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524 lines
17 KiB
C++
524 lines
17 KiB
C++
/*
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* DamageCalculator.cpp, 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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#include "StdInc.h"
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#include "DamageCalculator.h"
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#include "CBattleInfoCallback.h"
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#include "Unit.h"
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#include "../bonuses/Bonus.h"
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#include "../mapObjects/CGTownInstance.h"
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#include "../spells/CSpellHandler.h"
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#include "../GameSettings.h"
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VCMI_LIB_NAMESPACE_BEGIN
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DamageRange DamageCalculator::getBaseDamageSingle() const
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{
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int64_t minDmg = 0.0;
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int64_t maxDmg = 0.0;
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minDmg = info.attacker->getMinDamage(info.shooting);
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maxDmg = info.attacker->getMaxDamage(info.shooting);
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if(info.attacker->creatureIndex() == CreatureID::ARROW_TOWERS)
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{
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const auto * town = callback.battleGetDefendedTown();
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assert(town);
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switch(info.attacker->getPosition())
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{
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case BattleHex::CASTLE_CENTRAL_TOWER:
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return town->getKeepDamageRange();
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case BattleHex::CASTLE_BOTTOM_TOWER:
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case BattleHex::CASTLE_UPPER_TOWER:
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return town->getTowerDamageRange();
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default:
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assert(0);
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}
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}
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const std::string cachingStrSiedgeWeapon = "type_SIEGE_WEAPON";
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static const auto selectorSiedgeWeapon = Selector::type()(BonusType::SIEGE_WEAPON);
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if(info.attacker->hasBonus(selectorSiedgeWeapon, cachingStrSiedgeWeapon) && info.attacker->creatureIndex() != CreatureID::ARROW_TOWERS)
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{
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auto retrieveHeroPrimSkill = [&](PrimarySkill skill) -> int
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{
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std::shared_ptr<const Bonus> b = info.attacker->getBonus(Selector::sourceTypeSel(BonusSource::HERO_BASE_SKILL).And(Selector::typeSubtype(BonusType::PRIMARY_SKILL, BonusSubtypeID(skill))));
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return b ? b->val : 0;
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};
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//minDmg and maxDmg are multiplied by hero attack + 1
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minDmg *= retrieveHeroPrimSkill(PrimarySkill::ATTACK) + 1;
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maxDmg *= retrieveHeroPrimSkill(PrimarySkill::ATTACK) + 1;
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}
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return { minDmg, maxDmg };
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}
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DamageRange DamageCalculator::getBaseDamageBlessCurse() const
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{
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const std::string cachingStrForcedMinDamage = "type_ALWAYS_MINIMUM_DAMAGE";
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static const auto selectorForcedMinDamage = Selector::type()(BonusType::ALWAYS_MINIMUM_DAMAGE);
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const std::string cachingStrForcedMaxDamage = "type_ALWAYS_MAXIMUM_DAMAGE";
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static const auto selectorForcedMaxDamage = Selector::type()(BonusType::ALWAYS_MAXIMUM_DAMAGE);
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TConstBonusListPtr curseEffects = info.attacker->getBonuses(selectorForcedMinDamage, cachingStrForcedMinDamage);
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TConstBonusListPtr blessEffects = info.attacker->getBonuses(selectorForcedMaxDamage, cachingStrForcedMaxDamage);
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int curseBlessAdditiveModifier = blessEffects->totalValue() - curseEffects->totalValue();
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DamageRange baseDamage = getBaseDamageSingle();
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DamageRange modifiedDamage = {
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std::max(static_cast<int64_t>(1), baseDamage.min + curseBlessAdditiveModifier),
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std::max(static_cast<int64_t>(1), baseDamage.max + curseBlessAdditiveModifier)
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};
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if(curseEffects->size() && blessEffects->size() )
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{
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logGlobal->warn("Stack has both curse and bless! Effects will negate each other!");
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return modifiedDamage;
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}
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if(curseEffects->size())
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{
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return {
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modifiedDamage.min,
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modifiedDamage.min
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};
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}
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if(blessEffects->size())
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{
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return {
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modifiedDamage.max,
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modifiedDamage.max
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};
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}
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return modifiedDamage;
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}
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DamageRange DamageCalculator::getBaseDamageStack() const
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{
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auto stackSize = info.attacker->getCount();
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auto baseDamage = getBaseDamageBlessCurse();
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return {
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baseDamage.min * stackSize,
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baseDamage.max * stackSize
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};
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}
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int DamageCalculator::getActorAttackBase() const
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{
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return info.attacker->getAttack(info.shooting);
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}
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int DamageCalculator::getActorAttackEffective() const
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{
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return getActorAttackBase() + getActorAttackSlayer();
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}
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int DamageCalculator::getActorAttackSlayer() const
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{
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const std::string cachingStrSlayer = "type_SLAYER";
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static const auto selectorSlayer = Selector::type()(BonusType::SLAYER);
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if (!info.defender->hasBonusOfType(BonusType::KING))
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return 0;
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auto slayerEffects = info.attacker->getBonuses(selectorSlayer, cachingStrSlayer);
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auto slayerAffected = info.defender->unitType()->valOfBonuses(Selector::type()(BonusType::KING));
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if(std::shared_ptr<const Bonus> slayerEffect = slayerEffects->getFirst(Selector::all))
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{
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const auto spLevel = slayerEffect->val;
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bool isAffected = spLevel >= slayerAffected;
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if(isAffected)
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{
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SpellID spell(SpellID::SLAYER);
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int attackBonus = spell.toSpell()->getLevelPower(spLevel);
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if(info.attacker->hasBonusOfType(BonusType::SPECIAL_PECULIAR_ENCHANT, BonusSubtypeID(spell)))
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{
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ui8 attackerTier = info.attacker->unitType()->getLevel();
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ui8 specialtyBonus = std::max(5 - attackerTier, 0);
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attackBonus += specialtyBonus;
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}
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return attackBonus;
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}
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}
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return 0;
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}
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int DamageCalculator::getTargetDefenseBase() const
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{
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return info.defender->getDefense(info.shooting);
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}
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int DamageCalculator::getTargetDefenseEffective() const
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{
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return getTargetDefenseBase() + getTargetDefenseIgnored();
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}
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int DamageCalculator::getTargetDefenseIgnored() const
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{
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double multDefenceReduction = battleBonusValue(info.attacker, Selector::type()(BonusType::ENEMY_DEFENCE_REDUCTION)) / 100.0;
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if(multDefenceReduction > 0)
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{
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int reduction = std::floor(multDefenceReduction * getTargetDefenseBase()) + 1;
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return -std::min(reduction,getTargetDefenseBase());
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}
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return 0;
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}
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double DamageCalculator::getAttackSkillFactor() const
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{
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int attackAdvantage = getActorAttackEffective() - getTargetDefenseEffective();
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if(attackAdvantage > 0)
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{
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const double attackMultiplier = VLC->settings()->getDouble(EGameSettings::COMBAT_ATTACK_POINT_DAMAGE_FACTOR);
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const double attackMultiplierCap = VLC->settings()->getDouble(EGameSettings::COMBAT_ATTACK_POINT_DAMAGE_FACTOR_CAP);
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const double attackFactor = std::min(attackMultiplier * attackAdvantage, attackMultiplierCap);
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return attackFactor;
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}
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return 0.f;
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}
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double DamageCalculator::getAttackBlessFactor() const
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{
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const std::string cachingStrDamage = "type_GENERAL_DAMAGE_PREMY";
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static const auto selectorDamage = Selector::type()(BonusType::GENERAL_DAMAGE_PREMY);
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return info.attacker->valOfBonuses(selectorDamage, cachingStrDamage) / 100.0;
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}
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double DamageCalculator::getAttackOffenseArcheryFactor() const
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{
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if(info.shooting)
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{
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const std::string cachingStrArchery = "type_PERCENTAGE_DAMAGE_BOOSTs_1";
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static const auto selectorArchery = Selector::typeSubtype(BonusType::PERCENTAGE_DAMAGE_BOOST, BonusCustomSubtype::damageTypeRanged);
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return info.attacker->valOfBonuses(selectorArchery, cachingStrArchery) / 100.0;
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}
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const std::string cachingStrOffence = "type_PERCENTAGE_DAMAGE_BOOSTs_0";
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static const auto selectorOffence = Selector::typeSubtype(BonusType::PERCENTAGE_DAMAGE_BOOST, BonusCustomSubtype::damageTypeMelee);
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return info.attacker->valOfBonuses(selectorOffence, cachingStrOffence) / 100.0;
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}
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double DamageCalculator::getAttackLuckFactor() const
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{
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if(info.luckyStrike)
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return 1.0;
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return 0.0;
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}
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double DamageCalculator::getAttackDeathBlowFactor() const
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{
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if(info.deathBlow)
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return 1.0;
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return 0.0;
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}
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double DamageCalculator::getAttackDoubleDamageFactor() const
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{
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if(info.doubleDamage) {
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const auto cachingStr = "type_BONUS_DAMAGE_PERCENTAGEs_" + std::to_string(info.attacker->creatureIndex());
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const auto selector = Selector::typeSubtype(BonusType::BONUS_DAMAGE_PERCENTAGE, BonusSubtypeID(info.attacker->creatureId()));
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return info.attacker->valOfBonuses(selector, cachingStr) / 100.0;
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}
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return 0.0;
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}
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double DamageCalculator::getAttackJoustingFactor() const
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{
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const std::string cachingStrJousting = "type_JOUSTING";
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static const auto selectorJousting = Selector::type()(BonusType::JOUSTING);
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const std::string cachingStrChargeImmunity = "type_CHARGE_IMMUNITY";
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static const auto selectorChargeImmunity = Selector::type()(BonusType::CHARGE_IMMUNITY);
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//applying jousting bonus
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if(info.chargeDistance > 0 && info.attacker->hasBonus(selectorJousting, cachingStrJousting) && !info.defender->hasBonus(selectorChargeImmunity, cachingStrChargeImmunity))
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return info.chargeDistance * (info.attacker->valOfBonuses(selectorJousting))/100.0;
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return 0.0;
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}
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double DamageCalculator::getAttackHateFactor() const
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{
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//assume that unit have only few HATE features and cache them all
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const std::string cachingStrHate = "type_HATE";
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static const auto selectorHate = Selector::type()(BonusType::HATE);
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auto allHateEffects = info.attacker->getBonuses(selectorHate, cachingStrHate);
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return allHateEffects->valOfBonuses(Selector::subtype()(BonusSubtypeID(info.defender->creatureId()))) / 100.0;
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}
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double DamageCalculator::getDefenseSkillFactor() const
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{
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int defenseAdvantage = getTargetDefenseEffective() - getActorAttackEffective();
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//bonus from attack/defense skills
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if(defenseAdvantage > 0) //decreasing dmg
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{
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const double defenseMultiplier = VLC->settings()->getDouble(EGameSettings::COMBAT_DEFENSE_POINT_DAMAGE_FACTOR);
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const double defenseMultiplierCap = VLC->settings()->getDouble(EGameSettings::COMBAT_DEFENSE_POINT_DAMAGE_FACTOR_CAP);
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const double dec = std::min(defenseMultiplier * defenseAdvantage, defenseMultiplierCap);
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return dec;
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}
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return 0.0;
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}
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double DamageCalculator::getDefenseArmorerFactor() const
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{
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const std::string cachingStrArmorer = "type_GENERAL_DAMAGE_REDUCTIONs_N1_NsrcSPELL_EFFECT";
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static const auto selectorArmorer = Selector::typeSubtype(BonusType::GENERAL_DAMAGE_REDUCTION, BonusCustomSubtype::damageTypeAll).And(Selector::sourceTypeSel(BonusSource::SPELL_EFFECT).Not());
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return info.defender->valOfBonuses(selectorArmorer, cachingStrArmorer) / 100.0;
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}
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double DamageCalculator::getDefenseMagicShieldFactor() const
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{
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const std::string cachingStrMeleeReduction = "type_GENERAL_DAMAGE_REDUCTIONs_0";
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static const auto selectorMeleeReduction = Selector::typeSubtype(BonusType::GENERAL_DAMAGE_REDUCTION, BonusCustomSubtype::damageTypeMelee);
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const std::string cachingStrRangedReduction = "type_GENERAL_DAMAGE_REDUCTIONs_1";
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static const auto selectorRangedReduction = Selector::typeSubtype(BonusType::GENERAL_DAMAGE_REDUCTION, BonusCustomSubtype::damageTypeRanged);
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//handling spell effects - shield and air shield
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if(info.shooting)
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return info.defender->valOfBonuses(selectorRangedReduction, cachingStrRangedReduction) / 100.0;
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else
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return info.defender->valOfBonuses(selectorMeleeReduction, cachingStrMeleeReduction) / 100.0;
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}
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double DamageCalculator::getDefenseRangePenaltiesFactor() const
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{
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if(info.shooting)
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{
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BattleHex attackerPos = info.attackerPos.isValid() ? info.attackerPos : info.attacker->getPosition();
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BattleHex defenderPos = info.defenderPos.isValid() ? info.defenderPos : info.defender->getPosition();
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const std::string cachingStrAdvAirShield = "isAdvancedAirShield";
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auto isAdvancedAirShield = [](const Bonus* bonus)
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{
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return bonus->source == BonusSource::SPELL_EFFECT
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&& bonus->sid == BonusSourceID(SpellID(SpellID::AIR_SHIELD))
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&& bonus->val >= MasteryLevel::ADVANCED;
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};
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const bool distPenalty = callback.battleHasDistancePenalty(info.attacker, attackerPos, defenderPos);
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if(distPenalty || info.defender->hasBonus(isAdvancedAirShield, cachingStrAdvAirShield))
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return 0.5;
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}
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else
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{
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const std::string cachingStrNoMeleePenalty = "type_NO_MELEE_PENALTY";
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static const auto selectorNoMeleePenalty = Selector::type()(BonusType::NO_MELEE_PENALTY);
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if(info.attacker->isShooter() && !info.attacker->hasBonus(selectorNoMeleePenalty, cachingStrNoMeleePenalty))
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return 0.5;
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}
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return 0.0;
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}
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double DamageCalculator::getDefenseObstacleFactor() const
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{
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if(info.shooting)
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{
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BattleHex attackerPos = info.attackerPos.isValid() ? info.attackerPos : info.attacker->getPosition();
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BattleHex defenderPos = info.defenderPos.isValid() ? info.defenderPos : info.defender->getPosition();
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const bool obstaclePenalty = callback.battleHasWallPenalty(info.attacker, attackerPos, defenderPos);
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if(obstaclePenalty)
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return 0.5;
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}
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return 0.0;
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}
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double DamageCalculator::getDefenseUnluckyFactor() const
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{
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if(info.unluckyStrike)
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return 0.5;
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return 0.0;
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}
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double DamageCalculator::getDefenseBlindParalysisFactor() const
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{
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double multAttackReduction = battleBonusValue(info.attacker, Selector::type()(BonusType::GENERAL_ATTACK_REDUCTION)) / 100.0;
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return multAttackReduction;
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}
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double DamageCalculator::getDefenseForgetfulnessFactor() const
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{
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if(info.shooting)
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{
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//todo: set actual percentage in spell bonus configuration instead of just level; requires non trivial backward compatibility handling
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//get list first, total value of 0 also counts
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TConstBonusListPtr forgetfulList = info.attacker->getBonuses(Selector::type()(BonusType::FORGETFULL),"type_FORGETFULL");
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if(!forgetfulList->empty())
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{
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int forgetful = forgetfulList->valOfBonuses(Selector::all);
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//none of basic level
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if(forgetful == 0 || forgetful == 1)
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return 0.5;
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else
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logGlobal->warn("Attempt to calculate shooting damage with adv+ FORGETFULL effect");
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}
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}
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return 0.0;
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}
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double DamageCalculator::getDefensePetrificationFactor() const
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{
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// 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.
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const std::string cachingStrAllReduction = "type_GENERAL_DAMAGE_REDUCTIONs_N1_srcSPELL_EFFECT";
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static const auto selectorAllReduction = Selector::typeSubtype(BonusType::GENERAL_DAMAGE_REDUCTION, BonusCustomSubtype::damageTypeAll).And(Selector::sourceTypeSel(BonusSource::SPELL_EFFECT));
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return info.defender->valOfBonuses(selectorAllReduction, cachingStrAllReduction) / 100.0;
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}
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double DamageCalculator::getDefenseMagicFactor() const
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{
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// 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.
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if(info.attacker->creatureIndex() == CreatureID::MAGIC_ELEMENTAL)
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{
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const std::string cachingStrMagicImmunity = "type_LEVEL_SPELL_IMMUNITY";
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static const auto selectorMagicImmunity = Selector::type()(BonusType::LEVEL_SPELL_IMMUNITY);
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if(info.defender->valOfBonuses(selectorMagicImmunity, cachingStrMagicImmunity) >= 5)
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return 0.5;
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}
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return 0.0;
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}
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double DamageCalculator::getDefenseMindFactor() const
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{
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// 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.
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if(info.attacker->creatureIndex() == CreatureID::PSYCHIC_ELEMENTAL)
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{
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const std::string cachingStrMindImmunity = "type_MIND_IMMUNITY";
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static const auto selectorMindImmunity = Selector::type()(BonusType::MIND_IMMUNITY);
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if(info.defender->hasBonus(selectorMindImmunity, cachingStrMindImmunity))
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return 0.5;
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}
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return 0.0;
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}
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std::vector<double> DamageCalculator::getAttackFactors() const
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{
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return {
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getAttackSkillFactor(),
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getAttackOffenseArcheryFactor(),
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getAttackBlessFactor(),
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getAttackLuckFactor(),
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getAttackJoustingFactor(),
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getAttackDeathBlowFactor(),
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getAttackDoubleDamageFactor(),
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getAttackHateFactor()
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};
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}
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std::vector<double> DamageCalculator::getDefenseFactors() const
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{
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return {
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getDefenseSkillFactor(),
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getDefenseArmorerFactor(),
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getDefenseMagicShieldFactor(),
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getDefenseRangePenaltiesFactor(),
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getDefenseObstacleFactor(),
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getDefenseBlindParalysisFactor(),
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getDefenseUnluckyFactor(),
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getDefenseForgetfulnessFactor(),
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getDefensePetrificationFactor(),
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getDefenseMagicFactor(),
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getDefenseMindFactor()
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};
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}
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DamageRange DamageCalculator::getCasualties(const DamageRange & damageDealt) const
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{
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return {
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getCasualties(damageDealt.min),
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|
getCasualties(damageDealt.max),
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};
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}
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|
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int64_t DamageCalculator::getCasualties(int64_t damageDealt) const
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|
{
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if (damageDealt < info.defender->getFirstHPleft())
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|
return 0;
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|
|
|
int64_t damageLeft = damageDealt - info.defender->getFirstHPleft();
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|
int64_t killsLeft = damageLeft / info.defender->getMaxHealth();
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|
|
|
return 1 + killsLeft;
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|
}
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|
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int DamageCalculator::battleBonusValue(const IBonusBearer * bearer, const CSelector & selector) const
|
|
{
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|
auto noLimit = Selector::effectRange()(BonusLimitEffect::NO_LIMIT);
|
|
auto limitMatches = info.shooting
|
|
? Selector::effectRange()(BonusLimitEffect::ONLY_DISTANCE_FIGHT)
|
|
: Selector::effectRange()(BonusLimitEffect::ONLY_MELEE_FIGHT);
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|
|
|
//any regular bonuses or just ones for melee/ranged
|
|
return bearer->getBonuses(selector, noLimit.Or(limitMatches))->totalValue();
|
|
};
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|
|
|
DamageEstimation DamageCalculator::calculateDmgRange() const
|
|
{
|
|
DamageRange damageBase = 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);
|
|
|
|
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
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