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
+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
View File
@@ -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;
}