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>
This commit is contained in:
Metalaka
2021-02-21 17:28:47 +01:00
committed by GitHub
parent 8014fa1a2f
commit 69916138bd

View File

@@ -1315,14 +1315,22 @@ void Unit::CalculateMeleeDamage(Unit* victim, CalcDamageInfo* damageInfo, Weapon
{
damageInfo->HitInfo |= HITINFO_GLANCING;
damageInfo->TargetState = VICTIMSTATE_HIT;
int32 leveldif = int32(victim->GetLevel()) - int32(GetLevel());
int32 leveldif = int32(victim->GetLevelForTarget(this)) - int32(GetLevel());
if (leveldif < 0)
{
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());
break;
}
if (leveldif == 0)
leveldif = 1;
if (leveldif > 3)
leveldif = 3;
// against boss-level targets - 24% chance of 25% average damage reduction (damage reduction range : 20-30%)
// against level 82 elites - 18% chance of 15% average damage reduction (damage reduction range : 10-20%)
int32 const reductionMax = leveldif * 10;
int32 const reductionMin = reductionMax - 10;
int32 const reductionMin = std::max(1, reductionMax - 10);
float reducePercent = 1.f - irand(reductionMin, reductionMax) / 100.0f;
for (uint8 i = 0; i < MAX_ITEM_PROTO_DAMAGES; ++i)
@@ -2169,10 +2177,10 @@ MeleeHitOutcome Unit::RollMeleeOutcomeAgainst(Unit const* victim, WeaponAttackTy
}
// 4. GLANCING
// 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)
// Max 40% chance to score a glancing blow against mobs of the same or higher level (only players and pets, not for ranged weapons).
if ((GetTypeId() == TYPEID_PLAYER || IsPet()) &&
victim->GetTypeId() != TYPEID_PLAYER && !victim->IsPet() &&
GetLevel() < victim->GetLevelForTarget(this))
GetLevel() <= victim->GetLevelForTarget(this))
{
// cap possible value (with bonuses > max skill)
int32 skill = attackerWeaponSkill;