[Quest API] Add Bot Special Attacks for Immune Aggro/Damage (#4108)

* [Quest API] Add Bot Special Attacks for Immune Aggro/Damage

# Notes
- Adds `IMMUNE_AGGRO_BOT` and `IMMUNE_DAMAGE_BOT` for uses in special abilities.

* Cleanup

* Update attack.cpp
This commit is contained in:
Alex King
2024-03-02 16:19:31 -05:00
committed by GitHub
parent 1d38e473d7
commit 70ee95efc0
8 changed files with 157 additions and 61 deletions
+86 -25
View File
@@ -5204,32 +5204,47 @@ int32 Mob::GetActSpellCasttime(uint16 spell_id, int32 casttime)
}
void Mob::ExecWeaponProc(const EQ::ItemInstance *inst, uint16 spell_id, Mob *on, int level_override) {
void Mob::ExecWeaponProc(const EQ::ItemInstance* inst, uint16 spell_id, Mob* on, int level_override)
{
// Changed proc targets to look up based on the spells goodEffect flag.
// This should work for the majority of weapons.
if (!on) {
return;
}
if(!IsValidSpell(spell_id) || on->GetSpecialAbility(NO_HARM_FROM_CLIENT)) {
if (!IsValidSpell(spell_id) || on->GetSpecialAbility(NO_HARM_FROM_CLIENT)) {
//This is so 65535 doesn't get passed to the client message and to logs because it is not relavant information for debugging.
return;
}
if (on->GetSpecialAbility(IMMUNE_DAMAGE_CLIENT) && IsClient())
if (IsBot() && on->GetSpecialAbility(IMMUNE_DAMAGE_BOT)) {
return;
}
if (on->GetSpecialAbility(IMMUNE_DAMAGE_NPC) && IsNPC())
if (IsClient() && on->GetSpecialAbility(IMMUNE_DAMAGE_CLIENT)) {
return;
}
if (IsNoCast())
if (IsNPC() && on->GetSpecialAbility(IMMUNE_DAMAGE_NPC)) {
return;
}
if(!IsValidSpell(spell_id)) { // Check for a valid spell otherwise it will crash through the function
if(IsClient()){
Message(0, "Invalid spell proc %u", spell_id);
if (IsNoCast()) {
return;
}
if (!IsValidSpell(spell_id)) { // Check for a valid spell otherwise it will crash through the function
if (IsClient()) {
Message(
Chat::White,
fmt::format(
"Invalid spell ID for proc {}.",
spell_id
).c_str()
);
LogSpells("Player [{}] Weapon Procced invalid spell [{}]", GetName(), spell_id);
}
return;
}
@@ -5243,7 +5258,7 @@ void Mob::ExecWeaponProc(const EQ::ItemInstance *inst, uint16 spell_id, Mob *on,
return;
}
if(inst && IsClient()) {
if (inst && IsClient()) {
//const cast is dirty but it would require redoing a ton of interfaces at this point
//It should be safe as we don't have any truly const EQ::ItemInstance floating around anywhere.
//So we'll live with it for now
@@ -5263,30 +5278,76 @@ void Mob::ExecWeaponProc(const EQ::ItemInstance *inst, uint16 spell_id, Mob *on,
}
}
bool twinproc = false;
int32 twinproc_chance = 0;
bool twin_proc = false;
int32 twin_proc_chance = 0;
if (IsClient() || IsBot()) {
twinproc_chance = GetFocusEffect(focusTwincast, spell_id);
twin_proc_chance = GetFocusEffect(focusTwincast, spell_id);
}
if (twinproc_chance && zone->random.Roll(twinproc_chance)) {
twinproc = true;
if (twin_proc_chance && zone->random.Roll(twin_proc_chance)) {
twin_proc = true;
}
if (IsBeneficialSpell(spell_id) && (!IsNPC() || (IsNPC() && CastToNPC()->GetInnateProcSpellID() != spell_id)) && spells[spell_id].target_type != ST_TargetsTarget) { // NPC innate procs don't take this path ever
SpellFinished(spell_id, this, EQ::spells::CastingSlot::Item, 0, -1, spells[spell_id].resist_difficulty, true, level_override);
if (twinproc) {
SpellFinished(spell_id, this, EQ::spells::CastingSlot::Item, 0, -1, spells[spell_id].resist_difficulty, true, level_override);
if (
IsBeneficialSpell(spell_id) &&
(
!IsNPC() ||
(
IsNPC() &&
CastToNPC()->GetInnateProcSpellID() != spell_id
)
) &&
spells[spell_id].target_type != ST_TargetsTarget
) { // NPC innate procs don't take this path ever
SpellFinished(
spell_id,
this,
EQ::spells::CastingSlot::Item,
0,
-1,
spells[spell_id].resist_difficulty,
true,
level_override
);
if (twin_proc) {
SpellFinished(
spell_id,
this,
EQ::spells::CastingSlot::Item,
0,
-1,
spells[spell_id].resist_difficulty,
true,
level_override
);
}
} else if (!(on->IsClient() && on->CastToClient()->dead)) { //dont proc on dead clients
SpellFinished(
spell_id,
on,
EQ::spells::CastingSlot::Item,
0,
-1,
spells[spell_id].resist_difficulty,
true,
level_override
);
if (twin_proc && (!(on->IsClient() && on->CastToClient()->dead))) {
SpellFinished(
spell_id,
on,
EQ::spells::CastingSlot::Item,
0,
-1,
spells[spell_id].resist_difficulty,
true,
level_override
);
}
}
else if(!(on->IsClient() && on->CastToClient()->dead)) { //dont proc on dead clients
SpellFinished(spell_id, on, EQ::spells::CastingSlot::Item, 0, -1, spells[spell_id].resist_difficulty, true, level_override);
if (twinproc && (!(on->IsClient() && on->CastToClient()->dead))) {
SpellFinished(spell_id, on, EQ::spells::CastingSlot::Item, 0, -1, spells[spell_id].resist_difficulty, true, level_override);
}
}
return;
}
uint32 Mob::GetZoneID() const {