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vcmi/lib/battle/DamageCalculator.cpp
Ivan Savenko 81e6207df0 Add helper functions for integer division rounding
Added set of functions that perform integer division with different
rounding modes:
- divideAndCeil - rounds up to next integer
- divideAndRound - rounds to nearest integer
- divideAndFloor - rounds to previous integer (equivalent to default
division)

Intended for use in library, where usage of floating point might lead to
desync in multiplayer games.

Replaced some cases that I knew of, including recent handicap PR
2024-08-03 13:52:14 +00:00

562 lines
18 KiB
C++

/*
* 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 "../bonuses/Bonus.h"
#include "../mapObjects/CGTownInstance.h"
#include "../spells/CSpellHandler.h"
#include "../GameSettings.h"
#include "../VCMI_Lib.h"
VCMI_LIB_NAMESPACE_BEGIN
DamageRange DamageCalculator::getBaseDamageSingle() const
{
int64_t minDmg = 0.0;
int64_t maxDmg = 0.0;
minDmg = info.attacker->getMinDamage(info.shooting);
maxDmg = info.attacker->getMaxDamage(info.shooting);
if(minDmg > maxDmg)
{
const auto & creatureName = info.attacker->creatureId().toEntity(VLC)->getNamePluralTranslated();
logGlobal->error("Creature %s: min damage %lld exceeds max damage %lld.", creatureName, minDmg, maxDmg);
logGlobal->error("This may lead to unexpected results, please report it to the mod's creator.");
// to avoid an RNG crash and make bless and curse spells work as expected
std::swap(minDmg, maxDmg);
}
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()(BonusType::SIEGE_WEAPON);
if(info.attacker->hasBonus(selectorSiedgeWeapon, cachingStrSiedgeWeapon) && info.attacker->creatureIndex() != CreatureID::ARROW_TOWERS)
{
auto retrieveHeroPrimSkill = [&](PrimarySkill skill) -> int
{
std::shared_ptr<const Bonus> b = info.attacker->getBonus(Selector::sourceTypeSel(BonusSource::HERO_BASE_SKILL).And(Selector::typeSubtype(BonusType::PRIMARY_SKILL, BonusSubtypeID(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 };
}
DamageRange DamageCalculator::getBaseDamageBlessCurse() const
{
const std::string cachingStrForcedMinDamage = "type_ALWAYS_MINIMUM_DAMAGE";
static const auto selectorForcedMinDamage = Selector::type()(BonusType::ALWAYS_MINIMUM_DAMAGE);
const std::string cachingStrForcedMaxDamage = "type_ALWAYS_MAXIMUM_DAMAGE";
static const auto selectorForcedMaxDamage = Selector::type()(BonusType::ALWAYS_MAXIMUM_DAMAGE);
TConstBonusListPtr curseEffects = info.attacker->getBonuses(selectorForcedMinDamage, cachingStrForcedMinDamage);
TConstBonusListPtr blessEffects = info.attacker->getBonuses(selectorForcedMaxDamage, cachingStrForcedMaxDamage);
int curseBlessAdditiveModifier = blessEffects->totalValue() - curseEffects->totalValue();
DamageRange baseDamage = getBaseDamageSingle();
DamageRange modifiedDamage = {
std::max(static_cast<int64_t>(1), baseDamage.min + curseBlessAdditiveModifier),
std::max(static_cast<int64_t>(1), baseDamage.max + 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.min,
modifiedDamage.min
};
}
if(blessEffects->size())
{
return {
modifiedDamage.max,
modifiedDamage.max
};
}
return modifiedDamage;
}
DamageRange DamageCalculator::getBaseDamageStack() const
{
auto stackSize = info.attacker->getCount();
auto baseDamage = getBaseDamageBlessCurse();
return {
baseDamage.min * stackSize,
baseDamage.max * stackSize
};
}
int DamageCalculator::getActorAttackBase() const
{
return info.attacker->getAttack(info.shooting);
}
int DamageCalculator::getActorAttackEffective() const
{
return getActorAttackBase() + getActorAttackSlayer() + getActorAttackIgnored();
}
int DamageCalculator::getActorAttackIgnored() const
{
int multAttackReductionPercent = battleBonusValue(info.defender, Selector::type()(BonusType::ENEMY_ATTACK_REDUCTION));
if(multAttackReductionPercent > 0)
{
//using ints so 1.5 for 5 attack is rounded down as in HotA / h3assist etc. (keep in mind h3assist 1.2 shows wrong value for 15 attack points and unupg. nix)
int reduction = vstd::divideAndRound( getActorAttackBase() * multAttackReductionPercent, 100);
return -std::min(reduction, getActorAttackBase());
}
return 0;
}
int DamageCalculator::getActorAttackSlayer() const
{
const std::string cachingStrSlayer = "type_SLAYER";
static const auto selectorSlayer = Selector::type()(BonusType::SLAYER);
if (!info.defender->hasBonusOfType(BonusType::KING))
return 0;
auto slayerEffects = info.attacker->getBonuses(selectorSlayer, cachingStrSlayer);
auto slayerAffected = info.defender->unitType()->valOfBonuses(Selector::type()(BonusType::KING));
if(std::shared_ptr<const Bonus> slayerEffect = slayerEffects->getFirst(Selector::all))
{
const auto spLevel = slayerEffect->val;
bool isAffected = spLevel >= slayerAffected;
if(isAffected)
{
SpellID spell(SpellID::SLAYER);
int attackBonus = spell.toSpell()->getLevelPower(spLevel);
if(info.attacker->hasBonusOfType(BonusType::SPECIAL_PECULIAR_ENCHANT, BonusSubtypeID(spell)))
{
ui8 attackerTier = info.attacker->unitType()->getLevel();
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()(BonusType::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()(BonusType::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(BonusType::PERCENTAGE_DAMAGE_BOOST, BonusCustomSubtype::damageTypeRanged);
return info.attacker->valOfBonuses(selectorArchery, cachingStrArchery) / 100.0;
}
const std::string cachingStrOffence = "type_PERCENTAGE_DAMAGE_BOOSTs_0";
static const auto selectorOffence = Selector::typeSubtype(BonusType::PERCENTAGE_DAMAGE_BOOST, BonusCustomSubtype::damageTypeMelee);
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(BonusType::BONUS_DAMAGE_PERCENTAGE, BonusSubtypeID(info.attacker->creatureId()));
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()(BonusType::JOUSTING);
const std::string cachingStrChargeImmunity = "type_CHARGE_IMMUNITY";
static const auto selectorChargeImmunity = Selector::type()(BonusType::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()(BonusType::HATE);
auto allHateEffects = info.attacker->getBonuses(selectorHate, cachingStrHate);
return allHateEffects->valOfBonuses(Selector::subtype()(BonusSubtypeID(info.defender->creatureId()))) / 100.0;
}
double DamageCalculator::getAttackRevengeFactor() const
{
if(info.attacker->hasBonusOfType(BonusType::REVENGE)) //HotA Haspid ability
{
int totalStackCount = info.attacker->unitBaseAmount();
int currentStackHealth = info.attacker->getAvailableHealth();
int creatureHealth = info.attacker->getMaxHealth();
return sqrt(static_cast<double>((totalStackCount + 1) * creatureHealth) / (currentStackHealth + creatureHealth) - 1);
}
return 0.0;
}
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(BonusType::GENERAL_DAMAGE_REDUCTION, BonusCustomSubtype::damageTypeAll).And(Selector::sourceTypeSel(BonusSource::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(BonusType::GENERAL_DAMAGE_REDUCTION, BonusCustomSubtype::damageTypeMelee);
const std::string cachingStrRangedReduction = "type_GENERAL_DAMAGE_REDUCTIONs_1";
static const auto selectorRangedReduction = Selector::typeSubtype(BonusType::GENERAL_DAMAGE_REDUCTION, BonusCustomSubtype::damageTypeRanged);
//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 == BonusSource::SPELL_EFFECT
&& bonus->sid == BonusSourceID(SpellID(SpellID::AIR_SHIELD))
&& bonus->val >= MasteryLevel::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()(BonusType::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()(BonusType::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()(BonusType::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(BonusType::GENERAL_DAMAGE_REDUCTION, BonusCustomSubtype::damageTypeAll).And(Selector::sourceTypeSel(BonusSource::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()(BonusType::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()(BonusType::MIND_IMMUNITY);
if(info.defender->hasBonus(selectorMindImmunity, cachingStrMindImmunity))
return 0.5;
}
return 0.0;
}
std::vector<double> DamageCalculator::getAttackFactors() const
{
return {
getAttackSkillFactor(),
getAttackOffenseArcheryFactor(),
getAttackBlessFactor(),
getAttackLuckFactor(),
getAttackJoustingFactor(),
getAttackDeathBlowFactor(),
getAttackDoubleDamageFactor(),
getAttackHateFactor(),
getAttackRevengeFactor()
};
}
std::vector<double> DamageCalculator::getDefenseFactors() const
{
return {
getDefenseSkillFactor(),
getDefenseArmorerFactor(),
getDefenseMagicShieldFactor(),
getDefenseRangePenaltiesFactor(),
getDefenseObstacleFactor(),
getDefenseBlindParalysisFactor(),
getDefenseUnluckyFactor(),
getDefenseForgetfulnessFactor(),
getDefensePetrificationFactor(),
getDefenseMagicFactor(),
getDefenseMindFactor()
};
}
DamageRange DamageCalculator::getCasualties(const DamageRange & damageDealt) const
{
return {
getCasualties(damageDealt.min),
getCasualties(damageDealt.max),
};
}
int64_t DamageCalculator::getCasualties(int64_t damageDealt) const
{
if (damageDealt < info.defender->getFirstHPleft())
return 0;
int64_t damageLeft = damageDealt - info.defender->getFirstHPleft();
int64_t killsLeft = damageLeft / info.defender->getMaxHealth();
return std::min<int32_t>(1 + killsLeft, info.defender->getCount());
}
int DamageCalculator::battleBonusValue(const IBonusBearer * bearer, const CSelector & selector) const
{
auto noLimit = Selector::effectRange()(BonusLimitEffect::NO_LIMIT);
auto limitMatches = info.shooting
? Selector::effectRange()(BonusLimitEffect::ONLY_DISTANCE_FIGHT)
: Selector::effectRange()(BonusLimitEffect::ONLY_MELEE_FIGHT);
//any regular bonuses or just ones for melee/ranged
return bearer->getBonuses(selector, noLimit.Or(limitMatches))->totalValue();
};
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 = attackFactorTotal * defenseFactorTotal;
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