mirror of
https://github.com/mod-playerbots/mod-playerbots.git
synced 2026-01-13 17:09:08 +00:00
Trigger spell availability check
This commit is contained in:
@@ -53,7 +53,7 @@ void StatsCollector::CollectItemStats(ItemTemplate const* proto)
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}
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}
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void StatsCollector::CollectSpellStats(uint32 spellId, bool isTrigger)
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void StatsCollector::CollectSpellStats(uint32 spellId, bool isTriggered)
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{
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SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
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@@ -62,172 +62,50 @@ void StatsCollector::CollectSpellStats(uint32 spellId, bool isTrigger)
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if (CollectSpecialCaseSpellStats(spellId))
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return;
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float multiplier = isTrigger ? 0.25f : 1.0f;
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/// @todo Not all triggered spell need this penalty
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float multiplier = isTriggered ? 0.25f : 1.0f;
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bool canNextTrigger = true;
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uint32 procFlags;
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const SpellProcEventEntry* eventEntry = sSpellMgr->GetSpellProcEvent(spellInfo->Id);
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if (eventEntry && eventEntry->procFlags)
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procFlags = eventEntry->procFlags;
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else
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procFlags = spellInfo->ProcFlags;
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if (procFlags && !CanBeTriggeredByType(spellInfo, procFlags))
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canNextTrigger = false;
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// if (!eventEntry || eventEntry->cooldown == 0)
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// {
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// }
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// if (spellInfo->ProcChance == 100)
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if (spellInfo->StackAmount)
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multiplier *= spellInfo->StackAmount;
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// spellInfo->ProcFlags
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// const SpellProcEntry* procEntry = sSpellMgr->GetSpellProcEntry(spellId);
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// spellInfo->SpellFamilyFlags
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// spellInfo->ProcFlags
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// procEntry->SpellTypeMask
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for (int i = 0; i < MAX_SPELL_EFFECTS; i++)
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{
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if (spellInfo->IsPositive())
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CollectPositiveSpellEffectStats(spellInfo->Effects[i], multiplier);
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CollectPositiveSpellEffectStats(spellInfo->Effects[i], multiplier, canNextTrigger);
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}
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}
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void StatsCollector::CollectPositiveSpellEffectStats(const SpellEffectInfo& effectInfo, float multiplier)
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void StatsCollector::CollectPositiveSpellEffectStats(const SpellEffectInfo& effectInfo, float multiplier, bool canNextTrigger)
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{
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if (effectInfo.Effect != SPELL_EFFECT_APPLY_AURA)
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return;
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int32 val = effectInfo.CalcValue();
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switch (effectInfo.ApplyAuraName)
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switch (effectInfo.Effect)
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{
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case SPELL_AURA_MOD_DAMAGE_DONE:
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// case SPELL_AURA_MOD_HEALING_DONE is duplicated
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stats[STATS_TYPE_SPELL_POWER] += val * multiplier;
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case SPELL_EFFECT_APPLY_AURA:
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HandleApplyAura(effectInfo, multiplier, canNextTrigger);
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break;
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case SPELL_AURA_MOD_ATTACK_POWER:
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stats[STATS_TYPE_ATTACK_POWER] += val * multiplier;
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break;
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case SPELL_AURA_MOD_SHIELD_BLOCKVALUE:
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stats[STATS_TYPE_BLOCK_VALUE] += val * multiplier;
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break;
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case SPELL_AURA_MOD_STAT:
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{
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uint32 statType = effectInfo.MiscValue;
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switch (statType)
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{
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case STAT_STRENGTH:
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stats[STATS_TYPE_STRENGTH] += val * multiplier;
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break;
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case STAT_AGILITY:
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stats[STATS_TYPE_AGILITY] += val * multiplier;
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break;
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case STAT_STAMINA:
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stats[STATS_TYPE_STAMINA] += val * multiplier;
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break;
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case STAT_INTELLECT:
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stats[STATS_TYPE_INTELLECT] += val * multiplier;
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break;
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case STAT_SPIRIT:
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stats[STATS_TYPE_SPIRIT] += val * multiplier;
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break;
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case -1: // Stat all
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stats[STATS_TYPE_STRENGTH] += val * multiplier;
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stats[STATS_TYPE_AGILITY] += val * multiplier;
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stats[STATS_TYPE_STAMINA] += val * multiplier;
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stats[STATS_TYPE_INTELLECT] += val * multiplier;
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stats[STATS_TYPE_SPIRIT] += val * multiplier;
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break;
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default:
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break;
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}
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break;
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}
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case SPELL_AURA_MOD_RESISTANCE:
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{
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uint32 statType = effectInfo.MiscValue;
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if (statType & SPELL_SCHOOL_MASK_NORMAL) // physical
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stats[STATS_TYPE_ARMOR] += val * multiplier;
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break;
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}
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case SPELL_AURA_MOD_RATING:
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{
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for (uint32 rating = CR_WEAPON_SKILL; rating < MAX_COMBAT_RATING; ++rating)
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{
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if (effectInfo.MiscValue & (1 << rating))
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{
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switch (rating)
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{
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case CR_DEFENSE_SKILL:
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stats[STATS_TYPE_DEFENSE] += val * multiplier;
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break;
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case CR_DODGE:
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stats[STATS_TYPE_DODGE] += val * multiplier;
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break;
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case CR_PARRY:
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stats[STATS_TYPE_PARRY] += val * multiplier;
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break;
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case CR_BLOCK:
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stats[STATS_TYPE_BLOCK_RATING] += val * multiplier;
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break;
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case CR_HIT_MELEE:
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if (type_ == CollectorType::MELEE)
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stats[STATS_TYPE_HIT] += val * multiplier;
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break;
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case CR_HIT_RANGED:
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if (type_ == CollectorType::RANGED)
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stats[STATS_TYPE_HIT] += val * multiplier;
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break;
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case CR_HIT_SPELL:
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if (type_ == CollectorType::SPELL)
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stats[STATS_TYPE_HIT] += val * multiplier;
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break;
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case CR_CRIT_MELEE:
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if (type_ == CollectorType::MELEE)
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stats[STATS_TYPE_CRIT] += val * multiplier;
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break;
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case CR_CRIT_RANGED:
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if (type_ == CollectorType::RANGED)
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stats[STATS_TYPE_CRIT] += val * multiplier;
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break;
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case CR_CRIT_SPELL:
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if (type_ == CollectorType::SPELL)
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stats[STATS_TYPE_CRIT] += val * multiplier;
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break;
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case CR_HASTE_MELEE:
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if (type_ == CollectorType::MELEE)
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stats[STATS_TYPE_HASTE] += val * multiplier;
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break;
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case CR_HASTE_RANGED:
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if (type_ == CollectorType::RANGED)
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stats[STATS_TYPE_HASTE] += val * multiplier;
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break;
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case CR_HASTE_SPELL:
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if (type_ == CollectorType::SPELL)
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stats[STATS_TYPE_HASTE] += val * multiplier;
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break;
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case CR_EXPERTISE:
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stats[STATS_TYPE_EXPERTISE] += val * multiplier;
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break;
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case CR_ARMOR_PENETRATION:
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stats[STATS_TYPE_ARMOR_PENETRATION] += val * multiplier;
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break;
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default:
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break;
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}
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}
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break;
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}
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}
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case SPELL_AURA_MOD_POWER_REGEN:
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{
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uint32 powerType = effectInfo.MiscValue;
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switch (powerType)
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{
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case POWER_MANA:
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stats[STATS_TYPE_MANA_REGENERATION] += val * multiplier;
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default:
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break;
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}
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break;
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}
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case SPELL_AURA_PROC_TRIGGER_SPELL:
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{
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CollectSpellStats(effectInfo.TriggerSpell, true);
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break;
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}
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case SPELL_AURA_PERIODIC_TRIGGER_SPELL:
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{
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CollectSpellStats(effectInfo.TriggerSpell, true);
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break;
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}
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// case SPELL_EFFECT_HEAL:
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// int32 val = effectInfo.CalcValue();
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// stats[STATS_TYPE_HEAL_POWER] += (float)val / 5 * multiplier;
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// break;
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default:
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break;
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}
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@@ -271,16 +149,16 @@ void StatsCollector::CollectEnchantStats(SpellItemEnchantmentEntry const* enchan
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}
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}
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/// @todo Special case for some spell that hard to calculate, like trinket, libram, etc.
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/// @todo Special case for some spell that hard to calculate, like trinket, relic, etc.
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bool StatsCollector::CollectSpecialCaseSpellStats(uint32 spellId) {
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// trinket
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switch (spellId)
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{
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case 71519: // Deathbringer's Will
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stats[STATS_TYPE_ATTACK_POWER] += 400;
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stats[STATS_TYPE_ATTACK_POWER] += 350;
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return true;
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case 71562: // Deathbringer's Will
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stats[STATS_TYPE_ATTACK_POWER] += 450;
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case 71562: // Deathbringer's Will (heroic)
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stats[STATS_TYPE_ATTACK_POWER] += 400;
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return true;
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default:
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break;
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@@ -324,7 +202,20 @@ bool StatsCollector::CollectSpecialEnchantSpellStats(uint32 enchantSpellId)
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// stats[STATS_TYPE_PARRY] += 50;
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// }
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// return true;
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case 64571:
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case 53365: // Rune of the Fallen Crusader
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if (type_ == CollectorType::MELEE)
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{
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stats[STATS_TYPE_STRENGTH] += 60;
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}
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return true;
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case 62157: // Rune of the Stoneskin Gargoyle
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if (type_ == CollectorType::MELEE)
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{
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stats[STATS_TYPE_DEFENSE] += 25;
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stats[STATS_TYPE_STAMINA] += 40;
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}
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return true;
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case 64571: // Blood draining
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if (type_ == CollectorType::MELEE)
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{
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stats[STATS_TYPE_STAMINA] += 50;
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@@ -333,52 +224,108 @@ bool StatsCollector::CollectSpecialEnchantSpellStats(uint32 enchantSpellId)
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default:
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break;
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}
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{
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int allStatsAmount = 0;
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switch (enchantSpellId)
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{
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case 13624:
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allStatsAmount = 1;
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break;
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case 13625:
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allStatsAmount = 2;
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break;
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case 13824:
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allStatsAmount = 3;
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break;
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case 19988:
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case 44627:
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case 56527:
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allStatsAmount = 4;
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break;
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case 27959:
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case 56529:
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allStatsAmount = 6;
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break;
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case 44624:
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allStatsAmount = 8;
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break;
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case 60694:
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case 68251:
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allStatsAmount = 10;
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break;
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default:
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break;
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}
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if (allStatsAmount != 0)
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{
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stats[STATS_TYPE_AGILITY] += allStatsAmount;
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stats[STATS_TYPE_STRENGTH] += allStatsAmount;
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stats[STATS_TYPE_INTELLECT] += allStatsAmount;
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stats[STATS_TYPE_SPIRIT] += allStatsAmount;
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stats[STATS_TYPE_STAMINA] += allStatsAmount;
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return true;
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}
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}
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// {
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// int allStatsAmount = 0;
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// switch (enchantSpellId)
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// {
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// case 13624:
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// allStatsAmount = 1;
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// break;
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// case 13625:
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// allStatsAmount = 2;
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// break;
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// case 13824:
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// allStatsAmount = 3;
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// break;
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// case 19988:
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// case 44627:
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// case 56527:
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// allStatsAmount = 4;
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// break;
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// case 27959:
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// case 56529:
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// allStatsAmount = 6;
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// break;
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// case 44624:
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// allStatsAmount = 8;
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// break;
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// case 60694:
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// case 68251:
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// allStatsAmount = 10;
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// break;
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// default:
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// break;
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// }
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// if (allStatsAmount != 0)
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// {
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// stats[STATS_TYPE_AGILITY] += allStatsAmount;
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// stats[STATS_TYPE_STRENGTH] += allStatsAmount;
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// stats[STATS_TYPE_INTELLECT] += allStatsAmount;
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// stats[STATS_TYPE_SPIRIT] += allStatsAmount;
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// stats[STATS_TYPE_STAMINA] += allStatsAmount;
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// return true;
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// }
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// }
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return false;
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}
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bool StatsCollector::CanBeTriggeredByType(SpellInfo const* spellInfo, uint32 procFlags)
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{
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const SpellProcEventEntry* eventEntry = sSpellMgr->GetSpellProcEvent(spellInfo->Id);
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uint32 spellFamilyName = eventEntry ? eventEntry->spellFamilyName : 0;
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if (spellFamilyName != 0)
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/// @todo Check specific trigger spell by spellFamilyMask
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return true;
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uint32 triggerMask = TAKEN_HIT_PROC_FLAG_MASK; // Generic trigger mask
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switch (type_) {
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case CollectorType::MELEE:
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{
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triggerMask |= MELEE_PROC_FLAG_MASK;
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triggerMask |= SPELL_PROC_FLAG_MASK;
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triggerMask |= PERIODIC_PROC_FLAG_MASK;
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if (procFlags & triggerMask)
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return true;
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break;
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}
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case CollectorType::RANGED:
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{
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triggerMask |= RANGED_PROC_FLAG_MASK;
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triggerMask |= SPELL_PROC_FLAG_MASK;
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triggerMask |= PERIODIC_PROC_FLAG_MASK;
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if (procFlags & triggerMask)
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return true;
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break;
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}
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case CollectorType::SPELL_DMG:
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{
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triggerMask |= SPELL_PROC_FLAG_MASK;
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// Healing spell cannot trigger
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triggerMask &= ~PROC_FLAG_DONE_SPELL_NONE_DMG_CLASS_POS;
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triggerMask &= ~PROC_FLAG_DONE_SPELL_MAGIC_DMG_CLASS_POS;
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if (procFlags & triggerMask)
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return true;
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break;
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}
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case CollectorType::SPELL_HEAL:
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{
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triggerMask |= SPELL_PROC_FLAG_MASK;
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// Dmg spell should not trigger
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triggerMask &= ~PROC_FLAG_DONE_SPELL_NONE_DMG_CLASS_NEG;
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triggerMask &= ~PROC_FLAG_DONE_SPELL_MAGIC_DMG_CLASS_NEG;
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triggerMask &= ~PROC_FLAG_DONE_PERIODIC; // spellFamilyName = 0 and PROC_FLAG_DONE_PERIODIC -> it is a dmg spell
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if (procFlags & triggerMask)
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return true;
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break;
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}
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default:
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break;
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}
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return false;
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}
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void StatsCollector::CollectByItemStatType(uint32 itemStatType, int32 val)
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{
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switch (itemStatType)
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@@ -481,6 +428,7 @@ void StatsCollector::CollectByItemStatType(uint32 itemStatType, int32 val)
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break;
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case ITEM_MOD_SPELL_POWER:
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stats[STATS_TYPE_SPELL_POWER] += val;
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stats[STATS_TYPE_HEAL_POWER] += val;
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break;
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case ITEM_MOD_HEALTH_REGEN:
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stats[STATS_TYPE_HEALTH_REGENERATION] += val;
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@@ -496,4 +444,172 @@ void StatsCollector::CollectByItemStatType(uint32 itemStatType, int32 val)
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default:
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break;
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}
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}
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void StatsCollector::HandleApplyAura(const SpellEffectInfo& effectInfo, float multiplier, bool canNextTrigger)
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{
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if (effectInfo.Effect != SPELL_EFFECT_APPLY_AURA)
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return;
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int32 val = effectInfo.CalcValue();
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switch (effectInfo.ApplyAuraName)
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{
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case SPELL_AURA_MOD_DAMAGE_DONE:
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{
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int32 schoolType = effectInfo.MiscValue;
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if (schoolType & SPELL_SCHOOL_MASK_NORMAL)
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stats[STATS_TYPE_ATTACK_POWER] += val * multiplier;
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if ((schoolType & SPELL_SCHOOL_MASK_MAGIC) == SPELL_SCHOOL_MASK_MAGIC)
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stats[STATS_TYPE_SPELL_POWER] += val * multiplier;
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break;
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}
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case SPELL_AURA_MOD_HEALING_DONE:
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stats[STATS_TYPE_HEAL_POWER] += val * multiplier;
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break;
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case SPELL_AURA_MOD_ATTACK_POWER:
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stats[STATS_TYPE_ATTACK_POWER] += val * multiplier;
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break;
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case SPELL_AURA_MOD_RANGED_ATTACK_POWER:
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if (type_ == CollectorType::RANGED)
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stats[STATS_TYPE_ATTACK_POWER] += val * multiplier;
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break;
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case SPELL_AURA_MOD_SHIELD_BLOCKVALUE:
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stats[STATS_TYPE_BLOCK_VALUE] += val * multiplier;
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break;
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case SPELL_AURA_MOD_STAT:
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{
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int32 statType = effectInfo.MiscValue;
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switch (statType)
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{
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case STAT_STRENGTH:
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stats[STATS_TYPE_STRENGTH] += val * multiplier;
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break;
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case STAT_AGILITY:
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stats[STATS_TYPE_AGILITY] += val * multiplier;
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break;
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case STAT_STAMINA:
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stats[STATS_TYPE_STAMINA] += val * multiplier;
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break;
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case STAT_INTELLECT:
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stats[STATS_TYPE_INTELLECT] += val * multiplier;
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break;
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case STAT_SPIRIT:
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stats[STATS_TYPE_SPIRIT] += val * multiplier;
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break;
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case -1: // Stat all
|
||||
stats[STATS_TYPE_STRENGTH] += val * multiplier;
|
||||
stats[STATS_TYPE_AGILITY] += val * multiplier;
|
||||
stats[STATS_TYPE_STAMINA] += val * multiplier;
|
||||
stats[STATS_TYPE_INTELLECT] += val * multiplier;
|
||||
stats[STATS_TYPE_SPIRIT] += val * multiplier;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
break;
|
||||
}
|
||||
case SPELL_AURA_MOD_RESISTANCE:
|
||||
{
|
||||
int32 statType = effectInfo.MiscValue;
|
||||
if (statType & SPELL_SCHOOL_MASK_NORMAL) // physical
|
||||
stats[STATS_TYPE_ARMOR] += val * multiplier;
|
||||
break;
|
||||
}
|
||||
case SPELL_AURA_MOD_RATING:
|
||||
{
|
||||
for (uint32 rating = CR_WEAPON_SKILL; rating < MAX_COMBAT_RATING; ++rating)
|
||||
{
|
||||
if (effectInfo.MiscValue & (1 << rating))
|
||||
{
|
||||
switch (rating)
|
||||
{
|
||||
case CR_DEFENSE_SKILL:
|
||||
stats[STATS_TYPE_DEFENSE] += val * multiplier;
|
||||
break;
|
||||
case CR_DODGE:
|
||||
stats[STATS_TYPE_DODGE] += val * multiplier;
|
||||
break;
|
||||
case CR_PARRY:
|
||||
stats[STATS_TYPE_PARRY] += val * multiplier;
|
||||
break;
|
||||
case CR_BLOCK:
|
||||
stats[STATS_TYPE_BLOCK_RATING] += val * multiplier;
|
||||
break;
|
||||
case CR_HIT_MELEE:
|
||||
if (type_ == CollectorType::MELEE)
|
||||
stats[STATS_TYPE_HIT] += val * multiplier;
|
||||
break;
|
||||
case CR_HIT_RANGED:
|
||||
if (type_ == CollectorType::RANGED)
|
||||
stats[STATS_TYPE_HIT] += val * multiplier;
|
||||
break;
|
||||
case CR_HIT_SPELL:
|
||||
if (type_ == CollectorType::SPELL)
|
||||
stats[STATS_TYPE_HIT] += val * multiplier;
|
||||
break;
|
||||
case CR_CRIT_MELEE:
|
||||
if (type_ == CollectorType::MELEE)
|
||||
stats[STATS_TYPE_CRIT] += val * multiplier;
|
||||
break;
|
||||
case CR_CRIT_RANGED:
|
||||
if (type_ == CollectorType::RANGED)
|
||||
stats[STATS_TYPE_CRIT] += val * multiplier;
|
||||
break;
|
||||
case CR_CRIT_SPELL:
|
||||
if (type_ == CollectorType::SPELL)
|
||||
stats[STATS_TYPE_CRIT] += val * multiplier;
|
||||
break;
|
||||
case CR_HASTE_MELEE:
|
||||
if (type_ == CollectorType::MELEE)
|
||||
stats[STATS_TYPE_HASTE] += val * multiplier;
|
||||
break;
|
||||
case CR_HASTE_RANGED:
|
||||
if (type_ == CollectorType::RANGED)
|
||||
stats[STATS_TYPE_HASTE] += val * multiplier;
|
||||
break;
|
||||
case CR_HASTE_SPELL:
|
||||
if (type_ == CollectorType::SPELL)
|
||||
stats[STATS_TYPE_HASTE] += val * multiplier;
|
||||
break;
|
||||
case CR_EXPERTISE:
|
||||
stats[STATS_TYPE_EXPERTISE] += val * multiplier;
|
||||
break;
|
||||
case CR_ARMOR_PENETRATION:
|
||||
stats[STATS_TYPE_ARMOR_PENETRATION] += val * multiplier;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
case SPELL_AURA_MOD_POWER_REGEN:
|
||||
{
|
||||
int32 powerType = effectInfo.MiscValue;
|
||||
switch (powerType)
|
||||
{
|
||||
case POWER_MANA:
|
||||
stats[STATS_TYPE_MANA_REGENERATION] += val * multiplier;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
break;
|
||||
}
|
||||
case SPELL_AURA_PROC_TRIGGER_SPELL:
|
||||
{
|
||||
if (canNextTrigger)
|
||||
CollectSpellStats(effectInfo.TriggerSpell, true);
|
||||
break;
|
||||
}
|
||||
case SPELL_AURA_PERIODIC_TRIGGER_SPELL:
|
||||
{
|
||||
if (canNextTrigger)
|
||||
CollectSpellStats(effectInfo.TriggerSpell, true);
|
||||
break;
|
||||
}
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user