/* * DamageCalculator.cpp, 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 * */ #include "StdInc.h" #include "DamageCalculator.h" #include "CBattleInfoCallback.h" #include "Unit.h" #include "../HeroBonus.h" #include "../mapObjects/CGTownInstance.h" #include "../spells/CSpellHandler.h" #include "../GameSettings.h" VCMI_LIB_NAMESPACE_BEGIN 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) { const auto * town = callback.battleGetDefendedTown(); assert(town); switch(info.attacker->getPosition()) { case BattleHex::CASTLE_CENTRAL_TOWER: return town->getKeepDamageRange(); case BattleHex::CASTLE_BOTTOM_TOWER: case BattleHex::CASTLE_UPPER_TOWER: return town->getTowerDamageRange(); default: assert(0); } } 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) { auto retrieveHeroPrimSkill = [&](int skill) -> int { std::shared_ptr b = info.attacker->getBonus(Selector::sourceTypeSel(Bonus::HERO_BASE_SKILL).And(Selector::typeSubtype(Bonus::PRIMARY_SKILL, skill))); return b ? b->val : 0; }; //minDmg and maxDmg are multiplied by hero attack + 1 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(static_cast(1), baseDamage.first + curseBlessAdditiveModifier), std::max(static_cast(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); auto slayerAffected = info.defender->unitType()->valOfBonuses(Selector::type()(Bonus::KING)); if(std::shared_ptr slayerEffect = slayerEffects->getFirst(Selector::all)) { const auto spLevel = slayerEffect->val; bool isAffected = spLevel >= slayerAffected; 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->settings()->getDouble(EGameSettings::COMBAT_ATTACK_POINT_DAMAGE_FACTOR); const double attackMultiplierCap = VLC->settings()->getDouble(EGameSettings::COMBAT_ATTACK_POINT_DAMAGE_FACTOR_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_PERCENTAGE_DAMAGE_BOOSTs_1"; static const auto selectorArchery = Selector::typeSubtype(Bonus::PERCENTAGE_DAMAGE_BOOST, 1); return info.attacker->valOfBonuses(selectorArchery, cachingStrArchery) / 100.0; } const std::string cachingStrOffence = "type_PERCENTAGE_DAMAGE_BOOSTs_0"; static const auto selectorOffence = Selector::typeSubtype(Bonus::PERCENTAGE_DAMAGE_BOOST, 0); 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) { const auto cachingStr = "type_BONUS_DAMAGE_PERCENTAGEs_" + std::to_string(info.attacker->creatureIndex()); const auto selector = Selector::typeSubtype(Bonus::BONUS_DAMAGE_PERCENTAGE, info.attacker->creatureIndex()); return info.attacker->valOfBonuses(selector, cachingStr) / 100.0; } 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 * (info.attacker->valOfBonuses(selectorJousting))/100.0; 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->settings()->getDouble(EGameSettings::COMBAT_DEFENSE_POINT_DAMAGE_FACTOR); const double defenseMultiplierCap = VLC->settings()->getDouble(EGameSettings::COMBAT_DEFENSE_POINT_DAMAGE_FACTOR_CAP); const double dec = std::min(defenseMultiplier * defenseAdvantage, defenseMultiplierCap); return dec; } return 0.0; } double DamageCalculator::getDefenseArmorerFactor() const { const std::string cachingStrArmorer = "type_GENERAL_DAMAGE_REDUCTIONs_N1_NsrcSPELL_EFFECT"; static const auto selectorArmorer = Selector::typeSubtype(Bonus::GENERAL_DAMAGE_REDUCTION, -1).And(Selector::sourceTypeSel(Bonus::SPELL_EFFECT).Not()); 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_srcSPELL_EFFECT"; static const auto selectorAllReduction = Selector::typeSubtype(Bonus::GENERAL_DAMAGE_REDUCTION, -1).And(Selector::sourceTypeSel(Bonus::SPELL_EFFECT)); 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 DamageCalculator::getAttackFactors() const { return { getAttackSkillFactor(), getAttackOffenseArcheryFactor(), getAttackBlessFactor(), getAttackLuckFactor(), getAttackJoustingFactor(), getAttackDeathBlowFactor(), getAttackDoubleDamageFactor(), getAttackHateFactor() }; } std::vector 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)) }; } VCMI_LIB_NAMESPACE_END