Core/Unit: cleanup and minor fixes of miss and resist calculations

Port From (https://github.com/TrinityCore/TrinityCore/commit/1960a95425c63f3b45409bcc1ee544472be598a3)
This commit is contained in:
hondacrx
2020-05-07 14:55:22 -04:00
parent c5a4504ac6
commit 1d23f6bc0e
3 changed files with 127 additions and 113 deletions
+84 -64
View File
@@ -716,32 +716,28 @@ namespace Game.Entities
//calculate miss chance
float missChance = victim.GetUnitMissChance(attType);
// melee attacks while dual wielding have +19% chance to miss
if (spellId == 0 && HaveOffhandWeapon() && !IsInFeralForm())
missChance += 19;
// Calculate hit chance
float hitChance = 100.0f;
missChance += 19.0f;
// Spellmod from SPELLMOD_RESIST_MISS_CHANCE
float resistMissChance = 100.0f;
if (spellId != 0)
{
Player modOwner = GetSpellModOwner();
if (modOwner != null)
modOwner.ApplySpellMod(spellId, SpellModOp.ResistMissChance, ref hitChance);
modOwner.ApplySpellMod(spellId, SpellModOp.ResistMissChance, ref resistMissChance);
}
missChance += hitChance - 100.0f;
missChance += resistMissChance - 100.0f;
if (attType == WeaponAttackType.RangedAttack)
missChance -= ModRangedHitChance;
else
missChance -= ModMeleeHitChance;
// Limit miss chance from 0 to 77%
if (missChance < 0.0f)
return 0.0f;
if (missChance > 77.0f)
return 77.0f;
// Limit miss chance from 0 to 60%
MathFunctions.RoundToInterval(ref missChance, 0.0f, 60.0f);
return missChance;
}
@@ -870,7 +866,7 @@ namespace Game.Entities
}
float GetUnitMissChance(WeaponAttackType attType)
{
float miss_chance = 5.00f;
float miss_chance = 5.0f;
if (attType == WeaponAttackType.RangedAttack)
miss_chance -= GetTotalAuraModifier(AuraType.ModAttackerRangedHitChance);
@@ -1172,7 +1168,7 @@ namespace Game.Entities
}
if (HasAuraType(AuraType.OverrideAttackPowerBySpPct))
{
{
UpdateAttackPowerAndDamage();
UpdateAttackPowerAndDamage(true);
}
@@ -1255,7 +1251,7 @@ namespace Game.Entities
UpdateSpellDamageAndHealingBonus();
if (pet != null && pet.IsPetGhoul()) // At melee attack power change for DK pet
pet.UpdateAttackPowerAndDamage();
pet.UpdateAttackPowerAndDamage();
if (guardian != null && guardian.IsSpiritWolf()) // At melee attack power change for Shaman feral spirit
guardian.UpdateAttackPowerAndDamage();
@@ -1451,7 +1447,7 @@ namespace Game.Entities
return;
for (uint i = 0; i < PlayerConst.MaxMasterySpells; ++i)
{
{
Aura aura = GetAura(chrSpec.MasterySpellID[i]);
if (aura != null)
{
@@ -1498,24 +1494,63 @@ namespace Game.Entities
// Store Rating Value
SetUpdateFieldValue(ref m_values.ModifyValue(m_activePlayerData).ModifyValue(m_activePlayerData.CombatRatings, (int)CombatRating.ArmorPenetration), (uint)amount);
}
public void UpdateParryPercentage()
float CalculateDiminishingReturns(float[] capArray, Class playerClass, float nonDiminishValue, float diminishValue)
{
float[] parry_cap =
float[] m_diminishing_k =
{
65.631440f, // Warrior
65.631440f, // Paladin
145.560408f, // Hunter
145.560408f, // Rogue
0.0f, // Priest
65.631440f, // DK
145.560408f, // Shaman
0.0f, // Mage
0.0f, // Warlock
90.6425f, // Monk
0.0f, // Druid
65.631440f // Demon Hunter
0.9560f, // Warrior
0.9560f, // Paladin
0.9880f, // Hunter
0.9880f, // Rogue
0.9830f, // Priest
0.9560f, // DK
0.9880f, // Shaman
0.9830f, // Mage
0.9830f, // Warlock
0.9830f, // Monk
0.9720f, // Druid
0.9830f // Demon Hunter
};
// 1 1 k cx
// --- = --- + --- <=> x' = --------
// x' c x x + ck
// where:
// k is m_diminishing_k for that class
// c is capArray for that class
// x is chance before DR (diminishValue)
// x' is chance after DR (our result)
uint classIdx = (byte)playerClass - 1u;
float k = m_diminishing_k[classIdx];
float c = capArray[classIdx];
float result = c * diminishValue / (diminishValue + c * k);
result += nonDiminishValue;
return result;
}
float[] parry_cap =
{
65.631440f, // Warrior
65.631440f, // Paladin
145.560408f, // Hunter
145.560408f, // Rogue
0.0f, // Priest
65.631440f, // DK
145.560408f, // Shaman
0.0f, // Mage
0.0f, // Warlock
90.6425f, // Monk
0.0f, // Druid
65.631440f // Demon Hunter
};
public void UpdateParryPercentage()
{
// No parry
float value = 0.0f;
int pclass = (int)GetClass() - 1;
@@ -1526,33 +1561,34 @@ namespace Game.Entities
float diminishing = GetRatingBonusValue(CombatRating.Parry);
// Parry from SPELL_AURA_MOD_PARRY_PERCENT aura
nondiminishing += GetTotalAuraModifier(AuraType.ModParryPercent);
// apply diminishing formula to diminishing parry chance
value = nondiminishing + diminishing * parry_cap[pclass] / (diminishing + parry_cap[pclass] * m_diminishing_k[pclass]);
value = CalculateDiminishingReturns(parry_cap, GetClass(), nondiminishing, diminishing);
if (WorldConfig.GetBoolValue(WorldCfg.StatsLimitsEnable))
value = value > WorldConfig.GetFloatValue(WorldCfg.StatsLimitsParry) ? WorldConfig.GetFloatValue(WorldCfg.StatsLimitsParry) : value;
}
SetUpdateFieldStatValue(m_values.ModifyValue(m_activePlayerData).ModifyValue(m_activePlayerData.ParryPercentage), value);
}
float[] dodge_cap =
{
65.631440f, // Warrior
65.631440f, // Paladin
145.560408f, // Hunter
145.560408f, // Rogue
150.375940f, // Priest
65.631440f, // DK
145.560408f, // Shaman
150.375940f, // Mage
150.375940f, // Warlock
145.560408f, // Monk
116.890707f, // Druid
145.560408f // Demon Hunter
};
public void UpdateDodgePercentage()
{
float[] dodge_cap =
{
65.631440f, // Warrior
65.631440f, // Paladin
145.560408f, // Hunter
145.560408f, // Rogue
150.375940f, // Priest
65.631440f, // DK
145.560408f, // Shaman
150.375940f, // Mage
150.375940f, // Warlock
145.560408f, // Monk
116.890707f, // Druid
145.560408f // Demon Hunter
};
float diminishing = 0.0f, nondiminishing = 0.0f;
GetDodgeFromAgility(diminishing, nondiminishing);
// Dodge from SPELL_AURA_MOD_DODGE_PERCENT aura
@@ -1560,14 +1596,14 @@ namespace Game.Entities
// Dodge from rating
diminishing += GetRatingBonusValue(CombatRating.Dodge);
// apply diminishing formula to diminishing dodge chance
int pclass = (int)GetClass() - 1;
float value = nondiminishing + (diminishing * dodge_cap[pclass] / (diminishing + dodge_cap[pclass] * m_diminishing_k[pclass]));
float value = CalculateDiminishingReturns(dodge_cap, GetClass(), nondiminishing, diminishing);
if (WorldConfig.GetBoolValue(WorldCfg.StatsLimitsEnable))
value = value > WorldConfig.GetFloatValue(WorldCfg.StatsLimitsDodge) ? WorldConfig.GetFloatValue(WorldCfg.StatsLimitsDodge) : value;
SetUpdateFieldStatValue(m_values.ModifyValue(m_activePlayerData).ModifyValue(m_activePlayerData.DodgePercentage), value);
}
public void UpdateBlockPercentage()
{
// No block
@@ -1844,22 +1880,6 @@ namespace Game.Entities
}
return apply;
}
float[] m_diminishing_k =
{
0.9560f, // Warrior
0.9560f, // Paladin
0.9880f, // Hunter
0.9880f, // Rogue
0.9830f, // Priest
0.9560f, // DK
0.9880f, // Shaman
0.9830f, // Mage
0.9830f, // Warlock
0.9830f, // Monk
0.9720f, // Druid
0.9830f // Demon Hunter
};
}
public partial class Creature
+40 -43
View File
@@ -841,26 +841,22 @@ namespace Game.Entities
!IsTypeId(TypeId.Player) && !ToCreature().IsControlledByPlayer() && !victim.HasInArc(MathFunctions.PI, this)
&& (victim.IsTypeId(TypeId.Player) || !victim.ToCreature().IsWorldBoss()) && !victim.IsVehicle())
{
// -probability is between 0% and 40%
// 20% base chance
float Probability = 20.0f;
float chance = 20.0f;
// there is a newbie protection, at level 10 just 7% base chance; assuming linear function
if (victim.GetLevel() < 30)
Probability = 0.65f * victim.GetLevelForTarget(this) + 0.5f;
chance = 0.65f * victim.GetLevelForTarget(this) + 0.5f;
uint VictimDefense = victim.GetMaxSkillValueForLevel(this);
uint AttackerMeleeSkill = GetMaxSkillValueForLevel();
uint victimDefense = victim.GetMaxSkillValueForLevel(this);
uint attackerMeleeSkill = GetMaxSkillValueForLevel();
Probability *= (AttackerMeleeSkill / (float)VictimDefense * 0.16f);
chance *= attackerMeleeSkill / (float)victimDefense * 0.16f;
if (Probability < 0)
Probability = 0;
// -probability is between 0% and 40%
MathFunctions.RoundToInterval(ref chance, 0.0f, 40.0f);
if (Probability > 40.0f)
Probability = 40.0f;
if (RandomHelper.randChance(Probability))
if (RandomHelper.randChance(chance))
CastSpell(victim, 1604, true);
}
@@ -2356,31 +2352,30 @@ namespace Game.Entities
return 0;
}
float averageResist = GetEffectiveResistChance(this, schoolMask, victim, spellInfo);
float averageResist = CalculateAverageResistReduction(schoolMask, victim, spellInfo);
float[] discreteResistProbability = new float[11];
for (uint i = 0; i < 11; ++i)
{
discreteResistProbability[i] = 0.5f - 2.5f * Math.Abs(0.1f * i - averageResist);
if (discreteResistProbability[i] < 0.0f)
discreteResistProbability[i] = 0.0f;
}
if (averageResist <= 0.1f)
{
discreteResistProbability[0] = 1.0f - 7.5f * averageResist;
discreteResistProbability[1] = 5.0f * averageResist;
discreteResistProbability[2] = 2.5f * averageResist;
}
else
{
for (uint i = 0; i < 11; ++i)
discreteResistProbability[i] = Math.Max(0.5f - 2.5f * Math.Abs(0.1f * i - averageResist), 0.0f);
}
float roll = (float)RandomHelper.NextDouble();
float probabilitySum = 0.0f;
uint resistance = 0;
float r = (float)RandomHelper.NextDouble();
float probabilitySum = discreteResistProbability[0];
for (; resistance < 11; ++resistance)
if (roll < (probabilitySum += discreteResistProbability[resistance]))
break;
while (r >= probabilitySum && resistance < 10)
probabilitySum += discreteResistProbability[++resistance];
float damageResisted = damage * resistance / 10;
float damageResisted = damage * resistance / 10f;
if (damageResisted > 0.0f) // if any damage was resisted
{
int ignoredResistance = 0;
@@ -2394,31 +2389,31 @@ namespace Game.Entities
if (spellInfo != null && spellInfo.HasAttribute(SpellCustomAttributes.SchoolmaskNormalWithMagic))
{
uint damageAfterArmor = CalcArmorReducedDamage(attacker, victim, damage, spellInfo, WeaponAttackType.BaseAttack);
uint armorReduction = damage - damageAfterArmor;
if (armorReduction < damageResisted) // pick the lower one, the weakest resistance counts
damageResisted = armorReduction;
float armorReduction = damage - damageAfterArmor;
// pick the lower one, the weakest resistance counts
damageResisted = Math.Min(damageResisted, armorReduction);
}
}
damageResisted = Math.Max(damageResisted, 0.0f);
return (uint)damageResisted;
}
float GetEffectiveResistChance(Unit owner, SpellSchoolMask schoolMask, Unit victim, SpellInfo spellInfo)
float CalculateAverageResistReduction(SpellSchoolMask schoolMask, Unit victim, SpellInfo spellInfo)
{
float victimResistance = (float)victim.GetResistance(schoolMask);
if (owner)
// pets inherit 100% of masters penetration
// excluding traps
Player player = GetSpellModOwner();
if (player != null && GetEntry() != SharedConst.WorldTrigger)
{
// pets inherit 100% of masters penetration
// excluding traps
Player player = owner.GetSpellModOwner();
if (player != null && owner.GetEntry() != SharedConst.WorldTrigger)
{
victimResistance += (float)player.GetTotalAuraModifierByMiscMask(AuraType.ModTargetResistance, (int)schoolMask);
victimResistance -= (float)player.GetSpellPenetrationItemMod();
}
else
victimResistance += (float)owner.GetTotalAuraModifierByMiscMask(AuraType.ModTargetResistance, (int)schoolMask);
victimResistance += (float)player.GetTotalAuraModifierByMiscMask(AuraType.ModTargetResistance, (int)schoolMask);
victimResistance -= (float)player.GetSpellPenetrationItemMod();
}
else
victimResistance += (float)GetTotalAuraModifierByMiscMask(AuraType.ModTargetResistance, (int)schoolMask);
// holy resistance exists in pve and comes from level difference, ignore template values
if (schoolMask.HasAnyFlag(SpellSchoolMask.Holy))
@@ -2429,8 +2424,10 @@ namespace Game.Entities
victimResistance = 0.0f;
victimResistance = Math.Max(victimResistance, 0.0f);
if (owner)
victimResistance += Math.Max(((float)victim.GetLevelForTarget(owner) - (float)owner.GetLevelForTarget(victim)) * 5.0f, 0.0f);
// level-based resistance does not apply to binary spells, and cannot be overcome by spell penetration
if (!spellInfo.HasAttribute(SpellCustomAttributes.BinarySpell))
victimResistance += Math.Max((victim.GetLevelForTarget(this) - GetLevelForTarget(victim)) * 5.0f, 0.0f);
uint bossLevel = 83;
float bossResistanceConstant = 510.0f;
+3 -6
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@@ -934,7 +934,6 @@ namespace Game.Entities
return SpellMissInfo.None;
}
// @todo need use unit spell resistances in calculations
SpellMissInfo MagicSpellHitResult(Unit victim, SpellInfo spell)
{
// Can`t miss on dead target (on skinning for example)
@@ -991,7 +990,7 @@ namespace Game.Entities
int tmp = 10000 - HitChance;
int rand = RandomHelper.IRand(0, 9999);
if (rand < tmp)
if (tmp > 0 && rand < tmp)
return SpellMissInfo.Miss;
// Spells with SPELL_ATTR3_IGNORE_HIT_RESULT will additionally fully ignore
@@ -1001,18 +1000,16 @@ namespace Game.Entities
// Chance resist mechanic (select max value from every mechanic spell effect)
int resist_chance = victim.GetMechanicResistChance(spell) * 100;
tmp += resist_chance;
// Roll chance
if (rand < tmp)
if (resist_chance > 0 && rand < (tmp += resist_chance))
return SpellMissInfo.Resist;
// cast by caster in front of victim
if (!victim.HasUnitState(UnitState.Controlled) && (victim.HasInArc(MathFunctions.PI, this) || victim.HasAuraType(AuraType.IgnoreHitDirection)))
{
int deflect_chance = victim.GetTotalAuraModifier(AuraType.DeflectSpells) * 100;
tmp += deflect_chance;
if (rand < tmp)
if (deflect_chance > 0 && rand < (tmp += deflect_chance))
return SpellMissInfo.Deflect;
}