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
+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;
}