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  • * What bug does the patch fix? What features does the patch add? Fixes Althor's Abacus
    * For which repository revision was the patch created? 9715

  • * Is there a thread in the bug report section or at lighthouse? If yes, please add a link to the thread.

http://getmangos.eu/community/showthread.php?13315-[bug-item]-Althor-s-Abacus

  • * Who has been writing this patch? Please include either forum user names or email addresses.

caeruleaus

diff --git a/src/game/Spell.cpp b/src/game/Spell.cpp
index b0acd37..789d381 100644
--- a/src/game/Spell.cpp
+++ b/src/game/Spell.cpp
@@ -1661,7 +1661,11 @@ void Spell::SetTargetMap(SpellEffectIndex  effIndex, uint32 targetMode, UnitList&
        }
        case TARGET_DUELVSPLAYER_COORDINATES:
        {
-            if(Unit* currentTarget = m_targets.getUnitTarget())
+            if(m_spellInfo->Id == 71610)
+            {
+                break;
+            }
+            else if(Unit* currentTarget = m_targets.getUnitTarget())
            {
                 m_targets.setDestination(currentTarget->GetPositionX(),  currentTarget->GetPositionY(), currentTarget->GetPositionZ());
                targetUnitMap.push_back(currentTarget);
@@ -1724,8 +1728,46 @@ void Spell::SetTargetMap(SpellEffectIndex  effIndex, uint32 targetMode, UnitList&
            }
            break;
        case TARGET_ALL_FRIENDLY_UNITS_IN_AREA:
+            // Echoes of Light
+            if (m_spellInfo->Id == 71610)
+            {
+                CellPair  p(MaNGOS::ComputeCellPair(m_caster->GetPositionX(),  m_caster->GetPositionY()));
+                Cell cell(p);
+                cell.data.Part.reserved = ALL_DISTRICT;
+                cell.SetNoCreate();
+                std::list<Unit*> tempTargetUnitMap;
+                {
+                    MaNGOS::AnyFriendlyUnitInObjectRangeCheck  u_check(m_caster, radius);
+                     MaNGOS::UnitListSearcher<MaNGOS::AnyFriendlyUnitInObjectRangeCheck>  searcher(m_caster, tempTargetUnitMap, u_check);
+
+                     TypeContainerVisitor<MaNGOS::UnitListSearcher<MaNGOS::AnyFriendlyUnitInObjectRangeCheck>,  WorldTypeMapContainer > world_unit_searcher(searcher);
+                     TypeContainerVisitor<MaNGOS::UnitListSearcher<MaNGOS::AnyFriendlyUnitInObjectRangeCheck>,  GridTypeMapContainer >  grid_unit_searcher(searcher);
+
+                    cell.Visit(p, world_unit_searcher,  *m_caster->GetMap(), *m_caster, radius);
+                    cell.Visit(p, grid_unit_searcher,  *m_caster->GetMap(), *m_caster, radius);
+                }
+
+                if(tempTargetUnitMap.empty())
+                    break;
+
+                tempTargetUnitMap.sort(TargetDistanceOrder(m_caster));
+
+                //Now to get us a random target that's in the initial  range of the spell
+                uint32 t = 0;
+                std::list<Unit*>::iterator itr =  tempTargetUnitMap.begin();
+                while(itr != tempTargetUnitMap.end() &&  (*itr)->IsWithinDist(m_caster, radius))
+                    ++t, ++itr;
+
+                if(!t)
+                    break;
+
+                itr = tempTargetUnitMap.begin();
+                std::advance(itr, rand() % t);
+                Unit *pUnitTarget = *itr;
+                targetUnitMap.push_back(pUnitTarget);
+            }
            // Death Pact (in fact selection by player selection)
-            if (m_spellInfo->Id == 48743)
+            else if (m_spellInfo->Id == 48743)
            {
                // checked in Spell::CheckCast
                if (m_caster->GetTypeId()==TYPEID_PLAYER)

I don't know why it calls implicit target 63 (TARGET_DUELVSPLAYER_COORDINATES) but it does. I did a few checks just to make sure. If i don't add the break there, it casts the spell on the original target as well as the random target in the area. I figured there should be an easier way to find a random target but i couldn't find any other way than copying the first part of the TARGET_RANDOM_CHAIN_FRIEND or whatever it is. I'm just posting this so it gets looked at. It may be kind of hackish (I'm new to the whole submitting patches thing) but i don't really see another way to do it. I still have to look at it's other target type TARGET_GAMEOBJECT but this should work in the case of it healing random players. I couldn't find much info on it but from the few comments I've seen it'll heal a random friendly unit within a certain radius from the person it is being cast on.

  • 40 years later...
Posted

you need to fix the internal cooldown of it. And it does that with my patch? I Couldn't test in a raid cause I have a lone test server but with my patch it shouldn't affect the entire raid anymore.

  • 1 month later...
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