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506 lines
16 KiB
C++
506 lines
16 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 "../HeroBonus.h"
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#include "../mapObjects/CGTownInstance.h"
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#include "../spells/CSpellHandler.h"
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#include "../CModHandler.h"
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VCMI_LIB_NAMESPACE_BEGIN
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TDmgRange DamageCalculator::getBaseDamageSingle() const
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{
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double minDmg = 0.0;
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double 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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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()(Bonus::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 = [&](int skill) -> int
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{
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std::shared_ptr<const Bonus> b = info.attacker->getBonus(Selector::sourceTypeSel(Bonus::HERO_BASE_SKILL).And(Selector::typeSubtype(Bonus::PRIMARY_SKILL, 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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TDmgRange 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()(Bonus::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()(Bonus::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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TDmgRange baseDamage = getBaseDamageSingle();
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TDmgRange modifiedDamage = {
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std::max( int64_t(1), baseDamage.first + curseBlessAdditiveModifier),
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std::max( int64_t(1), baseDamage.second + 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.first,
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modifiedDamage.first
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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.second,
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modifiedDamage.second
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};
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}
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return modifiedDamage;
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}
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TDmgRange 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.first * stackSize,
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baseDamage.second * 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()(Bonus::SLAYER);
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auto slayerEffects = info.attacker->getBonuses(selectorSlayer, cachingStrSlayer);
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if(std::shared_ptr<const Bonus> slayerEffect = slayerEffects->getFirst(Selector::all))
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{
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std::vector<int32_t> affectedIds;
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const auto spLevel = slayerEffect->val;
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const CCreature * defenderType = info.defender->unitType();
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bool isAffected = false;
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for(const auto & b : defenderType->getBonusList())
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{
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if((b->type == Bonus::KING3 && spLevel >= 3) || //expert
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(b->type == Bonus::KING2 && spLevel >= 2) || //adv +
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(b->type == Bonus::KING1 && spLevel >= 0)) //none or basic +
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{
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isAffected = true;
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break;
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}
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}
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if(isAffected)
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{
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int attackBonus = SpellID(SpellID::SLAYER).toSpell()->getLevelPower(spLevel);
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if(info.attacker->hasBonusOfType(Bonus::SPECIAL_PECULIAR_ENCHANT, SpellID::SLAYER))
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{
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ui8 attackerTier = info.attacker->unitType()->level;
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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()(Bonus::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->modh->settings.ATTACK_POINT_DMG_MULTIPLIER;
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const double attackMultiplierCap = VLC->modh->settings.ATTACK_POINTS_DMG_MULTIPLIER_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()(Bonus::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_SECONDARY_SKILL_PREMYs_ARCHERY";
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static const auto selectorArchery = Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ARCHERY);
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return info.attacker->valOfBonuses(selectorArchery, cachingStrArchery) / 100.0;
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}
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else
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{
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const std::string cachingStrOffence = "type_SECONDARY_SKILL_PREMYs_OFFENCE";
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static const auto selectorOffence = Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::OFFENCE);
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return info.attacker->valOfBonuses(selectorOffence, cachingStrOffence) / 100.0;
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}
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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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return 1.0;
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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()(Bonus::JOUSTING);
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const std::string cachingStrChargeImmunity = "type_CHARGE_IMMUNITY";
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static const auto selectorChargeImmunity = Selector::type()(Bonus::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 * 0.05;
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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()(Bonus::HATE);
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auto allHateEffects = info.attacker->getBonuses(selectorHate, cachingStrHate);
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return allHateEffects->valOfBonuses(Selector::subtype()(info.defender->creatureIndex())) / 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->modh->settings.DEFENSE_POINT_DMG_MULTIPLIER;
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const double defenseMultiplierCap = VLC->modh->settings.DEFENSE_POINTS_DMG_MULTIPLIER_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_SECONDARY_SKILL_PREMYs_ARMORER";
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static const auto selectorArmorer = Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ARMORER);
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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(Bonus::GENERAL_DAMAGE_REDUCTION, 0);
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const std::string cachingStrRangedReduction = "type_GENERAL_DAMAGE_REDUCTIONs_1";
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static const auto selectorRangedReduction = Selector::typeSubtype(Bonus::GENERAL_DAMAGE_REDUCTION, 1);
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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 == Bonus::SPELL_EFFECT
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&& bonus->sid == SpellID::AIR_SHIELD
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&& bonus->val >= SecSkillLevel::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()(Bonus::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()(Bonus::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()(Bonus::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";
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static const auto selectorAllReduction = Selector::typeSubtype(Bonus::GENERAL_DAMAGE_REDUCTION, -1);
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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()(Bonus::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()(Bonus::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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int DamageCalculator::battleBonusValue(const IBonusBearer * bearer, const CSelector & selector) const
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{
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auto noLimit = Selector::effectRange()(Bonus::NO_LIMIT);
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auto limitMatches = info.shooting
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? Selector::effectRange()(Bonus::ONLY_DISTANCE_FIGHT)
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: Selector::effectRange()(Bonus::ONLY_MELEE_FIGHT);
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//any regular bonuses or just ones for melee/ranged
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return bearer->getBonuses(selector, noLimit.Or(limitMatches))->totalValue();
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};
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TDmgRange DamageCalculator::calculateDmgRange() const
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{
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TDmgRange result = getBaseDamageStack();
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auto attackFactors = getAttackFactors();
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auto defenseFactors = getDefenseFactors();
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double attackFactorTotal = 1.0;
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double defenseFactorTotal = 1.0;
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for (auto & factor : attackFactors)
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{
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assert(factor >= 0.0);
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attackFactorTotal += factor;
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}
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for (auto & factor : defenseFactors)
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{
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assert(factor >= 0.0);
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defenseFactorTotal *= ( 1 - std::min(1.0, factor));
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}
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double resultingFactor = std::min(8.0, attackFactorTotal) * std::max( 0.01, defenseFactorTotal);
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return {
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std::max( 1.0, std::floor(result.first * resultingFactor)),
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std::max( 1.0, std::floor(result.second * resultingFactor))
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};
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}
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VCMI_LIB_NAMESPACE_END
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