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Core/Unit: Fix glancing blow calculation (#26120)
* Fix glancing blow calculation * Comment readability improvement Co-authored-by: Trond B. Krokli <38162891+illfated@users.noreply.github.com> * Update src/server/game/Entities/Unit/Unit.cpp Co-authored-by: Metalaka <Metalaka@users.noreply.github.com> * Tabs to spaces Co-authored-by: Trond B. Krokli <38162891+illfated@users.noreply.github.com> Co-authored-by: Giacomo Pozzoni <giacomopoz@gmail.com>
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@@ -1315,14 +1315,22 @@ void Unit::CalculateMeleeDamage(Unit* victim, CalcDamageInfo* damageInfo, Weapon
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{
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damageInfo->HitInfo |= HITINFO_GLANCING;
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damageInfo->TargetState = VICTIMSTATE_HIT;
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int32 leveldif = int32(victim->GetLevel()) - int32(GetLevel());
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int32 leveldif = int32(victim->GetLevelForTarget(this)) - int32(GetLevel());
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if (leveldif < 0)
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{
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TC_LOG_DEBUG("entities.unit", "Unit::CalculateMeleeDamage: (Player) %s attacked %s. Glancing should never happen against lower level target", GetGUID().ToString().c_str(), victim->GetGUID().ToString().c_str());
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break;
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}
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if (leveldif == 0)
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leveldif = 1;
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if (leveldif > 3)
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leveldif = 3;
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// against boss-level targets - 24% chance of 25% average damage reduction (damage reduction range : 20-30%)
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// against level 82 elites - 18% chance of 15% average damage reduction (damage reduction range : 10-20%)
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int32 const reductionMax = leveldif * 10;
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int32 const reductionMin = reductionMax - 10;
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int32 const reductionMin = std::max(1, reductionMax - 10);
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float reducePercent = 1.f - irand(reductionMin, reductionMax) / 100.0f;
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for (uint8 i = 0; i < MAX_ITEM_PROTO_DAMAGES; ++i)
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@@ -2169,10 +2177,10 @@ MeleeHitOutcome Unit::RollMeleeOutcomeAgainst(Unit const* victim, WeaponAttackTy
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}
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// 4. GLANCING
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// Max 40% chance to score a glancing blow against mobs that are higher level (can do only players and pets and not with ranged weapon)
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// Max 40% chance to score a glancing blow against mobs of the same or higher level (only players and pets, not for ranged weapons).
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if ((GetTypeId() == TYPEID_PLAYER || IsPet()) &&
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victim->GetTypeId() != TYPEID_PLAYER && !victim->IsPet() &&
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GetLevel() < victim->GetLevelForTarget(this))
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GetLevel() <= victim->GetLevelForTarget(this))
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{
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// cap possible value (with bonuses > max skill)
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int32 skill = attackerWeaponSkill;
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