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			520 lines
		
	
	
		
			17 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			520 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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| 
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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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| 
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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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| 
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| VCMI_LIB_NAMESPACE_BEGIN
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| 
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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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| 
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| 	minDmg = info.attacker->getMinDamage(info.shooting);
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| 	maxDmg = info.attacker->getMaxDamage(info.shooting);
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| 
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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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| 
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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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| 
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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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| 
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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, static_cast<int>(skill))));
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| 			return b ? b->val : 0;
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| 		};
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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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| 
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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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| 
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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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| 
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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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| 
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| 	int curseBlessAdditiveModifier = blessEffects->totalValue() - curseEffects->totalValue();
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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| 	return modifiedDamage;
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| }
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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(BonusType::SPECIAL_PECULIAR_ENCHANT, SpellID::SLAYER))
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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| double DamageCalculator::getAttackSkillFactor() const
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| {
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| 	int attackAdvantage = getActorAttackEffective() - getTargetDefenseEffective();
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| 
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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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| 
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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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| 
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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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| 
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| double DamageCalculator::getAttackOffenseArcheryFactor() const
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| {
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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, 1);
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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, 0);
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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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| 
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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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| 
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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, info.attacker->creatureIndex());
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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| 	auto allHateEffects = info.attacker->getBonuses(selectorHate, cachingStrHate);
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| 
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| 	return allHateEffects->valOfBonuses(Selector::subtype()(info.defender->creatureIndex())) / 100.0;
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| }
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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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| 
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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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| 
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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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| 
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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, -1).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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| }
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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, 0);
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| 
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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, 1);
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| 
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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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| 
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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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| 
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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 == SpellID::AIR_SHIELD
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| 					&& bonus->val >= SecSkillLevel::ADVANCED;
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| 		};
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| 
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| 		const bool distPenalty = callback.battleHasDistancePenalty(info.attacker, attackerPos, defenderPos);
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| 
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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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| 	}
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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, -1).And(Selector::sourceTypeSel(BonusSource::SPELL_EFFECT));
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| 
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| 	return info.defender->valOfBonuses(selectorAllReduction, cachingStrAllReduction) / 100.0;
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| }
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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(),
 | |
| 		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 1 + killsLeft;
 | |
| }
 | |
| 
 | |
| 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 = 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
 |