diff --git a/src/server/game/Entities/GameObject/GameObject.cpp b/src/server/game/Entities/GameObject/GameObject.cpp index f258db1ca..d8897ab12 100644 --- a/src/server/game/Entities/GameObject/GameObject.cpp +++ b/src/server/game/Entities/GameObject/GameObject.cpp @@ -1731,34 +1731,40 @@ void GameObject::Use(Unit* user) uint32 zone, subzone; GetZoneAndAreaId(zone, subzone); - int32 zone_skill = sObjectMgr->GetFishingBaseSkillLevel(subzone); - if (!zone_skill) - zone_skill = sObjectMgr->GetFishingBaseSkillLevel(zone); + int32 zoneSkill = sObjectMgr->GetFishingBaseSkillLevel(subzone); + if (!zoneSkill) + zoneSkill = sObjectMgr->GetFishingBaseSkillLevel(zone); //provide error, no fishable zone or area should be 0 - if (!zone_skill) + if (!zoneSkill) LOG_ERROR("sql.sql", "Fishable areaId {} are not properly defined in `skill_fishing_base_level`.", subzone); - int32 skill = player->GetSkillValue(SKILL_FISHING); + // no miss skill is zone skill + 95 since at least patch 2.1 + int32 const noMissSkill = zoneSkill + 95; + + int32 const skill = player->GetSkillValue(SKILL_FISHING); int32 chance; - if (skill < zone_skill) + // fishing pool catches are 100% + //TODO: find reasonable value for fishing hole search + GameObject* fishingHole = LookupFishingHoleAround(20.0f + CONTACT_DISTANCE); + if (fishingHole) + chance = 100; + else if (skill < noMissSkill) { - chance = int32(pow((double)skill / zone_skill, 2) * 100); + chance = int32(pow((double)skill / noMissSkill, 2) * 100); if (chance < 1) chance = 1; } else chance = 100; - int32 roll = irand(1, 100); + int32 const roll = irand(1, 100); - LOG_DEBUG("entities.gameobject", "Fishing check (skill: {} zone min skill: {} chance {} roll: {}", skill, zone_skill, chance, roll); + LOG_DEBUG("entities.gameobject", "Fishing check (skill: {} zone min skill: {} no-miss skill: {} chance {} roll: {})", skill, zoneSkill, noMissSkill, chance, roll); - if (sScriptMgr->OnPlayerUpdateFishingSkill(player, skill, zone_skill, chance, roll)) - { + if (sScriptMgr->OnPlayerUpdateFishingSkill(player, skill, zoneSkill, chance, roll)) player->UpdateFishingSkill(); - } // but you will likely cause junk in areas that require a high fishing skill (not yet implemented) if (chance >= roll) { @@ -1768,11 +1774,10 @@ void GameObject::Use(Unit* user) SetOwnerGUID(player->GetGUID()); SetSpellId(0); // prevent removing unintended auras at Unit::RemoveGameObject - //TODO: find reasonable value for fishing hole search - GameObject* ok = LookupFishingHoleAround(20.0f + CONTACT_DISTANCE); - if (ok) + // fishing pool catch + if (fishingHole) { - ok->Use(player); + fishingHole->Use(player); SetLootState(GO_JUST_DEACTIVATED); } else