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[10701] Correct check percent spell costs in AI::CanCast
Also use uint32 for spell cost fields/results Signed-off-by: VladimirMangos <vladimir@getmangos.com>
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5 changed files with 41 additions and 39 deletions
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@ -19,6 +19,7 @@
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#include "CreatureAI.h"
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#include "Creature.h"
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#include "DBCStores.h"
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#include "Spell.h"
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CreatureAI::~CreatureAI()
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{
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@ -46,7 +47,7 @@ CanCastResult CreatureAI::CanCastSpell(Unit* pTarget, const SpellEntry *pSpell,
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return CAST_FAIL_STATE;
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// Check for power (also done by Spell::CheckCast())
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if (m_creature->GetPower((Powers)pSpell->powerType) < pSpell->manaCost)
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if (m_creature->GetPower((Powers)pSpell->powerType) < Spell::CalculatePowerCost(pSpell, m_creature))
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return CAST_FAIL_POWER;
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}
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@ -1390,7 +1390,7 @@ bool CreatureEventAI::CanCast(Unit* Target, SpellEntry const *Spell, bool Trigge
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return false;
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//Check for power
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if (!Triggered && m_creature->GetPower((Powers)Spell->powerType) < Spell->manaCost)
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if (!Triggered && m_creature->GetPower((Powers)Spell->powerType) < Spell::CalculatePowerCost(Spell, m_creature))
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return false;
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SpellRangeEntry const *TempRange = NULL;
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@ -2633,7 +2633,7 @@ void Spell::prepare(SpellCastTargets const* targets, Aura* triggeredByAura)
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}
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// Fill cost data
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m_powerCost = CalculatePowerCost();
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m_powerCost = CalculatePowerCost(m_spellInfo, m_caster, this, m_CastItem);
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SpellCastResult result = CheckCast(true);
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if(result != SPELL_CAST_OK && !IsAutoRepeat()) //always cast autorepeat dummy for triggering
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@ -5616,69 +5616,70 @@ SpellCastResult Spell::CheckRange(bool strict)
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return SPELL_CAST_OK;
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}
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int32 Spell::CalculatePowerCost()
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uint32 Spell::CalculatePowerCost(SpellEntry const* spellInfo, Unit* caster, Spell const* spell, Item* castItem)
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{
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// item cast not used power
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if (m_CastItem)
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if (castItem)
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return 0;
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// Spell drain all exist power on cast (Only paladin lay of Hands)
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if (m_spellInfo->AttributesEx & SPELL_ATTR_EX_DRAIN_ALL_POWER)
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if (spellInfo->AttributesEx & SPELL_ATTR_EX_DRAIN_ALL_POWER)
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{
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// If power type - health drain all
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if (m_spellInfo->powerType == POWER_HEALTH)
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return m_caster->GetHealth();
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if (spellInfo->powerType == POWER_HEALTH)
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return caster->GetHealth();
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// Else drain all power
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if (m_spellInfo->powerType < MAX_POWERS)
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return m_caster->GetPower(Powers(m_spellInfo->powerType));
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sLog.outError("Spell::CalculateManaCost: Unknown power type '%d' in spell %d", m_spellInfo->powerType, m_spellInfo->Id);
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if (spellInfo->powerType < MAX_POWERS)
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return caster->GetPower(Powers(spellInfo->powerType));
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sLog.outError("Spell::CalculateManaCost: Unknown power type '%d' in spell %d", spellInfo->powerType, spellInfo->Id);
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return 0;
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}
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// Base powerCost
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int32 powerCost = m_spellInfo->manaCost;
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int32 powerCost = spellInfo->manaCost;
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// PCT cost from total amount
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if (m_spellInfo->ManaCostPercentage)
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if (spellInfo->ManaCostPercentage)
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{
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switch (m_spellInfo->powerType)
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switch (spellInfo->powerType)
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{
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// health as power used
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case POWER_HEALTH:
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powerCost += m_spellInfo->ManaCostPercentage * m_caster->GetCreateHealth() / 100;
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powerCost += spellInfo->ManaCostPercentage * caster->GetCreateHealth() / 100;
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break;
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case POWER_MANA:
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powerCost += m_spellInfo->ManaCostPercentage * m_caster->GetCreateMana() / 100;
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powerCost += spellInfo->ManaCostPercentage * caster->GetCreateMana() / 100;
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break;
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case POWER_RAGE:
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case POWER_FOCUS:
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case POWER_ENERGY:
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case POWER_HAPPINESS:
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powerCost += m_spellInfo->ManaCostPercentage * m_caster->GetMaxPower(Powers(m_spellInfo->powerType)) / 100;
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powerCost += spellInfo->ManaCostPercentage * caster->GetMaxPower(Powers(spellInfo->powerType)) / 100;
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break;
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case POWER_RUNE:
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case POWER_RUNIC_POWER:
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DEBUG_LOG("Spell::CalculateManaCost: Not implemented yet!");
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break;
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default:
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sLog.outError("Spell::CalculateManaCost: Unknown power type '%d' in spell %d", m_spellInfo->powerType, m_spellInfo->Id);
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sLog.outError("Spell::CalculateManaCost: Unknown power type '%d' in spell %d", spellInfo->powerType, spellInfo->Id);
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return 0;
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}
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}
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SpellSchools school = GetFirstSchoolInMask(m_spellSchoolMask);
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SpellSchools school = GetFirstSchoolInMask(spell ? spell->m_spellSchoolMask : GetSpellSchoolMask(spellInfo));
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// Flat mod from caster auras by spell school
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powerCost += m_caster->GetInt32Value(UNIT_FIELD_POWER_COST_MODIFIER + school);
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powerCost += caster->GetInt32Value(UNIT_FIELD_POWER_COST_MODIFIER + school);
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// Shiv - costs 20 + weaponSpeed*10 energy (apply only to non-triggered spell with energy cost)
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if ( m_spellInfo->AttributesEx4 & SPELL_ATTR_EX4_SPELL_VS_EXTEND_COST )
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powerCost += m_caster->GetAttackTime(OFF_ATTACK) / 100;
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if (spellInfo->AttributesEx4 & SPELL_ATTR_EX4_SPELL_VS_EXTEND_COST)
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powerCost += caster->GetAttackTime(OFF_ATTACK) / 100;
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// Apply cost mod by spell
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if(Player* modOwner = m_caster->GetSpellModOwner())
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modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_COST, powerCost, this);
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if (spell)
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if (Player* modOwner = caster->GetSpellModOwner())
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modOwner->ApplySpellMod(spellInfo->Id, SPELLMOD_COST, powerCost, spell);
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if(m_spellInfo->Attributes & SPELL_ATTR_LEVEL_DAMAGE_CALCULATION)
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powerCost = int32(powerCost/ (1.117f * m_spellInfo->spellLevel / m_caster->getLevel() -0.1327f));
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if (spellInfo->Attributes & SPELL_ATTR_LEVEL_DAMAGE_CALCULATION)
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powerCost = int32(powerCost/ (1.117f * spellInfo->spellLevel / caster->getLevel() -0.1327f));
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// PCT mod from user auras by school
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powerCost = int32(powerCost * (1.0f + m_caster->GetFloatValue(UNIT_FIELD_POWER_COST_MULTIPLIER + school)));
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powerCost = int32(powerCost * (1.0f + caster->GetFloatValue(UNIT_FIELD_POWER_COST_MULTIPLIER + school)));
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if (powerCost < 0)
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powerCost = 0;
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return powerCost;
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@ -5702,7 +5703,7 @@ SpellCastResult Spell::CheckPower()
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// health as power used - need check health amount
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if (m_spellInfo->powerType == POWER_HEALTH)
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{
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if((int32)m_caster->GetHealth() <= m_powerCost)
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if (m_caster->GetHealth() <= m_powerCost)
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return SPELL_FAILED_CASTER_AURASTATE;
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return SPELL_CAST_OK;
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}
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@ -5723,9 +5724,9 @@ SpellCastResult Spell::CheckPower()
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// Check power amount
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Powers powerType = Powers(m_spellInfo->powerType);
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if((int32)m_caster->GetPower(powerType) < m_powerCost)
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if (m_caster->GetPower(powerType) < m_powerCost)
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return SPELL_FAILED_NO_POWER;
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else
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return SPELL_CAST_OK;
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}
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@ -374,7 +374,7 @@ class Spell
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SpellCastResult CheckCasterAuras() const;
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int32 CalculateDamage(SpellEffectIndex i, Unit* target) { return m_caster->CalculateSpellDamage(target, m_spellInfo, i, &m_currentBasePoints[i]); }
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int32 CalculatePowerCost();
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static uint32 CalculatePowerCost(SpellEntry const* spellInfo, Unit* caster, Spell const* spell = NULL, Item* castItem = NULL);
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bool HaveTargetsForEffect(SpellEffectIndex effect) const;
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void Delayed();
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@ -469,7 +469,7 @@ class Spell
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// m_originalCasterGUID can store GO guid, and in this case this is visual caster
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WorldObject* GetCastingObject() const;
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int32 GetPowerCost() const { return m_powerCost; }
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uint32 GetPowerCost() const { return m_powerCost; }
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void UpdatePointers(); // must be used at call Spell code after time delay (non triggered spell cast/update spell call/etc)
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@ -506,7 +506,7 @@ class Spell
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//Spell data
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SpellSchoolMask m_spellSchoolMask; // Spell school (can be overwrite for some spells (wand shoot for example)
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WeaponAttackType m_attackType; // For weapon based attack
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int32 m_powerCost; // Calculated spell cost initialized only in Spell::prepare
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uint32 m_powerCost; // Calculated spell cost initialized only in Spell::prepare
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int32 m_casttime; // Calculated spell cast time initialized only in Spell::prepare
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bool m_canReflect; // can reflect this spell?
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bool m_autoRepeat;
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@ -1,4 +1,4 @@
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#ifndef __REVISION_NR_H__
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#define __REVISION_NR_H__
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#define REVISION_NR "10700"
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#define REVISION_NR "10701"
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#endif // __REVISION_NR_H__
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