Core/Spells: fixed up block mechanics

Port From (https://github.com/TrinityCore/TrinityCore/commit/9f084718277b01936435c66696084fc049f8f8cf)
This commit is contained in:
hondacrx
2022-10-01 17:10:57 -04:00
parent e8ff7bfa67
commit 86e03cee1b
2 changed files with 7 additions and 39 deletions
+3 -35
View File
@@ -766,7 +766,7 @@ namespace Game.Entities
bool canDodge = !spellInfo.HasAttribute(SpellAttr7.NoAttackDodge);
bool canParry = !spellInfo.HasAttribute(SpellAttr7.NoAttackParry);
bool canBlock = spellInfo.HasAttribute(SpellAttr3.CompletelyBlocked);
bool canBlock = true;
// if victim is casting or cc'd it can't avoid attacks
if (victim.IsNonMeleeSpellCast(false, false, true) || victim.HasUnitState(UnitState.Controlled))
@@ -776,7 +776,7 @@ namespace Game.Entities
canBlock = false;
}
// Ranged attacks can only miss, resist and deflect
// Ranged attacks can only miss, resist and deflect and get blocked
if (attType == WeaponAttackType.RangedAttack)
{
canParry = false;
@@ -790,7 +790,6 @@ namespace Game.Entities
if (roll < tmp)
return SpellMissInfo.Deflect;
}
return SpellMissInfo.None;
}
// Check for attack from behind
@@ -1800,25 +1799,6 @@ namespace Game.Entities
return (uint)crit_bonus;
}
bool IsSpellBlocked(Unit victim, SpellInfo spellProto, WeaponAttackType attackType = WeaponAttackType.BaseAttack)
{
// These spells can't be blocked
if (spellProto != null && (spellProto.HasAttribute(SpellAttr0.NoActiveDefense) || spellProto.HasAttribute(SpellAttr3.AlwaysHit)))
return false;
// Can't block when casting/controlled
if (victim.IsNonMeleeSpellCast(false) || victim.HasUnitState(UnitState.Controlled))
return false;
if (victim.HasAuraType(AuraType.IgnoreHitDirection) || victim.HasInArc(MathFunctions.PI, this))
{
float blockChance = GetUnitBlockChance(attackType, victim);
if (blockChance != 0 && RandomHelper.randChance(blockChance))
return true;
}
return false;
}
public void _DeleteRemovedAuras()
{
while (!m_removedAuras.Empty())
@@ -1974,7 +1954,7 @@ namespace Game.Entities
}
}
public void CalculateSpellDamageTaken(SpellNonMeleeDamage damageInfo, int damage, SpellInfo spellInfo, WeaponAttackType attackType = WeaponAttackType.BaseAttack, bool crit = false, Spell spell = null)
public void CalculateSpellDamageTaken(SpellNonMeleeDamage damageInfo, int damage, SpellInfo spellInfo, WeaponAttackType attackType = WeaponAttackType.BaseAttack, bool crit = false, bool blocked = false, Spell spell = null)
{
if (damage < 0)
return;
@@ -1991,7 +1971,6 @@ namespace Game.Entities
if (IsDamageReducedByArmor(damageSchoolMask, spellInfo))
damage = (int)CalcArmorReducedDamage(damageInfo.attacker, victim, (uint)damage, spellInfo, attackType);
bool blocked = false;
// Per-school calc
switch (spellInfo.DmgClass)
{
@@ -1999,17 +1978,6 @@ namespace Game.Entities
case SpellDmgClass.Ranged:
case SpellDmgClass.Melee:
{
// Physical Damage
if (damageSchoolMask.HasAnyFlag(SpellSchoolMask.Normal))
{
// Spells with this attribute were already calculated in MeleeSpellHitResult
if (!spellInfo.HasAttribute(SpellAttr3.CompletelyBlocked))
{
// Get blocked status
blocked = IsSpellBlocked(victim, spellInfo, attackType);
}
}
if (crit)
{
damageInfo.HitInfo |= HitInfo.CriticalHit;
+4 -4
View File
@@ -3920,7 +3920,7 @@ namespace Game.Spells
// possibly SPELL_MISS_IMMUNE2 for this??
targetInfo.MissCondition = SpellMissInfo.Immune2;
if (targetInfo.MissCondition == SpellMissInfo.None) // hits
if (targetInfo.MissCondition == SpellMissInfo.None || (targetInfo.MissCondition == SpellMissInfo.Block && !m_spellInfo.HasAttribute(SpellAttr3.CompletelyBlocked))) // Add only hits and partial blocked
{
data.HitTargets.Add(targetInfo.TargetGUID);
data.HitStatus.Add(new SpellHitStatus(SpellMissInfo.None));
@@ -7238,7 +7238,7 @@ namespace Game.Spells
{
Unit unit = null;
// In case spell hit target, do all effect on that target
if (targetInfo.MissCondition == SpellMissInfo.None)
if (targetInfo.MissCondition == SpellMissInfo.None || (targetInfo.MissCondition == SpellMissInfo.Block && !m_spellInfo.HasAttribute(SpellAttr3.CompletelyBlocked)))
unit = m_caster.GetGUID() == targetInfo.TargetGUID ? m_caster.ToUnit() : Global.ObjAccessor.GetUnit(m_caster, targetInfo.TargetGUID);
// In case spell reflect from target, do all effect on caster (if hit)
else if (targetInfo.MissCondition == SpellMissInfo.Reflect && targetInfo.ReflectResult == SpellMissInfo.None)
@@ -8280,7 +8280,7 @@ namespace Game.Spells
spell.m_healing = Healing;
_spellHitTarget = null;
if (MissCondition == SpellMissInfo.None)
if (MissCondition == SpellMissInfo.None || (MissCondition == SpellMissInfo.Block && !spell.GetSpellInfo().HasAttribute(SpellAttr3.CompletelyBlocked)))
_spellHitTarget = unit;
else if (MissCondition == SpellMissInfo.Reflect && ReflectResult == SpellMissInfo.None)
_spellHitTarget = spell.GetCaster().ToUnit();
@@ -8485,7 +8485,7 @@ namespace Game.Spells
caster.SetLastDamagedTargetGuid(spell.unitTarget.GetGUID());
// Add bonuses and fill damageInfo struct
caster.CalculateSpellDamageTaken(damageInfo, spell.m_damage, spell.m_spellInfo, spell.m_attackType, IsCrit);
caster.CalculateSpellDamageTaken(damageInfo, spell.m_damage, spell.m_spellInfo, spell.m_attackType, IsCrit, MissCondition == SpellMissInfo.Block, spell);
Unit.DealDamageMods(damageInfo.attacker, damageInfo.target, ref damageInfo.damage, ref damageInfo.absorb);
hitMask |= Unit.CreateProcHitMask(damageInfo, MissCondition);