Trigger spell availability check

This commit is contained in:
Yunfan Li
2024-08-10 02:33:32 +08:00
parent 017e36333e
commit 7db30c96b8
3 changed files with 338 additions and 213 deletions

View File

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