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