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TrinityCore/src/server/game/Entities/Unit/Unit.h
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/*
* This file is part of the TrinityCore Project. See AUTHORS file for Copyright information
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (at your
* option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License along
* with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef __UNIT_H
#define __UNIT_H
#include "Object.h"
#include "CombatManager.h"
#include "FlatSet.h"
#include "SpellAuraDefines.h"
#include "ThreatManager.h"
#include "Timer.h"
#include "UnitDefines.h"
#include "Util.h"
#include <array>
#include <forward_list>
#include <map>
#include <memory>
#include <stack>
#define VISUAL_WAYPOINT 1 // Creature Entry ID used for waypoints show, visible only for GMs
#define WORLD_TRIGGER 12999
#define ARTIFACTS_ALL_WEAPONS_GENERAL_WEAPON_EQUIPPED_PASSIVE 197886
#define SPELL_DH_DOUBLE_JUMP 196055
#define DISPLAYID_HIDDEN_MOUNT 73200
#define WARMODE_ENLISTED_SPELL_OUTSIDE 269083
#define MAX_SPELL_CHARM 4
#define MAX_SPELL_VEHICLE 6
#define MAX_SPELL_POSSESS 8
#define MAX_SPELL_CONTROL_BAR 10
#define MAX_AGGRO_RESET_TIME 10 // in seconds
#define MAX_AGGRO_RADIUS 45.0f // yards
enum VictimState
{
VICTIMSTATE_INTACT = 0, // set when attacker misses
VICTIMSTATE_HIT = 1, // victim got clear/blocked hit
VICTIMSTATE_DODGE = 2,
VICTIMSTATE_PARRY = 3,
VICTIMSTATE_INTERRUPT = 4,
VICTIMSTATE_BLOCKS = 5, // unused? not set when blocked, even on full block
VICTIMSTATE_EVADES = 6,
VICTIMSTATE_IS_IMMUNE = 7,
VICTIMSTATE_DEFLECTS = 8
};
//i would like to remove this: (it is defined in item.h
enum InventorySlot
{
NULL_BAG = 0,
NULL_SLOT = 255
};
struct AbstractFollower;
struct FactionTemplateEntry;
struct LiquidData;
struct LiquidTypeEntry;
struct MountCapabilityEntry;
struct SpellValue;
class Aura;
class AuraApplication;
class AuraEffect;
class Creature;
class DynamicObject;
class GameObject;
class Guardian;
class Item;
class Minion;
class MotionMaster;
class Pet;
class Spell;
class SpellCastTargets;
class SpellEffectInfo;
class SpellHistory;
class SpellInfo;
class Totem;
class Transport;
class TransportBase;
class UnitAI;
class UnitAura;
class Vehicle;
class VehicleJoinEvent;
enum class EncounterType : uint8;
enum class PetActionFeedback : uint8;
enum MovementGeneratorType : uint8;
enum ProcFlagsHit : uint32;
enum ProcFlagsSpellPhase : uint32;
enum ProcFlagsSpellType : uint32;
enum ZLiquidStatus : uint32;
namespace Movement
{
class MoveSpline;
struct SpellEffectExtraData;
}
typedef std::list<Unit*> UnitList;
class TC_GAME_API DispelableAura
{
public:
DispelableAura(Aura* aura, int32 dispelChance, uint8 dispelCharges);
~DispelableAura();
Aura* GetAura() const { return _aura; }
bool RollDispel() const;
uint8 GetDispelCharges() const { return _charges; }
void IncrementCharges() { ++_charges; }
bool DecrementCharge(uint8 charges)
{
if (!_charges)
return false;
_charges -= charges;
return _charges > 0;
}
private:
Aura* _aura;
int32 _chance;
uint8 _charges;
};
typedef std::vector<DispelableAura> DispelChargesList;
typedef std::unordered_multimap<uint32 /*type*/, uint32 /*spellId*/> SpellImmuneContainer;
enum UnitModifierFlatType
{
BASE_VALUE = 0,
BASE_PCT_EXCLUDE_CREATE = 1, // percent modifier affecting all stat values from auras and gear but not player base for level
TOTAL_VALUE = 2,
MODIFIER_TYPE_FLAT_END = 3
};
enum UnitModifierPctType
{
BASE_PCT = 0,
TOTAL_PCT = 1,
MODIFIER_TYPE_PCT_END = 2
};
enum WeaponDamageRange
{
MINDAMAGE,
MAXDAMAGE
};
enum UnitMods
{
UNIT_MOD_STAT_STRENGTH, // UNIT_MOD_STAT_STRENGTH..UNIT_MOD_STAT_INTELLECT must be in existed order, it's accessed by index values of Stats enum.
UNIT_MOD_STAT_AGILITY,
UNIT_MOD_STAT_STAMINA,
UNIT_MOD_STAT_INTELLECT,
UNIT_MOD_HEALTH,
UNIT_MOD_MANA, // UNIT_MOD_MANA..UNIT_MOD_PAIN must be listed in existing order, it is accessed by index values of Powers enum.
UNIT_MOD_RAGE,
UNIT_MOD_FOCUS,
UNIT_MOD_ENERGY,
UNIT_MOD_COMBO_POINTS,
UNIT_MOD_RUNES,
UNIT_MOD_RUNIC_POWER,
UNIT_MOD_SOUL_SHARDS,
UNIT_MOD_LUNAR_POWER,
UNIT_MOD_HOLY_POWER,
UNIT_MOD_ALTERNATE,
UNIT_MOD_MAELSTROM,
UNIT_MOD_CHI,
UNIT_MOD_INSANITY,
UNIT_MOD_BURNING_EMBERS,
UNIT_MOD_DEMONIC_FURY,
UNIT_MOD_ARCANE_CHARGES,
UNIT_MOD_FURY,
UNIT_MOD_PAIN,
UNIT_MOD_ESSENCE,
UNIT_MOD_RUNE_BLOOD,
UNIT_MOD_RUNE_FROST,
UNIT_MOD_RUNE_UNHOLY,
UNIT_MOD_ALTERNATE_QUEST,
UNIT_MOD_ALTERNATE_ENCOUNTER,
UNIT_MOD_ALTERNATE_MOUNT,
UNIT_MOD_ARMOR, // UNIT_MOD_ARMOR..UNIT_MOD_RESISTANCE_ARCANE must be in existed order, it's accessed by index values of SpellSchools enum.
UNIT_MOD_RESISTANCE_HOLY,
UNIT_MOD_RESISTANCE_FIRE,
UNIT_MOD_RESISTANCE_NATURE,
UNIT_MOD_RESISTANCE_FROST,
UNIT_MOD_RESISTANCE_SHADOW,
UNIT_MOD_RESISTANCE_ARCANE,
UNIT_MOD_ATTACK_POWER,
UNIT_MOD_ATTACK_POWER_RANGED,
UNIT_MOD_DAMAGE_MAINHAND,
UNIT_MOD_DAMAGE_OFFHAND,
UNIT_MOD_DAMAGE_RANGED,
UNIT_MOD_END,
// synonyms
UNIT_MOD_STAT_START = UNIT_MOD_STAT_STRENGTH,
UNIT_MOD_STAT_END = UNIT_MOD_STAT_INTELLECT + 1,
UNIT_MOD_RESISTANCE_START = UNIT_MOD_ARMOR,
UNIT_MOD_RESISTANCE_END = UNIT_MOD_RESISTANCE_ARCANE + 1,
UNIT_MOD_POWER_START = UNIT_MOD_MANA,
UNIT_MOD_POWER_END = UNIT_MOD_ALTERNATE_MOUNT + 1
};
static_assert(UNIT_MOD_POWER_END - UNIT_MOD_POWER_START == MAX_POWERS, "UnitMods powers section does not match Powers enum!");
enum BaseModGroup
{
CRIT_PERCENTAGE,
RANGED_CRIT_PERCENTAGE,
OFFHAND_CRIT_PERCENTAGE,
SHIELD_BLOCK_VALUE,
BASEMOD_END
};
enum BaseModType
{
FLAT_MOD,
PCT_MOD,
MOD_END
};
enum DeathState
{
ALIVE = 0,
JUST_DIED = 1,
CORPSE = 2,
DEAD = 3,
JUST_RESPAWNED = 4
};
enum UnitState : uint32
{
UNIT_STATE_DIED = 0x00000001, // player has fake death aura
UNIT_STATE_MELEE_ATTACKING = 0x00000002, // player is melee attacking someone
UNIT_STATE_CHARMED = 0x00000004, // having any kind of charm aura on self
UNIT_STATE_STUNNED = 0x00000008,
UNIT_STATE_ROAMING = 0x00000010,
UNIT_STATE_CHASE = 0x00000020,
UNIT_STATE_FOCUSING = 0x00000040,
UNIT_STATE_FLEEING = 0x00000080,
UNIT_STATE_IN_FLIGHT = 0x00000100, // player is in flight mode
UNIT_STATE_FOLLOW = 0x00000200,
UNIT_STATE_ROOT = 0x00000400,
UNIT_STATE_CONFUSED = 0x00000800,
UNIT_STATE_DISTRACTED = 0x00001000,
UNIT_STATE_ISOLATED = 0x00002000, // area auras do not affect other players
UNIT_STATE_ATTACK_PLAYER = 0x00004000,
UNIT_STATE_CASTING = 0x00008000,
UNIT_STATE_POSSESSED = 0x00010000, // being possessed by another unit
UNIT_STATE_CHARGING = 0x00020000,
UNIT_STATE_JUMPING = 0x00040000,
UNIT_STATE_FOLLOW_FORMATION = 0x00080000,
UNIT_STATE_MOVE = 0x00100000,
UNIT_STATE_ROTATING = 0x00200000,
UNIT_STATE_EVADE = 0x00400000,
UNIT_STATE_ROAMING_MOVE = 0x00800000,
UNIT_STATE_CONFUSED_MOVE = 0x01000000,
UNIT_STATE_FLEEING_MOVE = 0x02000000,
UNIT_STATE_CHASE_MOVE = 0x04000000,
UNIT_STATE_FOLLOW_MOVE = 0x08000000,
UNIT_STATE_IGNORE_PATHFINDING = 0x10000000, // do not use pathfinding in any MovementGenerator
UNIT_STATE_FOLLOW_FORMATION_MOVE = 0x20000000,
UNIT_STATE_ALL_STATE_SUPPORTED = UNIT_STATE_DIED | UNIT_STATE_MELEE_ATTACKING | UNIT_STATE_CHARMED | UNIT_STATE_STUNNED | UNIT_STATE_ROAMING | UNIT_STATE_CHASE
| UNIT_STATE_FOCUSING | UNIT_STATE_FLEEING | UNIT_STATE_IN_FLIGHT | UNIT_STATE_FOLLOW | UNIT_STATE_ROOT | UNIT_STATE_CONFUSED
| UNIT_STATE_DISTRACTED | UNIT_STATE_ISOLATED | UNIT_STATE_ATTACK_PLAYER | UNIT_STATE_CASTING
| UNIT_STATE_POSSESSED | UNIT_STATE_CHARGING | UNIT_STATE_JUMPING | UNIT_STATE_MOVE | UNIT_STATE_ROTATING
| UNIT_STATE_EVADE | UNIT_STATE_ROAMING_MOVE | UNIT_STATE_CONFUSED_MOVE | UNIT_STATE_FLEEING_MOVE
| UNIT_STATE_CHASE_MOVE | UNIT_STATE_FOLLOW_MOVE | UNIT_STATE_IGNORE_PATHFINDING | UNIT_STATE_FOLLOW_FORMATION_MOVE,
UNIT_STATE_UNATTACKABLE = UNIT_STATE_IN_FLIGHT,
UNIT_STATE_MOVING = UNIT_STATE_ROAMING_MOVE | UNIT_STATE_CONFUSED_MOVE | UNIT_STATE_FLEEING_MOVE | UNIT_STATE_CHASE_MOVE | UNIT_STATE_FOLLOW_MOVE | UNIT_STATE_FOLLOW_FORMATION_MOVE,
UNIT_STATE_CONTROLLED = UNIT_STATE_CONFUSED | UNIT_STATE_STUNNED | UNIT_STATE_FLEEING,
UNIT_STATE_LOST_CONTROL = UNIT_STATE_CONTROLLED | UNIT_STATE_POSSESSED | UNIT_STATE_JUMPING | UNIT_STATE_CHARGING,
UNIT_STATE_CANNOT_AUTOATTACK = UNIT_STATE_CONTROLLED | UNIT_STATE_CHARGING,
UNIT_STATE_SIGHTLESS = UNIT_STATE_LOST_CONTROL | UNIT_STATE_EVADE,
UNIT_STATE_CANNOT_TURN = UNIT_STATE_LOST_CONTROL | UNIT_STATE_ROTATING | UNIT_STATE_FOCUSING,
UNIT_STATE_NOT_MOVE = UNIT_STATE_ROOT | UNIT_STATE_STUNNED | UNIT_STATE_DIED | UNIT_STATE_DISTRACTED,
UNIT_STATE_ALL_ERASABLE = UNIT_STATE_ALL_STATE_SUPPORTED & ~(UNIT_STATE_IGNORE_PATHFINDING),
UNIT_STATE_ALL_STATE = 0xffffffff
};
TC_GAME_API extern float baseMoveSpeed[MAX_MOVE_TYPE];
TC_GAME_API extern float playerBaseMoveSpeed[MAX_MOVE_TYPE];
enum CombatRating
{
CR_AMPLIFY = 0,
CR_DEFENSE_SKILL = 1,
CR_DODGE = 2,
CR_PARRY = 3,
CR_BLOCK = 4,
CR_HIT_MELEE = 5,
CR_HIT_RANGED = 6,
CR_HIT_SPELL = 7,
CR_CRIT_MELEE = 8,
CR_CRIT_RANGED = 9,
CR_CRIT_SPELL = 10,
CR_CORRUPTION = 11,
CR_CORRUPTION_RESISTANCE = 12,
CR_SPEED = 13,
CR_RESILIENCE_CRIT_TAKEN = 14,
CR_RESILIENCE_PLAYER_DAMAGE = 15,
CR_LIFESTEAL = 16,
CR_HASTE_MELEE = 17,
CR_HASTE_RANGED = 18,
CR_HASTE_SPELL = 19,
CR_AVOIDANCE = 20,
CR_STURDINESS = 21,
CR_UNUSED_7 = 22,
CR_EXPERTISE = 23,
CR_ARMOR_PENETRATION = 24,
CR_MASTERY = 25,
CR_PVP_POWER = 26,
CR_CLEAVE = 27,
CR_VERSATILITY_DAMAGE_DONE = 28,
CR_VERSATILITY_HEALING_DONE = 29,
CR_VERSATILITY_DAMAGE_TAKEN = 30,
CR_UNUSED_12 = 31
};
#define MAX_COMBAT_RATING 32
enum UnitTypeMask
{
UNIT_MASK_NONE = 0x00000000,
UNIT_MASK_SUMMON = 0x00000001,
UNIT_MASK_MINION = 0x00000002,
UNIT_MASK_GUARDIAN = 0x00000004,
UNIT_MASK_TOTEM = 0x00000008,
UNIT_MASK_PET = 0x00000010,
UNIT_MASK_VEHICLE = 0x00000020,
UNIT_MASK_PUPPET = 0x00000040,
UNIT_MASK_HUNTER_PET = 0x00000080,
UNIT_MASK_CONTROLABLE_GUARDIAN = 0x00000100,
UNIT_MASK_ACCESSORY = 0x00000200
};
struct DiminishingReturn
{
DiminishingReturn() : stack(0), hitTime(0), hitCount(DIMINISHING_LEVEL_1) { }
void Clear()
{
stack = 0;
hitTime = 0;
hitCount = DIMINISHING_LEVEL_1;
}
uint16 stack;
uint32 hitTime;
uint32 hitCount;
};
enum MeleeHitOutcome : uint8
{
MELEE_HIT_EVADE, MELEE_HIT_MISS, MELEE_HIT_DODGE, MELEE_HIT_BLOCK, MELEE_HIT_PARRY,
MELEE_HIT_GLANCING, MELEE_HIT_CRIT, MELEE_HIT_CRUSHING, MELEE_HIT_NORMAL
};
class DispelInfo
{
public:
explicit DispelInfo(WorldObject* dispeller, uint32 dispellerSpellId, uint8 chargesRemoved) :
_dispeller(dispeller), _dispellerSpell(dispellerSpellId), _chargesRemoved(chargesRemoved) { }
WorldObject* GetDispeller() const { return _dispeller; }
uint32 GetDispellerSpellId() const { return _dispellerSpell; }
uint8 GetRemovedCharges() const { return _chargesRemoved; }
void SetRemovedCharges(uint8 amount) { _chargesRemoved = amount; }
private:
WorldObject* _dispeller;
uint32 _dispellerSpell;
uint8 _chargesRemoved;
};
struct CleanDamage
{
CleanDamage(uint32 mitigated, uint32 absorbed, WeaponAttackType _attackType, MeleeHitOutcome _hitOutCome) :
absorbed_damage(absorbed), mitigated_damage(mitigated), attackType(_attackType), hitOutCome(_hitOutCome) { }
uint32 absorbed_damage;
uint32 mitigated_damage;
WeaponAttackType attackType;
MeleeHitOutcome hitOutCome;
};
struct CalcDamageInfo;
struct SpellNonMeleeDamage;
class TC_GAME_API DamageInfo
{
private:
Unit* const m_attacker;
Unit* const m_victim;
uint32 m_damage;
uint32 const m_originalDamage;
SpellInfo const* const m_spellInfo;
SpellSchoolMask const m_schoolMask;
DamageEffectType const m_damageType;
WeaponAttackType m_attackType;
uint32 m_absorb;
uint32 m_resist;
uint32 m_block;
ProcFlagsHit m_hitMask;
public:
DamageInfo(Unit* attacker, Unit* victim, uint32 damage, SpellInfo const* spellInfo, SpellSchoolMask schoolMask, DamageEffectType damageType, WeaponAttackType attackType);
explicit DamageInfo(CalcDamageInfo const& dmgInfo);
DamageInfo(SpellNonMeleeDamage const& spellNonMeleeDamage, DamageEffectType damageType, WeaponAttackType attackType, ProcFlagsHit hitMask);
void ModifyDamage(int32 amount);
void AbsorbDamage(uint32 amount);
void ResistDamage(uint32 amount);
void BlockDamage(uint32 amount);
Unit* GetAttacker() const { return m_attacker; }
Unit* GetVictim() const { return m_victim; }
SpellInfo const* GetSpellInfo() const { return m_spellInfo; }
SpellSchoolMask GetSchoolMask() const { return m_schoolMask; }
DamageEffectType GetDamageType() const { return m_damageType; }
WeaponAttackType GetAttackType() const { return m_attackType; }
uint32 GetDamage() const { return m_damage; }
uint32 GetOriginalDamage() const { return m_originalDamage; }
uint32 GetAbsorb() const { return m_absorb; }
uint32 GetResist() const { return m_resist; }
uint32 GetBlock() const { return m_block; }
ProcFlagsHit GetHitMask() const;
};
class TC_GAME_API HealInfo
{
private:
Unit* const _healer;
Unit* const _target;
uint32 _heal;
uint32 const _originalHeal;
uint32 _effectiveHeal;
uint32 _absorb;
SpellInfo const* const _spellInfo;
SpellSchoolMask const _schoolMask;
uint32 _hitMask;
public:
HealInfo(Unit* healer, Unit* target, uint32 heal, SpellInfo const* spellInfo, SpellSchoolMask schoolMask);
void AbsorbHeal(uint32 amount);
void SetEffectiveHeal(uint32 amount) { _effectiveHeal = amount; }
Unit* GetHealer() const { return _healer; }
Unit* GetTarget() const { return _target; }
uint32 GetHeal() const { return _heal; }
uint32 GetOriginalHeal() const { return _originalHeal; }
uint32 GetEffectiveHeal() const { return _effectiveHeal; }
uint32 GetAbsorb() const { return _absorb; }
SpellInfo const* GetSpellInfo() const { return _spellInfo; };
SpellSchoolMask GetSchoolMask() const { return _schoolMask; };
uint32 GetHitMask() const;
};
class TC_GAME_API ProcEventInfo
{
public:
ProcEventInfo(Unit* actor, Unit* actionTarget, Unit* procTarget, ProcFlagsInit const& typeMask,
ProcFlagsSpellType spellTypeMask, ProcFlagsSpellPhase spellPhaseMask, ProcFlagsHit hitMask,
Spell* spell, DamageInfo* damageInfo, HealInfo* healInfo);
Unit* GetActor() const { return _actor; }
Unit* GetActionTarget() const { return _actionTarget; }
Unit* GetProcTarget() const { return _procTarget; }
ProcFlagsInit GetTypeMask() const { return _typeMask; }
ProcFlagsSpellType GetSpellTypeMask() const { return _spellTypeMask; }
ProcFlagsSpellPhase GetSpellPhaseMask() const { return _spellPhaseMask; }
ProcFlagsHit GetHitMask() const { return _hitMask; }
SpellInfo const* GetSpellInfo() const;
SpellSchoolMask GetSchoolMask() const;
DamageInfo* GetDamageInfo() const { return _damageInfo; }
HealInfo* GetHealInfo() const { return _healInfo; }
Spell const* GetProcSpell() const { return _spell; }
private:
Unit* const _actor;
Unit* const _actionTarget;
Unit* const _procTarget;
ProcFlagsInit _typeMask;
ProcFlagsSpellType _spellTypeMask;
ProcFlagsSpellPhase _spellPhaseMask;
ProcFlagsHit _hitMask;
Spell* _spell;
DamageInfo* _damageInfo;
HealInfo* _healInfo;
};
// Struct for use in Unit::CalculateMeleeDamage
// Need create structure like in SMSG_ATTACKERSTATEUPDATE opcode
struct CalcDamageInfo
{
Unit* Attacker;
Unit* Target;
uint32 DamageSchoolMask;
uint32 Damage;
uint32 OriginalDamage;
uint32 Absorb;
uint32 Resist;
uint32 Blocked;
uint32 HitInfo;
uint32 TargetState;
// Helpers
WeaponAttackType AttackType; //
ProcFlagsInit ProcAttacker;
ProcFlagsInit ProcVictim;
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 TC_GAME_API SpellNonMeleeDamage
{
SpellNonMeleeDamage(Unit* _attacker, Unit* _target, SpellInfo const* _spellInfo, SpellCastVisual spellVisual, uint32 _schoolMask, ObjectGuid _castId = ObjectGuid::Empty);
Unit *target;
Unit *attacker;
ObjectGuid castId;
SpellInfo const* Spell;
SpellCastVisual SpellVisual;
uint32 damage;
uint32 originalDamage;
uint32 schoolMask;
uint32 absorb;
uint32 resist;
bool periodicLog;
uint32 blocked;
uint32 HitInfo;
// Used for help
uint32 cleanDamage;
bool fullBlock;
uint32 preHitHealth;
};
struct SpellPeriodicAuraLogInfo
{
SpellPeriodicAuraLogInfo(AuraEffect const* _auraEff, uint32 _damage, uint32 _originalDamage, uint32 _overDamage, uint32 _absorb, uint32 _resist, float _multiplier, bool _critical)
: auraEff(_auraEff), damage(_damage), originalDamage(_originalDamage), overDamage(_overDamage), absorb(_absorb), resist(_resist), multiplier(_multiplier), critical(_critical){ }
AuraEffect const* auraEff;
uint32 damage;
uint32 originalDamage;
uint32 overDamage; // overkill/overheal
uint32 absorb;
uint32 resist;
float multiplier;
bool critical;
};
ProcFlagsHit createProcHitMask(SpellNonMeleeDamage* damageInfo, SpellMissInfo missCondition);
enum CurrentSpellTypes : uint8
{
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
#define UNIT_ACTION_BUTTON_ACTION(X) (uint32(X) & 0x00FFFFFF)
#define UNIT_ACTION_BUTTON_TYPE(X) ((uint32(X) & 0xFF000000) >> 24)
#define MAKE_UNIT_ACTION_BUTTON(A, T) (uint32(A) | (uint32(T) << 24))
struct UnitActionBarEntry
{
UnitActionBarEntry() : packedData(uint32(ACT_DISABLED) << 24) { }
uint32 packedData;
// helper
ActiveStates GetType() const { return ActiveStates(UNIT_ACTION_BUTTON_TYPE(packedData)); }
uint32 GetAction() const { return UNIT_ACTION_BUTTON_ACTION(packedData); }
bool IsActionBarForSpell() const
{
ActiveStates Type = GetType();
return Type == ACT_DISABLED || Type == ACT_ENABLED || Type == ACT_PASSIVE;
}
void SetActionAndType(uint32 action, ActiveStates type)
{
packedData = MAKE_UNIT_ACTION_BUTTON(action, type);
}
void SetType(ActiveStates type)
{
packedData = MAKE_UNIT_ACTION_BUTTON(UNIT_ACTION_BUTTON_ACTION(packedData), type);
}
void SetAction(uint32 action)
{
packedData = (packedData & 0xFF000000) | UNIT_ACTION_BUTTON_ACTION(action);
}
};
typedef std::list<Player*> SharedVisionList;
enum CharmType
{
CHARM_TYPE_CHARM,
CHARM_TYPE_POSSESS,
CHARM_TYPE_VEHICLE,
CHARM_TYPE_CONVERT
};
typedef UnitActionBarEntry CharmSpellInfo;
enum ActionBarIndex
{
ACTION_BAR_INDEX_START = 0,
ACTION_BAR_INDEX_PET_SPELL_START = 3,
ACTION_BAR_INDEX_PET_SPELL_END = 7,
ACTION_BAR_INDEX_END = 10
};
#define MAX_UNIT_ACTION_BAR_INDEX (ACTION_BAR_INDEX_END-ACTION_BAR_INDEX_START)
struct TC_GAME_API CharmInfo
{
public:
explicit CharmInfo(Unit* unit);
~CharmInfo();
void RestoreState();
uint32 GetPetNumber() const { return _petnumber; }
void SetPetNumber(uint32 petnumber, bool statwindow);
void SetCommandState(CommandStates st) { _CommandState = st; }
CommandStates GetCommandState() const { return _CommandState; }
bool HasCommandState(CommandStates state) const { return (_CommandState == state); }
void InitPossessCreateSpells();
void InitCharmCreateSpells();
void InitPetActionBar();
void InitEmptyActionBar(bool withAttack = true);
//return true if successful
bool AddSpellToActionBar(SpellInfo const* spellInfo, ActiveStates newstate = ACT_DECIDE, uint8 preferredSlot = 0);
bool RemoveSpellFromActionBar(uint32 spell_id);
void LoadPetActionBar(const std::string& data);
void BuildActionBar(WorldPacket* data);
void SetSpellAutocast(SpellInfo const* spellInfo, bool state);
void SetActionBar(uint8 index, uint32 spellOrAction, ActiveStates type)
{
PetActionBar[index].SetActionAndType(spellOrAction, type);
}
UnitActionBarEntry const* GetActionBarEntry(uint8 index) const { return &(PetActionBar[index]); }
void ToggleCreatureAutocast(SpellInfo const* spellInfo, bool apply);
CharmSpellInfo* GetCharmSpell(uint8 index) { return &(_charmspells[index]); }
void SetIsCommandAttack(bool val);
bool IsCommandAttack();
void SetIsCommandFollow(bool val);
bool IsCommandFollow();
void SetIsAtStay(bool val);
bool IsAtStay();
void SetIsFollowing(bool val);
bool IsFollowing();
void SetIsReturning(bool val);
bool IsReturning();
void SaveStayPosition();
void GetStayPosition(float &x, float &y, float &z);
private:
Unit* _unit;
UnitActionBarEntry PetActionBar[MAX_UNIT_ACTION_BAR_INDEX];
CharmSpellInfo _charmspells[4];
CommandStates _CommandState;
uint32 _petnumber;
//for restoration after charmed
ReactStates _oldReactState;
bool _isCommandAttack;
bool _isCommandFollow;
bool _isAtStay;
bool _isFollowing;
bool _isReturning;
float _stayX;
float _stayY;
float _stayZ;
};
// for clearing special attacks
#define REACTIVE_TIMER_START 4000
enum ReactiveType
{
REACTIVE_DEFENSE = 0,
REACTIVE_DEFENSE_2 = 1,
MAX_REACTIVE
};
struct PositionUpdateInfo
{
void Reset()
{
Relocated = false;
Turned = false;
}
bool Relocated = false;
bool Turned = false;
};
// 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
class TC_GAME_API Unit : public WorldObject
{
public:
typedef std::set<Unit*> AttackerSet;
typedef std::set<Unit*> ControlList;
typedef std::vector<Unit*> UnitVector;
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::forward_list<AuraEffect*> AuraEffectList;
typedef std::forward_list<Aura*> AuraList;
typedef std::forward_list<AuraApplication*> AuraApplicationList;
typedef std::array<DiminishingReturn, DIMINISHING_MAX> Diminishing;
typedef std::vector<std::pair<uint32 /*procEffectMask*/, AuraApplication*>> AuraApplicationProcContainer;
struct VisibleAuraSlotCompare { bool operator()(AuraApplication* left, AuraApplication* right) const; };
typedef std::set<AuraApplication*, VisibleAuraSlotCompare> VisibleAuraContainer;
static std::vector<AuraEffect*> CopyAuraEffectList(AuraEffectList const& list);
virtual ~Unit();
bool IsAIEnabled() const { return (i_AI != nullptr); }
void AIUpdateTick(uint32 diff);
UnitAI* GetAI() const { return i_AI.get(); }
void ScheduleAIChange();
void PushAI(UnitAI* newAI);
bool PopAI();
protected:
void SetAI(UnitAI* newAI);
UnitAI* GetTopAI() const { return i_AIs.empty() ? nullptr : i_AIs.top().get(); }
void RefreshAI();
UnitAI* GetScheduledChangeAI();
bool HasScheduledAIChange() const;
public:
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)
virtual bool IsAffectedByDiminishingReturns() const { return (GetCharmerOrOwnerPlayerOrPlayerItself() != nullptr); }
DiminishingLevels GetDiminishing(DiminishingGroup group) const;
void IncrDiminishing(SpellInfo const* auraSpellInfo);
bool ApplyDiminishingToDuration(SpellInfo const* auraSpellInfo, int32& duration, WorldObject* caster, DiminishingLevels previousLevel) const;
void ApplyDiminishingAura(DiminishingGroup group, bool apply);
void ClearDiminishings();
virtual void Update(uint32 time) override;
void setAttackTimer(WeaponAttackType type, uint32 time) { m_attackTimer[type] = time; }
void resetAttackTimer(WeaponAttackType type = BASE_ATTACK);
uint32 getAttackTimer(WeaponAttackType type) const { return m_attackTimer[type]; }
bool isAttackReady(WeaponAttackType type = BASE_ATTACK) const { return m_attackTimer[type] == 0; }
bool haveOffhandWeapon() const;
bool CanDualWield() const { return m_canDualWield; }
virtual void SetCanDualWield(bool value) { m_canDualWield = value; }
float GetCombatReach() const override { return m_unitData->CombatReach; }
void SetCombatReach(float combatReach) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::CombatReach), combatReach); }
float GetBoundingRadius() const { return m_unitData->BoundingRadius; }
void SetBoundingRadius(float boundingRadius) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::BoundingRadius), boundingRadius); }
bool IsWithinCombatRange(Unit const* obj, float dist2compare) const;
bool IsWithinMeleeRange(Unit const* obj) const { return IsWithinMeleeRangeAt(GetPosition(), obj); }
bool IsWithinMeleeRangeAt(Position const& pos, Unit const* obj) const;
float GetMeleeRange(Unit const* target) const;
virtual SpellSchoolMask GetMeleeDamageSchoolMask(WeaponAttackType attackType = BASE_ATTACK) const = 0;
bool IsWithinBoundaryRadius(const Unit* obj) const;
bool m_canDualWield;
void _addAttacker(Unit* pAttacker); // must be called only from Unit::Attack(Unit*)
void _removeAttacker(Unit* pAttacker); // must be called only from Unit::AttackStop()
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 AttackStop();
void RemoveAllAttackers();
AttackerSet const& getAttackers() const { return m_attackers; }
bool isAttackingPlayer() const;
Unit* GetVictim() const { return m_attacking; }
// Use this only when 100% sure there is a victim
Unit* EnsureVictim() const
{
ASSERT(m_attacking);
return m_attacking;
}
void ValidateAttackersAndOwnTarget();
void CombatStop(bool includingCast = false, bool mutualPvP = true);
void CombatStopWithPets(bool includingCast = false);
void StopAttackFaction(uint32 faction_id);
Unit* SelectNearbyTarget(Unit* exclude = nullptr, float dist = NOMINAL_MELEE_RANGE) const;
void SendMeleeAttackStop(Unit* victim = nullptr);
void SendMeleeAttackStart(Unit* victim);
void AddUnitState(uint32 f) { m_state |= f; }
bool HasUnitState(const uint32 f) const { return (m_state & f) != 0; }
void ClearUnitState(uint32 f) { m_state &= ~f; }
bool CanFreeMove() const;
uint32 HasUnitTypeMask(uint32 mask) const { return mask & m_unitTypeMask; }
void AddUnitTypeMask(uint32 mask) { m_unitTypeMask |= mask; }
bool IsSummon() const { return (m_unitTypeMask & UNIT_MASK_SUMMON) != 0; }
bool IsGuardian() const { return (m_unitTypeMask & UNIT_MASK_GUARDIAN) != 0; }
bool IsPet() const { return (m_unitTypeMask & UNIT_MASK_PET) != 0; }
bool IsHunterPet() const{ return (m_unitTypeMask & UNIT_MASK_HUNTER_PET) != 0; }
bool IsTotem() const { return (m_unitTypeMask & UNIT_MASK_TOTEM) != 0; }
bool IsVehicle() const { return (m_unitTypeMask & UNIT_MASK_VEHICLE) != 0; }
int32 GetContentTuning() const { return m_unitData->ContentTuningID; }
uint8 GetLevel() const { return uint8(m_unitData->Level); }
uint8 GetLevelForTarget(WorldObject const* /*target*/) const override { return GetLevel(); }
void SetLevel(uint8 lvl, bool sendUpdate = true);
uint8 GetRace() const { return m_unitData->Race; }
void SetRace(uint8 race) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::Race), race); }
uint64 GetRaceMask() const { return UI64LIT(1) << (GetRace() - 1); }
uint8 GetClass() const { return m_unitData->ClassId; }
void SetClass(uint8 classId) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::ClassId), classId); }
uint32 GetClassMask() const { return 1 << (GetClass()-1); }
Gender GetGender() const { return Gender(*m_unitData->Sex); }
void SetGender(Gender gender) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::Sex), gender); }
virtual Gender GetNativeGender() const { return GetGender(); }
virtual void SetNativeGender(Gender gender) { SetGender(gender); }
float GetStat(Stats stat) const { return float(m_unitData->Stats[stat]); }
void SetStat(Stats stat, int32 val) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::Stats, stat), val); }
uint32 GetArmor() const { return GetResistance(SPELL_SCHOOL_NORMAL); }
void SetArmor(int32 val, int32 bonusVal)
{
SetResistance(SPELL_SCHOOL_NORMAL, val);
SetBonusResistanceMod(SPELL_SCHOOL_NORMAL, bonusVal);
}
int32 GetResistance(SpellSchools school) const { return m_unitData->Resistances[school]; }
int32 GetBonusResistanceMod(SpellSchools school) const { return m_unitData->BonusResistanceMods[school]; }
int32 GetResistance(SpellSchoolMask mask) const;
void SetResistance(SpellSchools school, int32 val) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::Resistances, school), val); }
void SetBonusResistanceMod(SpellSchools school, int32 val) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::BonusResistanceMods, school), val); }
static float CalculateAverageResistReduction(WorldObject const* caster, SpellSchoolMask schoolMask, Unit const* victim, SpellInfo const* spellInfo = nullptr);
uint64 GetHealth() const { return m_unitData->Health; }
uint64 GetMaxHealth() const { return m_unitData->MaxHealth; }
bool IsFullHealth() const { return GetHealth() == GetMaxHealth(); }
bool HealthBelowPct(int32 pct) const { return GetHealth() < CountPctFromMaxHealth(pct); }
bool HealthBelowPctDamaged(int32 pct, uint32 damage) const { return int64(GetHealth()) - int64(damage) < int64(CountPctFromMaxHealth(pct)); }
bool HealthAbovePct(int32 pct) const { return GetHealth() > CountPctFromMaxHealth(pct); }
bool HealthAbovePctHealed(int32 pct, uint32 heal) const { return uint64(GetHealth()) + uint64(heal) > CountPctFromMaxHealth(pct); }
float GetHealthPct() const { return GetMaxHealth() ? 100.f * GetHealth() / GetMaxHealth() : 0.0f; }
uint64 CountPctFromMaxHealth(int32 pct) const { return CalculatePct(GetMaxHealth(), pct); }
uint64 CountPctFromCurHealth(int32 pct) const { return CalculatePct(GetHealth(), pct); }
void SetHealth(uint64 val);
void SetMaxHealth(uint64 val);
inline void SetFullHealth() { SetHealth(GetMaxHealth()); }
int64 ModifyHealth(int64 val);
int64 GetHealthGain(int64 dVal);
void TriggerOnHealthChangeAuras(uint64 oldVal, uint64 newVal);
virtual float GetHealthMultiplierForTarget(WorldObject const* /*target*/) const { return 1.0f; }
virtual float GetDamageMultiplierForTarget(WorldObject const* /*target*/) const { return 1.0f; }
virtual float GetArmorMultiplierForTarget(WorldObject const* /*target*/) const { return 1.0f; }
Powers GetPowerType() const { return Powers(*m_unitData->DisplayPower); }
void SetPowerType(Powers power, bool sendUpdate = true);
void SetOverrideDisplayPowerId(uint32 powerDisplayId) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::OverrideDisplayPowerID), powerDisplayId); }
Powers CalculateDisplayPowerType() const;
void UpdateDisplayPower();
int32 GetPower(Powers power) const;
int32 GetMinPower(Powers power) const { return power == POWER_LUNAR_POWER ? -100 : 0; }
int32 GetMaxPower(Powers power) const;
float GetPowerPct(Powers power) const { return GetMaxPower(power) ? 100.f * GetPower(power) / GetMaxPower(power) : 0.0f; }
int32 CountPctFromMaxPower(Powers power, int32 pct) const { return CalculatePct(GetMaxPower(power), pct); }
void SetPower(Powers power, int32 val, bool withPowerUpdate = true);
void SetMaxPower(Powers power, int32 val);
void TriggerOnPowerChangeAuras(Powers power, int32 oldVal, int32 newVal);
inline void SetFullPower(Powers power) { SetPower(power, GetMaxPower(power)); }
// returns the change in power
int32 ModifyPower(Powers power, int32 val, bool withPowerUpdate = true);
void ApplyModManaCostMultiplier(float manaCostMultiplier, bool apply) { ApplyModUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::ManaCostMultiplier), manaCostMultiplier, apply); }
void ApplyModManaCostModifier(SpellSchools school, int32 mod, bool apply) { ApplyModUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::ManaCostModifier, school), mod, apply); }
uint32 GetBaseAttackTime(WeaponAttackType att) const;
void SetBaseAttackTime(WeaponAttackType att, uint32 val);
void UpdateAttackTimeField(WeaponAttackType att);
void ApplyAttackTimePercentMod(WeaponAttackType att, float val, bool apply);
void ApplyCastTimePercentMod(float val, bool apply);
void SetModCastingSpeed(float castingSpeed) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::ModCastingSpeed), castingSpeed); }
void SetModSpellHaste(float spellHaste) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::ModSpellHaste), spellHaste); }
void SetModHaste(float haste) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::ModHaste), haste); }
void SetModRangedHaste(float rangedHaste) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::ModRangedHaste), rangedHaste); }
void SetModHasteRegen(float hasteRegen) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::ModHasteRegen), hasteRegen); }
void SetModTimeRate(float timeRate) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::ModTimeRate), timeRate); }
bool HasUnitFlag(UnitFlags flags) const { return (*m_unitData->Flags & flags) != 0; }
void SetUnitFlag(UnitFlags flags) { SetUpdateFieldFlagValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::Flags), flags); }
void RemoveUnitFlag(UnitFlags flags) { RemoveUpdateFieldFlagValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::Flags), flags); }
void ReplaceAllUnitFlags(UnitFlags flags) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::Flags), flags); }
bool HasUnitFlag2(UnitFlags2 flags) const { return (*m_unitData->Flags2 & flags) != 0; }
void SetUnitFlag2(UnitFlags2 flags) { SetUpdateFieldFlagValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::Flags2), flags); }
void RemoveUnitFlag2(UnitFlags2 flags) { RemoveUpdateFieldFlagValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::Flags2), flags); }
void ReplaceAllUnitFlags2(UnitFlags2 flags) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::Flags2), flags); }
bool HasUnitFlag3(UnitFlags3 flags) const { return (*m_unitData->Flags3 & flags) != 0; }
void SetUnitFlag3(UnitFlags3 flags) { SetUpdateFieldFlagValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::Flags3), flags); }
void RemoveUnitFlag3(UnitFlags3 flags) { RemoveUpdateFieldFlagValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::Flags3), flags); }
void ReplaceAllUnitFlags3(UnitFlags3 flags) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::Flags3), flags); }
void SetCreatedBySpell(int32 spellId) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::CreatedBySpell), spellId); }
void SetNameplateAttachToGUID(ObjectGuid guid) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::NameplateAttachToGUID), guid); }
Emote GetEmoteState() const { return Emote(*m_unitData->EmoteState); }
void SetEmoteState(Emote emote) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::EmoteState), emote); }
SheathState GetSheath() const { return SheathState(*m_unitData->SheatheState); }
void SetSheath(SheathState sheathed);
// faction template id
uint32 GetFaction() const override { return m_unitData->FactionTemplate; }
void SetFaction(uint32 faction) override { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::FactionTemplate), faction); }
bool IsInPartyWith(Unit const* unit) const;
bool IsInRaidWith(Unit const* unit) const;
void GetPartyMembers(std::list<Unit*> &units);
bool IsContestedGuard() const;
UnitPVPStateFlags GetPvpFlags() const { return UnitPVPStateFlags(*m_unitData->PvpFlags); }
bool HasPvpFlag(UnitPVPStateFlags flags) const { return (*m_unitData->PvpFlags & flags) != 0; }
void SetPvpFlag(UnitPVPStateFlags flags) { SetUpdateFieldFlagValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::PvpFlags), flags); }
void RemovePvpFlag(UnitPVPStateFlags flags) { RemoveUpdateFieldFlagValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::PvpFlags), flags); }
void ReplaceAllPvpFlags(UnitPVPStateFlags flags) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::PvpFlags), flags); }
bool IsInSanctuary() const { return HasPvpFlag(UNIT_BYTE2_FLAG_SANCTUARY); }
bool IsPvP() const { return HasPvpFlag(UNIT_BYTE2_FLAG_PVP); }
bool IsFFAPvP() const { return HasPvpFlag(UNIT_BYTE2_FLAG_FFA_PVP); }
virtual void SetPvP(bool state);
UnitPetFlag GetPetFlags() const { return UnitPetFlag(*m_unitData->PetFlags); }
bool HasPetFlag(UnitPetFlag flags) const { return (*m_unitData->PetFlags & flags) != 0; }
void SetPetFlag(UnitPetFlag flags) { SetUpdateFieldFlagValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::PetFlags), flags); }
void RemovePetFlag(UnitPetFlag flags) { RemoveUpdateFieldFlagValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::PetFlags), flags); }
void ReplaceAllPetFlags(UnitPetFlag flags) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::PetFlags), flags); }
uint32 GetCreatureType() const;
uint32 GetCreatureTypeMask() const;
UnitStandStateType GetStandState() const { return UnitStandStateType(*m_unitData->StandState); }
bool IsSitState() const;
bool IsStandState() const;
void SetStandState(UnitStandStateType state, uint32 animKitID = 0);
void SetVisFlag(UnitVisFlags flags) { SetUpdateFieldFlagValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::VisFlags), flags); }
void RemoveVisFlag(UnitVisFlags flags) { RemoveUpdateFieldFlagValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::VisFlags), flags); }
void ReplaceAllVisFlags(UnitVisFlags flags) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::VisFlags), flags); }
AnimTier GetAnimTier() const { return AnimTier(*m_unitData->AnimTier); }
void SetAnimTier(AnimTier animTier, bool notifyClient = true);
bool IsMounted() const { return HasUnitFlag(UNIT_FLAG_MOUNT); }
uint32 GetMountDisplayId() const { return m_unitData->MountDisplayID; }
void SetMountDisplayId(uint32 mountDisplayId) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::MountDisplayID), mountDisplayId); }
uint32 GetCosmeticMountDisplayId() const { return m_unitData->CosmeticMountDisplayID; }
void SetCosmeticMountDisplayId(uint32 mountDisplayId) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::CosmeticMountDisplayID), mountDisplayId); }
void Mount(uint32 mount, uint32 vehicleId = 0, uint32 creatureEntry = 0);
void Dismount();
MountCapabilityEntry const* GetMountCapability(uint32 mountType) const;
void UpdateMountCapability();
void SendDurabilityLoss(Player* receiver, uint32 percent);
void PlayOneShotAnimKitId(uint16 animKitId);
void SetAIAnimKitId(uint16 animKitId);
uint16 GetAIAnimKitId() const override { return _aiAnimKitId; }
void SetMovementAnimKitId(uint16 animKitId);
uint16 GetMovementAnimKitId() const override { return _movementAnimKitId; }
void SetMeleeAnimKitId(uint16 animKitId);
uint16 GetMeleeAnimKitId() const override { return _meleeAnimKitId; }
uint16 GetMaxSkillValueForLevel(Unit const* target = nullptr) const { return (target ? GetLevelForTarget(target) : GetLevel()) * 5; }
static void DealDamageMods(Unit const* attacker, Unit const* victim, uint32& damage, uint32* absorb);
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);
static void Kill(Unit* attacker, Unit* victim, bool durabilityLoss = true, bool skipSettingDeathState = false);
void KillSelf(bool durabilityLoss = true, bool skipSettingDeathState = false) { Unit::Kill(this, this, durabilityLoss, skipSettingDeathState); }
static void DealHeal(HealInfo& healInfo);
static void ProcSkillsAndAuras(Unit* actor, Unit* actionTarget, ProcFlagsInit const& typeMaskActor, ProcFlagsInit const& typeMaskActionTarget,
ProcFlagsSpellType spellTypeMask, ProcFlagsSpellPhase spellPhaseMask, ProcFlagsHit hitMask, Spell* spell,
DamageInfo* damageInfo, HealInfo* healInfo);
void GetProcAurasTriggeredOnEvent(AuraApplicationProcContainer& aurasTriggeringProc, AuraApplicationList* procAuras, ProcEventInfo& eventInfo);
void TriggerAurasProcOnEvent(AuraApplicationList* myProcAuras, AuraApplicationList* targetProcAuras,
Unit* actionTarget, ProcFlagsInit const& typeMaskActor, ProcFlagsInit const& typeMaskActionTarget,
ProcFlagsSpellType spellTypeMask, ProcFlagsSpellPhase spellPhaseMask, ProcFlagsHit hitMask, Spell* spell,
DamageInfo* damageInfo, HealInfo* healInfo);
void TriggerAurasProcOnEvent(ProcEventInfo& eventInfo, AuraApplicationProcContainer& procAuras);
void HandleEmoteCommand(Emote emoteId, Player* target = nullptr, Trinity::IteratorPair<int32 const*> spellVisualKitIds = {}, int32 sequenceVariation = 0);
void AttackerStateUpdate (Unit* victim, WeaponAttackType attType = BASE_ATTACK, bool extra = false);
void CalculateMeleeDamage(Unit* victim, CalcDamageInfo* damageInfo, WeaponAttackType attackType = BASE_ATTACK);
void DealMeleeDamage(CalcDamageInfo* damageInfo, bool durabilityLoss);
void HandleProcExtraAttackFor(Unit* victim, uint32 count);
void SetLastExtraAttackSpell(uint32 spellId) { _lastExtraAttackSpell = spellId; }
uint32 GetLastExtraAttackSpell() const { return _lastExtraAttackSpell; }
void AddExtraAttacks(uint32 count);
void SetLastDamagedTargetGuid(ObjectGuid guid) { _lastDamagedTargetGuid = guid; }
ObjectGuid GetLastDamagedTargetGuid() const { return _lastDamagedTargetGuid; }
void CalculateSpellDamageTaken(SpellNonMeleeDamage* damageInfo, int32 damage, SpellInfo const* spellInfo, WeaponAttackType attackType = BASE_ATTACK, bool crit = false, bool blocked = false, Spell* spell = nullptr);
void DealSpellDamage(SpellNonMeleeDamage const* damageInfo, bool durabilityLoss);
// player or player's pet resilience (-1%)
uint32 GetDamageReduction(uint32 damage) const { return GetCombatRatingDamageReduction(CR_RESILIENCE_PLAYER_DAMAGE, 1.0f, 100.0f, damage); }
virtual bool CanApplyResilience() const;
static void ApplyResilience(Unit const* victim, int32* damage);
int32 CalculateAOEAvoidance(int32 damage, uint32 schoolMask, bool npcCaster) const;
float MeleeSpellMissChance(Unit const* victim, WeaponAttackType attType, SpellInfo const* spellInfo) const override;
SpellMissInfo MeleeSpellHitResult(Unit* victim, SpellInfo const* spellInfo) const override;
float GetUnitDodgeChance(WeaponAttackType attType, Unit const* victim) const;
float GetUnitParryChance(WeaponAttackType attType, Unit const* victim) const;
float GetUnitBlockChance(WeaponAttackType attType, Unit const* victim) const;
float GetUnitMissChance() const;
float GetUnitCriticalChanceDone(WeaponAttackType attackType) const;
float GetUnitCriticalChanceTaken(Unit const* attacker, WeaponAttackType attackType, float critDone) const;
float GetUnitCriticalChanceAgainst(WeaponAttackType attackType, Unit const* victim) const;
int32 GetMechanicResistChance(SpellInfo const* spellInfo) const;
bool CanUseAttackType(uint8 attacktype) const;
virtual float GetBlockPercent(uint8 /*attackerLevel*/) const { return 30.0f; }
float GetWeaponProcChance() const;
float GetPPMProcChance(uint32 WeaponSpeed, float PPM, SpellInfo const* spellProto) const;
MeleeHitOutcome RollMeleeOutcomeAgainst(Unit const* victim, WeaponAttackType attType) const;
NPCFlags GetNpcFlags() const { return NPCFlags(m_unitData->NpcFlags[0]); }
bool HasNpcFlag(NPCFlags flags) const { return (m_unitData->NpcFlags[0] & flags) != 0; }
void SetNpcFlag(NPCFlags flags) { SetUpdateFieldFlagValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::NpcFlags, 0), flags); }
void RemoveNpcFlag(NPCFlags flags) { RemoveUpdateFieldFlagValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::NpcFlags, 0), flags); }
void ReplaceAllNpcFlags(NPCFlags flags) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::NpcFlags, 0), flags); }
NPCFlags2 GetNpcFlags2() const { return NPCFlags2(m_unitData->NpcFlags[1]); }
bool HasNpcFlag2(NPCFlags2 flags) const { return (m_unitData->NpcFlags[1] & flags) != 0; }
void SetNpcFlag2(NPCFlags2 flags) { SetUpdateFieldFlagValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::NpcFlags, 1), flags); }
void RemoveNpcFlag2(NPCFlags2 flags) { RemoveUpdateFieldFlagValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::NpcFlags, 1), flags); }
void ReplaceAllNpcFlags2(NPCFlags2 flags) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::NpcFlags, 1), flags); }
bool IsVendor() const { return HasNpcFlag(UNIT_NPC_FLAG_VENDOR); }
bool IsTrainer() const { return HasNpcFlag(UNIT_NPC_FLAG_TRAINER); }
bool IsQuestGiver() const { return HasNpcFlag(UNIT_NPC_FLAG_QUESTGIVER); }
bool IsGossip() const { return HasNpcFlag(UNIT_NPC_FLAG_GOSSIP); }
bool IsTaxi() const { return HasNpcFlag(UNIT_NPC_FLAG_FLIGHTMASTER); }
bool IsGuildMaster() const { return HasNpcFlag(UNIT_NPC_FLAG_PETITIONER); }
bool IsBattleMaster() const { return HasNpcFlag(UNIT_NPC_FLAG_BATTLEMASTER); }
bool IsBanker() const { return HasNpcFlag(UNIT_NPC_FLAG_BANKER); }
bool IsInnkeeper() const { return HasNpcFlag(UNIT_NPC_FLAG_INNKEEPER); }
bool IsSpiritHealer() const { return HasNpcFlag(UNIT_NPC_FLAG_SPIRIT_HEALER); }
bool IsAreaSpiritHealer() const { return HasNpcFlag(UNIT_NPC_FLAG_AREA_SPIRIT_HEALER); }
bool IsTabardDesigner() const { return HasNpcFlag(UNIT_NPC_FLAG_TABARDDESIGNER); }
bool IsAuctioner() const { return HasNpcFlag(UNIT_NPC_FLAG_AUCTIONEER); }
bool IsArmorer() const { return HasNpcFlag(UNIT_NPC_FLAG_REPAIR); }
bool IsWildBattlePet() const { return HasNpcFlag(UNIT_NPC_FLAG_WILD_BATTLE_PET); }
bool IsServiceProvider() const;
bool IsSpiritService() const { return HasNpcFlag(UNIT_NPC_FLAG_SPIRIT_HEALER | UNIT_NPC_FLAG_AREA_SPIRIT_HEALER); }
bool IsAreaSpiritHealerIndividual() const { return HasNpcFlag2(UNIT_NPC_FLAG_2_AREA_SPIRIT_HEALER_INDIVIDUAL); }
bool IsCritter() const { return GetCreatureType() == CREATURE_TYPE_CRITTER; }
bool IsInFlight() const { return HasUnitState(UNIT_STATE_IN_FLIGHT); }
/// ====================== THREAT & COMBAT ====================
bool CanHaveThreatList() const { return m_threatManager.CanHaveThreatList(); }
// This value can be different from IsInCombat, for example:
// - when a projectile spell is midair against a creature (combat on launch - threat+aggro on impact)
// - when the creature has no targets left, but the AI has not yet ceased engaged logic
virtual bool IsEngaged() const { return IsInCombat(); }
bool IsEngagedBy(Unit const* who) const { return CanHaveThreatList() ? IsThreatenedBy(who) : IsInCombatWith(who); }
void EngageWithTarget(Unit* who); // Adds target to threat list if applicable, otherwise just sets combat state
// Combat handling
CombatManager& GetCombatManager() { return m_combatManager; }
CombatManager const& GetCombatManager() const { return m_combatManager; }
void AtTargetAttacked(Unit* target, bool canInitialAggro);
bool IsImmuneToAll() const { return IsImmuneToPC() && IsImmuneToNPC(); }
void SetImmuneToAll(bool apply, bool keepCombat);
virtual void SetImmuneToAll(bool apply) { SetImmuneToAll(apply, false); }
bool IsImmuneToPC() const { return HasUnitFlag(UNIT_FLAG_IMMUNE_TO_PC); }
void SetImmuneToPC(bool apply, bool keepCombat);
virtual void SetImmuneToPC(bool apply) { SetImmuneToPC(apply, false); }
bool IsImmuneToNPC() const { return HasUnitFlag(UNIT_FLAG_IMMUNE_TO_NPC); }
void SetImmuneToNPC(bool apply, bool keepCombat);
virtual void SetImmuneToNPC(bool apply) { SetImmuneToNPC(apply, false); }
bool IsUninteractible() const { return HasUnitFlag(UNIT_FLAG_UNINTERACTIBLE); }
void SetUninteractible(bool apply);
bool CannotTurn() const { return HasUnitFlag2(UNIT_FLAG2_CANNOT_TURN); }
void SetCannotTurn(bool apply);
bool IsInCombat() const { return HasUnitFlag(UNIT_FLAG_IN_COMBAT); }
bool IsInCombatWith(Unit const* who) const { return who && m_combatManager.IsInCombatWith(who); }
void SetInCombatWith(Unit* enemy, bool addSecondUnitSuppressed = false) { if (enemy) m_combatManager.SetInCombatWith(enemy, addSecondUnitSuppressed); }
void ClearInCombat() { m_combatManager.EndAllCombat(); }
void UpdatePetCombatState();
// Threat handling
bool IsThreatened() const;
bool IsThreatenedBy(Unit const* who) const { return who && m_threatManager.IsThreatenedBy(who, true); }
// Exposes the threat manager directly - be careful when interfacing with this
// As a general rule of thumb, any unit pointer MUST be null checked BEFORE passing it to threatmanager methods
// threatmanager will NOT null check your pointers for you - misuse = crash
ThreatManager& GetThreatManager() { return m_threatManager; }
ThreatManager const& GetThreatManager() const { return m_threatManager; }
void SendClearTarget();
bool HasAuraTypeWithFamilyFlags(AuraType auraType, uint32 familyName, flag128 familyFlags) const;
bool virtual HasSpell(uint32 /*spellID*/) const { return false; }
bool HasBreakableByDamageAuraType(AuraType type, uint32 excludeAura = 0) const;
bool HasBreakableByDamageCrowdControlAura(Unit* excludeCasterChannel = nullptr) const;
bool HasStealthAura() const { return HasAuraType(SPELL_AURA_MOD_STEALTH); }
bool HasInvisibilityAura() const { return HasAuraType(SPELL_AURA_MOD_INVISIBILITY); }
bool IsFeared() const { return HasAuraType(SPELL_AURA_MOD_FEAR); }
bool HasRootAura() const { return HasAuraType(SPELL_AURA_MOD_ROOT) || HasAuraType(SPELL_AURA_MOD_ROOT_2) || HasAuraType(SPELL_AURA_MOD_ROOT_DISABLE_GRAVITY); }
bool IsPolymorphed() const;
bool IsFrozen() const { return HasAuraState(AURA_STATE_FROZEN); }
bool isTargetableForAttack(bool checkFakeDeath = true) const;
bool IsInWater() const;
bool IsUnderWater() const;
bool isInAccessiblePlaceFor(Creature const* c) const;
void SendHealSpellLog(HealInfo& healInfo, bool critical = false);
int32 HealBySpell(HealInfo& healInfo, bool critical = false);
void SendEnergizeSpellLog(Unit* victim, uint32 spellId, int32 damage, int32 overEnergize, Powers powerType);
void EnergizeBySpell(Unit* victim, SpellInfo const* spellInfo, int32 damage, Powers powerType);
Aura* AddAura(uint32 spellId, Unit* target);
Aura* AddAura(SpellInfo const* spellInfo, uint32 effMask, Unit* target);
void SetAuraStack(uint32 spellId, Unit* target, uint32 stack);
void SendPlaySpellVisual(Unit* target, uint32 spellVisualId, uint16 missReason, uint16 reflectStatus, float travelSpeed, bool speedAsTime = false, float launchDelay = 0.0f);
void SendPlaySpellVisual(Position const& targetPosition, uint32 spellVisualId, uint16 missReason, uint16 reflectStatus, float travelSpeed, bool speedAsTime = false, float launchDelay = 0.0f);
void SendCancelSpellVisual(uint32 id);
void SendPlaySpellVisualKit(uint32 id, uint32 type, uint32 duration) const;
void SendCancelSpellVisualKit(uint32 id);
void CancelSpellMissiles(uint32 spellId, bool reverseMissile = false, bool abortSpell = false);
void DeMorph();
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 SendSpellNonMeleeDamageLog(SpellNonMeleeDamage const* log);
void SendPeriodicAuraLog(SpellPeriodicAuraLogInfo* pInfo);
void SendSpellDamageResist(Unit* target, uint32 spellId);
void SendSpellDamageImmune(Unit* target, uint32 spellId, bool isPeriodic);
void NearTeleportTo(Position const& pos, bool casting = false);
void NearTeleportTo(float x, float y, float z, float orientation, bool casting = false) { NearTeleportTo(Position(x, y, z, orientation), casting); }
void SendTeleportPacket(Position const& pos);
virtual bool UpdatePosition(float x, float y, float z, float ang, bool teleport = false);
// returns true if unit's position really changed
virtual bool UpdatePosition(Position const& pos, bool teleport = false);
void UpdateOrientation(float orientation);
void UpdateHeight(float newZ);
void SendMoveKnockBack(Player* player, float speedXY, float speedZ, float vcos, float vsin);
void KnockbackFrom(Position const& origin, float speedXY, float speedZ, Movement::SpellEffectExtraData const* spellEffectExtraData = nullptr);
void JumpTo(float speedXY, float speedZ, float angle, Optional<Position> dest = {});
void JumpTo(WorldObject* obj, float speedZ, bool withOrientation = false);
void MonsterMoveWithSpeed(float x, float y, float z, float speed, bool generatePath = false, bool forceDestination = false);
bool IsPlayingHoverAnim() const { return _playHoverAnim; }
void SetPlayHoverAnim(bool enable);
void CalculateHoverHeight();
void SetHoverHeight(float hoverHeight) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::HoverHeight), hoverHeight); }
bool IsGravityDisabled() const { return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_DISABLE_GRAVITY); }
bool IsWalking() const { return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_WALKING); }
bool IsHovering() const { return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_HOVER); }
bool SetWalk(bool enable);
bool SetDisableGravity(bool disable, bool updateAnimTier = true);
bool SetFall(bool enable);
bool SetSwim(bool enable);
bool SetCanFly(bool enable);
bool SetWaterWalking(bool enable);
bool SetFeatherFall(bool enable);
bool SetHover(bool enable, bool updateAnimTier = true);
bool SetCollision(bool disable);
bool SetCanTransitionBetweenSwimAndFly(bool enable);
bool SetCanTurnWhileFalling(bool enable);
bool SetCanDoubleJump(bool enable);
bool SetDisableInertia(bool disable);
void SendSetVehicleRecId(uint32 vehicleId);
MovementForces const* GetMovementForces() const { return _movementForces.get(); }
void ApplyMovementForce(ObjectGuid id, Position origin, float magnitude, MovementForceType type, Position direction = {}, ObjectGuid transportGuid = ObjectGuid::Empty);
void RemoveMovementForce(ObjectGuid id);
bool SetIgnoreMovementForces(bool ignore);
void UpdateMovementForcesModMagnitude();
void SetInFront(WorldObject const* target);
void SetFacingTo(float const ori, bool force = true);
void SetFacingToObject(WorldObject const* object, bool force = true);
void SetFacingToPoint(Position const& point, bool force = true);
bool IsAlive() const { return (m_deathState == ALIVE); }
bool isDying() const { return (m_deathState == JUST_DIED); }
bool isDead() const { return (m_deathState == DEAD || m_deathState == CORPSE); }
DeathState getDeathState() const { return m_deathState; }
virtual void setDeathState(DeathState s); // overwrited in Creature/Player/Pet
ObjectGuid GetOwnerGUID() const override { return m_unitData->SummonedBy; }
void SetOwnerGUID(ObjectGuid owner);
ObjectGuid GetCreatorGUID() const { return m_unitData->CreatedBy; }
void SetCreatorGUID(ObjectGuid creator) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::CreatedBy), creator); }
ObjectGuid GetMinionGUID() const { return m_unitData->Summon; }
void SetMinionGUID(ObjectGuid guid) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::Summon), guid); }
ObjectGuid GetPetGUID() const { return m_SummonSlot[SUMMON_SLOT_PET]; }
void SetPetGUID(ObjectGuid guid) { m_SummonSlot[SUMMON_SLOT_PET] = guid; }
ObjectGuid GetCritterGUID() const { return m_unitData->Critter; }
void SetCritterGUID(ObjectGuid guid) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::Critter), guid); }
ObjectGuid GetBattlePetCompanionGUID() const { return m_unitData->BattlePetCompanionGUID; }
void SetBattlePetCompanionGUID(ObjectGuid guid) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::BattlePetCompanionGUID), guid); }
ObjectGuid GetDemonCreatorGUID() const { return m_unitData->DemonCreator; }
void SetDemonCreatorGUID(ObjectGuid guid) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::DemonCreator), guid); }
ObjectGuid GetCharmerGUID() const { return m_unitData->CharmedBy; }
Unit* GetCharmer() const { return m_charmer; }
ObjectGuid GetCharmedGUID() const { return m_unitData->Charm; }
Unit* GetCharmed() const { return m_charmed; }
bool IsControlledByPlayer() const { return m_ControlledByPlayer; }
Player* GetControllingPlayer() const;
ObjectGuid GetCharmerOrOwnerGUID() const override { return IsCharmed() ? GetCharmerGUID() : GetOwnerGUID(); }
bool IsCharmedOwnedByPlayerOrPlayer() const { return GetCharmerOrOwnerOrOwnGUID().IsPlayer(); }
Guardian* GetGuardianPet() const;
Minion* GetFirstMinion() const;
Unit* GetCharmerOrOwner() const { return IsCharmed() ? GetCharmer() : GetOwner(); }
void SetMinion(Minion *minion, bool apply);
void GetAllMinionsByEntry(std::list<TempSummon*>& Minions, uint32 entry);
void RemoveAllMinionsByEntry(uint32 entry);
void SetCharm(Unit* target, bool apply);
Unit* GetNextRandomRaidMemberOrPet(float radius);
bool SetCharmedBy(Unit* charmer, CharmType type, AuraApplication const* aurApp = nullptr);
void RemoveCharmedBy(Unit* charmer);
void RestoreFaction();
ControlList m_Controlled;
Unit* GetFirstControlled() const;
void RemoveAllControlled();
bool IsCharmed() const { return !GetCharmerGUID().IsEmpty(); }
bool isPossessed() const { return HasUnitState(UNIT_STATE_POSSESSED); }
bool isPossessedByPlayer() const;
bool isPossessing() const;
bool isPossessing(Unit* u) const;
CharmInfo* GetCharmInfo() { return m_charmInfo.get(); }
CharmInfo* InitCharmInfo();
void DeleteCharmInfo();
void SetPetNumberForClient(uint32 petNumber) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::PetNumber), petNumber); }
void SetPetNameTimestamp(uint32 timestamp) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::PetNameTimestamp), timestamp); }
// all of these are for DIRECT CLIENT CONTROL only
void SetMovedUnit(Unit* target);
// returns the unit that this player IS CONTROLLING
Unit* GetUnitBeingMoved() const { return m_unitMovedByMe; }
// returns the player that this unit is BEING CONTROLLED BY
Player* GetPlayerMovingMe() const { return m_playerMovingMe; }
SharedVisionList const& GetSharedVisionList() { return m_sharedVision; }
void AddPlayerToVision(Player* player);
void RemovePlayerFromVision(Player* player);
bool HasSharedVision() const { return !m_sharedVision.empty(); }
void RemoveBindSightAuras();
void RemoveCharmAuras();
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);
uint32 GetBattlePetCompanionNameTimestamp() const { return m_unitData->BattlePetCompanionNameTimestamp; }
void SetBattlePetCompanionNameTimestamp(uint32 timestamp) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::BattlePetCompanionNameTimestamp), timestamp); }
uint32 GetBattlePetCompanionExperience() const { return m_unitData->BattlePetCompanionExperience; }
void SetBattlePetCompanionExperience(uint32 experience) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::BattlePetCompanionExperience), experience); }
uint32 GetWildBattlePetLevel() const { return m_unitData->WildBattlePetLevel; }
void SetWildBattlePetLevel(uint32 wildBattlePetLevel) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::WildBattlePetLevel), wildBattlePetLevel); }
// aura apply/remove helpers - you should better not use these
Aura* _TryStackingOrRefreshingExistingAura(AuraCreateInfo& createInfo);
void _AddAura(UnitAura* aura, Unit* caster);
AuraApplication* _CreateAuraApplication(Aura* aura, uint32 effMask);
void _ApplyAuraEffect(Aura* aura, uint8 effIndex);
void _ApplyAura(AuraApplication* aurApp, uint32 effMask);
void _UnapplyAura(AuraApplicationMap::iterator& i, AuraRemoveMode removeMode);
void _UnapplyAura(AuraApplication* aurApp, AuraRemoveMode removeMode);
void _RemoveNoStackAurasDueToAura(Aura* aura, bool owned);
void _RegisterAuraEffect(AuraEffect* aurEff, bool apply);
// m_ownedAuras container management
AuraMap & GetOwnedAuras() { return m_ownedAuras; }
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, uint32 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, uint32 reqEffMask = 0, Aura* except = nullptr) const;
// m_appliedAuras container management
AuraApplicationMap & GetAppliedAuras() { return m_appliedAuras; }
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, uint32 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);
// Convenience methods removing auras by predicate
void RemoveAppliedAuras(std::function<bool(AuraApplication const*)> const& check, AuraRemoveMode removeMode = AURA_REMOVE_BY_DEFAULT);
void RemoveOwnedAuras(std::function<bool(Aura const*)> const& check, AuraRemoveMode removeMode = AURA_REMOVE_BY_DEFAULT);
// Optimized overloads taking advantage of map key
void RemoveAppliedAuras(uint32 spellId, std::function<bool(AuraApplication const*)> const& check, AuraRemoveMode removeMode = AURA_REMOVE_BY_DEFAULT);
void RemoveOwnedAuras(uint32 spellId, std::function<bool(Aura const*)> const& check, AuraRemoveMode removeMode = AURA_REMOVE_BY_DEFAULT);
void RemoveAurasByType(AuraType auraType, std::function<bool(AuraApplication const*)> const& check, AuraRemoveMode removeMode = AURA_REMOVE_BY_DEFAULT);
void RemoveAurasDueToSpell(uint32 spellId, ObjectGuid casterGUID = ObjectGuid::Empty, uint32 reqEffMask = 0, AuraRemoveMode removeMode = AURA_REMOVE_BY_DEFAULT);
void RemoveAuraFromStack(uint32 spellId, ObjectGuid casterGUID = ObjectGuid::Empty, AuraRemoveMode removeMode = AURA_REMOVE_BY_DEFAULT, uint16 num = 1);
void RemoveAurasDueToSpellByDispel(uint32 spellId, uint32 dispellerSpellId, ObjectGuid casterGUID, WorldObject* dispeller, uint8 chargesRemoved = 1);
void RemoveAurasDueToSpellBySteal(uint32 spellId, ObjectGuid casterGUID, WorldObject* stealer, int32 stolenCharges = 1);
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(bool onPhaseChange = false);
template <typename InterruptFlags>
void RemoveAurasWithInterruptFlags(InterruptFlags flag, SpellInfo const* source = nullptr);
void RemoveAurasWithAttribute(uint32 flags);
void RemoveAurasWithFamily(SpellFamilyNames family, flag128 const& familyFlag, ObjectGuid casterGUID);
void RemoveAurasWithMechanic(uint64 mechanicMaskToRemove, AuraRemoveMode removeMode = AURA_REMOVE_BY_DEFAULT, uint32 exceptSpellId = 0, bool withEffectMechanics = false);
void RemoveMovementImpairingAuras(bool withRoot);
void RemoveAurasByShapeShift();
void RemoveAreaAurasDueToLeaveWorld();
void RemoveAllAuras();
void RemoveArenaAuras();
void RemoveAurasOnEvade();
void RemoveAllAurasOnDeath();
void RemoveAllAurasRequiringDeadTarget();
void RemoveAllAurasExceptType(AuraType type);
void RemoveAllAurasExceptType(AuraType type1, AuraType type2); /// @todo: once we support variadic templates use them here
void RemoveAllGroupBuffsFromCaster(ObjectGuid casterGUID);
void DelayOwnedAuras(uint32 spellId, ObjectGuid caster, int32 delaytime);
void _RemoveAllAuraStatMods();
void _ApplyAllAuraStatMods();
AuraEffectList const& GetAuraEffectsByType(AuraType type) const { return m_modAuras[type]; }
AuraEffectList& GetAuraEffectsByType(AuraType type) { return m_modAuras[type]; }
AuraList & GetSingleCastAuras() { return m_scAuras; }
AuraList const& GetSingleCastAuras() const { return m_scAuras; }
AuraEffect* GetAuraEffect(uint32 spellId, uint8 effIndex, ObjectGuid casterGUID = ObjectGuid::Empty) const;
AuraEffect* GetAuraEffectOfRankedSpell(uint32 spellId, uint8 effIndex, ObjectGuid casterGUID = ObjectGuid::Empty) const;
AuraEffect* GetAuraEffect(AuraType type, SpellFamilyNames family, flag128 const& familyFlag, ObjectGuid casterGUID = ObjectGuid::Empty) const;
AuraApplication* GetAuraApplication(uint32 spellId, ObjectGuid casterGUID = ObjectGuid::Empty, ObjectGuid itemCasterGUID = ObjectGuid::Empty, uint32 reqEffMask = 0, AuraApplication* except = nullptr) const;
AuraApplication* GetAuraApplication(uint32 spellId, std::function<bool(AuraApplication const*)> const& predicate) const;
AuraApplication* GetAuraApplication(uint32 spellId, std::function<bool(Aura const*)> const& predicate) const;
AuraApplication* GetAuraApplication(std::function<bool(AuraApplication const*)> const& predicate) const;
AuraApplication* GetAuraApplication(std::function<bool(Aura const*)> const& predicate) const;
Aura* GetAura(uint32 spellId, ObjectGuid casterGUID = ObjectGuid::Empty, ObjectGuid itemCasterGUID = ObjectGuid::Empty, uint32 reqEffMask = 0) const;
Aura* GetAura(uint32 spellId, std::function<bool(Aura const*)> const& predicate) const;
Aura* GetAura(std::function<bool(Aura const*)> const& predicate) const;
AuraApplication* GetAuraApplicationOfRankedSpell(uint32 spellId, ObjectGuid casterGUID = ObjectGuid::Empty, ObjectGuid itemCasterGUID = ObjectGuid::Empty, uint32 reqEffMask = 0, AuraApplication* except = nullptr) const;
Aura* GetAuraOfRankedSpell(uint32 spellId, ObjectGuid casterGUID = ObjectGuid::Empty, ObjectGuid itemCasterGUID = ObjectGuid::Empty, uint32 reqEffMask = 0) const;
void GetDispellableAuraList(WorldObject const* caster, uint32 dispelMask, DispelChargesList& dispelList, bool isReflect = false) const;
bool HasAuraEffect(uint32 spellId, uint8 effIndex, ObjectGuid caster = ObjectGuid::Empty) const;
uint32 GetAuraCount(uint32 spellId) const;
bool HasAura(uint32 spellId, ObjectGuid casterGUID = ObjectGuid::Empty, ObjectGuid itemCasterGUID = ObjectGuid::Empty, uint32 reqEffMask = 0) const;
bool HasAura(std::function<bool(Aura const*)> const& predicate) const;
bool HasAuraType(AuraType auraType) const;
bool HasAuraTypeWithCaster(AuraType auraType, ObjectGuid caster) const;
bool HasAuraTypeWithMiscvalue(AuraType auraType, int32 miscValue) const;
bool HasAuraTypeWithAffectMask(AuraType auraType, SpellInfo const* affectedSpell) const;
bool HasAuraTypeWithValue(AuraType auraType, int32 value) const;
bool HasAuraTypeWithTriggerSpell(AuraType auratype, uint32 triggerSpell) const;
template <typename InterruptFlags>
bool HasNegativeAuraWithInterruptFlag(InterruptFlags flag, ObjectGuid guid = ObjectGuid::Empty) const;
bool HasAuraWithMechanic(uint64 mechanicMask) const;
bool HasStrongerAuraWithDR(SpellInfo const* auraSpellInfo, Unit* caster) const;
AuraEffect* IsScriptOverriden(SpellInfo const* spell, int32 script) const;
uint32 GetDiseasesByCaster(ObjectGuid casterGUID, bool remove = false);
uint32 GetDoTsByCaster(ObjectGuid casterGUID) const;
int32 GetTotalAuraModifier(AuraType auraType) const;
float GetTotalAuraMultiplier(AuraType auraType) const;
int32 GetMaxPositiveAuraModifier(AuraType auraType) const;
int32 GetMaxNegativeAuraModifier(AuraType auraType) const;
int32 GetTotalAuraModifier(AuraType auraType, std::function<bool(AuraEffect const*)> const& predicate) const;
float GetTotalAuraMultiplier(AuraType auraType, std::function<bool(AuraEffect const*)> const& predicate) const;
int32 GetMaxPositiveAuraModifier(AuraType auraType, std::function<bool(AuraEffect const*)> const& predicate) const;
int32 GetMaxNegativeAuraModifier(AuraType auraType, std::function<bool(AuraEffect const*)> const& predicate) const;
int32 GetTotalAuraModifierByMiscMask(AuraType auraType, uint32 misc_mask) const;
float GetTotalAuraMultiplierByMiscMask(AuraType auraType, uint32 misc_mask) const;
int32 GetMaxPositiveAuraModifierByMiscMask(AuraType auraType, uint32 misc_mask, AuraEffect const* except = nullptr) const;
int32 GetMaxNegativeAuraModifierByMiscMask(AuraType auraType, uint32 misc_mask) const;
int32 GetTotalAuraModifierByMiscValue(AuraType auraType, int32 misc_value) const;
float GetTotalAuraMultiplierByMiscValue(AuraType auraType, int32 misc_value) const;
int32 GetMaxPositiveAuraModifierByMiscValue(AuraType auraType, int32 misc_value) const;
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;
void InitStatBuffMods();
void UpdateStatBuffMod(Stats stat);
void UpdateStatBuffModForClient(Stats stat);
void SetCreateStat(Stats stat, float val) { m_createStats[stat] = val; }
void SetCreateHealth(uint32 val) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::BaseHealth), val); }
uint32 GetCreateHealth() const { return m_unitData->BaseHealth; }
void SetCreateMana(uint32 val) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::BaseMana), val); }
uint32 GetCreateMana() const { return m_unitData->BaseMana; }
virtual int32 GetCreatePowerValue(Powers power) const;
float GetPosStat(Stats stat) const { return m_unitData->StatPosBuff[stat]; }
float GetNegStat(Stats stat) const { return m_unitData->StatNegBuff[stat]; }
float GetCreateStat(Stats stat) const { return m_createStats[stat]; }
uint32 GetChannelSpellId() const { return m_unitData->ChannelData->SpellID; }
void SetChannelSpellId(uint32 channelSpellId)
{
SetUpdateFieldValue(m_values
.ModifyValue(&Unit::m_unitData)
.ModifyValue(&UF::UnitData::ChannelData)
.ModifyValue(&UF::UnitChannel::SpellID), channelSpellId);
}
uint32 GetChannelSpellXSpellVisualId() const { return m_unitData->ChannelData->SpellVisual.SpellXSpellVisualID; }
uint32 GetChannelScriptVisualId() const { return m_unitData->ChannelData->SpellVisual.ScriptVisualID; }
void SetChannelVisual(SpellCastVisual channelVisual)
{
SetUpdateFieldValue(m_values
.ModifyValue(&Unit::m_unitData)
.ModifyValue(&UF::UnitData::ChannelData)
.ModifyValue(&UF::UnitChannel::SpellVisual), channelVisual);
}
void AddChannelObject(ObjectGuid guid) { AddDynamicUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::ChannelObjects)) = guid; }
void SetChannelObject(uint32 slot, ObjectGuid guid) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::ChannelObjects, slot), guid); }
void RemoveChannelObject(ObjectGuid guid)
{
int32 index = m_unitData->ChannelObjects.FindIndex(guid);
if (index >= 0)
RemoveDynamicUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::ChannelObjects), index);
}
void ClearChannelObjects() { ClearDynamicUpdateFieldValues(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::ChannelObjects)); }
void SetCurrentCastSpell(Spell* pSpell);
void InterruptSpell(CurrentSpellTypes spellType, bool withDelayed = true, bool withInstant = true);
void FinishSpell(CurrentSpellTypes spellType, SpellCastResult result = SPELL_CAST_OK);
// set withDelayed to true to account delayed spells as cast
// delayed+channeled spells are always accounted as cast
// we can skip channeled or delayed checks using flags
bool IsNonMeleeSpellCast(bool withDelayed, bool skipChanneled = false, bool skipAutorepeat = false, bool isAutoshoot = false, bool skipInstant = true) const;
// set withDelayed to true to interrupt delayed spells too
// delayed+channeled spells are always interrupted
void InterruptNonMeleeSpells(bool withDelayed, uint32 spellid = 0, bool withInstant = true);
Spell* GetCurrentSpell(CurrentSpellTypes spellType) const { return m_currentSpells[spellType]; }
Spell* GetCurrentSpell(uint32 spellType) const { return m_currentSpells[spellType]; }
Spell* FindCurrentSpellBySpellId(uint32 spell_id) const;
int32 GetCurrentSpellCastTime(uint32 spell_id) const;
virtual SpellInfo const* GetCastSpellInfo(SpellInfo const* spellInfo, TriggerCastFlags& triggerFlag) const;
uint32 GetCastSpellXSpellVisualId(SpellInfo const* spellInfo) const override;
virtual bool HasSpellFocus(Spell const* /*focusSpell*/ = nullptr) const { return false; }
virtual bool IsMovementPreventedByCasting() const;
bool CanCastSpellWhileMoving(SpellInfo const* spellInfo) const;
bool IsSilenced(SpellSchoolMask schoolMask) const { return (*m_unitData->SilencedSchoolMask & schoolMask) != 0; }
void SetSilencedSchoolMask(SpellSchoolMask schoolMask) { SetUpdateFieldFlagValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::SilencedSchoolMask), schoolMask); }
void ReplaceAllSilencedSchoolMask(SpellSchoolMask schoolMask) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::SilencedSchoolMask), schoolMask); }
SpellHistory* GetSpellHistory() { return _spellHistory.get(); }
SpellHistory const* GetSpellHistory() const { return _spellHistory.get(); }
std::array<ObjectGuid, MAX_SUMMON_SLOT> m_SummonSlot;
std::array<ObjectGuid, MAX_GAMEOBJECT_SLOT> m_ObjectSlot;
ShapeshiftForm GetShapeshiftForm() const { return ShapeshiftForm(*m_unitData->ShapeshiftForm); }
void SetShapeshiftForm(ShapeshiftForm form);
bool IsInFeralForm() const;
bool IsInDisallowedMountForm() const;
bool IsDisallowedMountForm(uint32 spellId, ShapeshiftForm form, uint32 displayId) const;
float m_modMeleeHitChance;
float m_modRangedHitChance;
float m_modSpellHitChance;
int32 m_baseSpellCritChance;
std::array<uint32, MAX_ATTACK> m_baseAttackSpeed;
std::array<float, MAX_ATTACK> m_modAttackSpeedPct;
std::array<uint32, MAX_ATTACK> m_attackTimer;
// stat system
void HandleStatFlatModifier(UnitMods unitMod, UnitModifierFlatType modifierType, float amount, bool apply);
void ApplyStatPctModifier(UnitMods unitMod, UnitModifierPctType modifierType, float amount);
void SetStatFlatModifier(UnitMods unitMod, UnitModifierFlatType modifierType, float val);
void SetStatPctModifier(UnitMods unitMod, UnitModifierPctType modifierType, float val);
float GetFlatModifierValue(UnitMods unitMod, UnitModifierFlatType modifierType) const;
float GetPctModifierValue(UnitMods unitMod, UnitModifierPctType modifierType) const;
void UpdateUnitMod(UnitMods unitMod);
// only players have item requirements
virtual bool CheckAttackFitToAuraRequirement(WeaponAttackType /*attackType*/, AuraEffect const* /*aurEff*/) const { return true; }
virtual void UpdateDamageDoneMods(WeaponAttackType attackType, int32 skipEnchantSlot = -1);
void UpdateAllDamageDoneMods();
void UpdateDamagePctDoneMods(WeaponAttackType attackType);
void UpdateAllDamagePctDoneMods();
float GetTotalStatValue(Stats stat) const;
float GetTotalAuraModValue(UnitMods unitMod) const;
SpellSchools GetSpellSchoolByAuraGroup(UnitMods unitMod) const;
Stats GetStatByAuraGroup(UnitMods unitMod) const;
bool CanModifyStats() const { return m_canModifyStats; }
void SetCanModifyStats(bool modifyStats) { m_canModifyStats = modifyStats; }
virtual bool UpdateStats(Stats stat) = 0;
virtual bool UpdateAllStats() = 0;
virtual void UpdateResistances(uint32 school);
virtual void UpdateAllResistances();
virtual void UpdateArmor() = 0;
virtual void UpdateMaxHealth() = 0;
virtual void UpdateMaxPower(Powers power) = 0;
virtual uint32 GetPowerIndex(Powers power) const = 0;
virtual void UpdateAttackPowerAndDamage(bool ranged = false) = 0;
void SetAttackPower(int32 attackPower) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::AttackPower), attackPower); }
void SetAttackPowerModPos(int32 attackPowerMod) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::AttackPowerModPos), attackPowerMod); }
void SetAttackPowerModNeg(int32 attackPowerMod) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::AttackPowerModNeg), attackPowerMod); }
void SetAttackPowerMultiplier(float attackPowerMult) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::AttackPowerMultiplier), attackPowerMult); }
void SetRangedAttackPower(int32 attackPower) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::RangedAttackPower), attackPower); }
void SetRangedAttackPowerModPos(int32 attackPowerMod) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::RangedAttackPowerModPos), attackPowerMod); }
void SetRangedAttackPowerModNeg(int32 attackPowerMod) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::RangedAttackPowerModNeg), attackPowerMod); }
void SetRangedAttackPowerMultiplier(float attackPowerMult) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::RangedAttackPowerMultiplier), attackPowerMult); }
void SetMainHandWeaponAttackPower(int32 attackPower) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::MainHandWeaponAttackPower), attackPower); }
void SetOffHandWeaponAttackPower(int32 attackPower) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::OffHandWeaponAttackPower), attackPower); }
void SetRangedWeaponAttackPower(int32 attackPower) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::RangedWeaponAttackPower), attackPower); }
virtual void UpdateDamagePhysical(WeaponAttackType attType);
float GetTotalAttackPowerValue(WeaponAttackType attType, bool includeWeapon = true) const;
float GetWeaponDamageRange(WeaponAttackType attType, WeaponDamageRange type) const;
void SetBaseWeaponDamage(WeaponAttackType attType, WeaponDamageRange damageRange, float value) { m_weaponDamage[attType][damageRange] = value; }
virtual void CalculateMinMaxDamage(WeaponAttackType attType, bool normalized, bool addTotalPct, float& minDamage, float& maxDamage) const = 0;
uint32 CalculateDamage(WeaponAttackType attType, bool normalized, bool addTotalPct) const;
float GetAPMultiplier(WeaponAttackType attType, bool normalized) const;
bool isInFrontInMap(Unit const* target, float distance, float arc = float(M_PI)) const;
bool isInBackInMap(Unit const* target, float distance, float arc = float(M_PI)) const;
// Visibility system
bool IsVisible() const;
void SetVisible(bool x);
// common function for visibility checks for player/creatures with detection code
virtual void OnPhaseChange();
void UpdateObjectVisibility(bool forced = true) override;
SpellImmuneContainer m_spellImmune[MAX_SPELL_IMMUNITY];
uint32 m_lastSanctuaryTime;
VisibleAuraContainer const& GetVisibleAuras() const { return m_visibleAuras; }
bool HasVisibleAura(AuraApplication* aurApp) const { return m_visibleAuras.count(aurApp) > 0; }
void SetVisibleAura(AuraApplication* aurApp);
void SetVisibleAuraUpdate(AuraApplication* aurApp) { m_visibleAurasToUpdate.insert(aurApp); }
void RemoveVisibleAura(AuraApplication* aurApp);
bool HasInterruptFlag(SpellAuraInterruptFlags flags) const { return m_interruptMask.HasFlag(flags); }
bool HasInterruptFlag(SpellAuraInterruptFlags2 flags) const { return m_interruptMask2.HasFlag(flags); }
void AddInterruptMask(SpellAuraInterruptFlags flags, SpellAuraInterruptFlags2 flags2)
{
m_interruptMask |= flags;
m_interruptMask2 |= flags2;
}
void UpdateInterruptMask();
virtual float GetNativeObjectScale() const { return 1.0f; }
virtual void RecalculateObjectScale();
uint32 GetDisplayId() const { return m_unitData->DisplayID; }
float GetDisplayScale() const { return m_unitData->DisplayScale; }
virtual void SetDisplayId(uint32 displayId, bool setNative = false);
uint32 GetNativeDisplayId() const { return m_unitData->NativeDisplayID; }
float GetNativeDisplayScale() const { return m_unitData->NativeXDisplayScale; }
void RestoreDisplayId(bool ignorePositiveAurasPreventingMounting = false);
void SetTransformSpell(uint32 spellid) { m_transformSpell = spellid;}
uint32 GetTransformSpell() const { return m_transformSpell;}
// DynamicObject management
void _RegisterDynObject(DynamicObject* dynObj);
void _UnregisterDynObject(DynamicObject* dynObj);
DynamicObject* GetDynObject(uint32 spellId) const;
std::vector<DynamicObject*> GetDynObjects(uint32 spellId) const;
void RemoveDynObject(uint32 spellId);
void RemoveAllDynObjects();
GameObject* GetGameObject(uint32 spellId) const;
std::vector<GameObject*> GetGameObjects(uint32 spellId) const;
void AddGameObject(GameObject* gameObj);
void RemoveGameObject(GameObject* gameObj, bool del);
void RemoveGameObject(uint32 spellid, bool del);
void RemoveAllGameObjects();
// AreaTrigger management
void _RegisterAreaTrigger(AreaTrigger* areaTrigger);
void _UnregisterAreaTrigger(AreaTrigger* areaTrigger);
AreaTrigger* GetAreaTrigger(uint32 spellId) const;
std::vector<AreaTrigger*> GetAreaTriggers(uint32 spellId) const;
void RemoveAreaTrigger(uint32 spellId);
void RemoveAreaTrigger(AuraEffect const* aurEff);
void RemoveAllAreaTriggers();
void ModifyAuraState(AuraStateType flag, bool apply);
uint32 BuildAuraStateUpdateForTarget(Unit const* target) const;
bool HasAuraState(AuraStateType flag, SpellInfo const* spellProto = nullptr, Unit const* Caster = nullptr) const;
void UnsummonAllTotems();
bool IsMagnet() const;
Unit* GetMeleeHitRedirectTarget(Unit* victim, SpellInfo const* spellInfo = nullptr);
int32 SpellBaseDamageBonusDone(SpellSchoolMask schoolMask) const;
int32 SpellDamageBonusDone(Unit* victim, SpellInfo const* spellProto, int32 pdamage, DamageEffectType damagetype, SpellEffectInfo const& spellEffectInfo, uint32 stack = 1, Spell* spell = nullptr, AuraEffect const* aurEff = nullptr) const;
float SpellDamagePctDone(Unit* victim, SpellInfo const* spellProto, DamageEffectType damagetype, SpellEffectInfo const& spellEffectInfo) const;
int32 SpellDamageBonusTaken(Unit* caster, SpellInfo const* spellProto, int32 pdamage, DamageEffectType damagetype) const;
int32 SpellBaseHealingBonusDone(SpellSchoolMask schoolMask) const;
int32 SpellHealingBonusDone(Unit* victim, SpellInfo const* spellProto, int32 healamount, DamageEffectType damagetype, SpellEffectInfo const& spellEffectInfo, uint32 stack = 1, Spell* spell = nullptr, AuraEffect const* aurEff = nullptr) const;
float SpellHealingPctDone(Unit* victim, SpellInfo const* spellProto) const;
int32 SpellHealingBonusTaken(Unit* caster, SpellInfo const* spellProto, int32 healamount, DamageEffectType damagetype) const;
int32 MeleeDamageBonusDone(Unit* pVictim, int32 damage, WeaponAttackType attType, DamageEffectType damagetype, SpellInfo const* spellProto = nullptr, Mechanics mechanic = MECHANIC_NONE, SpellSchoolMask damageSchoolMask = SPELL_SCHOOL_MASK_NORMAL, Spell* spell = nullptr, AuraEffect const* aurEff = nullptr);
int32 MeleeDamageBonusTaken(Unit* attacker, int32 pdamage, WeaponAttackType attType, DamageEffectType damagetype, SpellInfo const* spellProto = nullptr, SpellSchoolMask damageSchoolMask = SPELL_SCHOOL_MASK_NORMAL);
bool IsBlockCritical();
float SpellCritChanceDone(Spell* spell, AuraEffect const* aurEff, SpellSchoolMask schoolMask, WeaponAttackType attackType = BASE_ATTACK) const;
float SpellCritChanceTaken(Unit const* caster, Spell* spell, AuraEffect const* aurEff, SpellSchoolMask schoolMask, float doneChance, WeaponAttackType attackType = BASE_ATTACK) const;
static uint32 SpellCriticalDamageBonus(Unit const* caster, SpellInfo const* spellProto, uint32 damage, Unit* victim);
static uint32 SpellCriticalHealingBonus(Unit const* caster, SpellInfo const* spellProto, uint32 damage, Unit* victim);
void ApplySpellImmune(uint32 spellId, SpellImmunity op, uint32 type, bool apply);
bool IsImmunedToSpell(SpellInfo const* spellInfo, WorldObject const* caster, bool requireImmunityPurgesEffectAttribute = false) const;
uint32 GetSchoolImmunityMask() const;
uint32 GetDamageImmunityMask() const;
uint64 GetMechanicImmunityMask() const;
bool IsImmunedToDamage(SpellSchoolMask meleeSchoolMask) const;
bool IsImmunedToDamage(SpellInfo const* spellInfo, SpellEffectInfo const* spellEffectInfo = nullptr) const;
virtual bool IsImmunedToSpellEffect(SpellInfo const* spellInfo, SpellEffectInfo const& spellEffectInfo, WorldObject const* caster, bool requireImmunityPurgesEffectAttribute = false) const;
static bool IsDamageReducedByArmor(SpellSchoolMask damageSchoolMask, SpellInfo const* spellInfo = nullptr);
static uint32 CalcArmorReducedDamage(Unit const* attacker, Unit* victim, uint32 damage, SpellInfo const* spellInfo, WeaponAttackType attackType = MAX_ATTACK, uint8 attackerLevel = 0);
static uint32 CalcSpellResistedDamage(Unit const* attacker, Unit* victim, uint32 damage, SpellSchoolMask schoolMask, SpellInfo const* spellInfo);
static void CalcAbsorbResist(DamageInfo& damageInfo, Spell* spell = nullptr);
static void CalcHealAbsorb(HealInfo& healInfo);
void UpdateSpeed(UnitMoveType mtype);
float GetSpeed(UnitMoveType mtype) const;
float GetSpeedRate(UnitMoveType mtype) const { return m_speed_rate[mtype]; }
void SetSpeed(UnitMoveType mtype, float newValue);
void SetSpeedRate(UnitMoveType mtype, float rate);
void FollowerAdded(AbstractFollower* f) { m_followingMe.insert(f); }
void FollowerRemoved(AbstractFollower* f) { m_followingMe.erase(f); }
void RemoveAllFollowers();
MotionMaster* GetMotionMaster() { return i_motionMaster.get(); }
MotionMaster const* GetMotionMaster() const { return i_motionMaster.get(); }
virtual MovementGeneratorType GetDefaultMovementType() const;
bool IsStopped() const { return !(HasUnitState(UNIT_STATE_MOVING)); }
void StopMoving();
void PauseMovement(uint32 timer = 0, uint8 slot = 0, bool forced = true); // timer in ms
void ResumeMovement(uint32 timer = 0, uint8 slot = 0); // timer in ms
void AddUnitMovementFlag(uint32 f) { m_movementInfo.AddMovementFlag(f); }
void RemoveUnitMovementFlag(uint32 f) { m_movementInfo.RemoveMovementFlag(f); }
bool HasUnitMovementFlag(uint32 f) const { return m_movementInfo.HasMovementFlag(f); }
uint32 GetUnitMovementFlags() const { return m_movementInfo.GetMovementFlags(); }
void SetUnitMovementFlags(uint32 f) { m_movementInfo.SetMovementFlags(f); }
void AddExtraUnitMovementFlag(uint32 f) { m_movementInfo.AddExtraMovementFlag(f); }
void RemoveExtraUnitMovementFlag(uint32 f) { m_movementInfo.RemoveExtraMovementFlag(f); }
bool HasExtraUnitMovementFlag(uint32 f) const { return m_movementInfo.HasExtraMovementFlag(f); }
uint32 GetExtraUnitMovementFlags() const { return m_movementInfo.GetExtraMovementFlags(); }
void SetExtraUnitMovementFlags(uint32 f) { m_movementInfo.SetExtraMovementFlags(f); }
void AddExtraUnitMovementFlag2(uint32 f) { m_movementInfo.AddExtraMovementFlag2(f); }
void RemoveExtraUnitMovementFlag2(uint32 f) { m_movementInfo.RemoveExtraMovementFlag2(f); }
bool HasExtraUnitMovementFlag2(uint32 f) const { return m_movementInfo.HasExtraMovementFlag2(f); }
uint32 GetExtraUnitMovementFlags2() const { return m_movementInfo.GetExtraMovementFlags2(); }
void SetExtraUnitMovementFlags2(uint32 f) { m_movementInfo.SetExtraMovementFlags2(f); }
bool IsSplineEnabled() const;
void SetControlled(bool apply, UnitState state);
void ApplyControlStatesIfNeeded();
///----------Pet responses methods-----------------
void SendPetActionFeedback(PetActionFeedback msg, uint32 spellId);
void SendPetTalk(uint32 pettalk);
void SendPetAIReaction(ObjectGuid guid);
///----------End of Pet responses methods----------
void PropagateSpeedChange();
// reactive attacks
void ClearAllReactives();
void StartReactiveTimer(ReactiveType reactive) { m_reactiveTimer[reactive] = REACTIVE_TIMER_START;}
void UpdateReactives(uint32 p_time);
// group updates
void UpdateAuraForGroup();
// proc trigger system
bool CanProc() const { return !m_procDeep; }
void SetCantProc(bool apply);
int32 GetProcChainLength() const { return m_procChainLength; }
uint32 GetModelForForm(ShapeshiftForm form, uint32 spellId) const;
friend class VehicleJoinEvent;
ObjectGuid LastCharmerGUID;
bool CreateVehicleKit(uint32 id, uint32 creatureEntry, bool loading = false);
void RemoveVehicleKit(bool onRemoveFromWorld = false);
Vehicle* GetVehicleKit() const { return m_vehicleKit.get(); }
Vehicle* GetVehicle() const { return m_vehicle; }
void SetVehicle(Vehicle* vehicle) { m_vehicle = vehicle; }
bool IsOnVehicle(Unit const* vehicle) const;
Unit* GetVehicleBase() const;
Unit* GetVehicleRoot() const;
Creature* GetVehicleCreatureBase() const;
ObjectGuid GetTransGUID() const override;
/// Returns the transport this unit is on directly (if on vehicle and transport, return vehicle)
TransportBase* GetDirectTransport() const;
void HandleSpellClick(Unit* clicker, int8 seatId = -1);
void EnterVehicle(Unit* base, int8 seatId = -1);
virtual 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;
void _ExitVehicle(Position const* exitPosition = nullptr);
void _EnterVehicle(Vehicle* vehicle, int8 seatId, AuraApplication const* aurApp = nullptr);
bool isMoving() const { return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_MASK_MOVING); }
bool isTurning() const { return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_MASK_TURNING); }
virtual bool CanFly() const = 0;
bool IsFlying() const { return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_FLYING | MOVEMENTFLAG_DISABLE_GRAVITY); }
bool IsFalling() const;
virtual bool CanEnterWater() const = 0;
virtual bool CanSwim() const;
float GetHoverOffset() const
{
return HasUnitMovementFlag(MOVEMENTFLAG_HOVER) ? *m_unitData->HoverHeight : 0.0f;
}
void RewardRage(uint32 baseRage);
virtual float GetFollowAngle() const { return static_cast<float>(M_PI/2); }
void OutDebugInfo() const;
virtual bool IsLoading() const { return false; }
bool IsDuringRemoveFromWorld() const {return m_duringRemoveFromWorld;}
Pet* ToPet() { if (IsPet()) return reinterpret_cast<Pet*>(this); else return nullptr; }
Pet const* ToPet() const { if (IsPet()) return reinterpret_cast<Pet const*>(this); else return nullptr; }
Totem* ToTotem() { if (IsTotem()) return reinterpret_cast<Totem*>(this); else return nullptr; }
Totem const* ToTotem() const { if (IsTotem()) return reinterpret_cast<Totem const*>(this); else return nullptr; }
TempSummon* ToTempSummon() { if (IsSummon()) return reinterpret_cast<TempSummon*>(this); else return nullptr; }
TempSummon const* ToTempSummon() const { if (IsSummon()) return reinterpret_cast<TempSummon const*>(this); else return nullptr; }
ObjectGuid GetTarget() const { return m_unitData->Target; }
virtual void SetTarget(ObjectGuid const& /*guid*/) = 0;
void SetInstantCast(bool set) { _instantCast = set; }
bool CanInstantCast() const { return _instantCast; }
// Movement info
std::unique_ptr<Movement::MoveSpline> movespline;
int32 GetHighestExclusiveSameEffectSpellGroupValue(AuraEffect const* aurEff, AuraType auraType, bool checkMiscValue = false, int32 miscValue = 0) const;
bool IsHighestExclusiveAura(Aura const* aura, bool removeOtherAuraApplications = false);
bool IsHighestExclusiveAuraEffect(SpellInfo const* spellInfo, AuraType auraType, int32 effectAmount, uint32 auraEffectMask, bool removeOtherAuraApplications = false);
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);
float GetCollisionHeight() const override;
uint32 GetVirtualItemId(uint32 slot) const;
uint16 GetVirtualItemAppearanceMod(uint32 slot) const;
void SetVirtualItem(uint32 slot, uint32 itemId, uint16 appearanceModId = 0, uint16 itemVisual = 0);
// returns if the unit can't enter combat
bool IsCombatDisallowed() const { return _isCombatDisallowed; }
// enables / disables combat interaction of this unit
void SetIsCombatDisallowed(bool apply) { _isCombatDisallowed = apply; }
void AddWorldEffect(int32 worldEffectId) { AddDynamicUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::WorldEffects)) = worldEffectId; }
void RemoveWorldEffect(int32 worldEffectId)
{
int32 index = m_unitData->WorldEffects.FindIndex(worldEffectId);
if (index >= 0)
RemoveDynamicUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::WorldEffects), index);
}
void ClearWorldEffects() { ClearDynamicUpdateFieldValues(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::WorldEffects)); }
std::string GetDebugInfo() const override;
UF::UpdateField<UF::UnitData, 0, TYPEID_UNIT> m_unitData;
protected:
explicit Unit (bool isWorldObject);
UF::UpdateFieldFlag GetUpdateFieldFlagsFor(Player const* target) const override;
void BuildValuesCreate(ByteBuffer* data, Player const* target) const override;
void BuildValuesUpdate(ByteBuffer* data, Player const* target) const override;
public:
void BuildValuesUpdateWithFlag(ByteBuffer* data, UF::UpdateFieldFlag flags, Player const* target) const override;
void BuildValuesUpdateForPlayerWithMask(UpdateData* data, UF::ObjectData::Mask const& requestedObjectMask,
UF::UnitData::Mask const& requestedUnitMask, Player const* target) const;
struct ValuesUpdateForPlayerWithMaskSender // sender compatible with MessageDistDeliverer
{
explicit ValuesUpdateForPlayerWithMaskSender(Unit const* owner) : Owner(owner) { }
Unit const* Owner;
UF::ObjectData::Base ObjectMask;
UF::UnitData::Base UnitMask;
void operator()(Player const* player) const;
};
protected:
void DestroyForPlayer(Player* target) const override;
void ClearUpdateMask(bool remove) override;
void _UpdateSpells(uint32 time);
void _DeleteRemovedAuras();
void _UpdateAutoRepeatSpell();
bool m_ControlledByPlayer;
std::array<float, MAX_STATS> m_createStats;
std::array<float, MAX_STATS> m_floatStatPosBuff;
std::array<float, MAX_STATS> m_floatStatNegBuff;
AttackerSet m_attackers;
Unit* m_attacking;
DeathState m_deathState;
int32 m_procDeep; // tracked for proc system correctness (what spells should proc what)
int32 m_procChainLength; // tracked to protect against infinite proc loops (hard limit, will disallow procs even if they should happen)
typedef std::list<DynamicObject*> DynObjectList;
DynObjectList m_dynObj;
typedef std::list<GameObject*> GameObjectList;
GameObjectList m_gameObj;
typedef std::vector<AreaTrigger*> AreaTriggerList;
AreaTriggerList m_areaTrigger;
uint32 m_transformSpell;
std::array<Spell*, CURRENT_MAX_SPELL> m_currentSpells;
AuraMap m_ownedAuras;
AuraApplicationMap m_appliedAuras;
AuraList m_removedAuras;
AuraMap::iterator m_auraUpdateIterator;
uint32 m_removedAurasCount;
std::array<AuraEffectList, TOTAL_AURAS> m_modAuras;
AuraList m_scAuras; // cast 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
EnumFlag<SpellAuraInterruptFlags> m_interruptMask;
EnumFlag<SpellAuraInterruptFlags2> m_interruptMask2;
float m_auraFlatModifiersGroup[UNIT_MOD_END][MODIFIER_TYPE_FLAT_END];
float m_auraPctModifiersGroup[UNIT_MOD_END][MODIFIER_TYPE_PCT_END];
float m_weaponDamage[MAX_ATTACK][2];
bool m_canModifyStats;
VisibleAuraContainer m_visibleAuras;
Trinity::Containers::FlatSet<AuraApplication*, VisibleAuraSlotCompare> m_visibleAurasToUpdate;
std::array<float, MAX_MOVE_TYPE> m_speed_rate;
Unit* m_unitMovedByMe; // only ever set for players, and only for direct client control
Player* m_playerMovingMe; // only set for direct client control (possess effects, vehicles and similar)
Unit* m_charmer; // Unit that is charming ME
Unit* m_charmed; // Unit that is being charmed BY ME
std::unique_ptr<CharmInfo> m_charmInfo;
SharedVisionList m_sharedVision;
std::unique_ptr<MotionMaster> i_motionMaster;
std::array<uint32, MAX_REACTIVE> m_reactiveTimer;
uint32 m_regenTimer;
Vehicle* m_vehicle;
std::unique_ptr<Vehicle> m_vehicleKit;
uint32 m_unitTypeMask;
LiquidTypeEntry const* _lastLiquid;
bool IsAlwaysVisibleFor(WorldObject const* seer) const override;
bool IsAlwaysDetectableFor(WorldObject const* seer) const override;
void DisableSpline();
void ProcessPositionDataChanged(PositionFullTerrainStatus const& data) override;
virtual void ProcessTerrainStatusUpdate(ZLiquidStatus oldLiquidStatus, Optional<LiquidData> const& newLiquidData);
// notifiers
virtual void AtEnterCombat();
virtual void AtExitCombat();
virtual void AtEngage(Unit* /*target*/) {}
virtual void AtDisengage() {}
public:
void AtStartOfEncounter(EncounterType type);
void AtEndOfEncounter(EncounterType type);
private:
void UpdateSplineMovement(uint32 t_diff);
void UpdateSplinePosition();
void InterruptMovementBasedAuras();
// player or player's pet
float GetCombatRatingReduction(CombatRating cr) const;
uint32 GetCombatRatingDamageReduction(CombatRating cr, float rate, float cap, uint32 damage) const;
void ProcSkillsAndReactives(bool isVictim, Unit* procTarget, ProcFlagsInit const& typeMask, ProcFlagsHit hitMask, WeaponAttackType attType);
protected:
void SetFeared(bool apply);
void SetConfused(bool apply);
void SetStunned(bool apply);
void SetRooted(bool apply, bool packetOnly = false);
uint32 m_movementCounter; ///< Incrementing counter used in movement packets
private:
uint32 m_state; // Even derived shouldn't modify
TimeTracker m_splineSyncTimer;
Diminishing m_Diminishing;
// Threat+combat management
friend class CombatManager;
CombatManager m_combatManager;
friend class ThreatManager;
ThreatManager m_threatManager;
void UpdateCharmAI();
void RestoreDisabledAI();
typedef std::stack<std::shared_ptr<UnitAI>> UnitAIStack;
UnitAIStack i_AIs;
std::shared_ptr<UnitAI> i_AI;
bool m_aiLocked;
std::unordered_set<AbstractFollower*> m_followingMe;
uint32 _lastExtraAttackSpell;
std::unordered_map<ObjectGuid /*guid*/, uint32 /*count*/> extraAttacksTargets;
ObjectGuid _lastDamagedTargetGuid;
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
bool _instantCast;
uint32 _oldFactionId; ///< faction before charm
bool _isWalkingBeforeCharm; ///< Are we walking before we were charmed?
bool _playHoverAnim;
uint16 _aiAnimKitId;
uint16 _movementAnimKitId;
uint16 _meleeAnimKitId;
std::unique_ptr<SpellHistory> _spellHistory;
std::unique_ptr<MovementForces> _movementForces;
PositionUpdateInfo _positionUpdateInfo;
bool _isCombatDisallowed;
};
namespace Trinity
{
// 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->GetPowerPct(_power) : 0.0f;
float rB = b ? b->GetPowerPct(_power) : 0.0f;
return _ascending ? rA < rB : rA > rB;
}
bool operator()(Unit const* a, Unit const* b) const
{
float rA = a->GetPowerPct(_power);
float rB = b->GetPowerPct(_power);
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;
};
}
#endif