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Show information on potential kills in attack tooltip
This commit is contained in:
parent
31147ac83b
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970981cfc9
@ -52,7 +52,7 @@ int64_t AttackPossibility::calculateDamageReduce(
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// FIXME: provide distance info for Jousting bonus
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auto enemyDamageBeforeAttack = cb.battleEstimateDamage(defender, attacker, 0);
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auto enemiesKilled = damageDealt / defender->MaxHealth() + (damageDealt % defender->MaxHealth() >= defender->getFirstHPleft() ? 1 : 0);
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auto enemyDamage = averageDmg(enemyDamageBeforeAttack);
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auto enemyDamage = averageDmg(enemyDamageBeforeAttack.damage);
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auto damagePerEnemy = enemyDamage / (double)defender->getCount();
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return (int64_t)(damagePerEnemy * (enemiesKilled * KILL_BOUNTY + damageDealt * HEALTH_BOUNTY / (double)defender->MaxHealth()));
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@ -85,7 +85,7 @@ int64_t AttackPossibility::evaluateBlockedShootersDmg(const BattleAttackInfo & a
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auto rangeDmg = state.battleEstimateDamage(rangeAttackInfo);
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auto meleeDmg = state.battleEstimateDamage(meleeAttackInfo);
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int64_t gain = averageDmg(rangeDmg) - averageDmg(meleeDmg) + 1;
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int64_t gain = averageDmg(rangeDmg.damage) - averageDmg(meleeDmg.damage) + 1;
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res += gain;
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}
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@ -156,16 +156,16 @@ AttackPossibility AttackPossibility::evaluate(const BattleAttackInfo & attackInf
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{
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int64_t damageDealt, damageReceived, defenderDamageReduce, attackerDamageReduce;
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DamageRange retaliation;
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DamageEstimation retaliation;
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auto attackDmg = state.battleEstimateDamage(ap.attack, &retaliation);
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vstd::amin(attackDmg.min, defenderState->getAvailableHealth());
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vstd::amin(attackDmg.max, defenderState->getAvailableHealth());
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vstd::amin(attackDmg.damage.min, defenderState->getAvailableHealth());
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vstd::amin(attackDmg.damage.max, defenderState->getAvailableHealth());
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vstd::amin(retaliation.min, ap.attackerState->getAvailableHealth());
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vstd::amin(retaliation.max, ap.attackerState->getAvailableHealth());
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vstd::amin(retaliation.damage.min, ap.attackerState->getAvailableHealth());
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vstd::amin(retaliation.damage.max, ap.attackerState->getAvailableHealth());
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damageDealt = averageDmg(attackDmg);
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damageDealt = averageDmg(attackDmg.damage);
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defenderDamageReduce = calculateDamageReduce(attacker, defender, damageDealt, state);
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ap.attackerState->afterAttack(attackInfo.shooting, false);
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@ -175,7 +175,7 @@ AttackPossibility AttackPossibility::evaluate(const BattleAttackInfo & attackInf
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if (!attackInfo.shooting && defenderState->ableToRetaliate() && !counterAttacksBlocked)
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{
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damageReceived = averageDmg(retaliation);
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damageReceived = averageDmg(retaliation.damage);
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attackerDamageReduce = calculateDamageReduce(defender, attacker, damageReceived, state);
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defenderState->afterAttack(attackInfo.shooting, true);
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}
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@ -68,7 +68,7 @@ int64_t BattleExchangeVariant::trackAttack(
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static const auto selectorBlocksRetaliation = Selector::type()(Bonus::BLOCKS_RETALIATION);
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const bool counterAttacksBlocked = attacker->hasBonus(selectorBlocksRetaliation, cachingStringBlocksRetaliation);
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DamageRange retaliation;
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DamageEstimation retaliation;
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// FIXME: provide distance info for Jousting bonus
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BattleAttackInfo bai(attacker.get(), defender.get(), 0, shooting);
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@ -78,7 +78,7 @@ int64_t BattleExchangeVariant::trackAttack(
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}
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auto attack = cb.battleEstimateDamage(bai, &retaliation);
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int64_t attackDamage = (attack.min + attack.max) / 2;
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int64_t attackDamage = (attack.damage.min + attack.damage.max) / 2;
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int64_t defenderDamageReduce = AttackPossibility::calculateDamageReduce(attacker.get(), defender.get(), attackDamage, cb);
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int64_t attackerDamageReduce = 0;
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@ -108,9 +108,9 @@ int64_t BattleExchangeVariant::trackAttack(
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if(defender->alive() && defender->ableToRetaliate() && !counterAttacksBlocked && !shooting)
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{
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if(retaliation.max != 0)
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if(retaliation.damage.max != 0)
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{
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auto retaliationDamage = (retaliation.min + retaliation.max) / 2;
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auto retaliationDamage = (retaliation.damage.min + retaliation.damage.max) / 2;
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attackerDamageReduce = AttackPossibility::calculateDamageReduce(defender.get(), attacker.get(), retaliationDamage, cb);
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if(!evaluateOnly)
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@ -56,9 +56,10 @@ public:
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void calcDmg(const CStack * ourStack)
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{
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// FIXME: provide distance info for Jousting bonus
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DamageRange retal, dmg = cbc->battleEstimateDamage(ourStack, s, 0, &retal);
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adi = static_cast<int>((dmg.min + dmg.max) / 2);
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adr = static_cast<int>((retal.min + retal.max) / 2);
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DamageEstimation retal;
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DamageEstimation dmg = cbc->battleEstimateDamage(ourStack, s, 0, &retal);
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adi = static_cast<int>((dmg.damage.min + dmg.damage.max) / 2);
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adr = static_cast<int>((retal.damage.min + retal.damage.max) / 2);
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}
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bool operator==(const EnemyInfo& ei) const
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@ -84,6 +84,17 @@
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"vcmi.battleWindow.pressKeyToSkipIntro" : "Press any key to skip battle intro",
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"vcmi.battleWindow.damageEstimation.melee" : "Attack %CREATURE (%DAMAGE).",
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"vcmi.battleWindow.damageEstimation.meleeKills" : "Attack %CREATURE (%DAMAGE, %KILLS).",
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"vcmi.battleWindow.damageEstimation.ranged" : "Shoot %CREATURE (%SHOTS, %DAMAGE).",
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"vcmi.battleWindow.damageEstimation.rangedKills" : "Shoot %CREATURE (%SHOTS, %DAMAGE, %KILLS).",
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"vcmi.battleWindow.damageEstimation.shots" : "%d shots left",
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"vcmi.battleWindow.damageEstimation.shots.1" : "%d shot left",
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"vcmi.battleWindow.damageEstimation.damage" : "%d damage",
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"vcmi.battleWindow.damageEstimation.damage.1" : "%d damage",
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"vcmi.battleWindow.damageEstimation.kills" : "%d will perish",
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"vcmi.battleWindow.damageEstimation.kills.1" : "%d will perish",
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"vcmi.otherOptions.availableCreaturesAsDwellingLabel.hover" : "Show Available Creatures",
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"vcmi.otherOptions.availableCreaturesAsDwellingLabel.help" : "{Show Available Creatures}\n\n Shows creatures available to purchase instead of their growth in town summary (bottom-left corner).",
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"vcmi.otherOptions.creatureGrowthAsDwellingLabel.hover" : "Show Weekly Growth of Creatures",
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@ -84,6 +84,17 @@
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"vcmi.battleOptions.skipBattleIntroMusic.help": "{Пропускати вступну музику}\n\n Пропускати коротку музику, яка грає на початку кожної битви перед початком дії. Також можна пропустити, натиснувши клавішу ESC.",
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"vcmi.battleWindow.pressKeyToSkipIntro" : "Натисніть будь-яку клавішу, щоб розпочати бій",
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"vcmi.battleWindow.damageEstimation.melee" : "Атакувати %CREATURE (%DAMAGE).",
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"vcmi.battleWindow.damageEstimation.meleeKills" : "Атакувати %CREATURE (%DAMAGE, %KILLS).",
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"vcmi.battleWindow.damageEstimation.ranged" : "Стріляти в %CREATURE (%SHOTS, %DAMAGE).",
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"vcmi.battleWindow.damageEstimation.rangedKills" : "Стріляти в %CREATURE (%SHOTS, %DAMAGE, %KILLS).",
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"vcmi.battleWindow.damageEstimation.shots" : "%d пострілів залишилось",
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"vcmi.battleWindow.damageEstimation.shots.1" : "%d постріл залишився",
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"vcmi.battleWindow.damageEstimation.damage" : "%d одиниць пошкоджень",
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"vcmi.battleWindow.damageEstimation.damage.1" : "%d одиниця пошкодження",
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"vcmi.battleWindow.damageEstimation.kills" : "%d загинуть",
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"vcmi.battleWindow.damageEstimation.kills.1" : "%d загине",
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"vcmi.otherOptions.availableCreaturesAsDwellingLabel.hover" : "Показувати доступних істот",
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"vcmi.otherOptions.availableCreaturesAsDwellingLabel.help" : "{Показувати доступних істот}\n\n Показує істот, яких можна придбати, замість їхнього приросту у зведенні по місту (нижній лівий кут).",
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@ -25,19 +25,90 @@
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#include "../windows/CCreatureWindow.h"
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#include "../../CCallback.h"
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#include "../../lib/CConfigHandler.h"
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#include "../../lib/CGeneralTextHandler.h"
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#include "../../lib/CStack.h"
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#include "../../lib/battle/BattleAction.h"
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#include "../../lib/spells/CSpellHandler.h"
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#include "../../lib/spells/ISpellMechanics.h"
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#include "../../lib/spells/Problem.h"
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#include "../../lib/CGeneralTextHandler.h"
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static std::string formatDmgRange(DamageRange dmgRange)
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struct TextReplacement
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{
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if (dmgRange.min != dmgRange.max)
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return (boost::format("%d - %d") % dmgRange.min % dmgRange.max).str();
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else
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return (boost::format("%d") % dmgRange.min).str();
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std::string placeholder;
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std::string replacement;
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};
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using TextReplacementList = std::vector<TextReplacement>;
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static std::string replacePlaceholders(std::string input, const TextReplacementList & format )
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{
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for(const auto & entry : format)
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boost::replace_all(input, entry.placeholder, entry.replacement);
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return input;
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}
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static std::string translatePlural(int amount, const std::string& baseTextID)
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{
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if(amount == 1)
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return CGI->generaltexth->translate(baseTextID + ".1");
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return CGI->generaltexth->translate(baseTextID);
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}
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static std::string formatPluralImpl(int amount, const std::string & amountString, const std::string & baseTextID)
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{
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std::string baseString = translatePlural(amount, baseTextID);
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TextReplacementList replacements {
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{ "%d", amountString }
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};
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return replacePlaceholders(baseString, replacements);
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}
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static std::string formatPlural(int amount, const std::string & baseTextID)
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{
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return formatPluralImpl(amount, std::to_string(amount), baseTextID);
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}
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static std::string formatPlural(DamageRange range, const std::string & baseTextID)
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{
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if (range.min == range.max)
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return formatPlural(range.min, baseTextID);
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std::string rangeString = std::to_string(range.min) + " - " + std::to_string(range.max);
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return formatPluralImpl(range.max, rangeString, baseTextID);
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}
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static std::string formatAttack(const DamageEstimation & estimation, const std::string & creatureName, const std::string & baseTextID, int shotsLeft)
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{
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TextReplacementList replacements = {
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{ "%CREATURE", creatureName },
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{ "%DAMAGE", formatPlural(estimation.damage, "vcmi.battleWindow.damageEstimation.damage") },
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{ "%SHOTS", formatPlural(shotsLeft, "vcmi.battleWindow.damageEstimation.shots") },
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{ "%KILLS", formatPlural(estimation.kills, "vcmi.battleWindow.damageEstimation.kills") },
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};
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return replacePlaceholders(CGI->generaltexth->translate(baseTextID), replacements);
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}
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static std::string formatMeleeAttack(const DamageEstimation & estimation, const std::string & creatureName)
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{
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std::string baseTextID = estimation.kills.max == 0 ?
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"vcmi.battleWindow.damageEstimation.melee" :
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"vcmi.battleWindow.damageEstimation.meleeKills";
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return formatAttack(estimation, creatureName, baseTextID, 0);
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}
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static std::string formatRangedAttack(const DamageEstimation & estimation, const std::string & creatureName, int shotsLeft)
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{
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std::string baseTextID = estimation.kills.max == 0 ?
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"vcmi.battleWindow.damageEstimation.ranged" :
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"vcmi.battleWindow.damageEstimation.rangedKills";
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return formatAttack(estimation, creatureName, baseTextID, shotsLeft);
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}
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BattleActionsController::BattleActionsController(BattleInterface & owner):
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@ -356,19 +427,17 @@ std::string BattleActionsController::actionGetStatusMessage(PossiblePlayerBattle
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case PossiblePlayerBattleAction::ATTACK_AND_RETURN: //TODO: allow to disable return
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{
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BattleHex attackFromHex = owner.fieldController->fromWhichHexAttack(targetHex);
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DamageRange damage = owner.curInt->cb->battleEstimateDamage(owner.stacksController->getActiveStack(), targetStack, attackFromHex);
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std::string estDmgText = formatDmgRange(damage); //calculating estimated dmg
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return (boost::format(CGI->generaltexth->allTexts[36]) % targetStack->getName() % estDmgText).str(); //Attack %s (%s damage)
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DamageEstimation estimation = owner.curInt->cb->battleEstimateDamage(owner.stacksController->getActiveStack(), targetStack, attackFromHex);
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return formatMeleeAttack(estimation, targetStack->getName());
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}
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case PossiblePlayerBattleAction::SHOOT:
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{
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auto const * shooter = owner.stacksController->getActiveStack();
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const auto * shooter = owner.stacksController->getActiveStack();
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DamageRange damage = owner.curInt->cb->battleEstimateDamage(shooter, targetStack, shooter->getPosition());
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std::string estDmgText = formatDmgRange(damage); //calculating estimated dmg
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//printing - Shoot %s (%d shots left, %s damage)
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return (boost::format(CGI->generaltexth->allTexts[296]) % targetStack->getName() % shooter->shots.available() % estDmgText).str();
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DamageEstimation estimation = owner.curInt->cb->battleEstimateDamage(shooter, targetStack, shooter->getPosition());
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return formatRangedAttack(estimation, targetStack->getName(), shooter->shots.available());
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}
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case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE:
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@ -715,58 +715,64 @@ bool CBattleInfoCallback::battleCanShoot(const battle::Unit * attacker, BattleHe
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return false;
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}
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DamageRange CBattleInfoCallback::calculateDmgRange(const BattleAttackInfo & info) const
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DamageEstimation CBattleInfoCallback::calculateDmgRange(const BattleAttackInfo & info) const
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{
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DamageCalculator calculator(*this, info);
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return calculator.calculateDmgRange();
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}
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DamageRange CBattleInfoCallback::battleEstimateDamage(const battle::Unit * attacker, const battle::Unit * defender, BattleHex attackerPosition, DamageRange * retaliationDmg) const
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DamageEstimation CBattleInfoCallback::battleEstimateDamage(const battle::Unit * attacker, const battle::Unit * defender, BattleHex attackerPosition, DamageEstimation * retaliationDmg) const
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{
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RETURN_IF_NOT_BATTLE({0, 0});
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RETURN_IF_NOT_BATTLE({});
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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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DamageRange CBattleInfoCallback::battleEstimateDamage(const battle::Unit * attacker, const battle::Unit * defender, int movementDistance, DamageRange * retaliationDmg) const
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DamageEstimation CBattleInfoCallback::battleEstimateDamage(const battle::Unit * attacker, const battle::Unit * defender, int movementDistance, DamageEstimation * retaliationDmg) const
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{
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RETURN_IF_NOT_BATTLE({0, 0});
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RETURN_IF_NOT_BATTLE({});
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const bool shooting = battleCanShoot(attacker, defender->getPosition());
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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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DamageRange CBattleInfoCallback::battleEstimateDamage(const BattleAttackInfo & bai, DamageRange * retaliationDmg) const
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DamageEstimation CBattleInfoCallback::battleEstimateDamage(const BattleAttackInfo & bai, DamageEstimation * retaliationDmg) const
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{
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RETURN_IF_NOT_BATTLE({0, 0});
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RETURN_IF_NOT_BATTLE({});
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DamageRange ret = calculateDmgRange(bai);
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DamageEstimation ret = calculateDmgRange(bai);
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if(retaliationDmg)
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{
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if(bai.shooting)
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{
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//FIXME: handle RANGED_RETALIATION
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retaliationDmg->min = 0;
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retaliationDmg->max = 0;
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*retaliationDmg = DamageEstimation();
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}
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else
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{
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//TODO: rewrite using boost::numeric::interval
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//TODO: rewire once more using interval-based fuzzy arithmetic
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int64_t DamageRange::* pairElems[] = {&DamageRange::min, &DamageRange::max};
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for (int i=0; i<2; ++i)
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auto const & estimateRetaliation = [&]( int64_t damage)
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{
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auto retaliationAttack = bai.reverse();
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int64_t dmg = ret.*pairElems[i];
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auto state = retaliationAttack.attacker->acquireState();
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state->damage(dmg);
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state->damage(damage);
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retaliationAttack.attacker = state.get();
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retaliationDmg->*pairElems[!i] = calculateDmgRange(retaliationAttack).*pairElems[!i];
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}
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return calculateDmgRange(retaliationAttack);
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};
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DamageEstimation retaliationMin = estimateRetaliation(ret.damage.min);
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DamageEstimation retaliationMax = estimateRetaliation(ret.damage.min);
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retaliationDmg->damage.min = std::min(retaliationMin.damage.min, retaliationMax.damage.min);
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retaliationDmg->damage.max = std::max(retaliationMin.damage.max, retaliationMax.damage.max);
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retaliationDmg->kills.min = std::min(retaliationMin.kills.min, retaliationMax.kills.min);
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retaliationDmg->kills.max = std::max(retaliationMin.kills.max, retaliationMax.kills.max);
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}
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}
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@ -117,14 +117,14 @@ public:
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bool battleIsUnitBlocked(const battle::Unit * unit) const; //returns true if there is neighboring enemy stack
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std::set<const battle::Unit *> battleAdjacentUnits(const battle::Unit * unit) const;
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DamageRange calculateDmgRange(const BattleAttackInfo & info) const;
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DamageEstimation calculateDmgRange(const BattleAttackInfo & info) const;
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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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DamageRange battleEstimateDamage(const BattleAttackInfo & bai, DamageRange * retaliationDmg = nullptr) const;
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DamageRange battleEstimateDamage(const battle::Unit * attacker, const battle::Unit * defender, BattleHex attackerPosition, DamageRange * retaliationDmg = nullptr) const;
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DamageRange battleEstimateDamage(const battle::Unit * attacker, const battle::Unit * defender, int movementDistance, DamageRange * retaliationDmg = nullptr) const;
|
||||
DamageEstimation battleEstimateDamage(const BattleAttackInfo & bai, DamageEstimation * retaliationDmg = nullptr) const;
|
||||
DamageEstimation battleEstimateDamage(const battle::Unit * attacker, const battle::Unit * defender, BattleHex attackerPosition, DamageEstimation * retaliationDmg = nullptr) const;
|
||||
DamageEstimation battleEstimateDamage(const battle::Unit * attacker, const battle::Unit * defender, int movementDistance, DamageEstimation * retaliationDmg = nullptr) const;
|
||||
|
||||
bool battleHasDistancePenalty(const IBonusBearer * shooter, BattleHex shooterPosition, BattleHex destHex) const;
|
||||
bool battleHasWallPenalty(const IBonusBearer * shooter, BattleHex shooterPosition, BattleHex destHex) const;
|
||||
|
@ -112,7 +112,10 @@ public:
|
||||
int32_t getFirstHPleft() const;
|
||||
int32_t getResurrected() const;
|
||||
|
||||
/// returns total remaining health
|
||||
int64_t available() const;
|
||||
|
||||
/// returns total initial health
|
||||
int64_t total() const;
|
||||
|
||||
void takeResurrected();
|
||||
|
@ -450,6 +450,25 @@ std::vector<double> DamageCalculator::getDefenseFactors() const
|
||||
};
|
||||
}
|
||||
|
||||
DamageRange DamageCalculator::getCasualties(const DamageRange & damageDealt) const
|
||||
{
|
||||
return {
|
||||
getCasualties(damageDealt.min),
|
||||
getCasualties(damageDealt.max),
|
||||
};
|
||||
}
|
||||
|
||||
int64_t DamageCalculator::getCasualties(int64_t damageDealt) const
|
||||
{
|
||||
if (damageDealt < info.defender->getFirstHPleft())
|
||||
return 0;
|
||||
|
||||
int64_t damageLeft = damageDealt - info.defender->getFirstHPleft();
|
||||
int64_t killsLeft = damageLeft / info.defender->MaxHealth();
|
||||
|
||||
return 1 + killsLeft;
|
||||
}
|
||||
|
||||
int DamageCalculator::battleBonusValue(const IBonusBearer * bearer, const CSelector & selector) const
|
||||
{
|
||||
auto noLimit = Selector::effectRange()(Bonus::NO_LIMIT);
|
||||
@ -461,9 +480,9 @@ int DamageCalculator::battleBonusValue(const IBonusBearer * bearer, const CSelec
|
||||
return bearer->getBonuses(selector, noLimit.Or(limitMatches))->totalValue();
|
||||
};
|
||||
|
||||
DamageRange DamageCalculator::calculateDmgRange() const
|
||||
DamageEstimation DamageCalculator::calculateDmgRange() const
|
||||
{
|
||||
DamageRange result = getBaseDamageStack();
|
||||
DamageRange damageBase = getBaseDamageStack();
|
||||
|
||||
auto attackFactors = getAttackFactors();
|
||||
auto defenseFactors = getDefenseFactors();
|
||||
@ -485,10 +504,16 @@ DamageRange DamageCalculator::calculateDmgRange() const
|
||||
|
||||
double resultingFactor = std::min(8.0, attackFactorTotal) * std::max( 0.01, defenseFactorTotal);
|
||||
|
||||
return {
|
||||
std::max<int64_t>( 1.0, std::floor(result.min * resultingFactor)),
|
||||
std::max<int64_t>( 1.0, std::floor(result.max * resultingFactor))
|
||||
info.defender->getTotalHealth();
|
||||
|
||||
DamageRange damageDealt {
|
||||
std::max<int64_t>( 1.0, std::floor(damageBase.min * resultingFactor)),
|
||||
std::max<int64_t>( 1.0, std::floor(damageBase.max * resultingFactor))
|
||||
};
|
||||
|
||||
DamageRange killsDealt = getCasualties(damageDealt);
|
||||
|
||||
return DamageEstimation{damageDealt, killsDealt};
|
||||
}
|
||||
|
||||
VCMI_LIB_NAMESPACE_END
|
||||
|
@ -19,6 +19,7 @@ class IBonusBearer;
|
||||
class CSelector;
|
||||
struct BattleAttackInfo;
|
||||
struct DamageRange;
|
||||
struct DamageEstimation;
|
||||
|
||||
class DLL_LINKAGE DamageCalculator
|
||||
{
|
||||
@ -27,6 +28,9 @@ class DLL_LINKAGE DamageCalculator
|
||||
|
||||
int battleBonusValue(const IBonusBearer * bearer, const CSelector & selector) const;
|
||||
|
||||
DamageRange getCasualties(const DamageRange & damageDealt) const;
|
||||
int64_t getCasualties(int64_t damageDealt) const;
|
||||
|
||||
DamageRange getBaseDamageSingle() const;
|
||||
DamageRange getBaseDamageBlessCurse() const;
|
||||
DamageRange getBaseDamageStack() const;
|
||||
@ -67,7 +71,7 @@ public:
|
||||
info(info)
|
||||
{}
|
||||
|
||||
DamageRange calculateDmgRange() const;
|
||||
DamageEstimation calculateDmgRange() const;
|
||||
};
|
||||
|
||||
VCMI_LIB_NAMESPACE_END
|
||||
|
@ -32,6 +32,12 @@ struct DamageRange
|
||||
int64_t max = 0;
|
||||
};
|
||||
|
||||
struct DamageEstimation
|
||||
{
|
||||
DamageRange damage;
|
||||
DamageRange kills;
|
||||
};
|
||||
|
||||
#if SCRIPTING_ENABLED
|
||||
namespace scripting
|
||||
{
|
||||
|
@ -70,10 +70,19 @@ public:
|
||||
virtual bool canShoot() const = 0;
|
||||
virtual bool isShooter() const = 0;
|
||||
|
||||
/// returns initial size of this unit
|
||||
virtual int32_t getCount() const = 0;
|
||||
|
||||
/// returns remaining health of first unit
|
||||
virtual int32_t getFirstHPleft() const = 0;
|
||||
|
||||
/// returns total amount of killed in this unit
|
||||
virtual int32_t getKilled() const = 0;
|
||||
|
||||
/// returns total health that unit still has
|
||||
virtual int64_t getAvailableHealth() const = 0;
|
||||
|
||||
/// returns total health that unit had initially
|
||||
virtual int64_t getTotalHealth() const = 0;
|
||||
|
||||
virtual int getTotalAttacks(bool ranged) const = 0;
|
||||
|
@ -1233,7 +1233,7 @@ int64_t CGameHandler::applyBattleEffects(BattleAttack & bat, std::shared_ptr<bat
|
||||
bai.unluckyStrike = bat.unlucky();
|
||||
|
||||
auto range = gs->curB->calculateDmgRange(bai);
|
||||
bsa.damageAmount = gs->curB->getActualDamage(range, attackerState->getCount(), getRandomGenerator());
|
||||
bsa.damageAmount = gs->curB->getActualDamage(range.damage, attackerState->getCount(), getRandomGenerator());
|
||||
CStack::prepareAttacked(bsa, getRandomGenerator(), bai.defender->acquireState()); //calculate casualties
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user