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80 lines
2.5 KiB
C++
80 lines
2.5 KiB
C++
/*
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* AttackPossibility.h, 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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#pragma once
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#include "../../lib/battle/CUnitState.h"
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#include "../../CCallback.h"
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#include "StackWithBonuses.h"
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#define BATTLE_TRACE_LEVEL 0
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class DamageCache
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{
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private:
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std::unordered_map<uint32_t, std::unordered_map<uint32_t, float>> damageCache;
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DamageCache * parent;
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public:
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DamageCache() : parent(nullptr) {}
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DamageCache(DamageCache * parent) : parent(parent) {}
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void cacheDamage(const battle::Unit * attacker, const battle::Unit * defender, std::shared_ptr<CBattleInfoCallback> hb);
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int64_t getDamage(const battle::Unit * attacker, const battle::Unit * defender, std::shared_ptr<CBattleInfoCallback> hb);
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int64_t getOriginalDamage(const battle::Unit * attacker, const battle::Unit * defender, std::shared_ptr<CBattleInfoCallback> hb);
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void buildDamageCache(std::shared_ptr<HypotheticBattle> hb, int side);
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};
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/// <summary>
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/// Evaluate attack value of one particular attack taking into account various effects like
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/// retaliation, 2-hex breath, collateral damage, shooters blocked damage
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/// </summary>
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class AttackPossibility
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{
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public:
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BattleHex from; //tile from which we attack
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BattleHex dest; //tile which we attack
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BattleAttackInfo attack;
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std::shared_ptr<battle::CUnitState> attackerState;
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std::vector<std::shared_ptr<battle::CUnitState>> affectedUnits;
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float defenderDamageReduce = 0;
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float attackerDamageReduce = 0; //usually by counter-attack
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float collateralDamageReduce = 0; // friendly fire (usually by two-hex attacks)
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int64_t shootersBlockedDmg = 0;
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bool defenderDead = false;
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AttackPossibility(BattleHex from, BattleHex dest, const BattleAttackInfo & attack_);
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float damageDiff() const;
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float attackValue() const;
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float damageDiff(float positiveEffectMultiplier, float negativeEffectMultiplier) const;
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static AttackPossibility evaluate(
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const BattleAttackInfo & attackInfo,
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BattleHex hex,
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DamageCache & damageCache,
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std::shared_ptr<CBattleInfoCallback> state);
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static float calculateDamageReduce(
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const battle::Unit * attacker,
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const battle::Unit * defender,
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uint64_t damageDealt,
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DamageCache & damageCache,
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std::shared_ptr<CBattleInfoCallback> cb);
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private:
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static int64_t evaluateBlockedShootersDmg(
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const BattleAttackInfo & attackInfo,
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BattleHex hex,
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DamageCache & damageCache,
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std::shared_ptr<CBattleInfoCallback> state);
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};
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