void Player::UpdateManaRegen() { if (GetPowerIndex(POWER_MANA) == MAX_POWERS) return; // Mana regen from spirit float spirit_regen = OCTRegenMPPerSpirit(); float pctPerSec = 0.004f; float netherBonus = 1.0f; float regenRate = 1.0f; uint32 baseMana = GetCreateMana(); // CombatRegen = 2-5% of Base Mana depending on class // Warlock and Mage have 5% default regen switch (getClass()) { case CLASS_MAGE: // According to reports by QA, Nether Attunement should give a 65% regen boost if (HasAura(117957)) netherBonus = 1.13f; case CLASS_WARLOCK: // Base percent per second is higher for mages and warlocks pctPerSec = 0.01f; // Additionally add haste to the mana regen for Warlocks and Mages if (HasAuraType(SPELL_AURA_MOD_MANA_REGEN_BY_HASTE)) regenRate = GetFloatValue(UNIT_MOD_HASTE_REGEN); break; case CLASS_DRUID: // Druids should be calculated based off their mana pool after they gain Natural Insight if (HasAura(112857)) baseMana *= 5; break; case CLASS_PALADIN: // Paladins should be calculated based off their mana pool after they gain Holy Insight if (HasAura(112859)) baseMana *= 5; break; case CLASS_SHAMAN: // Shamans should be calculated based off their mana pool after they gain Spiritual Insight (also elemental shamans) if (HasAura(112858) || HasAura(123099)) baseMana *= 5; break; default: break; } float base_regen = (baseMana * pctPerSec * netherBonus) / regenRate + (GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_POWER_REGEN, POWER_MANA) / 5.0f); // Set regen rate in cast state apply only on spirit based regen int32 modManaRegenInterrupt = GetTotalAuraModifier(SPELL_AURA_MOD_MANA_REGEN_INTERRUPT); // Questionable base_regen *= GetTotalAuraMultiplierByMiscValue(SPELL_AURA_MOD_POWER_REGEN_PERCENT, POWER_MANA); SetStatFloatValue(UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER + GetPowerIndex(POWER_MANA), base_regen + CalculatePct(spirit_regen, modManaRegenInterrupt)); SetStatFloatValue(UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER + GetPowerIndex(POWER_MANA), 0.001f + spirit_regen + base_regen); }
void Player::UpdateAllRunesRegen() { if (getClass() != CLASS_DEATH_KNIGHT) return; uint32 runeIndex = GetPowerIndex(POWER_RUNES); if (runeIndex == MAX_POWERS) return; PowerTypeEntry const* runeEntry = sDB2Manager.GetPowerTypeEntry(POWER_RUNES); uint32 cooldown = GetRuneBaseCooldown(); SetStatFloatValue(UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER + runeIndex, float(1 * IN_MILLISECONDS) / float(cooldown) - runeEntry->RegenerationPeace); SetStatFloatValue(UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER + runeIndex, float(1 * IN_MILLISECONDS) / float(cooldown) - runeEntry->RegenerationCombat); }
void Player::UpdateManaRegen() { uint32 manaIndex = GetPowerIndex(POWER_MANA); if (manaIndex == MAX_POWERS) return; // Mana regen from spirit float spirit_regen = 0.0f; // Apply PCT bonus from SPELL_AURA_MOD_POWER_REGEN_PERCENT aura on spirit base regen spirit_regen *= GetTotalAuraMultiplierByMiscValue(SPELL_AURA_MOD_POWER_REGEN_PERCENT, POWER_MANA); // CombatRegen = 5% of Base Mana float base_regen = GetCreateMana() * 0.02f + GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_POWER_REGEN, POWER_MANA) / 5.0f; // Set regen rate in cast state apply only on spirit based regen int32 modManaRegenInterrupt = GetTotalAuraModifier(SPELL_AURA_MOD_MANA_REGEN_INTERRUPT); SetStatFloatValue(UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER + manaIndex, base_regen + CalculatePct(spirit_regen, modManaRegenInterrupt)); SetStatFloatValue(UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER + manaIndex, 0.001f + spirit_regen + base_regen); }