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67 lines
2.5 KiB
C++
67 lines
2.5 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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int AttackPossibility::damageDiff() const
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{
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if (!priorities)
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priorities = new Priorities;
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const auto dealtDmgValue = priorities->stackEvaluator(enemy) * damageDealt;
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const auto receivedDmgValue = priorities->stackEvaluator(attack.attacker) * damageReceived;
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return dealtDmgValue - receivedDmgValue;
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}
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int 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, const HypotheticChangesToBattleState &state, BattleHex hex)
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{
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auto attacker = AttackInfo.attacker;
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auto enemy = AttackInfo.defender;
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const int remainingCounterAttacks = getValOr(state.counterAttacksLeft, enemy, enemy->counterAttacksRemaining());
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const bool counterAttacksBlocked = attacker->hasBonusOfType(Bonus::BLOCKS_RETALIATION) || enemy->hasBonusOfType(Bonus::NO_RETALIATION);
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const int totalAttacks = 1 + AttackInfo.attackerBonuses->getBonuses(Selector::type(Bonus::ADDITIONAL_ATTACK), (Selector::effectRange (Bonus::NO_LIMIT).Or(Selector::effectRange(Bonus::ONLY_MELEE_FIGHT))))->totalValue();
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AttackPossibility ap = {enemy, hex, AttackInfo, 0, 0, 0};
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auto curBai = AttackInfo; //we'll modify here the stack counts
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for(int i = 0; i < totalAttacks; i++)
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{
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std::pair<ui32, ui32> retaliation(0,0);
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auto attackDmg = getCbc()->battleEstimateDamage(CRandomGenerator::getDefault(), curBai, &retaliation);
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ap.damageDealt = (attackDmg.first + attackDmg.second) / 2;
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ap.damageReceived = (retaliation.first + retaliation.second) / 2;
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if(remainingCounterAttacks <= i || counterAttacksBlocked)
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ap.damageReceived = 0;
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curBai.attackerCount = attacker->count - attacker->countKilledByAttack(ap.damageReceived).first;
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curBai.defenderCount = enemy->count - enemy->countKilledByAttack(ap.damageDealt).first;
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if(!curBai.attackerCount)
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break;
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//TODO what about defender? should we break? but in pessimistic scenario defender might be alive
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}
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//TODO other damage related to attack (eg. fire shield and other abilities)
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//Limit damages by total stack health
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vstd::amin(ap.damageDealt, enemy->totalHealth());
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vstd::amin(ap.damageReceived, attacker->totalHealth());
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return ap;
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}
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Priorities* AttackPossibility::priorities = nullptr;
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