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Core/Spells: Fixed target radius calculation for TARGET_DEST_*_RANDOM (#29479)
(cherry picked from commit 87f3ab11d3)
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@@ -1603,7 +1603,7 @@ void Spell::SelectImplicitCasterDestTargets(SpellEffectInfo const& spellEffectIn
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break;
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case TARGET_DEST_CASTER_RANDOM:
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if (dist > objSize)
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dist = objSize + (dist - objSize) * rand_norm();
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dist = objSize + (dist - objSize);
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break;
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case TARGET_DEST_CASTER_FRONT_LEFT:
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case TARGET_DEST_CASTER_BACK_LEFT:
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@@ -1654,8 +1654,6 @@ void Spell::SelectImplicitTargetDestTargets(SpellEffectInfo const& spellEffectIn
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{
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float angle = targetType.CalcDirectionAngle();
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float dist = spellEffectInfo.CalcRadius(nullptr, targetIndex);
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if (targetType.GetTarget() == TARGET_DEST_TARGET_RANDOM)
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dist *= rand_norm();
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Position pos = dest._position;
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target->MovePositionToFirstCollision(pos, dist, angle);
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@@ -1708,8 +1706,6 @@ void Spell::SelectImplicitDestDestTargets(SpellEffectInfo const& spellEffectInfo
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{
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float angle = targetType.CalcDirectionAngle();
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float dist = spellEffectInfo.CalcRadius(m_caster, targetIndex);
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if (targetType.GetTarget() == TARGET_DEST_DEST_RANDOM)
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dist *= rand_norm();
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Position pos = dest._position;
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m_caster->MovePositionToFirstCollision(pos, dist, angle);
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@@ -645,17 +645,26 @@ float SpellEffectInfo::CalcRadius(WorldObject* caster /*= nullptr*/, SpellTarget
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// TargetA -> TargetARadiusEntry
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// TargetB -> TargetBRadiusEntry
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// Aura effects have TargetARadiusEntry == TargetBRadiusEntry (mostly)
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SpellImplicitTargetInfo target = TargetA;
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SpellRadiusEntry const* entry = TargetARadiusEntry;
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if (targetIndex == SpellTargetIndex::TargetB && HasRadius(targetIndex))
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{
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target = TargetB;
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entry = TargetBRadiusEntry;
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}
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if (!entry)
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return 0.0f;
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float radius = entry->RadiusMin;
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// Client uses max if min is 0
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if (radius == 0.0f)
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// Random targets use random value between RadiusMin and RadiusMax
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// For other cases, client uses RadiusMax if RadiusMin is 0
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if (target.GetTarget() == TARGET_DEST_CASTER_RANDOM ||
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target.GetTarget() == TARGET_DEST_TARGET_RANDOM ||
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target.GetTarget() == TARGET_DEST_DEST_RANDOM)
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radius += (entry->RadiusMax - radius) * rand_norm();
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else if (radius == 0.0f)
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radius = entry->RadiusMax;
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if (caster)
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