Paragon cross-class family wildcard + Predatory Strikes proc

- CONFIG_PARAGON_WILDCARD_FAMILY + Paragon.WildcardFamilyMatching (reloadable)
- SpellInfo::IsAffected / IsAffectedBySpellMod(listenerOwner) for Paragon proc/mod wildcard
- SpellMgr::CanSpellTriggerProcOnEvent(procOwner) + Aura::IsProcTriggeredOnEvent wiring
- Player::IsAffectedBySpellmod passes listener for SpellMod wildcard
- ParagonFamilyMatches helper + Nourish / Shred-Maul bleed gate usage in Unit.cpp
- Spell::prepare: Paragon consumes 69369 for Nature spells <10s base cast (non-channeled)
- spell_paragon_predatory_strikes + SQL 2026_05_11_00.sql (spell_proc + spell_script_names)

Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
Docker Build
2026-05-11 01:24:50 -04:00
parent b408c8a95d
commit a1c9172beb
14 changed files with 337 additions and 9 deletions
+9
View File
@@ -2268,6 +2268,15 @@ private:
ValuesUpdateCache _valuesUpdateCache;
};
// Fractured / Paragon: helper for ad-hoc `switch (SpellFamilyName)` listener
// gates scattered across Unit / SpellEffects / SpellAuraEffects. When the
// listener (i.e. the unit holding the gating talent / aura) is a Paragon
// AND `Paragon.WildcardFamilyMatching` is enabled, accept any source family
// so cross-class procs / bonuses can fire. Stock classes use stock equality.
// Defined inline here so call sites do not need an extra include for World.h
// beyond what they already include via Unit.h's transitive headers.
[[nodiscard]] bool ParagonFamilyMatches(Unit const* listener, uint32 expectedFamily, uint32 actualFamily);
namespace Acore
{
// Binary predicate for sorting Units based on percent value of a power