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Core/ScriptSystem: Add OnEffectManaShield and AfterEffectManaShield hooks to AuraScript class. Usage of these is the same as similar Absorb hooks.
Scripts: Move Incanter's Absorbtion script from Unit::CalcAbsorbResist to AuraScript.
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@@ -1595,7 +1595,7 @@ void Unit::CalcAbsorbResist(Unit *pVictim, SpellSchoolMask schoolMask, DamageEff
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probabilitySum += discreteResistProbability[i];
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}
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float damageResisted = damage * i / 10;
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float damageResisted = float(damage * i / 10);
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AuraEffectList const &ResIgnoreAurasAb = GetAuraEffectsByType(SPELL_AURA_MOD_ABILITY_IGNORE_TARGET_RESIST);
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for (AuraEffectList::const_iterator j = ResIgnoreAurasAb.begin(); j != ResIgnoreAurasAb.end(); ++j)
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@@ -1611,7 +1611,7 @@ void Unit::CalcAbsorbResist(Unit *pVictim, SpellSchoolMask schoolMask, DamageEff
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if ((*j)->GetMiscValue() & schoolMask)
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AddPctN(damageResisted, -(*j)->GetAmount());
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}
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dmgInfo.ResistDamage(damageResisted);
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dmgInfo.ResistDamage(uint32(damageResisted));
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}
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// Incanter's Absorption, for converting to spell power
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@@ -1626,7 +1626,7 @@ void Unit::CalcAbsorbResist(Unit *pVictim, SpellSchoolMask schoolMask, DamageEff
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continue;
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if ((*itr)->GetAmount() > auraAbsorbMod)
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auraAbsorbMod = (*itr)->GetAmount();
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auraAbsorbMod = float((*itr)->GetAmount());
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}
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AuraEffectList const & AbsIgnoreAurasB = GetAuraEffectsByType(SPELL_AURA_MOD_TARGET_ABILITY_ABSORB_SCHOOL);
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@@ -1636,7 +1636,7 @@ void Unit::CalcAbsorbResist(Unit *pVictim, SpellSchoolMask schoolMask, DamageEff
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continue;
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if (((*itr)->GetAmount() > auraAbsorbMod) && (*itr)->IsAffectedOnSpell(spellInfo))
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auraAbsorbMod = (*itr)->GetAmount();
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auraAbsorbMod = float((*itr)->GetAmount());
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}
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RoundToInterval(auraAbsorbMod, 0.0f, 100.0f);
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@@ -1682,11 +1682,6 @@ void Unit::CalcAbsorbResist(Unit *pVictim, SpellSchoolMask schoolMask, DamageEff
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dmgInfo.AbsorbDamage(currentAbsorb);
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// Fire Ward or Frost Ward or Ice Barrier (or Mana Shield)
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// for Incanter's Absorption converting to spell power
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if (spellProto->SpellFamilyName == SPELLFAMILY_MAGE && spellProto->SpellFamilyFlags[2] & 0x8)
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incanterAbsorption += currentAbsorb;
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absorb = currentAbsorb;
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absorbAurEff->GetBase()->CallScriptEffectAfterAbsorbHandlers(absorbAurEff, aurApp, dmgInfo, absorb);
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@@ -1707,9 +1702,10 @@ void Unit::CalcAbsorbResist(Unit *pVictim, SpellSchoolMask schoolMask, DamageEff
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AuraEffectList vManaShieldCopy(pVictim->GetAuraEffectsByType(SPELL_AURA_MANA_SHIELD));
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for (AuraEffectList::const_iterator itr = vManaShieldCopy.begin(); (itr != vManaShieldCopy.end()) && (dmgInfo.GetDamage() > 0); ++itr)
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{
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AuraEffect * absorbAurEff = *itr;
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AuraEffect * absorbAurEff = (*itr);
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// Check if aura was removed during iteration - we don't need to work on such auras
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if (!(absorbAurEff->GetBase()->IsAppliedOnTarget(pVictim->GetGUID())))
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AuraApplication const * aurApp = absorbAurEff->GetBase()->GetApplicationOfTarget(pVictim->GetGUID());
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if (!aurApp)
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continue;
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// check damage school mask
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if (!(absorbAurEff->GetMiscValue() & schoolMask))
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@@ -1717,6 +1713,19 @@ void Unit::CalcAbsorbResist(Unit *pVictim, SpellSchoolMask schoolMask, DamageEff
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// get amount which can be still absorbed by the aura
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int32 currentAbsorb = absorbAurEff->GetAmount();
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// aura with infinite absorb amount - let the scripts handle absorbtion amount, set here to 0 for safety
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if (currentAbsorb < 0)
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currentAbsorb = 0;
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uint32 absorb = currentAbsorb;
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bool defaultPrevented = false;
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absorbAurEff->GetBase()->CallScriptEffectManaShieldHandlers(absorbAurEff, aurApp, dmgInfo, absorb, defaultPrevented);
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currentAbsorb = absorb;
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if (defaultPrevented)
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continue;
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AddPctF(currentAbsorb, -auraAbsorbMod);
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@@ -1727,23 +1736,25 @@ void Unit::CalcAbsorbResist(Unit *pVictim, SpellSchoolMask schoolMask, DamageEff
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// lower absorb amount by talents
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if (float manaMultiplier = SpellMgr::CalculateSpellEffectValueMultiplier(absorbAurEff->GetSpellProto(), absorbAurEff->GetEffIndex(), absorbAurEff->GetCaster()))
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manaReduction = float(manaReduction) * manaMultiplier;
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manaReduction = int32(float(manaReduction) * manaMultiplier);
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int32 manaTaken = -pVictim->ModifyPower(POWER_MANA, -manaReduction);
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// take case when mana has ended up into account
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currentAbsorb = float(currentAbsorb)*(float(manaTaken) / float(manaReduction));
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// Mana Shield (or Fire Ward or Frost Ward or Ice Barrier)
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// for Incanter's Absorption converting to spell power
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if (absorbAurEff->GetSpellProto()->SpellFamilyName == SPELLFAMILY_MAGE && absorbAurEff->GetSpellProto()->SpellFamilyFlags[2] & 0x8)
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incanterAbsorption += currentAbsorb;
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currentAbsorb = int32(float(currentAbsorb)*(float(manaTaken) / float(manaReduction)));
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dmgInfo.AbsorbDamage(currentAbsorb);
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absorbAurEff->SetAmount(absorbAurEff->GetAmount() - currentAbsorb);
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if ((absorbAurEff->GetAmount() <= 0))
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absorbAurEff->GetBase()->Remove(AURA_REMOVE_BY_ENEMY_SPELL);
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absorb = currentAbsorb;
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absorbAurEff->GetBase()->CallScriptEffectAfterManaShieldHandlers(absorbAurEff, aurApp, dmgInfo, absorb);
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// Check if our aura is using amount to count damage
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if (absorbAurEff->GetAmount() >= 0)
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{
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absorbAurEff->SetAmount(absorbAurEff->GetAmount() - currentAbsorb);
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if ((absorbAurEff->GetAmount() <= 0))
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absorbAurEff->GetBase()->Remove(AURA_REMOVE_BY_ENEMY_SPELL);
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}
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}
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}
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@@ -1826,16 +1837,8 @@ void Unit::CalcAbsorbResist(Unit *pVictim, SpellSchoolMask schoolMask, DamageEff
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if (incanterAbsorption)
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{
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// Incanter's Absorption
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// TODO: move this code to procflag
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if (AuraEffect const * aurEff = pVictim->GetDummyAuraEffect(SPELLFAMILY_GENERIC, 2941, EFFECT_0))
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{
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// Get total damage bonus from auras
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int32 current_dmg = 0;
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std::pair<AuraApplicationMap::const_iterator, AuraApplicationMap::const_iterator> range = pVictim->GetAppliedAuras().equal_range(44413);
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for (AuraApplicationMap::const_iterator iter = range.first; iter != range.second; ++iter)
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if (AuraEffect const * bonusEff = iter->second->GetBase()->GetEffect(0))
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current_dmg += bonusEff->GetAmount();
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int32 new_dmg = CalculatePctN(int32(*absorb), aurEff->GetAmount());
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if (new_dmg > 0)
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pVictim->CastCustomSpell(pVictim, 44413, &new_dmg, NULL, NULL, true);
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