Core:
- Redesigned stealth and invisibility handling - Implemented the handling of multiple stealth types - Implemented fake inebriation - The message deliverer no longer sends packets from a non-visible source - The server won't send that much garbage which just takes bandwith - It won't be possible to use cheats to detect invisible objects - Removed a lot of checks for the Z-coord - Fixes visibility problems happening while flying - Limited the grid activation range of creatures to use less resources - Implemented Shroud of Death - Implemented increased visibility range for active objects - Removed visibility check at spellhit (only sanctuary effects should prevent it) (And a lot of other changes...) Closes issue 4208 Closes issue 3049 Closes issue 2097 Closes issue 2198 Closes issue 2384 Closes issue 2197 Closes issue 2319 --HG-- branch : trunk
This commit is contained in:
@@ -1396,18 +1396,6 @@ SpellMissInfo Spell::DoSpellHitOnUnit(Unit *unit, const uint32 effectMask, bool
|
||||
|
||||
if (!m_caster->IsFriendlyTo(unit))
|
||||
{
|
||||
// reset damage to 0 if target has Invisibility and isn't visible for caster
|
||||
// I do not think this is a correct way to fix it. Sanctuary effect should make all delayed spells invalid
|
||||
// for delayed spells ignore not visible explicit target
|
||||
if (m_spellInfo->speed > 0.0f && unit == m_targets.getUnitTarget()
|
||||
&& (unit->m_invisibilityMask || m_caster->m_invisibilityMask)
|
||||
&& !m_caster->canSeeOrDetect(unit, true))
|
||||
{
|
||||
// that was causing CombatLog errors
|
||||
// return SPELL_MISS_EVADE;
|
||||
return SPELL_MISS_MISS; // miss = do not send anything here
|
||||
}
|
||||
|
||||
unit->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_HITBYSPELL);
|
||||
//TODO: This is a hack. But we do not know what types of stealth should be interrupted by CC
|
||||
if ((m_customAttr & SPELL_ATTR_CU_AURA_CC) && unit->IsControlledByPlayer())
|
||||
@@ -1793,7 +1781,7 @@ void Spell::SearchChainTarget(std::list<Unit*> &TagUnitMap, float max_range, uin
|
||||
break;
|
||||
while ((m_spellInfo->DmgClass == SPELL_DAMAGE_CLASS_MELEE
|
||||
&& !m_caster->isInFrontInMap(*next, max_range))
|
||||
|| !m_caster->canSeeOrDetect(*next, false)
|
||||
|| !m_caster->canSeeOrDetect(*next)
|
||||
|| !cur->IsWithinLOSInMap(*next))
|
||||
{
|
||||
++next;
|
||||
@@ -3118,9 +3106,7 @@ void Spell::cast(bool skipCheck)
|
||||
{
|
||||
// three check: prepare, cast (m_casttime > 0), hit (delayed)
|
||||
if (m_casttime && target->isAlive()
|
||||
&& (target->m_invisibilityMask || m_caster->m_invisibilityMask
|
||||
|| target->GetVisibility() == VISIBILITY_GROUP_STEALTH)
|
||||
&& !target->IsFriendlyTo(m_caster) && !m_caster->canSeeOrDetect(target, true))
|
||||
&& !target->IsFriendlyTo(m_caster) && !m_caster->canSeeOrDetect(target))
|
||||
{
|
||||
SendCastResult(SPELL_FAILED_BAD_TARGETS);
|
||||
SendInterrupted(0);
|
||||
@@ -4846,8 +4832,7 @@ SpellCastResult Spell::CheckCast(bool strict)
|
||||
if (target->hasUnitState(UNIT_STAT_UNATTACKABLE))
|
||||
return SPELL_FAILED_BAD_TARGETS;
|
||||
|
||||
if (!m_IsTriggeredSpell && (target->HasAuraType(SPELL_AURA_MOD_STEALTH)
|
||||
|| target->m_invisibilityMask) && !m_caster->canSeeOrDetect(target, true))
|
||||
if (!m_IsTriggeredSpell && !m_caster->canSeeOrDetect(target))
|
||||
return SPELL_FAILED_BAD_TARGETS;
|
||||
|
||||
if (m_caster->GetTypeId() == TYPEID_PLAYER)
|
||||
@@ -6014,7 +5999,7 @@ SpellCastResult Spell::CheckItems()
|
||||
|
||||
TypeContainerVisitor<Trinity::GameObjectSearcher<Trinity::GameObjectFocusCheck>, GridTypeMapContainer > object_checker(checker);
|
||||
Map& map = *m_caster->GetMap();
|
||||
cell.Visit(p, object_checker, map, *m_caster, map.GetVisibilityDistance());
|
||||
cell.Visit(p, object_checker, map, *m_caster, m_caster->GetVisibilityRange());
|
||||
|
||||
if (!ok)
|
||||
return SPELL_FAILED_REQUIRES_SPELL_FOCUS;
|
||||
|
||||
Reference in New Issue
Block a user