fix(Core/Player): Weapon skill gain (#5961)

This commit is contained in:
Kitzunu
2021-05-28 00:49:24 +02:00
committed by GitHub
parent d8911d816f
commit f1b43a8976
5 changed files with 35 additions and 12 deletions
@@ -0,0 +1,6 @@
INSERT INTO `version_db_characters` (`sql_rev`) VALUES ('1622121508190340200');
-- Set fist weapon skill equal to current unarmed skill value
UPDATE `character_skills` `cs_unarmed` INNER JOIN `character_skills` `cs_fist` ON `cs_unarmed`.`guid` = `cs_fist`.`guid`
SET `cs_fist`.`value` = `cs_unarmed`.`value`, `cs_fist`.`max` = `cs_unarmed`.`max`
WHERE `cs_unarmed`.`skill` = 162 AND `cs_fist`.`skill` = 473;
+1
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@@ -266,6 +266,7 @@ public:
// FG: some hacky helpers // FG: some hacky helpers
void ForceValuesUpdateAtIndex(uint32); void ForceValuesUpdateAtIndex(uint32);
[[nodiscard]] inline bool IsPlayer() const { return GetTypeId() == TYPEID_PLAYER; }
Player* ToPlayer() { if (GetTypeId() == TYPEID_PLAYER) return reinterpret_cast<Player*>(this); else return nullptr; } Player* ToPlayer() { if (GetTypeId() == TYPEID_PLAYER) return reinterpret_cast<Player*>(this); else return nullptr; }
[[nodiscard]] Player const* ToPlayer() const { if (GetTypeId() == TYPEID_PLAYER) return (Player const*)((Player*)this); else return nullptr; } [[nodiscard]] Player const* ToPlayer() const { if (GetTypeId() == TYPEID_PLAYER) return (Player const*)((Player*)this); else return nullptr; }
Creature* ToCreature() { if (GetTypeId() == TYPEID_UNIT) return reinterpret_cast<Creature*>(this); else return nullptr; } Creature* ToCreature() { if (GetTypeId() == TYPEID_UNIT) return reinterpret_cast<Creature*>(this); else return nullptr; }
+21 -10
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@@ -6511,29 +6511,40 @@ bool Player::UpdateSkillPro(uint16 SkillId, int32 Chance, uint32 step)
return false; return false;
} }
void Player::UpdateWeaponSkill(WeaponAttackType attType) void Player::UpdateWeaponSkill(Unit* victim, WeaponAttackType attType)
{ {
// no skill gain in pvp
Unit* victim = GetVictim();
if (victim && victim->GetTypeId() == TYPEID_PLAYER)
return;
if (IsInFeralForm()) if (IsInFeralForm())
return; // always maximized SKILL_FERAL_COMBAT in fact return; // always maximized SKILL_FERAL_COMBAT in fact
if (GetShapeshiftForm() == FORM_TREE) if (GetShapeshiftForm() == FORM_TREE)
return; // use weapon but not skill up return; // use weapon but not skill up
if (victim && victim->GetTypeId() == TYPEID_UNIT && (victim->ToCreature()->GetCreatureTemplate()->flags_extra & CREATURE_FLAG_EXTRA_NO_SKILL_GAINS)) if (victim->GetTypeId() == TYPEID_UNIT && (victim->ToCreature()->GetCreatureTemplate()->flags_extra & CREATURE_FLAG_EXTRA_NO_SKILL_GAINS))
return; return;
uint32 weapon_skill_gain = sWorld->getIntConfig(CONFIG_SKILL_GAIN_WEAPON); uint32 weapon_skill_gain = sWorld->getIntConfig(CONFIG_SKILL_GAIN_WEAPON);
Item* tmpitem = GetWeaponForAttack(attType, true); Item* tmpitem = GetWeaponForAttack(attType, true);
if (!tmpitem && attType == BASE_ATTACK) if (!tmpitem && attType == BASE_ATTACK)
{
// Keep unarmed & fist weapon skills in sync
UpdateSkill(SKILL_UNARMED, weapon_skill_gain); UpdateSkill(SKILL_UNARMED, weapon_skill_gain);
else if (tmpitem && tmpitem->GetTemplate()->SubClass != ITEM_SUBCLASS_WEAPON_FISHING_POLE) UpdateSkill(SKILL_FIST_WEAPONS, weapon_skill_gain);
UpdateSkill(tmpitem->GetSkill(), weapon_skill_gain); }
else if (tmpitem)
{
switch (tmpitem->GetTemplate()->SubClass)
{
case ITEM_SUBCLASS_WEAPON_FISHING_POLE:
break;
case ITEM_SUBCLASS_WEAPON_FIST:
UpdateSkill(SKILL_UNARMED, weapon_skill_gain);
[[fallthrough]];
default:
UpdateSkill(tmpitem->GetSkill(), weapon_skill_gain);
break;
}
}
UpdateAllCritPercentages(); UpdateAllCritPercentages();
} }
@@ -6569,7 +6580,7 @@ void Player::UpdateCombatSkills(Unit* victim, WeaponAttackType attType, bool def
if (defence) if (defence)
UpdateDefense(); UpdateDefense();
else else
UpdateWeaponSkill(attType); UpdateWeaponSkill(victim, attType);
} }
else else
return; return;
+1 -1
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@@ -2067,7 +2067,7 @@ public:
void UpdateLocalChannels(uint32 newZone); void UpdateLocalChannels(uint32 newZone);
void UpdateDefense(); void UpdateDefense();
void UpdateWeaponSkill (WeaponAttackType attType); void UpdateWeaponSkill(Unit* victim, WeaponAttackType attType);
void UpdateCombatSkills(Unit* victim, WeaponAttackType attType, bool defence); void UpdateCombatSkills(Unit* victim, WeaponAttackType attType, bool defence);
void SetSkill(uint16 id, uint16 step, uint16 currVal, uint16 maxVal); void SetSkill(uint16 id, uint16 step, uint16 currVal, uint16 maxVal);
+6 -1
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@@ -15518,7 +15518,12 @@ void Unit::ProcDamageAndSpellFor(bool isVictim, Unit* target, uint32 procFlag, u
return; return;
// Update skills here for players // Update skills here for players
if (GetTypeId() == TYPEID_PLAYER) // only when you are not fighting other players or their pets/totems (pvp)
if (GetTypeId() == TYPEID_PLAYER &&
target->GetTypeId() != TYPEID_PLAYER &&
!(target->IsTotem() && target->ToTotem()->GetOwner()->IsPlayer()) &&
!target->IsPet()
)
{ {
// On melee based hit/miss/resist need update skill (for victim and attacker) // On melee based hit/miss/resist need update skill (for victim and attacker)
if (procExtra & (PROC_EX_NORMAL_HIT | PROC_EX_MISS | PROC_EX_RESIST)) if (procExtra & (PROC_EX_NORMAL_HIT | PROC_EX_MISS | PROC_EX_RESIST))