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* estimating damage that will be dealt while choosing stack to attack
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4743bff359
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@ -618,6 +618,29 @@ ui8 CCallback::battleGetWallState(int partOfWall)
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return gs->curB->si.wallState[partOfWall];
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}
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std::pair<ui32, ui32> CCallback::battleEstimateDamage(int attackerID, int defenderID)
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{
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if(!gs->curB)
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return std::make_pair(0, 0);
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const CGHeroInstance * attackerHero, * defenderHero;
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if(gs->curB->side1 == player)
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{
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attackerHero = gs->getHero(gs->curB->hero1);
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defenderHero = gs->getHero(gs->curB->hero2);
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}
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else
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{
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attackerHero = gs->getHero(gs->curB->hero2);
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defenderHero = gs->getHero(gs->curB->hero1);
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}
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const CStack * attacker = gs->curB->stacks[attackerID], * defender = gs->curB->stacks[defenderID];
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return BattleInfo::calculateDmgRange(attacker, defender, attackerHero, defenderHero, battleCanShoot(attacker->ID, defender->position), 0);
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}
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void CCallback::swapGarrisonHero( const CGTownInstance *town )
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{
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if(town->tempOwner != player) return;
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@ -178,6 +178,7 @@ public:
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virtual bool battleCanFlee()=0; //returns true if caller can flee from the battle
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virtual const CGTownInstance * battleGetDefendedTown()=0; //returns defended town if current battle is a siege, NULL instead
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virtual ui8 battleGetWallState(int partOfWall)=0; //for determining state of a part of the wall; format: parameter [0] - keep, [1] - bottom tower, [2] - bottom wall, [3] - below gate, [4] - over gate, [5] - upper wall, [6] - uppert tower, [7] - gate; returned value: 1 - intact, 2 - damaged, 3 - destroyed; 0 - no battle
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virtual std::pair<ui32, ui32> battleEstimateDamage(int attackerID, int defenderID)=0; //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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};
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struct HeroMoveDetails
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@ -282,6 +283,7 @@ public:
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bool battleCanFlee(); //returns true if caller can flee from the battle
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const CGTownInstance * battleGetDefendedTown(); //returns defended town if current battle is a siege, NULL instead
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ui8 battleGetWallState(int partOfWall); //for determining state of a part of the wall; format: parameter [0] - keep, [1] - bottom tower, [2] - bottom wall, [3] - below gate, [4] - over gate, [5] - upper wall, [6] - uppert tower, [7] - gate; returned value: 1 - intact, 2 - damaged, 3 - destroyed; 0 - no battle
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std::pair<ui32, ui32> battleEstimateDamage(int attackerID, int defenderID); //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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//XXX hmmm _tmain on _GNUC_ wtf?
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//friends
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@ -667,7 +667,12 @@ void CBattleInterface::mouseMoved(const SDL_MouseMotionEvent &sEvent)
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CGI->curh->changeGraphic(1,3);
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//setting console text
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char buf[500];
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sprintf(buf, CGI->generaltexth->allTexts[296].c_str(), shere->amount == 1 ? shere->creature->nameSing.c_str() : shere->creature->namePl.c_str(), sactive->shots, "?");
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//calculating esimated dmg
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std::pair<ui32, ui32> estimatedDmg = LOCPLINT->cb->battleEstimateDamage(sactive->ID, shere->ID);
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std::ostringstream estDmg;
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estDmg << estimatedDmg.first << " - " << estimatedDmg.second;
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//printing
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sprintf(buf, CGI->generaltexth->allTexts[296].c_str(), shere->amount == 1 ? shere->creature->nameSing.c_str() : shere->creature->namePl.c_str(), sactive->shots, estDmg.str().c_str());
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console->alterTxt = buf;
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console->whoSetAlter = 0;
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}
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@ -792,6 +797,17 @@ void CBattleInterface::mouseMoved(const SDL_MouseMotionEvent &sEvent)
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while (sectorCursor[(cursorIndex + i)%sectorCursor.size()] == -1)
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i = i <= 0 ? 1 - i : -i; // 0, 1, -1, 2, -2, 3, -3 etc..
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cursor->changeGraphic(1, sectorCursor[(cursorIndex + i)%sectorCursor.size()]);
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//setting console info
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char buf[500];
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//calculating esimated dmg
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std::pair<ui32, ui32> estimatedDmg = LOCPLINT->cb->battleEstimateDamage(sactive->ID, shere->ID);
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std::ostringstream estDmg;
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estDmg << estimatedDmg.first << " - " << estimatedDmg.second;
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//printing
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sprintf(buf, CGI->generaltexth->allTexts[36].c_str(), shere->amount == 1 ? shere->creature->nameSing.c_str() : shere->creature->namePl.c_str(), estDmg.str().c_str());
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console->alterTxt = buf;
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console->whoSetAlter = 0;
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}
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else //unavailable enemy
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{
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@ -2064,7 +2064,7 @@ bool CGameState::checkForVisitableDir(const int3 & src, const int3 & dst) const
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return true;
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}
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int BattleInfo::calculateDmg(const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting, ui8 charge)
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std::pair<ui32, ui32> BattleInfo::calculateDmgRange(const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting, ui8 charge)
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{
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int attackDefenseBonus,
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minDmg = attacker->creature->damageMin * attacker->amount,
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@ -2261,23 +2261,30 @@ int BattleInfo::calculateDmg(const CStack* attacker, const CStack* defender, con
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if(attacker->getEffect(42)) //curse handling (rest)
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{
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minDmg -= VLC->spellh->spells[42].powers[attacker->getEffect(42)->level];
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return minDmg;
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return std::make_pair(minDmg, minDmg);
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}
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else if(attacker->getEffect(41)) //bless handling
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{
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maxDmg += VLC->spellh->spells[41].powers[attacker->getEffect(41)->level];
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return maxDmg;
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return std::make_pair(maxDmg, maxDmg);
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}
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else
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{
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if(minDmg != maxDmg)
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return minDmg + rand() % (maxDmg - minDmg + 1);
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else
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return minDmg;
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return std::make_pair(minDmg, maxDmg);
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}
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tlog1 << "We are too far in calculateDmg...\n";
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return -1;
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return std::make_pair(0, 0);
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}
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ui32 BattleInfo::calculateDmg(const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting, ui8 charge)
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{
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std::pair<ui32, ui32> range = calculateDmgRange(attacker, defender, attackerHero, defendingHero, shooting, charge);
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if(range.first != range.second)
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return range.first + rand() % (range.second - range.first + 1);
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else
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return range.first;
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}
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void BattleInfo::calculateCasualties( std::set<std::pair<ui32,si32> > *casualties )
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@ -148,7 +148,8 @@ struct DLL_EXPORT BattleInfo
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bool isStackBlocked(int ID); //returns true if there is neighbouring enemy stack
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static signed char mutualPosition(int hex1, int hex2); //returns info about mutual position of given hexes (-1 - they're distant, 0 - left top, 1 - right top, 2 - right, 3 - right bottom, 4 - left bottom, 5 - left)
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static std::vector<int> neighbouringTiles(int hex);
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static int calculateDmg(const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting, ui8 charge); //charge - number of hexes travelled before attack (for champion's jousting) //TODO: add additional conditions and require necessary data
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static ui32 calculateDmg(const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting, ui8 charge); //charge - number of hexes travelled before attack (for champion's jousting)
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static std::pair<ui32, ui32> calculateDmgRange(const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting, ui8 charge); //charge - number of hexes travelled before attack (for champion's jousting); returns pair <min dmg, max dmg>
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void calculateCasualties(std::set<std::pair<ui32,si32> > *casualties);
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std::set<CStack*> getAttackedCreatures(const CSpell * s, const CGHeroInstance * caster, int destinationTile); //calculates stack affected by given spell
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static int calculateSpellDuration(const CSpell * spell, const CGHeroInstance * caster);
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