diff options
-rw-r--r-- | src/server/game/Entities/Unit/StatSystem.cpp | 98 | ||||
-rw-r--r-- | src/server/game/Entities/Unit/Unit.cpp | 120 | ||||
-rw-r--r-- | src/server/game/Entities/Unit/Unit.h | 2 |
3 files changed, 116 insertions, 104 deletions
diff --git a/src/server/game/Entities/Unit/StatSystem.cpp b/src/server/game/Entities/Unit/StatSystem.cpp index 2170ba4d7c7..88fb805a71d 100644 --- a/src/server/game/Entities/Unit/StatSystem.cpp +++ b/src/server/game/Entities/Unit/StatSystem.cpp @@ -577,7 +577,7 @@ void Player::UpdateHealingDonePercentMod() SetUpdateFieldStatValue(m_values.ModifyValue(&Player::m_activePlayerData).ModifyValue(&UF::ActivePlayerData::ModHealingDonePercent), value); } -const float m_diminishing_k[MAX_CLASSES] = +float const m_diminishing_k[MAX_CLASSES] = { 0.9560f, // Warrior 0.9560f, // Paladin @@ -593,27 +593,50 @@ const float m_diminishing_k[MAX_CLASSES] = 0.9830f // Demon Hunter }; -void Player::UpdateParryPercentage() +// helper function +float CalculateDiminishingReturns(float const (&capArray)[MAX_CLASSES], uint8 playerClass, float nonDiminishValue, float diminishValue) { - const float parry_cap[MAX_CLASSES] = - { - 65.631440f, // Warrior - 65.631440f, // Paladin - 145.560408f, // Hunter - 145.560408f, // Rogue - 0.0f, // Priest - 65.631440f, // DK - 145.560408f, // Shaman - 0.0f, // Mage - 0.0f, // Warlock - 90.6425f, // Monk - 0.0f, // Druid - 65.631440f // Demon Hunter - }; + // 1 1 k cx + // --- = --- + --- <=> x' = -------- + // x' c x x + ck + + // where: + // k is m_diminishing_k for that class + // c is capArray for that class + // x is chance before DR (diminishValue) + // x' is chance after DR (our result) + + uint32 const classIdx = playerClass - 1; + + float const k = m_diminishing_k[classIdx]; + float const c = capArray[classIdx]; + + float result = c * diminishValue / (diminishValue + c * k); + result += nonDiminishValue; + return result; +} + +float const parry_cap[MAX_CLASSES] = +{ + 65.631440f, // Warrior + 65.631440f, // Paladin + 145.560408f, // Hunter + 145.560408f, // Rogue + 0.0f, // Priest + 65.631440f, // DK + 145.560408f, // Shaman + 0.0f, // Mage + 0.0f, // Warlock + 90.6425f, // Monk + 0.0f, // Druid + 65.631440f // Demon Hunter +}; +void Player::UpdateParryPercentage() +{ // No parry float value = 0.0f; - uint32 pclass = getClass()-1; + uint32 pclass = getClass() - 1; if (CanParry() && parry_cap[pclass] > 0.0f) { float nondiminishing = 5.0f; @@ -621,8 +644,9 @@ void Player::UpdateParryPercentage() float diminishing = GetRatingBonusValue(CR_PARRY); // Parry from SPELL_AURA_MOD_PARRY_PERCENT aura nondiminishing += GetTotalAuraModifier(SPELL_AURA_MOD_PARRY_PERCENT); + // apply diminishing formula to diminishing parry chance - value = nondiminishing + diminishing * parry_cap[pclass] / (diminishing + parry_cap[pclass] * m_diminishing_k[pclass]); + value = CalculateDiminishingReturns(parry_cap, getClass(), nondiminishing, diminishing); if (sWorld->getBoolConfig(CONFIG_STATS_LIMITS_ENABLE)) value = value > sWorld->getFloatConfig(CONFIG_STATS_LIMITS_PARRY) ? sWorld->getFloatConfig(CONFIG_STATS_LIMITS_PARRY) : value; @@ -631,33 +655,33 @@ void Player::UpdateParryPercentage() SetUpdateFieldStatValue(m_values.ModifyValue(&Player::m_activePlayerData).ModifyValue(&UF::ActivePlayerData::ParryPercentage), value); } -void Player::UpdateDodgePercentage() +float const dodge_cap[MAX_CLASSES] = { - const float dodge_cap[MAX_CLASSES] = - { - 65.631440f, // Warrior - 65.631440f, // Paladin - 145.560408f, // Hunter - 145.560408f, // Rogue - 150.375940f, // Priest - 65.631440f, // DK - 145.560408f, // Shaman - 150.375940f, // Mage - 150.375940f, // Warlock - 145.560408f, // Monk - 116.890707f, // Druid - 145.560408f // Demon Hunter - }; + 65.631440f, // Warrior + 65.631440f, // Paladin + 145.560408f, // Hunter + 145.560408f, // Rogue + 150.375940f, // Priest + 65.631440f, // DK + 145.560408f, // Shaman + 150.375940f, // Mage + 150.375940f, // Warlock + 145.560408f, // Monk + 116.890707f, // Druid + 145.560408f // Demon Hunter +}; +void Player::UpdateDodgePercentage() +{ float diminishing = 0.0f, nondiminishing = 0.0f; GetDodgeFromAgility(diminishing, nondiminishing); // Dodge from SPELL_AURA_MOD_DODGE_PERCENT aura nondiminishing += GetTotalAuraModifier(SPELL_AURA_MOD_DODGE_PERCENT); // Dodge from rating diminishing += GetRatingBonusValue(CR_DODGE); + // apply diminishing formula to diminishing dodge chance - uint32 pclass = getClass()-1; - float value = nondiminishing + (diminishing * dodge_cap[pclass] / (diminishing + dodge_cap[pclass] * m_diminishing_k[pclass])); + float value = CalculateDiminishingReturns(dodge_cap, getClass(), nondiminishing, diminishing); if (sWorld->getBoolConfig(CONFIG_STATS_LIMITS_ENABLE)) value = value > sWorld->getFloatConfig(CONFIG_STATS_LIMITS_DODGE) ? sWorld->getFloatConfig(CONFIG_STATS_LIMITS_DODGE) : value; diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp index 590d2148a84..142cc75a20d 100644 --- a/src/server/game/Entities/Unit/Unit.cpp +++ b/src/server/game/Entities/Unit/Unit.cpp @@ -1474,27 +1474,22 @@ void Unit::DealMeleeDamage(CalcDamageInfo* damageInfo, bool durabilityLoss) GetTypeId() != TYPEID_PLAYER && !ToCreature()->IsControlledByPlayer() && !victim->HasInArc(float(M_PI), this) && (victim->GetTypeId() == TYPEID_PLAYER || !victim->ToCreature()->isWorldBoss())&& !victim->IsVehicle()) { - // -probability is between 0% and 40% // 20% base chance - float Probability = 20.0f; + float chance = 20.0f; // there is a newbie protection, at level 10 just 7% base chance; assuming linear function if (victim->getLevel() < 30) - Probability = 0.65f * victim->GetLevelForTarget(this) + 0.5f; - - uint32 VictimDefense = victim->GetMaxSkillValueForLevel(this); - uint32 AttackerMeleeSkill = GetMaxSkillValueForLevel(); - - Probability *= AttackerMeleeSkill/(float)VictimDefense*0.16f; + chance = 0.65f * victim->GetLevelForTarget(this) + 0.5f; - if (Probability < 0) - Probability = 0; + uint32 const victimDefense = victim->GetMaxSkillValueForLevel(this); + uint32 const attackerMeleeSkill = GetMaxSkillValueForLevel(); - if (Probability > 40.0f) - Probability = 40.0f; + chance *= attackerMeleeSkill / float(victimDefense) * 0.16f; - if (roll_chance_f(Probability)) - CastSpell(victim, 1604, true); + // -probability is between 0% and 40% + RoundToInterval(chance, 0.0f, 40.0f); + if (roll_chance_f(chance)) + CastSpell(victim, 1604 /*SPELL_DAZED*/, true); } if (GetTypeId() == TYPEID_PLAYER) @@ -1676,29 +1671,28 @@ uint32 Unit::CalcSpellResistedDamage(Unit* attacker, Unit* victim, uint32 damage return 0; } - float averageResist = GetEffectiveResistChance(this, schoolMask, victim, spellInfo); - - float discreteResistProbability[11]; - for (uint32 i = 0; i < 11; ++i) - { - discreteResistProbability[i] = 0.5f - 2.5f * std::fabs(0.1f * i - averageResist); - if (discreteResistProbability[i] < 0.0f) - discreteResistProbability[i] = 0.0f; - } + float const averageResist = CalculateAverageResistReduction(schoolMask, victim, spellInfo); + float discreteResistProbability[11] = { }; if (averageResist <= 0.1f) { discreteResistProbability[0] = 1.0f - 7.5f * averageResist; discreteResistProbability[1] = 5.0f * averageResist; discreteResistProbability[2] = 2.5f * averageResist; } + else + { + for (uint32 i = 0; i < 11; ++i) + discreteResistProbability[i] = std::max(0.5f - 2.5f * std::fabs(0.1f * i - averageResist), 0.0f); + } - uint32 resistance = 0; - float r = float(rand_norm()); - float probabilitySum = discreteResistProbability[0]; + float roll = float(rand_norm()); + float probabilitySum = 0.0f; - while (r >= probabilitySum && resistance < 10) - probabilitySum += discreteResistProbability[++resistance]; + uint32 resistance = 0; + for (; resistance < 11; ++resistance) + if (roll < (probabilitySum += discreteResistProbability[resistance])) + break; float damageResisted = damage * resistance / 10.f; if (damageResisted > 0.0f) // if any damage was resisted @@ -1714,31 +1708,31 @@ uint32 Unit::CalcSpellResistedDamage(Unit* attacker, Unit* victim, uint32 damage if (spellInfo && spellInfo->HasAttribute(SPELL_ATTR0_CU_SCHOOLMASK_NORMAL_WITH_MAGIC)) { uint32 damageAfterArmor = CalcArmorReducedDamage(attacker, victim, damage, spellInfo, BASE_ATTACK); - uint32 armorReduction = damage - damageAfterArmor; - if (armorReduction < damageResisted) // pick the lower one, the weakest resistance counts - damageResisted = armorReduction; + float armorReduction = damage - damageAfterArmor; + + // pick the lower one, the weakest resistance counts + damageResisted = std::min(damageResisted, armorReduction); } } - return damageResisted; + damageResisted = std::max(damageResisted, 0.f); + return uint32(damageResisted); } -float Unit::GetEffectiveResistChance(Unit const* owner, SpellSchoolMask schoolMask, Unit const* victim, SpellInfo const* spellInfo) +float Unit::CalculateAverageResistReduction(SpellSchoolMask schoolMask, Unit const* victim, SpellInfo const* spellInfo) const { float victimResistance = float(victim->GetResistance(schoolMask)); - if (owner) + + // pets inherit 100% of masters penetration + // excluding traps + Player const* player = GetSpellModOwner(); + if (player && GetEntry() != WORLD_TRIGGER) { - // pets inherit 100% of masters penetration - // excluding traps - Player const* player = owner->GetSpellModOwner(); - if (player && owner->GetEntry() != WORLD_TRIGGER) - { - victimResistance += float(player->GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_TARGET_RESISTANCE, schoolMask)); - victimResistance -= float(player->GetSpellPenetrationItemMod()); - } - else - victimResistance += float(owner->GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_TARGET_RESISTANCE, schoolMask)); + victimResistance += float(player->GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_TARGET_RESISTANCE, schoolMask)); + victimResistance -= float(player->GetSpellPenetrationItemMod()); } + else + victimResistance += float(GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_TARGET_RESISTANCE, schoolMask)); // holy resistance exists in pve and comes from level difference, ignore template values if (schoolMask & SPELL_SCHOOL_MASK_HOLY) @@ -1749,8 +1743,10 @@ float Unit::GetEffectiveResistChance(Unit const* owner, SpellSchoolMask schoolMa victimResistance = 0.0f; victimResistance = std::max(victimResistance, 0.0f); - if (owner) - victimResistance += std::max((float(victim->GetLevelForTarget(owner)) - float(owner->GetLevelForTarget(victim))) * 5.0f, 0.0f); + + // level-based resistance does not apply to binary spells, and cannot be overcome by spell penetration + if (!spellInfo->HasAttribute(SPELL_ATTR0_CU_BINARY_SPELL)) + victimResistance += std::max((float(victim->GetLevelForTarget(this)) - float(GetLevelForTarget(victim))) * 5.0f, 0.0f); static uint32 const bossLevel = 83; static float const bossResistanceConstant = 510.0f; @@ -2534,7 +2530,6 @@ SpellMissInfo Unit::MeleeSpellHitResult(Unit* victim, SpellInfo const* spellInfo return SPELL_MISS_NONE; } -/// @todo need use unit spell resistances in calculations SpellMissInfo Unit::MagicSpellHitResult(Unit* victim, SpellInfo const* spellInfo) const { // Can`t miss on dead target (on skinning for example) @@ -2590,23 +2585,21 @@ SpellMissInfo Unit::MagicSpellHitResult(Unit* victim, SpellInfo const* spellInfo int32 tmp = 10000 - HitChance; int32 rand = irand(0, 9999); - if (rand < tmp) + if (tmp > 0 && rand < tmp) return SPELL_MISS_MISS; // Chance resist mechanic (select max value from every mechanic spell effect) int32 resist_chance = victim->GetMechanicResistChance(spellInfo) * 100; - tmp += resist_chance; // Roll chance - if (rand < tmp) + if (resist_chance > 0 && rand < (tmp += resist_chance)) return SPELL_MISS_RESIST; // cast by caster in front of victim if (!victim->HasUnitState(UNIT_STATE_CONTROLLED) && (victim->HasInArc(float(M_PI), this) || victim->HasAuraType(SPELL_AURA_IGNORE_HIT_DIRECTION))) { int32 deflect_chance = victim->GetTotalAuraModifier(SPELL_AURA_DEFLECT_SPELLS) * 100; - tmp += deflect_chance; - if (rand < tmp) + if (deflect_chance > 0 && rand < (tmp += deflect_chance)) return SPELL_MISS_DEFLECT; } @@ -2748,7 +2741,7 @@ float Unit::GetUnitParryChance(WeaponAttackType attType, Unit const* victim) con float Unit::GetUnitMissChance(WeaponAttackType attType) const { - float miss_chance = 5.00f; + float miss_chance = 5.0f; if (attType == RANGED_ATTACK) miss_chance -= GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKER_RANGED_HIT_CHANCE); @@ -12426,25 +12419,23 @@ void Unit::ApplyResilience(Unit const* victim, int32* damage) const // Melee based spells can be miss, parry or dodge on this step // Crit or block - determined on damage calculation phase! (and can be both in some time) -float Unit::MeleeSpellMissChance(const Unit* victim, WeaponAttackType attType, uint32 spellId) const +float Unit::MeleeSpellMissChance(Unit const* victim, WeaponAttackType attType, uint32 spellId) const { //calculate miss chance float missChance = victim->GetUnitMissChance(attType); + // melee attacks while dual wielding have +19% chance to miss if (!spellId && haveOffhandWeapon() && !IsInFeralForm()) - missChance += 19; - - // Calculate hit chance - float hitChance = 100.0f; + missChance += 19.0f; // Spellmod from SPELLMOD_RESIST_MISS_CHANCE + float resistMissChance = 100.0f; if (spellId) { if (Player* modOwner = GetSpellModOwner()) - modOwner->ApplySpellMod(spellId, SPELLMOD_RESIST_MISS_CHANCE, hitChance); + modOwner->ApplySpellMod(spellId, SPELLMOD_RESIST_MISS_CHANCE, resistMissChance); } - - missChance += hitChance - 100.0f; + missChance -= resistMissChance - 100.0f; if (attType == RANGED_ATTACK) missChance -= m_modRangedHitChance; @@ -12452,10 +12443,7 @@ float Unit::MeleeSpellMissChance(const Unit* victim, WeaponAttackType attType, u missChance -= m_modMeleeHitChance; // Limit miss chance from 0 to 60% - if (missChance < 0.0f) - return 0.0f; - if (missChance > 77.0f) - return 77.0f; + RoundToInterval(missChance, 0.f, 60.f); return missChance; } @@ -13562,7 +13550,7 @@ void Unit::SendClearTarget() int32 Unit::GetResistance(SpellSchoolMask mask) const { Optional<int32> resist; - for (int i = SPELL_SCHOOL_NORMAL; i < MAX_SPELL_SCHOOL; ++i) + for (int32 i = SPELL_SCHOOL_NORMAL; i < MAX_SPELL_SCHOOL; ++i) { int32 schoolResistance = GetResistance(SpellSchools(i)) + GetBonusResistanceMod(SpellSchools(i)); if (mask & (1 << i) && (!resist || *resist > schoolResistance)) diff --git a/src/server/game/Entities/Unit/Unit.h b/src/server/game/Entities/Unit/Unit.h index e96b63f7013..70271f3023b 100644 --- a/src/server/game/Entities/Unit/Unit.h +++ b/src/server/game/Entities/Unit/Unit.h @@ -1042,7 +1042,7 @@ class TC_GAME_API Unit : public WorldObject int32 GetResistance(SpellSchoolMask mask) const; void SetResistance(SpellSchools school, int32 val) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::Resistances, school), val); } void SetBonusResistanceMod(SpellSchools school, int32 val) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::BonusResistanceMods, school), val); } - float GetEffectiveResistChance(Unit const* owner, SpellSchoolMask schoolMask, Unit const* victim, SpellInfo const* spellInfo = nullptr); + float CalculateAverageResistReduction(SpellSchoolMask schoolMask, Unit const* victim, SpellInfo const* spellInfo = nullptr) const; uint64 GetHealth() const { return m_unitData->Health; } uint64 GetMaxHealth() const { return m_unitData->MaxHealth; } |