/*
* AttackPossibility.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 "../../lib/battle/CUnitState.h"
#include "../../CCallback.h"
#include "common.h"
#include "StackWithBonuses.h"
#define BATTLE_TRACE_LEVEL 0
///
/// Evaluate attack value of one particular attack taking into account various effects like
/// retaliation, 2-hex breath, collateral damage, shooters blocked damage
///
class AttackPossibility
{
public:
BattleHex from; //tile from which we attack
BattleHex dest; //tile which we attack
BattleAttackInfo attack;
std::shared_ptr attackerState;
std::vector> affectedUnits;
int64_t defenderDamageReduce = 0;
int64_t attackerDamageReduce = 0; //usually by counter-attack
int64_t collateralDamageReduce = 0; // friendly fire (usually by two-hex attacks)
int64_t shootersBlockedDmg = 0;
AttackPossibility(BattleHex from, BattleHex dest, const BattleAttackInfo & attack_);
int64_t damageDiff() const;
int64_t attackValue() const;
static AttackPossibility evaluate(const BattleAttackInfo & attackInfo, BattleHex hex, const HypotheticBattle & state);
static int64_t calculateDamageReduce(
const battle::Unit * attacker,
const battle::Unit * defender,
uint64_t damageDealt,
const CBattleInfoCallback & cb);
private:
static int64_t evaluateBlockedShootersDmg(const BattleAttackInfo & attackInfo, BattleHex hex, const HypotheticBattle & state);
};