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Refactoring & fixes of damage calculation
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8149cd6173
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1418ce4678
@ -14,6 +14,7 @@
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#include "../CStack.h"
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#include "BattleInfo.h"
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#include "DamageCalculator.h"
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#include "../NetPacks.h"
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#include "../spells/CSpellHandler.h"
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#include "../mapObjects/CGTownInstance.h"
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@ -25,33 +26,6 @@ VCMI_LIB_NAMESPACE_BEGIN
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namespace SiegeStuffThatShouldBeMovedToHandlers // <=== TODO
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{
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static void retrieveTurretDamageRange(const CGTownInstance * town, const battle::Unit * turret, double & outMinDmg, double & outMaxDmg)//does not match OH3 yet, but damage is somewhat close
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{
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// http://heroes.thelazy.net/wiki/Arrow_tower
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assert(turret->creatureIndex() == CreatureID::ARROW_TOWERS);
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assert(town);
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assert(turret->getPosition() >= -4 && turret->getPosition() <= -2);
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// base damage, irregardless of town level
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static const int baseDamageKeep = 10;
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static const int baseDamageTower = 6;
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// extra damage, for each building in town
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static const int extraDamage = 2;
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const int townLevel = town->getTownLevel();
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int minDamage;
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if (turret->getPosition() == BattleHex::CASTLE_CENTRAL_TOWER)
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minDamage = baseDamageKeep + townLevel * extraDamage;
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else
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minDamage = baseDamageTower + townLevel / 2 * extraDamage;
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outMinDmg = minDamage;
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outMaxDmg = minDamage * 2;
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}
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static BattleHex lineToWallHex(int line) //returns hex with wall in given line (y coordinate)
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{
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static const BattleHex lineToHex[] = {12, 29, 45, 62, 78, 96, 112, 130, 147, 165, 182};
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@ -789,277 +763,24 @@ bool CBattleInfoCallback::battleCanShoot(const battle::Unit * attacker, BattleHe
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TDmgRange CBattleInfoCallback::calculateDmgRange(const BattleAttackInfo & info) const
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{
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auto battleBonusValue = [&](const IBonusBearer * bearer, CSelector selector) -> int
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{
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auto noLimit = Selector::effectRange()(Bonus::NO_LIMIT);
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auto limitMatches = info.shooting
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? Selector::effectRange()(Bonus::ONLY_DISTANCE_FIGHT)
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: Selector::effectRange()(Bonus::ONLY_MELEE_FIGHT);
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DamageCalculator calculator(*this, info);
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//any regular bonuses or just ones for melee/ranged
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return bearer->getBonuses(selector, noLimit.Or(limitMatches))->totalValue();
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};
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const IBonusBearer * attackerBonuses = info.attacker;
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const IBonusBearer * defenderBonuses = info.defender;
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double additiveBonus = 1.0 + info.additiveBonus;
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double multBonus = 1.0 * info.multBonus;
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double minDmg = 0.0;
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double maxDmg = 0.0;
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minDmg = info.attacker->getMinDamage(info.shooting);
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maxDmg = info.attacker->getMaxDamage(info.shooting);
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minDmg *= info.attacker->getCount(),
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maxDmg *= info.attacker->getCount();
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if(info.attacker->creatureIndex() == CreatureID::ARROW_TOWERS)
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{
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SiegeStuffThatShouldBeMovedToHandlers::retrieveTurretDamageRange(battleGetDefendedTown(), info.attacker, minDmg, maxDmg);
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TDmgRange unmodifiableTowerDamage = std::make_pair(int64_t(minDmg), int64_t(maxDmg));
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return unmodifiableTowerDamage;
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}
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const std::string cachingStrSiedgeWeapon = "type_SIEGE_WEAPON";
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static const auto selectorSiedgeWeapon = Selector::type()(Bonus::SIEGE_WEAPON);
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if(attackerBonuses->hasBonus(selectorSiedgeWeapon, cachingStrSiedgeWeapon) && info.attacker->creatureIndex() != CreatureID::ARROW_TOWERS) //any siege weapon, but only ballista can attack (second condition - not arrow turret)
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{ //minDmg and maxDmg are multiplied by hero attack + 1
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auto retrieveHeroPrimSkill = [&](int skill) -> int
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{
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std::shared_ptr<const Bonus> b = attackerBonuses->getBonus(Selector::sourceTypeSel(Bonus::HERO_BASE_SKILL).And(Selector::typeSubtype(Bonus::PRIMARY_SKILL, skill)));
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return b ? b->val : 0; //if there is no hero or no info on his primary skill, return 0
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};
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minDmg *= retrieveHeroPrimSkill(PrimarySkill::ATTACK) + 1;
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maxDmg *= retrieveHeroPrimSkill(PrimarySkill::ATTACK) + 1;
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}
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double attackDefenceDifference = 0.0;
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double multAttackReduction = 1.0 - battleBonusValue(attackerBonuses, Selector::type()(Bonus::GENERAL_ATTACK_REDUCTION)) / 100.0;
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attackDefenceDifference += info.attacker->getAttack(info.shooting) * multAttackReduction;
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double multDefenceReduction = 1.0 - battleBonusValue(attackerBonuses, Selector::type()(Bonus::ENEMY_DEFENCE_REDUCTION)) / 100.0;
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attackDefenceDifference -= info.defender->getDefense(info.shooting) * multDefenceReduction;
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const std::string cachingStrSlayer = "type_SLAYER";
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static const auto selectorSlayer = Selector::type()(Bonus::SLAYER);
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//slayer handling //TODO: apply only ONLY_MELEE_FIGHT / DISTANCE_FIGHT?
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auto slayerEffects = attackerBonuses->getBonuses(selectorSlayer, cachingStrSlayer);
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if(std::shared_ptr<const Bonus> slayerEffect = slayerEffects->getFirst(Selector::all))
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{
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std::vector<int32_t> affectedIds;
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const auto spLevel = slayerEffect->val;
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const CCreature * defenderType = info.defender->unitType();
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bool isAffected = false;
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for(const auto & b : defenderType->getBonusList())
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{
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if((b->type == Bonus::KING3 && spLevel >= 3) || //expert
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(b->type == Bonus::KING2 && spLevel >= 2) || //adv +
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(b->type == Bonus::KING1 && spLevel >= 0)) //none or basic +
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{
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isAffected = true;
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break;
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}
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}
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if(isAffected)
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{
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attackDefenceDifference += SpellID(SpellID::SLAYER).toSpell()->getLevelPower(spLevel);
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if(info.attacker->hasBonusOfType(Bonus::SPECIAL_PECULIAR_ENCHANT, SpellID::SLAYER))
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{
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ui8 attackerTier = info.attacker->unitType()->level;
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ui8 specialtyBonus = std::max(5 - attackerTier, 0);
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attackDefenceDifference += specialtyBonus;
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}
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}
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}
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//bonus from attack/defense skills
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if(attackDefenceDifference < 0) //decreasing dmg
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{
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const double defenseMultiplier = VLC->modh->settings.DEFENSE_POINT_DMG_MULTIPLIER;
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const double defenseMultiplierCap = VLC->modh->settings.DEFENSE_POINTS_DMG_MULTIPLIER_CAP;
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const double dec = std::min(defenseMultiplier * (-attackDefenceDifference), defenseMultiplierCap);
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multBonus *= 1.0 - dec;
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}
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else //increasing dmg
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{
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const double attackMultiplier = VLC->modh->settings.ATTACK_POINT_DMG_MULTIPLIER;
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const double attackMultiplierCap = VLC->modh->settings.ATTACK_POINTS_DMG_MULTIPLIER_CAP;
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const double inc = std::min(attackMultiplier * attackDefenceDifference, attackMultiplierCap);
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additiveBonus += inc;
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}
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const std::string cachingStrJousting = "type_JOUSTING";
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static const auto selectorJousting = Selector::type()(Bonus::JOUSTING);
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const std::string cachingStrChargeImmunity = "type_CHARGE_IMMUNITY";
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static const auto selectorChargeImmunity = Selector::type()(Bonus::CHARGE_IMMUNITY);
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//applying jousting bonus
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if(info.chargedFields > 0 && attackerBonuses->hasBonus(selectorJousting, cachingStrJousting) && !defenderBonuses->hasBonus(selectorChargeImmunity, cachingStrChargeImmunity))
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additiveBonus += info.chargedFields * 0.05;
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//handling secondary abilities and artifacts giving premies to them
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const std::string cachingStrArchery = "type_SECONDARY_SKILL_PREMYs_ARCHERY";
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static const auto selectorArchery = Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ARCHERY);
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const std::string cachingStrOffence = "type_SECONDARY_SKILL_PREMYs_OFFENCE";
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static const auto selectorOffence = Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::OFFENCE);
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const std::string cachingStrArmorer = "type_SECONDARY_SKILL_PREMYs_ARMORER";
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static const auto selectorArmorer = Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ARMORER);
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if(info.shooting)
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additiveBonus += attackerBonuses->valOfBonuses(selectorArchery, cachingStrArchery) / 100.0;
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else
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additiveBonus += attackerBonuses->valOfBonuses(selectorOffence, cachingStrOffence) / 100.0;
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multBonus *= (std::max(0, 100 - defenderBonuses->valOfBonuses(selectorArmorer, cachingStrArmorer))) / 100.0;
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//handling hate effect
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//assume that unit have only few HATE features and cache them all
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const std::string cachingStrHate = "type_HATE";
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static const auto selectorHate = Selector::type()(Bonus::HATE);
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auto allHateEffects = attackerBonuses->getBonuses(selectorHate, cachingStrHate);
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additiveBonus += allHateEffects->valOfBonuses(Selector::subtype()(info.defender->creatureIndex())) / 100.0;
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const std::string cachingStrMeleeReduction = "type_GENERAL_DAMAGE_REDUCTIONs_0";
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static const auto selectorMeleeReduction = Selector::typeSubtype(Bonus::GENERAL_DAMAGE_REDUCTION, 0);
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const std::string cachingStrRangedReduction = "type_GENERAL_DAMAGE_REDUCTIONs_1";
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static const auto selectorRangedReduction = Selector::typeSubtype(Bonus::GENERAL_DAMAGE_REDUCTION, 1);
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//handling spell effects
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if(!info.shooting) //eg. shield
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{
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multBonus *= (100 - defenderBonuses->valOfBonuses(selectorMeleeReduction, cachingStrMeleeReduction)) / 100.0;
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}
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else //eg. air shield
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{
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multBonus *= (100 - defenderBonuses->valOfBonuses(selectorRangedReduction, cachingStrRangedReduction)) / 100.0;
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}
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if(info.shooting)
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{
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//todo: set actual percentage in spell bonus configuration instead of just level; requires non trivial backward compatibility handling
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//get list first, total value of 0 also counts
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TConstBonusListPtr forgetfulList = attackerBonuses->getBonuses(Selector::type()(Bonus::FORGETFULL),"type_FORGETFULL");
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if(!forgetfulList->empty())
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{
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int forgetful = forgetfulList->valOfBonuses(Selector::all);
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//none of basic level
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if(forgetful == 0 || forgetful == 1)
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multBonus *= 0.5;
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else
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logGlobal->warn("Attempt to calculate shooting damage with adv+ FORGETFULL effect");
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}
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}
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const std::string cachingStrForcedMinDamage = "type_ALWAYS_MINIMUM_DAMAGE";
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static const auto selectorForcedMinDamage = Selector::type()(Bonus::ALWAYS_MINIMUM_DAMAGE);
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const std::string cachingStrForcedMaxDamage = "type_ALWAYS_MAXIMUM_DAMAGE";
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static const auto selectorForcedMaxDamage = Selector::type()(Bonus::ALWAYS_MAXIMUM_DAMAGE);
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TConstBonusListPtr curseEffects = attackerBonuses->getBonuses(selectorForcedMinDamage, cachingStrForcedMinDamage);
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TConstBonusListPtr blessEffects = attackerBonuses->getBonuses(selectorForcedMaxDamage, cachingStrForcedMaxDamage);
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int curseBlessAdditiveModifier = blessEffects->totalValue() - curseEffects->totalValue();
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double curseMultiplicativePenalty = curseEffects->size() ? (*std::max_element(curseEffects->begin(), curseEffects->end(), &Bonus::compareByAdditionalInfo<std::shared_ptr<Bonus>>))->additionalInfo[0] : 0;
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if(curseMultiplicativePenalty) //curse handling (partial, the rest is below)
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{
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multBonus *= 1.0 - curseMultiplicativePenalty/100;
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}
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const std::string cachingStrAdvAirShield = "isAdvancedAirShield";
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auto isAdvancedAirShield = [](const Bonus* bonus)
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{
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return bonus->source == Bonus::SPELL_EFFECT
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&& bonus->sid == SpellID::AIR_SHIELD
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&& bonus->val >= SecSkillLevel::ADVANCED;
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};
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if(info.shooting)
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{
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//wall / distance penalty + advanced air shield
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BattleHex attackerPos = info.attackerPos.isValid() ? info.attackerPos : info.attacker->getPosition();
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BattleHex defenderPos = info.defenderPos.isValid() ? info.defenderPos : info.defender->getPosition();
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const bool distPenalty = battleHasDistancePenalty(attackerBonuses, attackerPos, defenderPos);
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const bool obstaclePenalty = battleHasWallPenalty(attackerBonuses, attackerPos, defenderPos);
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if(distPenalty || defenderBonuses->hasBonus(isAdvancedAirShield, cachingStrAdvAirShield))
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multBonus *= 0.5;
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if(obstaclePenalty)
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multBonus *= 0.5; //cumulative
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}
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else
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{
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const std::string cachingStrNoMeleePenalty = "type_NO_MELEE_PENALTY";
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static const auto selectorNoMeleePenalty = Selector::type()(Bonus::NO_MELEE_PENALTY);
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if(info.attacker->isShooter() && !attackerBonuses->hasBonus(selectorNoMeleePenalty, cachingStrNoMeleePenalty))
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multBonus *= 0.5;
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}
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// psychic elementals versus mind immune units 50%
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if(info.attacker->creatureIndex() == CreatureID::PSYCHIC_ELEMENTAL)
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{
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const std::string cachingStrMindImmunity = "type_MIND_IMMUNITY";
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static const auto selectorMindImmunity = Selector::type()(Bonus::MIND_IMMUNITY);
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if(defenderBonuses->hasBonus(selectorMindImmunity, cachingStrMindImmunity))
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multBonus *= 0.5;
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}
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// TODO attack on petrified unit 50%
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// blinded unit retaliates
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minDmg *= additiveBonus * multBonus;
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maxDmg *= additiveBonus * multBonus;
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if(curseEffects->size()) //curse handling (rest)
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{
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minDmg += curseBlessAdditiveModifier;
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maxDmg = minDmg;
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}
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else if(blessEffects->size()) //bless handling
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{
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maxDmg += curseBlessAdditiveModifier;
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minDmg = maxDmg;
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}
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TDmgRange returnedVal = std::make_pair(int64_t(minDmg), int64_t(maxDmg));
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//damage cannot be less than 1
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vstd::amax(returnedVal.first, 1);
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vstd::amax(returnedVal.second, 1);
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return returnedVal;
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return calculator.calculateDmgRange();
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}
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TDmgRange CBattleInfoCallback::battleEstimateDamage(const CStack * attacker, const CStack * defender, TDmgRange * retaliationDmg) const
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TDmgRange CBattleInfoCallback::battleEstimateDamage(const battle::Unit * attacker, const battle::Unit * defender, BattleHex attackerPosition, TDmgRange * retaliationDmg) const
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{
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RETURN_IF_NOT_BATTLE(std::make_pair(0, 0));
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auto reachability = battleGetDistances(attacker, attacker->getPosition());
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int movementDistance = reachability[attackerPosition];
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return battleEstimateDamage(attacker, defender, movementDistance, retaliationDmg);
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}
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TDmgRange CBattleInfoCallback::battleEstimateDamage(const battle::Unit * attacker, const battle::Unit * defender, int movementDistance, TDmgRange * retaliationDmg) const
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{
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RETURN_IF_NOT_BATTLE(std::make_pair(0, 0));
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const bool shooting = battleCanShoot(attacker, defender->getPosition());
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const BattleAttackInfo bai(attacker, defender, shooting);
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const BattleAttackInfo bai(attacker, defender, movementDistance, shooting);
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return battleEstimateDamage(bai, retaliationDmg);
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}
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@ -104,8 +104,12 @@ public:
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TDmgRange calculateDmgRange(const BattleAttackInfo & info) const; //charge - number of hexes travelled before attack (for champion's jousting); returns pair <min dmg, max dmg>
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TDmgRange battleEstimateDamage(const BattleAttackInfo & bai, TDmgRange * retaliationDmg = nullptr) const; //estimates damage dealt by attacker to defender; it may be not precise especially when stack has randomly working bonuses; returns pair <min dmg, max dmg>
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TDmgRange battleEstimateDamage(const CStack * attacker, const CStack * defender, TDmgRange * retaliationDmg = nullptr) const; //estimates damage dealt by attacker to defender; it may be not precise especially when stack has randomly working bonuses; returns pair <min dmg, max dmg>
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/// estimates damage dealt by attacker to defender;
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/// only non-random bonuses are considered in estimation
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/// returns pair <min dmg, max dmg>
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TDmgRange battleEstimateDamage(const BattleAttackInfo & bai, TDmgRange * retaliationDmg = nullptr) const;
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TDmgRange battleEstimateDamage(const battle::Unit * attacker, const battle::Unit * defender, BattleHex attackerPosition, TDmgRange * retaliationDmg = nullptr) const;
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TDmgRange battleEstimateDamage(const battle::Unit * attacker, const battle::Unit * defender, int movementDistance, TDmgRange * retaliationDmg = nullptr) const;
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bool battleHasDistancePenalty(const IBonusBearer * shooter, BattleHex shooterPosition, BattleHex destHex) const;
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bool battleHasWallPenalty(const IBonusBearer * shooter, BattleHex shooterPosition, BattleHex destHex) const;
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521
lib/battle/DamageCalculator.cpp
Normal file
521
lib/battle/DamageCalculator.cpp
Normal file
@ -0,0 +1,521 @@
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/*
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* DamageCalculator.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "DamageCalculator.h"
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#include "CBattleInfoCallback.h"
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#include "Unit.h"
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#include "../HeroBonus.h"
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#include "../mapObjects/CGTownInstance.h"
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#include "../spells/CSpellHandler.h"
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#include "../CModHandler.h"
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namespace SiegeStuffThatShouldBeMovedToHandlers // <=== TODO
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{
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static void retrieveTurretDamageRange(const CGTownInstance * town, const battle::Unit * turret, double & outMinDmg, double & outMaxDmg)
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{
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// http://heroes.thelazy.net/wiki/Arrow_tower
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assert(turret->creatureIndex() == CreatureID::ARROW_TOWERS);
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assert(town);
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assert(turret->getPosition() >= -4 && turret->getPosition() <= -2);
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// base damage, irregardless of town level
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static const int baseDamageKeep = 10;
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static const int baseDamageTower = 6;
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// extra damage, for each building in town
|
||||
static const int extraDamage = 2;
|
||||
|
||||
const int townLevel = town->getTownLevel();
|
||||
|
||||
int minDamage;
|
||||
|
||||
if (turret->getPosition() == BattleHex::CASTLE_CENTRAL_TOWER)
|
||||
minDamage = baseDamageKeep + townLevel * extraDamage;
|
||||
else
|
||||
minDamage = baseDamageTower + townLevel / 2 * extraDamage;
|
||||
|
||||
outMinDmg = minDamage;
|
||||
outMaxDmg = minDamage * 2;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
TDmgRange DamageCalculator::getBaseDamageSingle() const
|
||||
{
|
||||
double minDmg = 0.0;
|
||||
double maxDmg = 0.0;
|
||||
|
||||
minDmg = info.attacker->getMinDamage(info.shooting);
|
||||
maxDmg = info.attacker->getMaxDamage(info.shooting);
|
||||
|
||||
if(info.attacker->creatureIndex() == CreatureID::ARROW_TOWERS)
|
||||
SiegeStuffThatShouldBeMovedToHandlers::retrieveTurretDamageRange(callback.battleGetDefendedTown(), info.attacker, minDmg, maxDmg);
|
||||
|
||||
const std::string cachingStrSiedgeWeapon = "type_SIEGE_WEAPON";
|
||||
static const auto selectorSiedgeWeapon = Selector::type()(Bonus::SIEGE_WEAPON);
|
||||
|
||||
if(info.attacker->hasBonus(selectorSiedgeWeapon, cachingStrSiedgeWeapon) && info.attacker->creatureIndex() != CreatureID::ARROW_TOWERS) //any siege weapon, but only ballista can attack (second condition - not arrow turret)
|
||||
{ //minDmg and maxDmg are multiplied by hero attack + 1
|
||||
auto retrieveHeroPrimSkill = [&](int skill) -> int
|
||||
{
|
||||
std::shared_ptr<const Bonus> b = info.attacker->getBonus(Selector::sourceTypeSel(Bonus::HERO_BASE_SKILL).And(Selector::typeSubtype(Bonus::PRIMARY_SKILL, skill)));
|
||||
return b ? b->val : 0; //if there is no hero or no info on his primary skill, return 0
|
||||
};
|
||||
|
||||
minDmg *= retrieveHeroPrimSkill(PrimarySkill::ATTACK) + 1;
|
||||
maxDmg *= retrieveHeroPrimSkill(PrimarySkill::ATTACK) + 1;
|
||||
}
|
||||
return { minDmg, maxDmg };
|
||||
}
|
||||
|
||||
TDmgRange DamageCalculator::getBaseDamageBlessCurse() const
|
||||
{
|
||||
const std::string cachingStrForcedMinDamage = "type_ALWAYS_MINIMUM_DAMAGE";
|
||||
static const auto selectorForcedMinDamage = Selector::type()(Bonus::ALWAYS_MINIMUM_DAMAGE);
|
||||
|
||||
const std::string cachingStrForcedMaxDamage = "type_ALWAYS_MAXIMUM_DAMAGE";
|
||||
static const auto selectorForcedMaxDamage = Selector::type()(Bonus::ALWAYS_MAXIMUM_DAMAGE);
|
||||
|
||||
TConstBonusListPtr curseEffects = info.attacker->getBonuses(selectorForcedMinDamage, cachingStrForcedMinDamage);
|
||||
TConstBonusListPtr blessEffects = info.attacker->getBonuses(selectorForcedMaxDamage, cachingStrForcedMaxDamage);
|
||||
|
||||
int curseBlessAdditiveModifier = blessEffects->totalValue() - curseEffects->totalValue();
|
||||
|
||||
TDmgRange baseDamage = getBaseDamageSingle();
|
||||
TDmgRange modifiedDamage = {
|
||||
std::max( int64_t(1), baseDamage.first + curseBlessAdditiveModifier),
|
||||
std::max( int64_t(1), baseDamage.second + curseBlessAdditiveModifier)
|
||||
};
|
||||
|
||||
if ( curseEffects->size() && blessEffects->size() )
|
||||
{
|
||||
logGlobal->warn("Stack has both curse and bless! Effects will negate each other!");
|
||||
return modifiedDamage;
|
||||
}
|
||||
|
||||
if(curseEffects->size())
|
||||
{
|
||||
return {
|
||||
modifiedDamage.first,
|
||||
modifiedDamage.first
|
||||
};
|
||||
}
|
||||
|
||||
if(blessEffects->size())
|
||||
{
|
||||
return {
|
||||
modifiedDamage.second,
|
||||
modifiedDamage.second
|
||||
};
|
||||
}
|
||||
|
||||
return modifiedDamage;
|
||||
}
|
||||
|
||||
TDmgRange DamageCalculator::getBaseDamageStack() const
|
||||
{
|
||||
auto stackSize = info.attacker->getCount();
|
||||
auto baseDamage = getBaseDamageBlessCurse();
|
||||
return {
|
||||
baseDamage.first * stackSize,
|
||||
baseDamage.second * stackSize
|
||||
};
|
||||
}
|
||||
|
||||
int DamageCalculator::getActorAttackBase() const
|
||||
{
|
||||
return info.attacker->getAttack(info.shooting);
|
||||
}
|
||||
|
||||
int DamageCalculator::getActorAttackEffective() const
|
||||
{
|
||||
return getActorAttackBase() + getActorAttackSlayer();
|
||||
}
|
||||
|
||||
int DamageCalculator::getActorAttackSlayer() const
|
||||
{
|
||||
const std::string cachingStrSlayer = "type_SLAYER";
|
||||
static const auto selectorSlayer = Selector::type()(Bonus::SLAYER);
|
||||
|
||||
auto slayerEffects = info.attacker->getBonuses(selectorSlayer, cachingStrSlayer);
|
||||
|
||||
if(std::shared_ptr<const Bonus> slayerEffect = slayerEffects->getFirst(Selector::all))
|
||||
{
|
||||
std::vector<int32_t> affectedIds;
|
||||
const auto spLevel = slayerEffect->val;
|
||||
const CCreature * defenderType = info.defender->unitType();
|
||||
bool isAffected = false;
|
||||
|
||||
for(const auto & b : defenderType->getBonusList())
|
||||
{
|
||||
if((b->type == Bonus::KING3 && spLevel >= 3) || //expert
|
||||
(b->type == Bonus::KING2 && spLevel >= 2) || //adv +
|
||||
(b->type == Bonus::KING1 && spLevel >= 0)) //none or basic +
|
||||
{
|
||||
isAffected = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if(isAffected)
|
||||
{
|
||||
int attackBonus = SpellID(SpellID::SLAYER).toSpell()->getLevelPower(spLevel);
|
||||
if(info.attacker->hasBonusOfType(Bonus::SPECIAL_PECULIAR_ENCHANT, SpellID::SLAYER))
|
||||
{
|
||||
ui8 attackerTier = info.attacker->unitType()->level;
|
||||
ui8 specialtyBonus = std::max(5 - attackerTier, 0);
|
||||
attackBonus += specialtyBonus;
|
||||
}
|
||||
return attackBonus;
|
||||
}
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
int DamageCalculator::getTargetDefenseBase() const
|
||||
{
|
||||
return info.defender->getDefense(info.shooting);
|
||||
}
|
||||
|
||||
int DamageCalculator::getTargetDefenseEffective() const
|
||||
{
|
||||
return getTargetDefenseBase() + getTargetDefenseIgnored();
|
||||
}
|
||||
|
||||
int DamageCalculator::getTargetDefenseIgnored() const
|
||||
{
|
||||
double multDefenceReduction = battleBonusValue(info.attacker, Selector::type()(Bonus::ENEMY_DEFENCE_REDUCTION)) / 100.0;
|
||||
|
||||
if(multDefenceReduction > 0)
|
||||
{
|
||||
int reduction = std::floor(multDefenceReduction * getTargetDefenseBase()) + 1;
|
||||
return -std::min(reduction,getTargetDefenseBase());
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
double DamageCalculator::getAttackSkillFactor() const
|
||||
{
|
||||
int attackAdvantage = getActorAttackEffective() - getTargetDefenseEffective();
|
||||
|
||||
if (attackAdvantage > 0)
|
||||
{
|
||||
const double attackMultiplier = VLC->modh->settings.ATTACK_POINT_DMG_MULTIPLIER;
|
||||
const double attackMultiplierCap = VLC->modh->settings.ATTACK_POINTS_DMG_MULTIPLIER_CAP;
|
||||
const double attackFactor = std::min(attackMultiplier * attackAdvantage, attackMultiplierCap);
|
||||
|
||||
return attackFactor;
|
||||
}
|
||||
return 0.f;
|
||||
}
|
||||
|
||||
double DamageCalculator::getAttackBlessFactor() const
|
||||
{
|
||||
const std::string cachingStrDamage = "type_GENERAL_DAMAGE_PREMY";
|
||||
static const auto selectorDamage = Selector::type()(Bonus::GENERAL_DAMAGE_PREMY);
|
||||
return info.attacker->valOfBonuses(selectorDamage, cachingStrDamage) / 100.0;
|
||||
}
|
||||
|
||||
double DamageCalculator::getAttackOffenseArcheryFactor() const
|
||||
{
|
||||
if(info.shooting)
|
||||
{
|
||||
const std::string cachingStrArchery = "type_SECONDARY_SKILL_PREMYs_ARCHERY";
|
||||
static const auto selectorArchery = Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ARCHERY);
|
||||
return info.attacker->valOfBonuses(selectorArchery, cachingStrArchery) / 100.0;
|
||||
}
|
||||
else
|
||||
{
|
||||
const std::string cachingStrOffence = "type_SECONDARY_SKILL_PREMYs_OFFENCE";
|
||||
static const auto selectorOffence = Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::OFFENCE);
|
||||
return info.attacker->valOfBonuses(selectorOffence, cachingStrOffence) / 100.0;
|
||||
}
|
||||
}
|
||||
|
||||
double DamageCalculator::getAttackLuckFactor() const
|
||||
{
|
||||
if (info.luckyStrike)
|
||||
return 1.0;
|
||||
return 0.0;
|
||||
}
|
||||
|
||||
double DamageCalculator::getAttackDeathBlowFactor() const
|
||||
{
|
||||
if (info.deathBlow)
|
||||
return 1.0;
|
||||
return 0.0;
|
||||
}
|
||||
|
||||
double DamageCalculator::getAttackDoubleDamageFactor() const
|
||||
{
|
||||
if (info.doubleDamage)
|
||||
return 1.0;
|
||||
return 0.0;
|
||||
}
|
||||
|
||||
double DamageCalculator::getAttackJoustingFactor() const
|
||||
{
|
||||
const std::string cachingStrJousting = "type_JOUSTING";
|
||||
static const auto selectorJousting = Selector::type()(Bonus::JOUSTING);
|
||||
|
||||
const std::string cachingStrChargeImmunity = "type_CHARGE_IMMUNITY";
|
||||
static const auto selectorChargeImmunity = Selector::type()(Bonus::CHARGE_IMMUNITY);
|
||||
|
||||
//applying jousting bonus
|
||||
if(info.chargeDistance > 0 && info.attacker->hasBonus(selectorJousting, cachingStrJousting) && !info.defender->hasBonus(selectorChargeImmunity, cachingStrChargeImmunity))
|
||||
return info.chargeDistance * 0.05;
|
||||
return 0.0;
|
||||
}
|
||||
|
||||
double DamageCalculator::getAttackHateFactor() const
|
||||
{
|
||||
//assume that unit have only few HATE features and cache them all
|
||||
const std::string cachingStrHate = "type_HATE";
|
||||
static const auto selectorHate = Selector::type()(Bonus::HATE);
|
||||
|
||||
auto allHateEffects = info.attacker->getBonuses(selectorHate, cachingStrHate);
|
||||
|
||||
return allHateEffects->valOfBonuses(Selector::subtype()(info.defender->creatureIndex())) / 100.0;
|
||||
}
|
||||
|
||||
double DamageCalculator::getDefenseSkillFactor() const
|
||||
{
|
||||
int defenseAdvantage = getTargetDefenseEffective() - getActorAttackEffective();
|
||||
|
||||
//bonus from attack/defense skills
|
||||
if(defenseAdvantage > 0) //decreasing dmg
|
||||
{
|
||||
const double defenseMultiplier = VLC->modh->settings.DEFENSE_POINT_DMG_MULTIPLIER;
|
||||
const double defenseMultiplierCap = VLC->modh->settings.DEFENSE_POINTS_DMG_MULTIPLIER_CAP;
|
||||
|
||||
const double dec = std::min(defenseMultiplier * defenseAdvantage, defenseMultiplierCap);
|
||||
return dec;
|
||||
}
|
||||
return 0.0;
|
||||
}
|
||||
|
||||
double DamageCalculator::getDefenseArmorerFactor() const
|
||||
{
|
||||
const std::string cachingStrArmorer = "type_SECONDARY_SKILL_PREMYs_ARMORER";
|
||||
static const auto selectorArmorer = Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ARMORER);
|
||||
return info.defender->valOfBonuses(selectorArmorer, cachingStrArmorer) / 100.0;
|
||||
|
||||
}
|
||||
|
||||
double DamageCalculator::getDefenseMagicShieldFactor() const
|
||||
{
|
||||
const std::string cachingStrMeleeReduction = "type_GENERAL_DAMAGE_REDUCTIONs_0";
|
||||
static const auto selectorMeleeReduction = Selector::typeSubtype(Bonus::GENERAL_DAMAGE_REDUCTION, 0);
|
||||
|
||||
const std::string cachingStrRangedReduction = "type_GENERAL_DAMAGE_REDUCTIONs_1";
|
||||
static const auto selectorRangedReduction = Selector::typeSubtype(Bonus::GENERAL_DAMAGE_REDUCTION, 1);
|
||||
|
||||
//handling spell effects - shield and air shield
|
||||
if(info.shooting)
|
||||
return info.defender->valOfBonuses(selectorRangedReduction, cachingStrRangedReduction) / 100.0;
|
||||
else
|
||||
return info.defender->valOfBonuses(selectorMeleeReduction, cachingStrMeleeReduction) / 100.0;
|
||||
}
|
||||
|
||||
double DamageCalculator::getDefenseRangePenaltiesFactor() const
|
||||
{
|
||||
if(info.shooting)
|
||||
{
|
||||
BattleHex attackerPos = info.attackerPos.isValid() ? info.attackerPos : info.attacker->getPosition();
|
||||
BattleHex defenderPos = info.defenderPos.isValid() ? info.defenderPos : info.defender->getPosition();
|
||||
|
||||
const std::string cachingStrAdvAirShield = "isAdvancedAirShield";
|
||||
auto isAdvancedAirShield = [](const Bonus* bonus)
|
||||
{
|
||||
return bonus->source == Bonus::SPELL_EFFECT
|
||||
&& bonus->sid == SpellID::AIR_SHIELD
|
||||
&& bonus->val >= SecSkillLevel::ADVANCED;
|
||||
};
|
||||
|
||||
const bool distPenalty = callback.battleHasDistancePenalty(info.attacker, attackerPos, defenderPos);
|
||||
|
||||
if(distPenalty || info.defender->hasBonus(isAdvancedAirShield, cachingStrAdvAirShield))
|
||||
return 0.5;
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
const std::string cachingStrNoMeleePenalty = "type_NO_MELEE_PENALTY";
|
||||
static const auto selectorNoMeleePenalty = Selector::type()(Bonus::NO_MELEE_PENALTY);
|
||||
|
||||
if(info.attacker->isShooter() && !info.attacker->hasBonus(selectorNoMeleePenalty, cachingStrNoMeleePenalty))
|
||||
return 0.5;
|
||||
}
|
||||
return 0.0;
|
||||
}
|
||||
|
||||
double DamageCalculator::getDefenseObstacleFactor() const
|
||||
{
|
||||
if(info.shooting)
|
||||
{
|
||||
BattleHex attackerPos = info.attackerPos.isValid() ? info.attackerPos : info.attacker->getPosition();
|
||||
BattleHex defenderPos = info.defenderPos.isValid() ? info.defenderPos : info.defender->getPosition();
|
||||
|
||||
const bool obstaclePenalty = callback.battleHasWallPenalty(info.attacker, attackerPos, defenderPos);
|
||||
if(obstaclePenalty)
|
||||
return 0.5;
|
||||
}
|
||||
return 0.0;
|
||||
}
|
||||
|
||||
double DamageCalculator::getDefenseUnluckyFactor() const
|
||||
{
|
||||
if (info.unluckyStrike)
|
||||
return 0.5;
|
||||
return 0.0;
|
||||
}
|
||||
|
||||
double DamageCalculator::getDefenseBlindParalysisFactor() const
|
||||
{
|
||||
|
||||
double multAttackReduction = battleBonusValue(info.attacker, Selector::type()(Bonus::GENERAL_ATTACK_REDUCTION)) / 100.0;
|
||||
|
||||
return multAttackReduction;
|
||||
}
|
||||
|
||||
double DamageCalculator::getDefenseForgetfulnessFactor() const
|
||||
{
|
||||
if(info.shooting)
|
||||
{
|
||||
//todo: set actual percentage in spell bonus configuration instead of just level; requires non trivial backward compatibility handling
|
||||
//get list first, total value of 0 also counts
|
||||
TConstBonusListPtr forgetfulList = info.attacker->getBonuses(Selector::type()(Bonus::FORGETFULL),"type_FORGETFULL");
|
||||
|
||||
if(!forgetfulList->empty())
|
||||
{
|
||||
int forgetful = forgetfulList->valOfBonuses(Selector::all);
|
||||
|
||||
//none of basic level
|
||||
if(forgetful == 0 || forgetful == 1)
|
||||
return 0.5;
|
||||
else
|
||||
logGlobal->warn("Attempt to calculate shooting damage with adv+ FORGETFULL effect");
|
||||
}
|
||||
}
|
||||
return 0.0;
|
||||
}
|
||||
|
||||
double DamageCalculator::getDefensePetrificationFactor() const
|
||||
{
|
||||
// Creatures that are petrified by a Basilisk's Petrifying attack or a Medusa's Stone gaze take 50% damage (R8 = 0.50) from ranged and melee attacks. Taking damage also deactivates the effect.
|
||||
const std::string cachingStrAllReduction = "type_GENERAL_DAMAGE_REDUCTIONs_N1";
|
||||
static const auto selectorAllReduction = Selector::typeSubtype(Bonus::GENERAL_DAMAGE_REDUCTION, -1);
|
||||
|
||||
return info.defender->valOfBonuses(selectorAllReduction, cachingStrAllReduction) / 100.0;
|
||||
}
|
||||
|
||||
double DamageCalculator::getDefenseMagicFactor() const
|
||||
{
|
||||
// Magic Elementals deal half damage (R8 = 0.50) against Magic Elementals and Black Dragons. This is not affected by the Orb of Vulnerability, Anti-Magic, or Magic Resistance.
|
||||
if(info.attacker->creatureIndex() == CreatureID::MAGIC_ELEMENTAL)
|
||||
{
|
||||
const std::string cachingStrMagicImmunity = "type_LEVEL_SPELL_IMMUNITY";
|
||||
static const auto selectorMagicImmunity = Selector::type()(Bonus::LEVEL_SPELL_IMMUNITY);
|
||||
|
||||
if(info.defender->valOfBonuses(selectorMagicImmunity, cachingStrMagicImmunity) >= 5)
|
||||
return 0.5;
|
||||
}
|
||||
return 0.0;
|
||||
}
|
||||
|
||||
double DamageCalculator::getDefenseMindFactor() const
|
||||
{
|
||||
// Psychic Elementals deal half damage (R8 = 0.50) against creatures that are immune to Mind spells, such as Giants and Undead. This is not affected by the Orb of Vulnerability.
|
||||
if(info.attacker->creatureIndex() == CreatureID::PSYCHIC_ELEMENTAL)
|
||||
{
|
||||
const std::string cachingStrMindImmunity = "type_MIND_IMMUNITY";
|
||||
static const auto selectorMindImmunity = Selector::type()(Bonus::MIND_IMMUNITY);
|
||||
|
||||
if(info.defender->hasBonus(selectorMindImmunity, cachingStrMindImmunity))
|
||||
return 0.5;
|
||||
}
|
||||
return 0.0;
|
||||
}
|
||||
|
||||
std::vector<double> DamageCalculator::getAttackFactors() const
|
||||
{
|
||||
return {
|
||||
getAttackSkillFactor(),
|
||||
getAttackOffenseArcheryFactor(),
|
||||
getAttackBlessFactor(),
|
||||
getAttackLuckFactor(),
|
||||
getAttackJoustingFactor(),
|
||||
getAttackDeathBlowFactor(),
|
||||
getAttackDoubleDamageFactor(),
|
||||
getAttackHateFactor()
|
||||
};
|
||||
}
|
||||
|
||||
std::vector<double> DamageCalculator::getDefenseFactors() const
|
||||
{
|
||||
return {
|
||||
getDefenseSkillFactor(),
|
||||
getDefenseArmorerFactor(),
|
||||
getDefenseMagicShieldFactor(),
|
||||
getDefenseRangePenaltiesFactor(),
|
||||
getDefenseObstacleFactor(),
|
||||
getDefenseBlindParalysisFactor(),
|
||||
getDefenseUnluckyFactor(),
|
||||
getDefenseForgetfulnessFactor(),
|
||||
getDefensePetrificationFactor(),
|
||||
getDefenseMagicFactor(),
|
||||
getDefenseMindFactor()
|
||||
};
|
||||
}
|
||||
|
||||
int DamageCalculator::battleBonusValue(const IBonusBearer * bearer, const CSelector & selector) const
|
||||
{
|
||||
auto noLimit = Selector::effectRange()(Bonus::NO_LIMIT);
|
||||
auto limitMatches = info.shooting
|
||||
? Selector::effectRange()(Bonus::ONLY_DISTANCE_FIGHT)
|
||||
: Selector::effectRange()(Bonus::ONLY_MELEE_FIGHT);
|
||||
|
||||
//any regular bonuses or just ones for melee/ranged
|
||||
return bearer->getBonuses(selector, noLimit.Or(limitMatches))->totalValue();
|
||||
};
|
||||
|
||||
TDmgRange DamageCalculator::calculateDmgRange() const
|
||||
{
|
||||
TDmgRange result = getBaseDamageStack();
|
||||
|
||||
auto attackFactors = getAttackFactors();
|
||||
auto defenseFactors = getDefenseFactors();
|
||||
|
||||
double attackFactorTotal = 1.0;
|
||||
double defenseFactorTotal = 1.0;
|
||||
|
||||
for (auto & factor : attackFactors)
|
||||
{
|
||||
assert(factor >= 0.0);
|
||||
attackFactorTotal += factor;
|
||||
}
|
||||
|
||||
for (auto & factor : defenseFactors)
|
||||
{
|
||||
assert(factor >= 0.0);
|
||||
defenseFactorTotal *= ( 1 - std::min(1.0, factor));
|
||||
}
|
||||
|
||||
double resultingFactor = std::min(8.0, attackFactorTotal) * std::max( 0.01, defenseFactorTotal);
|
||||
|
||||
return {
|
||||
std::max( 1.0, std::floor(result.first * resultingFactor)),
|
||||
std::max( 1.0, std::floor(result.second * resultingFactor))
|
||||
};
|
||||
}
|
72
lib/battle/DamageCalculator.h
Normal file
72
lib/battle/DamageCalculator.h
Normal file
@ -0,0 +1,72 @@
|
||||
/*
|
||||
* DamageCalculator.h, part of VCMI engine
|
||||
*
|
||||
* Authors: listed in file AUTHORS in main folder
|
||||
*
|
||||
* License: GNU General Public License v2.0 or later
|
||||
* Full text of license available in license.txt file, in main folder
|
||||
*
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "../GameConstants.h"
|
||||
|
||||
VCMI_LIB_NAMESPACE_BEGIN
|
||||
|
||||
class CBattleInfoCallback;
|
||||
class IBonusBearer;
|
||||
class CSelector;
|
||||
struct BattleAttackInfo;
|
||||
|
||||
class DLL_LINKAGE DamageCalculator
|
||||
{
|
||||
const CBattleInfoCallback & callback;
|
||||
const BattleAttackInfo & info;
|
||||
|
||||
int battleBonusValue(const IBonusBearer * bearer, const CSelector & selector) const;
|
||||
|
||||
TDmgRange getBaseDamageSingle() const;
|
||||
TDmgRange getBaseDamageBlessCurse() const;
|
||||
TDmgRange getBaseDamageStack() const;
|
||||
|
||||
int getActorAttackBase() const;
|
||||
int getActorAttackEffective() const;
|
||||
int getActorAttackSlayer() const;
|
||||
int getTargetDefenseBase() const;
|
||||
int getTargetDefenseEffective() const;
|
||||
int getTargetDefenseIgnored() const;
|
||||
|
||||
double getAttackSkillFactor() const;
|
||||
double getAttackOffenseArcheryFactor() const;
|
||||
double getAttackBlessFactor() const;
|
||||
double getAttackLuckFactor() const;
|
||||
double getAttackJoustingFactor() const;
|
||||
double getAttackDeathBlowFactor() const;
|
||||
double getAttackDoubleDamageFactor() const;
|
||||
double getAttackHateFactor() const;
|
||||
|
||||
double getDefenseSkillFactor() const;
|
||||
double getDefenseArmorerFactor() const;
|
||||
double getDefenseMagicShieldFactor() const;
|
||||
double getDefenseRangePenaltiesFactor() const;
|
||||
double getDefenseObstacleFactor() const;
|
||||
double getDefenseBlindParalysisFactor() const;
|
||||
double getDefenseUnluckyFactor() const;
|
||||
double getDefenseForgetfulnessFactor() const;
|
||||
double getDefensePetrificationFactor() const;
|
||||
double getDefenseMagicFactor() const;
|
||||
double getDefenseMindFactor() const;
|
||||
|
||||
std::vector<double> getAttackFactors() const;
|
||||
std::vector<double> getDefenseFactors() const;
|
||||
public:
|
||||
DamageCalculator(const CBattleInfoCallback & callback, const BattleAttackInfo & info ):
|
||||
callback(callback),
|
||||
info(info)
|
||||
{}
|
||||
|
||||
TDmgRange calculateDmgRange() const;
|
||||
};
|
||||
|
||||
VCMI_LIB_NAMESPACE_END
|
Loading…
Reference in New Issue
Block a user