL specified auras.
|
|
*
|
|
* @tparam Auras Can be any type convertible to uint32.
|
|
* @param spellIds List of spell id's to check for on the unit.
|
|
*
|
|
* @return Returns true if the unit has ALL of the specified auras. Otherwise false.
|
|
*/
|
|
template <typename... Auras>
|
|
bool HasAllAuras(Auras... spellIds) const
|
|
{
|
|
std::vector<uint32> spellList = { static_cast<uint32>(spellIds)... };
|
|
return HasAuras(SearchMethod::MatchAll, spellList);
|
|
}
|
|
|
|
[[nodiscard]] bool HasAura(uint32 spellId, ObjectGuid casterGUID = ObjectGuid::Empty, ObjectGuid itemCasterGUID = ObjectGuid::Empty, uint8 reqEffMask = 0) const;
|
|
[[nodiscard]] bool HasAuraType(AuraType auraType) const;
|
|
[[nodiscard]] bool HasAuraTypeWithCaster(AuraType auratype, ObjectGuid caster) const;
|
|
[[nodiscard]] bool HasAuraTypeWithMiscvalue(AuraType auratype, int32 miscvalue) const;
|
|
bool HasAuraTypeWithAffectMask(AuraType auratype, SpellInfo const* affectedSpell) const;
|
|
[[nodiscard]] bool HasAuraTypeWithValue(AuraType auratype, int32 value) const;
|
|
[[nodiscard]] bool HasAuraTypeWithTriggerSpell(AuraType auratype, uint32 triggerSpell) const;
|
|
bool HasNegativeAuraWithInterruptFlag(uint32 flag, ObjectGuid guid = ObjectGuid::Empty);
|
|
[[nodiscard]] bool HasVisibleAuraType(AuraType auraType) const;
|
|
bool HasNegativeAuraWithAttribute(uint32 flag, ObjectGuid guid = ObjectGuid::Empty);
|
|
[[nodiscard]] bool HasAuraWithMechanic(uint32 mechanicMask) const;
|
|
|
|
[[nodiscard]] bool HasAuraTypeWithFamilyFlags(AuraType auraType, uint32 familyName, uint32 familyFlags) const;
|
|
|
|
[[nodiscard]] bool HasBreakableByDamageAuraType(AuraType type, uint32 excludeAura = 0) const;
|
|
bool HasBreakableByDamageCrowdControlAura(Unit* excludeCasterChannel = nullptr) const;
|
|
|
|
AuraEffect* IsScriptOverriden(SpellInfo const* spell, int32 script) const;
|
|
uint32 GetDiseasesByCaster(ObjectGuid casterGUID, uint8 mode = 0);
|
|
[[nodiscard]] uint32 GetDoTsByCaster(ObjectGuid casterGUID) const;
|
|
|
|
[[nodiscard]] int32 GetTotalAuraModifierAreaExclusive(AuraType auratype) const;
|
|
[[nodiscard]] int32 GetTotalAuraModifier(AuraType auratype) const;
|
|
[[nodiscard]] float GetTotalAuraMultiplier(AuraType auratype) const;
|
|
int32 GetMaxPositiveAuraModifier(AuraType auratype);
|
|
[[nodiscard]] int32 GetMaxNegativeAuraModifier(AuraType auratype) const;
|
|
|
|
[[nodiscard]] int32 GetTotalAuraModifierByMiscMask(AuraType auratype, uint32 misc_mask) const;
|
|
[[nodiscard]] float GetTotalAuraMultiplierByMiscMask(AuraType auratype, uint32 misc_mask) const;
|
|
int32 GetMaxPositiveAuraModifierByMiscMask(AuraType auratype, uint32 misc_mask, const AuraEffect* except = nullptr) const;
|
|
[[nodiscard]] int32 GetMaxNegativeAuraModifierByMiscMask(AuraType auratype, uint32 misc_mask) const;
|
|
|
|
[[nodiscard]] int32 GetTotalAuraModifierByMiscValue(AuraType auratype, int32 misc_value) const;
|
|
[[nodiscard]] float GetTotalAuraMultiplierByMiscValue(AuraType auratype, int32 misc_value) const;
|
|
[[nodiscard]] int32 GetMaxPositiveAuraModifierByMiscValue(AuraType auratype, int32 misc_value) const;
|
|
[[nodiscard]] int32 GetMaxNegativeAuraModifierByMiscValue(AuraType auratype, int32 misc_value) const;
|
|
|
|
int32 GetTotalAuraModifierByAffectMask(AuraType auratype, SpellInfo const* affectedSpell) const;
|
|
float GetTotalAuraMultiplierByAffectMask(AuraType auratype, SpellInfo const* affectedSpell) const;
|
|
int32 GetMaxPositiveAuraModifierByAffectMask(AuraType auratype, SpellInfo const* affectedSpell) const;
|
|
int32 GetMaxNegativeAuraModifierByAffectMask(AuraType auratype, SpellInfo const* affectedSpell) const;
|
|
|
|
VisibleAuraMap const* GetVisibleAuras() { return &m_visibleAuras; }
|
|
AuraApplication* GetVisibleAura(uint8 slot)
|
|
{
|
|
VisibleAuraMap::iterator itr = m_visibleAuras.find(slot);
|
|
if (itr != m_visibleAuras.end())
|
|
return itr->second;
|
|
return nullptr;
|
|
}
|
|
void SetVisibleAura(uint8 slot, AuraApplication* aur) { m_visibleAuras[slot] = aur; UpdateAuraForGroup(slot);}
|
|
void RemoveVisibleAura(uint8 slot) { m_visibleAuras.erase(slot); UpdateAuraForGroup(slot);}
|
|
|
|
void ModifyAuraState(AuraStateType flag, bool apply);
|
|
uint32 BuildAuraStateUpdateForTarget(Unit* target) const;
|
|
bool HasAuraState(AuraStateType flag, SpellInfo const* spellProto = nullptr, Unit const* Caster = nullptr) const;
|
|
|
|
/*********************************************************/
|
|
/*** METHODS RELATED TO PROCS SYSTEM ***/
|
|
/*********************************************************/
|
|
bool CanProc() { return !m_procDeep; }
|
|
void SetCantProc(bool apply);
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static void ProcDamageAndSpell(Unit* actor, Unit* victim, uint32 procAttacker, uint32 procVictim, uint32 procEx, uint32 amount, WeaponAttackType attType = BASE_ATTACK, SpellInfo const* procSpellInfo = nullptr, SpellInfo const* procAura = nullptr, int8 procAuraEffectIndex = -1, Spell const* procSpell = nullptr, DamageInfo* damageInfo = nullptr, HealInfo* healInfo = nullptr, uint32 procPhase = 2 /*PROC_SPELL_PHASE_HIT*/);
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void ProcDamageAndSpellFor(bool isVictim, Unit* target, uint32 procFlag, uint32 procExtra, WeaponAttackType attType, SpellInfo const* procSpellInfo, uint32 damage, SpellInfo const* procAura = nullptr, int8 procAuraEffectIndex = -1, Spell const* procSpell = nullptr, DamageInfo* damageInfo = nullptr, HealInfo* healInfo = nullptr, uint32 procPhase = 2 /*PROC_SPELL_PHASE_HIT*/);
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void GetProcAurasTriggeredOnEvent(std::list<AuraApplication*>& aurasTriggeringProc, std::list<AuraApplication*>* procAuras, ProcEventInfo eventInfo);
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void TriggerAurasProcOnEvent(CalcDamageInfo& damageInfo);
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void TriggerAurasProcOnEvent(std::list<AuraApplication*>* myProcAuras, std::list<AuraApplication*>* targetProcAuras, Unit* actionTarget, uint32 typeMaskActor, uint32 typeMaskActionTarget, uint32 spellTypeMask, uint32 spellPhaseMask, uint32 hitMask, Spell* spell, DamageInfo* damageInfo, HealInfo* healInfo);
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void TriggerAurasProcOnEvent(ProcEventInfo& eventInfo, std::list<AuraApplication*>& procAuras);
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[[nodiscard]] float GetWeaponProcChance() const;
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float GetPPMProcChance(uint32 WeaponSpeed, float PPM, SpellInfo const* spellProto) const;
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/*********************************************************/
|
|
/*** METHODS RELATED TO SPELLS ***/
|
|
/*********************************************************/
|
|
[[nodiscard]] Player* GetSpellModOwner() const;
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|
[[nodiscard]] Spell* GetCurrentSpell(CurrentSpellTypes spellType) const { return m_currentSpells[spellType]; }
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[[nodiscard]] Spell* GetCurrentSpell(uint32 spellType) const { return m_currentSpells[spellType]; }
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[[nodiscard]] Spell* GetFirstCurrentCastingSpell() const;
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[[nodiscard]] Spell* FindCurrentSpellBySpellId(uint32 spell_id) const;
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[[nodiscard]] int32 GetCurrentSpellCastTime(uint32 spell_id) const;
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[[nodiscard]] bool virtual HasSpell(uint32 /*spellID*/) const { return false; }
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void SetCurrentCastedSpell(Spell* pSpell);
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virtual void ProhibitSpellSchool(SpellSchoolMask /*idSchoolMask*/, uint32 /*unTimeMs*/) { }
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void SetInstantCast(bool set) { _instantCast = set; }
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[[nodiscard]] bool CanInstantCast() const { return _instantCast; }
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// set withDelayed to true to account delayed spells as casted
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// delayed+channeled spells are always accounted as casted
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// we can skip channeled or delayed checks using flags
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[[nodiscard]] bool IsNonMeleeSpellCast(bool withDelayed, bool skipChanneled = false, bool skipAutorepeat = false, bool isAutoshoot = false, bool skipInstant = true) const;
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// set withDelayed to true to interrupt delayed spells too
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// delayed+channeled spells are always interrupted
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void InterruptNonMeleeSpells(bool withDelayed, uint32 spellid = 0, bool withInstant = true, bool bySelf = false);
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// target dependent range checks
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|
float GetSpellMaxRangeForTarget(Unit const* target, SpellInfo const* spellInfo) const;
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float GetSpellMinRangeForTarget(Unit const* target, SpellInfo const* spellInfo) const;
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// Spell interrupt
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|
[[nodiscard]] uint32 GetInterruptMask() const { return m_interruptMask; }
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|
void AddInterruptMask(uint32 mask) { m_interruptMask |= mask; }
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|
void UpdateInterruptMask();
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|
void InterruptSpell(CurrentSpellTypes spellType, bool withDelayed = true, bool withInstant = true, bool bySelf = false);
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bool isSpellBlocked(Unit* victim, SpellInfo const* spellProto, WeaponAttackType attackType = BASE_ATTACK);
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void FinishSpell(CurrentSpellTypes spellType, bool ok = true);
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// Spell hit methods
|
|
Unit* GetMagicHitRedirectTarget(Unit* victim, SpellInfo const* spellInfo);
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|
Unit* GetMeleeHitRedirectTarget(Unit* victim, SpellInfo const* spellInfo = nullptr);
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|
[[nodiscard]] float MeleeSpellMissChance(Unit const* victim, WeaponAttackType attType, int32 skillDiff, uint32 spellId) const;
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|
[[nodiscard]] SpellMissInfo MeleeSpellHitResult(Unit* victim, SpellInfo const* spell);
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|
[[nodiscard]] SpellMissInfo MagicSpellHitResult(Unit* victim, SpellInfo const* spell);
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|
[[nodiscard]] SpellMissInfo SpellHitResult(Unit* victim, SpellInfo const* spell, bool canReflect = false);
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|
[[nodiscard]] SpellMissInfo SpellHitResult(Unit* victim, Spell const* spell, bool canReflect = false);
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|
|
// Healling spells
|
|
static int32 DealHeal(Unit* healer, Unit* victim, uint32 addhealth);
|
|
void SendHealSpellLog(HealInfo const& healInfo, bool critical = false);
|
|
int32 HealBySpell(HealInfo& healInfo, bool critical = false);
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|
|
|
int32 SpellBaseHealingBonusDone(SpellSchoolMask schoolMask);
|
|
int32 SpellBaseHealingBonusTaken(SpellSchoolMask schoolMask);
|
|
float SpellPctHealingModsDone(Unit* victim, SpellInfo const* spellProto, DamageEffectType damagetype);
|
|
uint32 SpellHealingBonusDone(Unit* victim, SpellInfo const* spellProto, uint32 healamount, DamageEffectType damagetype, uint8 effIndex, float TotalMod = 0.0f, uint32 stack = 1);
|
|
uint32 SpellHealingBonusTaken(Unit* caster, SpellInfo const* spellProto, uint32 healamount, DamageEffectType damagetype, uint32 stack = 1);
|
|
static uint32 SpellCriticalHealingBonus(Unit const* caster, SpellInfo const* spellProto, uint32 damage, Unit const* victim);
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|
|
|
static void CalcAbsorbResist(DamageInfo& dmgInfo, bool Splited = false);
|
|
static void CalcHealAbsorb(HealInfo& healInfo);
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|
|
|
// Energize spells
|
|
void SendEnergizeSpellLog(Unit* victim, uint32 SpellID, uint32 Damage, Powers powertype);
|
|
void EnergizeBySpell(Unit* victim, uint32 SpellID, uint32 Damage, Powers powertype);
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|
|
|
// Spells immunities
|
|
void ApplySpellImmune(uint32 spellId, uint32 op, uint32 type, bool apply, SpellImmuneBlockType blockType = SPELL_BLOCK_TYPE_ALL);
|
|
void ApplySpellDispelImmunity(SpellInfo const* spellProto, DispelType type, bool apply);
|
|
virtual bool IsImmunedToSpell(SpellInfo const* spellInfo, Spell const* spell = nullptr);
|
|
[[nodiscard]] bool IsImmunedToDamage(SpellSchoolMask meleeSchoolMask) const;
|
|
[[nodiscard]] bool IsImmunedToDamage(SpellInfo const* spellInfo) const;
|
|
[[nodiscard]] bool IsImmunedToDamage(Spell const* spell) const;
|
|
[[nodiscard]] bool IsImmunedToSchool(SpellSchoolMask meleeSchoolMask) const;
|
|
[[nodiscard]] bool IsImmunedToSchool(SpellInfo const* spellInfo) const;
|
|
[[nodiscard]] bool IsImmunedToSchool(Spell const* spell) const;
|
|
[[nodiscard]] bool IsImmunedToDamageOrSchool(SpellSchoolMask meleeSchoolMask) const;
|
|
bool IsImmunedToDamageOrSchool(SpellInfo const* spellInfo) const;
|
|
virtual bool IsImmunedToSpellEffect(SpellInfo const* spellInfo, uint32 index) const;
|
|
|
|
// Critic chances
|
|
bool isBlockCritical();
|
|
float SpellDoneCritChance(Unit const* /*victim*/, SpellInfo const* spellProto, SpellSchoolMask schoolMask, WeaponAttackType attackType, bool skipEffectCheck) const;
|
|
float SpellTakenCritChance(Unit const* caster, SpellInfo const* spellProto, SpellSchoolMask schoolMask, float doneChance, WeaponAttackType attackType, bool skipEffectCheck) const;
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|
|
|
// Others modifiers
|
|
float ApplyEffectModifiers(SpellInfo const* spellProto, uint8 effect_index, float value) const;
|
|
int32 CalcSpellDuration(SpellInfo const* spellProto);
|
|
int32 ModSpellDuration(SpellInfo const* spellProto, Unit const* target, int32 duration, bool positive, uint32 effectMask);
|
|
void ModSpellCastTime(SpellInfo const* spellProto, int32& castTime, Spell* spell = nullptr);
|
|
float CalculateLevelPenalty(SpellInfo const* spellProto) const;
|
|
|
|
uint32 GetCastingTimeForBonus(SpellInfo const* spellProto, DamageEffectType damagetype, uint32 CastingTime) const;
|
|
void CastDelayedSpellWithPeriodicAmount(Unit* caster, uint32 spellId, AuraType auraType, int32 addAmount, uint8 effectIndex = 0);
|
|
|
|
// SpellCastResult methods
|
|
SpellCastResult CastSpell(SpellCastTargets const& targets, SpellInfo const* spellInfo, CustomSpellValues const* value, TriggerCastFlags triggerFlags = TRIGGERED_NONE, Item* castItem = nullptr, AuraEffect const* triggeredByAura = nullptr, ObjectGuid originalCaster = ObjectGuid::Empty);
|
|
SpellCastResult CastSpell(Unit* victim, uint32 spellId, bool triggered, Item* castItem = nullptr, AuraEffect const* triggeredByAura = nullptr, ObjectGuid originalCaster = ObjectGuid::Empty);
|
|
SpellCastResult CastSpell(Unit* victim, uint32 spellId, TriggerCastFlags triggerFlags = TRIGGERED_NONE, Item* castItem = nullptr, AuraEffect const* triggeredByAura = nullptr, ObjectGuid originalCaster = ObjectGuid::Empty);
|
|
SpellCastResult CastSpell(Unit* victim, SpellInfo const* spellInfo, bool triggered, Item* castItem = nullptr, AuraEffect const* triggeredByAura = nullptr, ObjectGuid originalCaster = ObjectGuid::Empty);
|
|
SpellCastResult CastSpell(Unit* victim, SpellInfo const* spellInfo, TriggerCastFlags triggerFlags = TRIGGERED_NONE, Item* castItem = nullptr, AuraEffect const* triggeredByAura = nullptr, ObjectGuid originalCaster = ObjectGuid::Empty);
|
|
SpellCastResult CastSpell(float x, float y, float z, uint32 spellId, bool triggered, Item* castItem = nullptr, AuraEffect const* triggeredByAura = nullptr, ObjectGuid originalCaster = ObjectGuid::Empty);
|
|
SpellCastResult CastSpell(GameObject* go, uint32 spellId, bool triggered, Item* castItem = nullptr, AuraEffect* triggeredByAura = nullptr, ObjectGuid originalCaster = ObjectGuid::Empty);
|
|
SpellCastResult CastCustomSpell(Unit* victim, uint32 spellId, int32 const* bp0, int32 const* bp1, int32 const* bp2, bool triggered, Item* castItem = nullptr, AuraEffect const* triggeredByAura = nullptr, ObjectGuid originalCaster = ObjectGuid::Empty);
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|
SpellCastResult CastCustomSpell(uint32 spellId, SpellValueMod mod, int32 value, Unit* victim, bool triggered, Item* castItem = nullptr, AuraEffect const* triggeredByAura = nullptr, ObjectGuid originalCaster = ObjectGuid::Empty);
|
|
SpellCastResult CastCustomSpell(uint32 spellId, SpellValueMod mod, int32 value, Unit* victim = nullptr, TriggerCastFlags triggerFlags = TRIGGERED_NONE, Item* castItem = nullptr, AuraEffect const* triggeredByAura = nullptr, ObjectGuid originalCaster = ObjectGuid::Empty);
|
|
SpellCastResult CastCustomSpell(uint32 spellId, CustomSpellValues const& value, Unit* victim = nullptr, TriggerCastFlags triggerFlags = TRIGGERED_NONE, Item* castItem = nullptr, AuraEffect const* triggeredByAura = nullptr, ObjectGuid originalCaster = ObjectGuid::Empty);
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|
SpellCastResult CastCustomSpell(SpellInfo const* spellInfo, CustomSpellValues const& value, Unit* victim = nullptr, TriggerCastFlags triggerFlags = TRIGGERED_NONE, Item* castItem = nullptr, AuraEffect const* triggeredByAura = nullptr, ObjectGuid originalCaster = ObjectGuid::Empty);
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|
|
|
/*********************************************************/
|
|
/*** METHODS RELATED TO GAMEOBJECT & DYNOBEJCTS ***/
|
|
/*********************************************************/
|
|
void _RegisterDynObject(DynamicObject* dynObj);
|
|
void _UnregisterDynObject(DynamicObject* dynObj);
|
|
DynamicObject* GetDynObject(uint32 spellId);
|
|
bool RemoveDynObject(uint32 spellId);
|
|
void RemoveAllDynObjects();
|
|
|
|
[[nodiscard]] GameObject* GetGameObject(uint32 spellId) const;
|
|
void AddGameObject(GameObject* gameObj);
|
|
void RemoveGameObject(GameObject* gameObj, bool del);
|
|
void RemoveGameObject(uint32 spellid, bool del);
|
|
void RemoveAllGameObjects();
|
|
|
|
/*********************************************************/
|
|
/*** METHODS RELATED TO MOVEMENTS ***/
|
|
/*********************************************************/
|
|
[[nodiscard]] bool IsPolymorphed() const;
|
|
[[nodiscard]] bool isFrozen() const;
|
|
[[nodiscard]] bool IsInFlight() const { return HasUnitState(UNIT_STATE_IN_FLIGHT); }
|
|
[[nodiscard]] bool IsLevitating() const { return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_DISABLE_GRAVITY); }
|
|
[[nodiscard]] bool IsWalking() const { return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_WALKING); }
|
|
[[nodiscard]] bool isMoving() const { return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_MASK_MOVING); }
|
|
[[nodiscard]] bool isTurning() const { return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_MASK_TURNING); }
|
|
[[nodiscard]] bool IsHovering() const { return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_HOVER); }
|
|
[[nodiscard]] bool isSwimming() const { return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_SWIMMING); }
|
|
[[nodiscard]] virtual bool CanFly() const = 0;
|
|
[[nodiscard]] bool IsFlying() const { return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_FLYING | MOVEMENTFLAG_DISABLE_GRAVITY); }
|
|
[[nodiscard]] bool IsFalling() const;
|
|
[[nodiscard]] bool IsRooted() const { return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_ROOT); }
|
|
|
|
[[nodiscard]] float GetHoverHeight() const { return IsHovering() ? GetFloatValue(UNIT_FIELD_HOVERHEIGHT) : 0.0f; }
|
|
|
|
[[nodiscard]] virtual bool IsMovementPreventedByCasting() const;
|
|
|
|
[[nodiscard]] virtual bool CanEnterWater() const = 0;
|
|
[[nodiscard]] virtual bool CanSwim() const;
|
|
[[nodiscard]] bool CanFreeMove() const
|
|
{
|
|
return !HasUnitState(UNIT_STATE_CONFUSED | UNIT_STATE_FLEEING | UNIT_STATE_IN_FLIGHT |
|
|
UNIT_STATE_ROOT | UNIT_STATE_STUNNED | UNIT_STATE_DISTRACTED) && !GetOwnerGUID();
|
|
}
|
|
|
|
[[nodiscard]] bool HasLeewayMovement() const
|
|
{
|
|
return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_FORWARD | MOVEMENTFLAG_STRAFE_LEFT | MOVEMENTFLAG_STRAFE_RIGHT | MOVEMENTFLAG_FALLING)
|
|
&& !IsWalking();
|
|
}
|
|
|
|
void KnockbackFrom(float x, float y, float speedXY, float speedZ);
|
|
void JumpTo(float speedXY, float speedZ, bool forward = true);
|
|
void JumpTo(WorldObject* obj, float speedZ);
|
|
|
|
void UpdateSpeed(UnitMoveType mtype, bool forced);
|
|
[[nodiscard]] float GetSpeed(UnitMoveType mtype) const;
|
|
[[nodiscard]] float GetSpeedRate(UnitMoveType mtype) const { return m_speed_rate[mtype]; }
|
|
void SetSpeed(UnitMoveType mtype, float rate, bool forced = false);
|
|
void SetSpeedRate(UnitMoveType mtype, float rate) { m_speed_rate[mtype] = rate; }
|
|
|
|
void propagateSpeedChange() { GetMotionMaster()->propagateSpeedChange(); }
|
|
|
|
void SendMonsterMove(float NewPosX, float NewPosY, float NewPosZ, uint32 TransitTime, SplineFlags sf = SPLINEFLAG_WALK_MODE); // pussywizard: need to just send packet, with no movement/spline
|
|
void MonsterMoveWithSpeed(float x, float y, float z, float speed);
|
|
//void SetFacing(float ori, WorldObject* obj = nullptr);
|
|
//void SendMonsterMove(float NewPosX, float NewPosY, float NewPosZ, uint8 type, uint32 MovementFlags, uint32 Time, Player* player = nullptr);
|
|
|
|
virtual bool SetWalk(bool enable);
|
|
virtual bool SetDisableGravity(bool disable, bool packetOnly = false, bool updateAnimationTier = true);
|
|
virtual bool SetSwim(bool enable);
|
|
void SetCanFly(bool enable);
|
|
void SetWaterWalking(bool enable);
|
|
void SetFeatherFall(bool enable);
|
|
void SetHover(bool enable);
|
|
|
|
MotionMaster* GetMotionMaster() { return i_motionMaster; }
|
|
[[nodiscard]] const MotionMaster* GetMotionMaster() const { return i_motionMaster; }
|
|
[[nodiscard]] virtual MovementGeneratorType GetDefaultMovementType() const;
|
|
|
|
[[nodiscard]] bool IsStopped() const { return !(HasUnitState(UNIT_STATE_MOVING)); }
|
|
void StopMoving();
|
|
void StopMovingOnCurrentPos(); /// @brief Disable the unit movement by clearing UNIT_STATE_MOVING and stopping the spline.
|
|
virtual void PauseMovement(uint32 timer = 0, uint8 slot = 0); // timer in ms
|
|
void ResumeMovement(uint32 timer = 0, uint8 slot = 0);
|
|
|
|
void SetControlled(bool apply, UnitState state, Unit* source = nullptr, bool isFear = false);
|
|
void DisableRotate(bool apply);
|
|
void DisableSpline();
|
|
|
|
/*********************************************************/
|
|
/*** MISC METHODS ***/
|
|
/*********************************************************/
|
|
// SheathState
|
|
[[nodiscard]] SheathState GetSheath() const { return SheathState(GetByteValue(UNIT_FIELD_BYTES_2, 0)); }
|
|
virtual void SetSheath(SheathState sheathed) { SetByteValue(UNIT_FIELD_BYTES_2, 0, sheathed); }
|
|
|
|
// StandState
|
|
[[nodiscard]] uint8 getStandState() const { return GetByteValue(UNIT_FIELD_BYTES_1, 0); }
|
|
[[nodiscard]] bool IsSitState() const;
|
|
[[nodiscard]] bool IsStandState() const;
|
|
[[nodiscard]] bool IsStandUpOnMovementState() const;
|
|
void SetStandState(uint8 state);
|
|
|
|
void SetStandFlags(uint8 flags) { SetByteFlag(UNIT_FIELD_BYTES_1, UNIT_BYTES_1_OFFSET_VIS_FLAG, flags); }
|
|
void RemoveStandFlags(uint8 flags) { RemoveByteFlag(UNIT_FIELD_BYTES_1, UNIT_BYTES_1_OFFSET_VIS_FLAG, flags); }
|
|
|
|
// DeathState
|
|
DeathState getDeathState() { return m_deathState; };
|
|
virtual void setDeathState(DeathState s, bool despawn = false); // overwrited in Creature/Player/Pet
|
|
|
|
[[nodiscard]] bool IsAlive() const { return (m_deathState == DeathState::Alive); };
|
|
[[nodiscard]] bool isDying() const { return (m_deathState == DeathState::JustDied); };
|
|
[[nodiscard]] bool isDead() const { return (m_deathState == DeathState::Dead || m_deathState == DeathState::Corpse); };
|
|
|
|
// Spell Aura helpers
|
|
[[nodiscard]] bool HasGhostAura() const { return HasAuraType(SPELL_AURA_GHOST); };
|
|
[[nodiscard]] bool HasMountedAura() const { return HasAuraType(SPELL_AURA_MOUNTED); };
|
|
[[nodiscard]] bool HasWaterWalkAura() const { return HasAuraType(SPELL_AURA_WATER_WALK); };
|
|
[[nodiscard]] bool HasFeatherFallAura() const { return HasAuraType(SPELL_AURA_FEATHER_FALL); };
|
|
[[nodiscard]] bool HasHoverAura() const { return HasAuraType(SPELL_AURA_HOVER); };
|
|
[[nodiscard]] bool HasFlyAura() const { return HasAuraType(SPELL_AURA_FLY); };
|
|
[[nodiscard]] bool HasSpiritOfRedemptionAura() const { return HasAuraType(SPELL_AURA_SPIRIT_OF_REDEMPTION); };
|
|
[[nodiscard]] bool HasPreventsFleeingAura() const { return HasAuraType(SPELL_AURA_PREVENTS_FLEEING); };
|
|
[[nodiscard]] bool HasPreventDurabilityLossAura() const { return HasAuraType(SPELL_AURA_PREVENT_DURABILITY_LOSS); };
|
|
[[nodiscard]] bool HasPreventResurectionAura() const { return HasAuraType(SPELL_AURA_PREVENT_RESURRECTION); };
|
|
[[nodiscard]] bool HasTransformAura() const { return HasAuraType(SPELL_AURA_TRANSFORM); };
|
|
[[nodiscard]] bool HasInterruptRegenAura() const { return HasAuraType(SPELL_AURA_INTERRUPT_REGEN); };
|
|
[[nodiscard]] bool HasNoPVPCreditAura() const { return HasAuraType(SPELL_AURA_NO_PVP_CREDIT); };
|
|
[[nodiscard]] bool HasWaterBreathingAura() const { return HasAuraType(SPELL_AURA_WATER_BREATHING); };
|
|
[[nodiscard]] bool HasIgnoreHitDirectionAura() const { return HasAuraType(SPELL_AURA_IGNORE_HIT_DIRECTION); };
|
|
[[nodiscard]] bool HasSpellMagnetAura() const { return HasAuraType(SPELL_AURA_SPELL_MAGNET); };
|
|
[[nodiscard]] bool HasOpenStableAura() const { return HasAuraType(SPELL_AURA_OPEN_STABLE); };
|
|
[[nodiscard]] bool HasCloneCasterAura() const { return HasAuraType(SPELL_AURA_CLONE_CASTER); };
|
|
[[nodiscard]] bool HasReflectSpellsAura() const { return HasAuraType(SPELL_AURA_REFLECT_SPELLS); };
|
|
[[nodiscard]] bool HasDetectAmoreAura() const { return HasAuraType(SPELL_AURA_DETECT_AMORE); };
|
|
[[nodiscard]] bool HasAllowOnlyAbilityAura() const { return HasAuraType(SPELL_AURA_ALLOW_ONLY_ABILITY); };
|
|
[[nodiscard]] bool HasPeriodicDummyAura() const { return HasAuraType(SPELL_AURA_PERIODIC_DUMMY); };
|
|
[[nodiscard]] bool HasControlVehicleAura() const { return HasAuraType(SPELL_AURA_CONTROL_VEHICLE); };
|
|
[[nodiscard]] bool HasAOECharmAura() const { return HasAuraType(SPELL_AURA_AOE_CHARM); };
|
|
[[nodiscard]] bool HasDetectSpellsAura() const { return HasAuraType(SPELL_AURA_DEFLECT_SPELLS); };
|
|
[[nodiscard]] bool HasPacifySilenceAura() const { return HasAuraType(SPELL_AURA_MOD_PACIFY_SILENCE); }
|
|
[[nodiscard]] bool HasSilenceAura() const { return HasAuraType(SPELL_AURA_MOD_SILENCE); }
|
|
[[nodiscard]] bool HasShapeshiftAura() const { return HasAuraType(SPELL_AURA_MOD_SHAPESHIFT); }
|
|
[[nodiscard]] bool HasDecreaseSpeedAura() const { return HasAuraType(SPELL_AURA_MOD_DECREASE_SPEED); }
|
|
[[nodiscard]] bool HasPacifyAura() const { return HasAuraType(SPELL_AURA_MOD_PACIFY); }
|
|
[[nodiscard]] bool HasIgnoreTargetResistAura() const { return HasAuraType(SPELL_AURA_MOD_IGNORE_TARGET_RESIST); }
|
|
[[nodiscard]] bool HasIncreaseMountedSpeedAura() const { return HasAuraType(SPELL_AURA_MOD_INCREASE_MOUNTED_SPEED); }
|
|
[[nodiscard]] bool HasIncreaseMountedFlightSpeedAura() const { return HasAuraType(SPELL_AURA_MOD_INCREASE_MOUNTED_FLIGHT_SPEED); }
|
|
[[nodiscard]] bool HasThreatAura() const { return HasAuraType(SPELL_AURA_MOD_THREAT); }
|
|
[[nodiscard]] bool HasAttackerSpellCritChanceAura() const { return HasAuraType(SPELL_AURA_MOD_ATTACKER_SPELL_CRIT_CHANCE); }
|
|
[[nodiscard]] bool HasUnattackableAura() const { return HasAuraType(SPELL_AURA_MOD_UNATTACKABLE); }
|
|
[[nodiscard]] bool HasHealthRegenInCombatAura() const { return HasAuraType(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT); }
|
|
[[nodiscard]] bool HasRegenDuringCombatAura() const { return HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT); }
|
|
[[nodiscard]] bool HasFearAura() const { return HasAuraType(SPELL_AURA_MOD_FEAR); }
|
|
[[nodiscard]] bool HasConfuseAura() const { return HasAuraType(SPELL_AURA_MOD_CONFUSE); }
|
|
[[nodiscard]] bool HasRootAura() const { return HasAuraType(SPELL_AURA_MOD_ROOT); }
|
|
[[nodiscard]] bool HasStunAura() const { return HasAuraType(SPELL_AURA_MOD_STUN); }
|
|
[[nodiscard]] bool HasTauntAura() const { return HasAuraType(SPELL_AURA_MOD_TAUNT); }
|
|
[[nodiscard]] bool HasStealthAura() const { return HasAuraType(SPELL_AURA_MOD_STEALTH); }
|
|
[[nodiscard]] bool HasStealthDetectAura() const { return HasAuraType(SPELL_AURA_MOD_STEALTH_DETECT); }
|
|
[[nodiscard]] bool HasInvisibilityAura() const { return HasAuraType(SPELL_AURA_MOD_INVISIBILITY); }
|
|
[[nodiscard]] bool HasInvisibilityDetectAura() const { return HasAuraType(SPELL_AURA_MOD_INVISIBILITY_DETECT); }
|
|
|
|
// React methods
|
|
bool IsHostileTo(Unit const* unit) const;
|
|
[[nodiscard]] bool IsHostileToPlayers() const;
|
|
bool IsFriendlyTo(Unit const* unit) const;
|
|
[[nodiscard]] bool IsNeutralToAll() const;
|
|
|
|
// Reactive attacks
|
|
void ClearAllReactives();
|
|
void StartReactiveTimer(ReactiveType reactive) { m_reactiveTimer[reactive] = REACTIVE_TIMER_START;}
|
|
void UpdateReactives(uint32 p_time);
|
|
|
|
// Diminish returns system
|
|
DiminishingLevels GetDiminishing(DiminishingGroup group);
|
|
void IncrDiminishing(DiminishingGroup group);
|
|
float ApplyDiminishingToDuration(DiminishingGroup group, int32& duration, Unit* caster, DiminishingLevels Level, int32 limitduration);
|
|
void ApplyDiminishingAura(DiminishingGroup group, bool apply);
|
|
void ClearDiminishings() { m_Diminishing.clear(); }
|
|
|
|
// Group methods
|
|
bool IsInPartyWith(Unit const* unit) const;
|
|
bool IsInRaidWith(Unit const* unit) const;
|
|
void GetPartyMembers(std::list<Unit*>& units);
|
|
Unit* GetNextRandomRaidMemberOrPet(float radius);
|
|
void UpdateAuraForGroup(uint8 slot);
|
|
|
|
// Reputations system
|
|
ReputationRank GetReactionTo(Unit const* target, bool checkOriginalFaction = false) const;
|
|
ReputationRank GetFactionReactionTo(FactionTemplateEntry const* factionTemplateEntry, Unit const* target) const;
|
|
|
|
// Shared vision
|
|
SharedVisionList const& GetSharedVisionList() { return m_sharedVision; }
|
|
void AddPlayerToVision(Player* player);
|
|
void RemovePlayerFromVision(Player* player);
|
|
[[nodiscard]] bool HasSharedVision() const { return !m_sharedVision.empty(); }
|
|
|
|
// Virtual items
|
|
uint32 GetVirtualItemId(uint32 slot) const;
|
|
void SetVirtualItem(uint32 slot, uint32 itemId);
|
|
|
|
// Mount methods
|
|
[[nodiscard]] bool IsMounted() const { return HasUnitFlag(UNIT_FLAG_MOUNT); }
|
|
[[nodiscard]] uint32 GetMountID() const { return GetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID); }
|
|
void Mount(uint32 mount, uint32 vehicleId = 0, uint32 creatureEntry = 0);
|
|
void Dismount();
|
|
[[nodiscard]] bool IsInDisallowedMountForm() const;
|
|
|
|
// Followers
|
|
void addFollower(FollowerReference* pRef) { m_FollowingRefMgr.insertFirst(pRef); }
|
|
void removeFollower(FollowerReference* /*pRef*/) { /* nothing to do yet */ }
|
|
[[nodiscard]] virtual float GetFollowAngle() const { return static_cast<float>(M_PI / 2); }
|
|
|
|
// Pets, guardians, minions...
|
|
[[nodiscard]] Guardian* GetGuardianPet() const;
|
|
[[nodiscard]] Minion* GetFirstMinion() const;
|
|
[[nodiscard]] Creature* GetCompanionPet() const;
|
|
|
|
Pet* CreateTamedPetFrom(Creature* creatureTarget, uint32 spell_id = 0);
|
|
Pet* CreateTamedPetFrom(uint32 creatureEntry, uint32 spell_id = 0);
|
|
bool InitTamedPet(Pet* pet, uint8 level, uint32 spell_id);
|
|
|
|
void SetMinion(Minion* minion, bool apply);
|
|
void GetAllMinionsByEntry(std::list<Creature*>& Minions, uint32 entry);
|
|
void RemoveAllMinionsByEntry(uint32 entry);
|
|
|
|
void AddPetAura(PetAura const* petSpell);
|
|
void RemovePetAura(PetAura const* petSpell);
|
|
void CastPetAura(PetAura const* aura);
|
|
bool IsPetAura(Aura const* aura);
|
|
|
|
void PetSpellFail(SpellInfo const* spellInfo, Unit* target, uint32 result);
|
|
|
|
void UnsummonAllTotems(bool onDeath = false);
|
|
|
|
// Vehicules
|
|
[[nodiscard]] TransportBase* GetDirectTransport() const; /// Returns the transport this unit is on directly (if on vehicle and transport, return vehicle)
|
|
|
|
bool CreateVehicleKit(uint32 id, uint32 creatureEntry);
|
|
void RemoveVehicleKit();
|
|
[[nodiscard]] Vehicle* GetVehicleKit()const { return m_vehicleKit; }
|
|
[[nodiscard]] Vehicle* GetVehicle() const { return m_vehicle; }
|
|
bool IsOnVehicle(Unit const* vehicle) const { return m_vehicle && m_vehicle == vehicle->GetVehicleKit(); }
|
|
[[nodiscard]] Unit* GetVehicleBase() const;
|
|
[[nodiscard]] Creature* GetVehicleCreatureBase() const;
|
|
|
|
void EnterVehicle(Unit* base, int8 seatId = -1);
|
|
void EnterVehicleUnattackable(Unit* base, int8 seatId = -1);
|
|
void ExitVehicle(Position const* exitPosition = nullptr);
|
|
void ChangeSeat(int8 seatId, bool next = true);
|
|
|
|
// Should only be called by AuraEffect::HandleAuraControlVehicle(AuraApplication const* auraApp, uint8 mode, bool apply) const;
|
|
bool HandleSpellClick(Unit* clicker, int8 seatId = -1);
|
|
void _ExitVehicle(Position const* exitPosition = nullptr);
|
|
void _EnterVehicle(Vehicle* vehicle, int8 seatId, AuraApplication const* aurApp = nullptr);
|
|
|
|
// Emote
|
|
void HandleEmoteCommand(uint32 emoteId);
|
|
|
|
// Chat
|
|
virtual void Talk(std::string_view text, ChatMsg msgType, Language language, float textRange, WorldObject const* target);
|
|
virtual void Say(std::string_view text, Language language, WorldObject const* target = nullptr);
|
|
virtual void Yell(std::string_view text, Language language, WorldObject const* target = nullptr);
|
|
virtual void TextEmote(std::string_view text, WorldObject const* target = nullptr, bool isBossEmote = false);
|
|
virtual void Whisper(std::string_view text, Language language, Player* target, bool isBossWhisper = false);
|
|
virtual void Talk(uint32 textId, ChatMsg msgType, float textRange, WorldObject const* target);
|
|
virtual void Say(uint32 textId, WorldObject const* target = nullptr);
|
|
virtual void Yell(uint32 textId, WorldObject const* target = nullptr);
|
|
virtual void TextEmote(uint32 textId, WorldObject const* target = nullptr, bool isBossEmote = false);
|
|
virtual void Whisper(uint32 textId, Player* target, bool isBossWhisper = false);
|
|
|
|
// ShapeShitForm (use by druid)
|
|
[[nodiscard]] ShapeshiftForm GetShapeshiftForm() const { return ShapeshiftForm(GetByteValue(UNIT_FIELD_BYTES_2, 3)); }
|
|
void SetShapeshiftForm(ShapeshiftForm form);
|
|
bool IsAttackSpeedOverridenShapeShift() const;
|
|
[[nodiscard]] bool IsInFeralForm() const
|
|
{
|
|
ShapeshiftForm form = GetShapeshiftForm();
|
|
return form == FORM_CAT || form == FORM_BEAR || form == FORM_DIREBEAR || form == FORM_GHOSTWOLF; // Xinef: added shamans Ghost Wolf, should behave exactly like druid forms
|
|
}
|
|
|
|
// Unit transform
|
|
void setTransForm(uint32 spellid) { m_transform = spellid;}
|
|
[[nodiscard]] uint32 getTransForm() const { return m_transform;}
|
|
void DeMorph();
|
|
|
|
// Unit models
|
|
virtual float GetNativeObjectScale() const { return 1.0f; }
|
|
virtual void RecalculateObjectScale();
|
|
[[nodiscard]] uint32 GetDisplayId() const { return GetUInt32Value(UNIT_FIELD_DISPLAYID); }
|
|
virtual void SetDisplayId(uint32 modelId, float displayScale = 1.f);
|
|
[[nodiscard]] uint32 GetNativeDisplayId() const { return GetUInt32Value(UNIT_FIELD_NATIVEDISPLAYID); }
|
|
void RestoreDisplayId();
|
|
void SetNativeDisplayId(uint32 displayId) { SetUInt32Value(UNIT_FIELD_NATIVEDISPLAYID, displayId); }
|
|
|
|
[[nodiscard]] uint32 GetModelForForm(ShapeshiftForm form, uint32 spellId);
|
|
|
|
// Unit positons
|
|
[[nodiscard]] virtual bool IsInWater() const;
|
|
[[nodiscard]] virtual bool IsUnderWater() const;
|
|
|
|
void NearTeleportTo(Position& pos, bool casting = false, bool vehicleTeleport = false, bool withPet = false, bool removeTransport = false);
|
|
void NearTeleportTo(float x, float y, float z, float orientation, bool casting = false, bool vehicleTeleport = false, bool withPet = false, bool removeTransport = false);
|
|
|
|
void SetInFront(WorldObject const* target);
|
|
void SetFacingTo(float ori);
|
|
void SetFacingToObject(WorldObject* object);
|
|
void SetTimedFacingToObject(WorldObject* object, uint32 time); // Reset to home orientation after given time
|
|
|
|
bool isInAccessiblePlaceFor(Creature const* c) const;
|
|
bool isInFrontInMap(Unit const* target, float distance, float arc = M_PI) const;
|
|
bool isInBackInMap(Unit const* target, float distance, float arc = M_PI) const;
|
|
|
|
[[nodiscard]] float GetCollisionHeight() const override;
|
|
[[nodiscard]] float GetCollisionWidth() const override;
|
|
[[nodiscard]] float GetCollisionRadius() const override;
|
|
|
|
void UpdateOrientation(float orientation);
|
|
|
|
void UpdateHeight(float newZ);
|
|
|
|
virtual bool UpdatePosition(float x, float y, float z, float ang, bool teleport = false);
|
|
bool UpdatePosition(const Position& pos, bool teleport = false) { return UpdatePosition(pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ(), pos.GetOrientation(), teleport); }
|
|
|
|
void ProcessPositionDataChanged(PositionFullTerrainStatus const& data) override;
|
|
virtual void ProcessTerrainStatusUpdate();
|
|
|
|
// Visibility & Phase system
|
|
[[nodiscard]] bool IsVisible() const { return m_serverSideVisibility.GetValue(SERVERSIDE_VISIBILITY_GM) <= SEC_PLAYER; }
|
|
void SetVisible(bool x);
|
|
void SetModelVisible(bool on);
|
|
[[nodiscard]] uint32 GetPhaseByAuras() const;
|
|
void SetPhaseMask(uint32 newPhaseMask, bool update) override;// overwrite WorldObject::SetPhaseMask
|
|
void UpdateObjectVisibility(bool forced = true, bool fromUpdate = false) override;
|
|
|
|
// Pointers
|
|
void AddPointedBy(SafeUnitPointer* sup) { SafeUnitPointerSet.insert(sup); }
|
|
void RemovePointedBy(SafeUnitPointer* sup) { SafeUnitPointerSet.erase(sup); }
|
|
static void HandleSafeUnitPointersOnDelete(Unit* thisUnit);
|
|
|
|
// Senders methods
|
|
void SendAttackStateUpdate(CalcDamageInfo* damageInfo);
|
|
void SendAttackStateUpdate(uint32 HitInfo, Unit* target, uint8 SwingType, SpellSchoolMask damageSchoolMask, uint32 Damage, uint32 AbsorbDamage, uint32 Resist, VictimState TargetState, uint32 BlockedAmount);
|
|
|
|
void SendComboPoints();
|
|
|
|
void SendPlaySpellVisual(uint32 id);
|
|
void SendPlaySpellImpact(ObjectGuid guid, uint32 id);
|
|
|
|
void SendPetActionFeedback (uint8 msg);
|
|
void SendPetTalk (uint32 pettalk);
|
|
void SendPetAIReaction(ObjectGuid guid);
|
|
|
|
void SendPeriodicAuraLog(SpellPeriodicAuraLogInfo* pInfo);
|
|
|
|
void SendSpellNonMeleeDamageLog(SpellNonMeleeDamage* log);
|
|
void SendSpellNonMeleeReflectLog(SpellNonMeleeDamage* log, Unit* attacker);
|
|
void SendSpellNonMeleeDamageLog(Unit* target, SpellInfo const* spellInfo, uint32 Damage, SpellSchoolMask damageSchoolMask, uint32 AbsorbedDamage, uint32 Resist, bool PhysicalDamage, uint32 Blocked, bool CriticalHit = false, bool Split = false);
|
|
void SendSpellMiss(Unit* target, uint32 spellID, SpellMissInfo missInfo);
|
|
void SendSpellDamageResist(Unit* target, uint32 spellId);
|
|
void SendSpellDamageImmune(Unit* target, uint32 spellId);
|
|
|
|
void SendTameFailure(uint8 result);
|
|
|
|
void SendTeleportPacket(Position& pos);
|
|
|
|
void SendMovementFlagUpdate(bool self = false);
|
|
void SendMovementWaterWalking(Player* sendTo);
|
|
void SendMovementFeatherFall(Player* sendTo);
|
|
void SendMovementHover(Player* sendTo);
|
|
|
|
void SendChangeCurrentVictimOpcode(HostileReference* pHostileReference);
|
|
void SendClearThreatListOpcode();
|
|
void SendRemoveFromThreatListOpcode(HostileReference* pHostileReference);
|
|
void SendThreatListUpdate();
|
|
void SendClearTarget();
|
|
|
|
// Misc functions
|
|
void ExecuteDelayedUnitRelocationEvent();
|
|
void ExecuteDelayedUnitAINotifyEvent();
|
|
|
|
void BuildHeartBeatMsg(WorldPacket* data) const;
|
|
void BuildMovementPacket(ByteBuffer* data) const;
|
|
|
|
// Debug
|
|
void OutDebugInfo() const;
|
|
std::string GetDebugInfo() const override;
|
|
|
|
//----------- Public variables ----------//
|
|
uint32 m_extraAttacks;
|
|
DualWieldMode _dualWieldMode;
|
|
|
|
ControlSet m_Controlled;
|
|
|
|
SafeUnitPointer m_movedByPlayer;
|
|
|
|
ObjectGuid m_SummonSlot[MAX_SUMMON_SLOT];
|
|
ObjectGuid m_ObjectSlot[MAX_GAMEOBJECT_SLOT];
|
|
|
|
float m_modMeleeHitChance;
|
|
float m_modRangedHitChance;
|
|
float m_modSpellHitChance;
|
|
int32 m_baseSpellCritChance;
|
|
|
|
float m_threatModifier[MAX_SPELL_SCHOOL];
|
|
float m_modAttackSpeedPct[3];
|
|
|
|
SpellImmuneList m_spellImmune[MAX_SPELL_IMMUNITY];
|
|
uint32 m_lastSanctuaryTime;
|
|
|
|
// pet auras
|
|
typedef std::set<PetAura const*> PetAuraSet;
|
|
PetAuraSet m_petAuras;
|
|
|
|
bool IsAIEnabled;
|
|
bool NeedChangeAI;
|
|
|
|
bool m_ControlledByPlayer;
|
|
bool m_CreatedByPlayer;
|
|
|
|
// Safe mover
|
|
std::set<SafeUnitPointer*> SafeUnitPointerSet;
|
|
|
|
// Relocation Nofier optimization
|
|
Position m_last_notify_position;
|
|
uint32 m_last_notify_mstime;
|
|
uint16 m_delayed_unit_relocation_timer;
|
|
uint16 m_delayed_unit_ai_notify_timer;
|
|
bool bRequestForcedVisibilityUpdate;
|
|
|
|
// Movement info
|
|
Movement::MoveSpline* movespline;
|
|
|
|
protected:
|
|
explicit Unit();
|
|
|
|
void BuildValuesUpdate(uint8 updateType, ByteBuffer* data, Player* target) override;
|
|
|
|
void _UpdateSpells(uint32 time);
|
|
void _DeleteRemovedAuras();
|
|
|
|
void _UpdateAutoRepeatSpell();
|
|
|
|
bool CanSparringWith(Unit const* attacker) const; ///@brief: Check if unit is eligible for sparring damages. Work only if attacker and victim are creatures.
|
|
|
|
bool IsAlwaysVisibleFor(WorldObject const* seer) const override;
|
|
bool IsAlwaysDetectableFor(WorldObject const* seer) const override;
|
|
|
|
void SetFeared(bool apply, Unit* fearedBy = nullptr, bool isFear = false);
|
|
void SetConfused(bool apply);
|
|
void SetStunned(bool apply);
|
|
void SetRooted(bool apply, bool isStun = false);
|
|
|
|
//----------- Protected variables ----------//
|
|
UnitAI* i_AI;
|
|
UnitAI* i_disabledAI;
|
|
|
|
uint8 m_realRace;
|
|
uint8 m_race;
|
|
|
|
bool m_AutoRepeatFirstCast;
|
|
|
|
int32 m_attackTimer[MAX_ATTACK];
|
|
|
|
float m_createStats[MAX_STATS];
|
|
|
|
AttackerSet m_attackers;
|
|
Unit* m_attacking;
|
|
|
|
DeathState m_deathState;
|
|
|
|
int32 m_procDeep;
|
|
|
|
typedef std::list<DynamicObject*> DynObjectList;
|
|
DynObjectList m_dynObj;
|
|
|
|
typedef GuidList GameObjectList;
|
|
GameObjectList m_gameObj;
|
|
uint32 m_transform;
|
|
|
|
Spell* m_currentSpells[CURRENT_MAX_SPELL];
|
|
|
|
AuraMap m_ownedAuras;
|
|
AuraApplicationMap m_appliedAuras;
|
|
AuraList m_removedAuras;
|
|
AuraMap::iterator m_auraUpdateIterator;
|
|
uint32 m_removedAurasCount;
|
|
|
|
AuraEffectList m_modAuras[TOTAL_AURAS];
|
|
AuraList m_scAuras; // casted singlecast auras
|
|
AuraApplicationList m_interruptableAuras; // auras which have interrupt mask applied on unit
|
|
AuraStateAurasMap m_auraStateAuras; // Used for improve performance of aura state checks on aura apply/remove
|
|
uint32 m_interruptMask;
|
|
|
|
float m_auraModifiersGroup[UNIT_MOD_END][MODIFIER_TYPE_END];
|
|
float m_weaponDamage[MAX_ATTACK][MAX_WEAPON_DAMAGE_RANGE][MAX_ITEM_PROTO_DAMAGES];
|
|
bool m_canModifyStats;
|
|
VisibleAuraMap m_visibleAuras;
|
|
|
|
float m_speed_rate[MAX_MOVE_TYPE];
|
|
|
|
CharmInfo* m_charmInfo;
|
|
SharedVisionList m_sharedVision;
|
|
|
|
MotionMaster* i_motionMaster;
|
|
|
|
uint32 m_reactiveTimer[MAX_REACTIVE];
|
|
int32 m_regenTimer;
|
|
|
|
ThreatMgr m_ThreatMgr;
|
|
typedef std::map<ObjectGuid, float> CharmThreatMap;
|
|
CharmThreatMap _charmThreatInfo;
|
|
|
|
Vehicle* m_vehicle;
|
|
Vehicle* m_vehicleKit;
|
|
|
|
uint32 m_unitTypeMask;
|
|
LiquidTypeEntry const* _lastLiquid;
|
|
|
|
// xinef: apply resilience
|
|
bool m_applyResilience;
|
|
bool _instantCast;
|
|
|
|
private:
|
|
bool IsTriggeredAtSpellProcEvent(Unit* victim, Aura* aura, WeaponAttackType attType, bool isVictim, bool active, SpellProcEventEntry const*& spellProcEvent, ProcEventInfo const& eventInfo);
|
|
bool HandleDummyAuraProc(Unit* victim, uint32 damage, AuraEffect* triggeredByAura, SpellInfo const* procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown, ProcEventInfo const& eventInfo);
|
|
bool HandleAuraProc(Unit* victim, uint32 damage, Aura* triggeredByAura, SpellInfo const* procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown, bool* handled);
|
|
bool HandleProcTriggerSpell(Unit* victim, uint32 damage, AuraEffect* triggeredByAura, SpellInfo const* procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown, uint32 procPhase, ProcEventInfo& eventInfo);
|
|
bool HandleOverrideClassScriptAuraProc(Unit* victim, uint32 damage, AuraEffect* triggeredByAura, SpellInfo const* procSpell, uint32 cooldown);
|
|
bool HandleAuraRaidProcFromChargeWithValue(AuraEffect* triggeredByAura);
|
|
bool HandleAuraRaidProcFromCharge(AuraEffect* triggeredByAura);
|
|
|
|
void UpdateSplineMovement(uint32 t_diff);
|
|
void UpdateSplinePosition();
|
|
|
|
// player or player's pet
|
|
[[nodiscard]] float GetCombatRatingReduction(CombatRating cr) const;
|
|
[[nodiscard]] uint32 GetCombatRatingDamageReduction(CombatRating cr, float rate, float cap, uint32 damage) const;
|
|
|
|
void PatchValuesUpdate(ByteBuffer& valuesUpdateBuf, BuildValuesCachePosPointers& posPointers, Player* target);
|
|
void InvalidateValuesUpdateCache() { _valuesUpdateCache.clear(); }
|
|
|
|
[[nodiscard]] float processDummyAuras(float TakenTotalMod) const;
|
|
|
|
void _addAttacker(Unit* pAttacker) { m_attackers.insert(pAttacker); } ///@note: Call only in Unit::Attack()
|
|
void _removeAttacker(Unit* pAttacker) { m_attackers.erase(pAttacker); } ///@note: Call only in Unit::AttackStop()
|
|
|
|
//----------- Private variables ----------//
|
|
uint32 m_state; // Even derived shouldn't modify
|
|
uint32 m_CombatTimer;
|
|
uint32 m_lastManaUse; // msecs
|
|
//TimeTrackerSmall m_movesplineTimer;
|
|
|
|
Diminishing m_Diminishing;
|
|
// Manage all Units that are threatened by us
|
|
HostileRefMgr m_HostileRefMgr;
|
|
|
|
FollowerRefMgr m_FollowingRefMgr;
|
|
|
|
Unit* m_comboTarget;
|
|
int8 m_comboPoints;
|
|
std::unordered_set<Unit*> m_ComboPointHolders;
|
|
|
|
RedirectThreatInfo _redirectThreatInfo;
|
|
|
|
bool m_cleanupDone; // lock made to not add stuff after cleanup before delete
|
|
bool m_duringRemoveFromWorld; // lock made to not add stuff after begining removing from world
|
|
|
|
uint32 _oldFactionId; ///< faction before charm
|
|
bool _isWalkingBeforeCharm; ///< Are we walking before we were charmed?
|
|
|
|
uint32 _lastExtraAttackSpell;
|
|
std::unordered_map<ObjectGuid /*guid*/, uint32 /*count*/> extraAttacksTargets;
|
|
ObjectGuid _lastDamagedTargetGuid;
|
|
|
|
typedef std::unordered_map<uint64 /*visibleFlag(uint32) + updateType(uint8)*/, BuildValuesCachedBuffer> ValuesUpdateCache;
|
|
ValuesUpdateCache _valuesUpdateCache;
|
|
};
|
|
|
|
namespace Acore
|
|
{
|
|
// Binary predicate for sorting Units based on percent value of a power
|
|
class PowerPctOrderPred
|
|
{
|
|
public:
|
|
PowerPctOrderPred(Powers power, bool ascending = true) : _power(power), _ascending(ascending) { }
|
|
|
|
bool operator()(WorldObject const* objA, WorldObject const* objB) const
|
|
{
|
|
Unit const* a = objA->ToUnit();
|
|
Unit const* b = objB->ToUnit();
|
|
float rA = (a && a->GetMaxPower(_power)) ? float(a->GetPower(_power)) / float(a->GetMaxPower(_power)) : 0.0f;
|
|
float rB = (b && b->GetMaxPower(_power)) ? float(b->GetPower(_power)) / float(b->GetMaxPower(_power)) : 0.0f;
|
|
return _ascending ? rA < rB : rA > rB;
|
|
}
|
|
|
|
bool operator()(Unit const* a, Unit const* b) const
|
|
{
|
|
float rA = a->GetMaxPower(_power) ? float(a->GetPower(_power)) / float(a->GetMaxPower(_power)) : 0.0f;
|
|
float rB = b->GetMaxPower(_power) ? float(b->GetPower(_power)) / float(b->GetMaxPower(_power)) : 0.0f;
|
|
return _ascending ? rA < rB : rA > rB;
|
|
}
|
|
|
|
private:
|
|
Powers const _power;
|
|
bool const _ascending;
|
|
};
|
|
|
|
// Binary predicate for sorting Units based on percent value of health
|
|
class HealthPctOrderPred
|
|
{
|
|
public:
|
|
HealthPctOrderPred(bool ascending = true) : _ascending(ascending) { }
|
|
|
|
bool operator()(WorldObject const* objA, WorldObject const* objB) const
|
|
{
|
|
Unit const* a = objA->ToUnit();
|
|
Unit const* b = objB->ToUnit();
|
|
float rA = (a && a->GetMaxHealth()) ? float(a->GetHealth()) / float(a->GetMaxHealth()) : 0.0f;
|
|
float rB = (b && b->GetMaxHealth()) ? float(b->GetHealth()) / float(b->GetMaxHealth()) : 0.0f;
|
|
return _ascending ? rA < rB : rA > rB;
|
|
}
|
|
|
|
bool operator() (Unit const* a, Unit const* b) const
|
|
{
|
|
float rA = a->GetMaxHealth() ? float(a->GetHealth()) / float(a->GetMaxHealth()) : 0.0f;
|
|
float rB = b->GetMaxHealth() ? float(b->GetHealth()) / float(b->GetMaxHealth()) : 0.0f;
|
|
return _ascending ? rA < rB : rA > rB;
|
|
}
|
|
|
|
private:
|
|
bool const _ascending;
|
|
};
|
|
}
|
|
|
|
class RedirectSpellEvent : public BasicEvent
|
|
{
|
|
public:
|
|
RedirectSpellEvent(Unit& self, ObjectGuid auraOwnerGUID, AuraEffect* auraEffect) : _self(self), _auraOwnerGUID(auraOwnerGUID), _auraEffect(auraEffect) { }
|
|
bool Execute(uint64 e_time, uint32 p_time) override;
|
|
|
|
protected:
|
|
Unit& _self;
|
|
ObjectGuid _auraOwnerGUID;
|
|
AuraEffect* _auraEffect;
|
|
};
|
|
|
|
#endif
|