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0b70baa95e
* Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
98 lines
2.8 KiB
C++
98 lines
2.8 KiB
C++
/*
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* AttackPossibility.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 "AttackPossibility.h"
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AttackPossibility::AttackPossibility(BattleHex tile_, const BattleAttackInfo & attack_)
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: tile(tile_),
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attack(attack_)
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{
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}
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int64_t AttackPossibility::damageDiff() const
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{
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//TODO: use target priority from HypotheticBattle
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const auto dealtDmgValue = damageDealt;
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const auto receivedDmgValue = damageReceived;
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int64_t diff = 0;
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//friendly fire or not
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if(attack.attacker->unitSide() == attack.defender->unitSide())
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diff = -dealtDmgValue - receivedDmgValue;
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else
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diff = dealtDmgValue - receivedDmgValue;
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//mind control
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auto actualSide = getCbc()->playerToSide(getCbc()->battleGetOwner(attack.attacker));
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if(actualSide && actualSide.get() != attack.attacker->unitSide())
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diff = -diff;
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return diff;
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}
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int64_t AttackPossibility::attackValue() const
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{
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return damageDiff() + tacticImpact;
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}
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AttackPossibility AttackPossibility::evaluate(const BattleAttackInfo & attackInfo, BattleHex hex)
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{
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const std::string cachingStringBlocksRetaliation = "type_BLOCKS_RETALIATION";
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static const auto selectorBlocksRetaliation = Selector::type(Bonus::BLOCKS_RETALIATION);
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const bool counterAttacksBlocked = attackInfo.attacker->hasBonus(selectorBlocksRetaliation, cachingStringBlocksRetaliation);
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AttackPossibility ap(hex, attackInfo);
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ap.attackerState = attackInfo.attacker->acquireState();
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const int totalAttacks = ap.attackerState->getTotalAttacks(attackInfo.shooting);
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if(!attackInfo.shooting)
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ap.attackerState->setPosition(hex);
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auto defenderState = attackInfo.defender->acquireState();
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ap.affectedUnits.push_back(defenderState);
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for(int i = 0; i < totalAttacks; i++)
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{
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TDmgRange retaliation(0,0);
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auto attackDmg = getCbc()->battleEstimateDamage(ap.attack, &retaliation);
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vstd::amin(attackDmg.first, defenderState->getAvailableHealth());
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vstd::amin(attackDmg.second, defenderState->getAvailableHealth());
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vstd::amin(retaliation.first, ap.attackerState->getAvailableHealth());
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vstd::amin(retaliation.second, ap.attackerState->getAvailableHealth());
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ap.damageDealt += (attackDmg.first + attackDmg.second) / 2;
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ap.attackerState->afterAttack(attackInfo.shooting, false);
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//FIXME: use ranged retaliation
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if(!attackInfo.shooting && defenderState->ableToRetaliate() && !counterAttacksBlocked)
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{
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ap.damageReceived += (retaliation.first + retaliation.second) / 2;
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defenderState->afterAttack(attackInfo.shooting, true);
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}
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ap.attackerState->damage(ap.damageReceived);
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defenderState->damage(ap.damageDealt);
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if(!ap.attackerState->alive() || !defenderState->alive())
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break;
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}
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//TODO other damage related to attack (eg. fire shield and other abilities)
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return ap;
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}
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