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Refactoring & fixes of damage calculation

Ivan Savenko 2 年之前
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1418ce4678
共有 4 個文件被更改,包括 611 次插入293 次删除
  1. 12 291
      lib/battle/CBattleInfoCallback.cpp
  2. 6 2
      lib/battle/CBattleInfoCallback.h
  3. 521 0
      lib/battle/DamageCalculator.cpp
  4. 72 0
      lib/battle/DamageCalculator.h

+ 12 - 291
lib/battle/CBattleInfoCallback.cpp

@@ -14,6 +14,7 @@
 
 #include "../CStack.h"
 #include "BattleInfo.h"
+#include "DamageCalculator.h"
 #include "../NetPacks.h"
 #include "../spells/CSpellHandler.h"
 #include "../mapObjects/CGTownInstance.h"
@@ -25,33 +26,6 @@ VCMI_LIB_NAMESPACE_BEGIN
 namespace SiegeStuffThatShouldBeMovedToHandlers // <=== TODO
 {
 
-static void retrieveTurretDamageRange(const CGTownInstance * town, const battle::Unit * turret, double & outMinDmg, double & outMaxDmg)//does not match OH3 yet, but damage is somewhat close
-{
-	// http://heroes.thelazy.net/wiki/Arrow_tower
-	assert(turret->creatureIndex() == CreatureID::ARROW_TOWERS);
-	assert(town);
-	assert(turret->getPosition() >= -4 && turret->getPosition() <= -2);
-
-	// base damage, irregardless of town level
-	static const int baseDamageKeep = 10;
-	static const int baseDamageTower = 6;
-
-	// extra damage, for each building in town
-	static const int extraDamage = 2;
-
-	const int townLevel = town->getTownLevel();
-
-	int minDamage;
-
-	if (turret->getPosition() == BattleHex::CASTLE_CENTRAL_TOWER)
-		minDamage = baseDamageKeep + townLevel * extraDamage;
-	else
-		minDamage = baseDamageTower + townLevel / 2 * extraDamage;
-
-	outMinDmg = minDamage;
-	outMaxDmg = minDamage * 2;
-}
-
 static BattleHex lineToWallHex(int line) //returns hex with wall in given line (y coordinate)
 {
 	static const BattleHex lineToHex[] = {12, 29, 45, 62, 78, 96, 112, 130, 147, 165, 182};
@@ -789,277 +763,24 @@ bool CBattleInfoCallback::battleCanShoot(const battle::Unit * attacker, BattleHe
 
 TDmgRange CBattleInfoCallback::calculateDmgRange(const BattleAttackInfo & info) const
 {
-	auto battleBonusValue = [&](const IBonusBearer * bearer, CSelector selector) -> int
-	{
-		auto noLimit = Selector::effectRange()(Bonus::NO_LIMIT);
-		auto limitMatches = info.shooting
-							? Selector::effectRange()(Bonus::ONLY_DISTANCE_FIGHT)
-							: Selector::effectRange()(Bonus::ONLY_MELEE_FIGHT);
-
-		//any regular bonuses or just ones for melee/ranged
-		return bearer->getBonuses(selector, noLimit.Or(limitMatches))->totalValue();
-	};
-
-	const IBonusBearer * attackerBonuses = info.attacker;
-	const IBonusBearer * defenderBonuses = info.defender;
-
-	double additiveBonus = 1.0 + info.additiveBonus;
-	double multBonus = 1.0 * info.multBonus;
-	double minDmg = 0.0;
-	double maxDmg = 0.0;
-
-	minDmg = info.attacker->getMinDamage(info.shooting);
-	maxDmg = info.attacker->getMaxDamage(info.shooting);
-
-	minDmg *= info.attacker->getCount(),
-	maxDmg *= info.attacker->getCount();
-
-	if(info.attacker->creatureIndex() == CreatureID::ARROW_TOWERS)
-	{
-		SiegeStuffThatShouldBeMovedToHandlers::retrieveTurretDamageRange(battleGetDefendedTown(), info.attacker, minDmg, maxDmg);
-		TDmgRange unmodifiableTowerDamage = std::make_pair(int64_t(minDmg), int64_t(maxDmg));
-		return unmodifiableTowerDamage;
-	}
-
-	const std::string cachingStrSiedgeWeapon = "type_SIEGE_WEAPON";
-	static const auto selectorSiedgeWeapon = Selector::type()(Bonus::SIEGE_WEAPON);
-
-	if(attackerBonuses->hasBonus(selectorSiedgeWeapon, cachingStrSiedgeWeapon) && info.attacker->creatureIndex() != CreatureID::ARROW_TOWERS) //any siege weapon, but only ballista can attack (second condition - not arrow turret)
-	{ //minDmg and maxDmg are multiplied by hero attack + 1
-		auto retrieveHeroPrimSkill = [&](int skill) -> int
-		{
-			std::shared_ptr<const Bonus> b = attackerBonuses->getBonus(Selector::sourceTypeSel(Bonus::HERO_BASE_SKILL).And(Selector::typeSubtype(Bonus::PRIMARY_SKILL, skill)));
-			return b ? b->val : 0; //if there is no hero or no info on his primary skill, return 0
-		};
-
-
-		minDmg *= retrieveHeroPrimSkill(PrimarySkill::ATTACK) + 1;
-		maxDmg *= retrieveHeroPrimSkill(PrimarySkill::ATTACK) + 1;
-	}
-
-	double attackDefenceDifference = 0.0;
-
-	double multAttackReduction = 1.0 - battleBonusValue(attackerBonuses, Selector::type()(Bonus::GENERAL_ATTACK_REDUCTION)) / 100.0;
-	attackDefenceDifference += info.attacker->getAttack(info.shooting) * multAttackReduction;
-
-	double multDefenceReduction = 1.0 - battleBonusValue(attackerBonuses, Selector::type()(Bonus::ENEMY_DEFENCE_REDUCTION)) / 100.0;
-	attackDefenceDifference -= info.defender->getDefense(info.shooting) * multDefenceReduction;
-
-	const std::string cachingStrSlayer = "type_SLAYER";
-	static const auto selectorSlayer = Selector::type()(Bonus::SLAYER);
-
-	//slayer handling //TODO: apply only ONLY_MELEE_FIGHT / DISTANCE_FIGHT?
-	auto slayerEffects = attackerBonuses->getBonuses(selectorSlayer, cachingStrSlayer);
-
-	if(std::shared_ptr<const Bonus> slayerEffect = slayerEffects->getFirst(Selector::all))
-	{
-		std::vector<int32_t> affectedIds;
-		const auto spLevel = slayerEffect->val;
-		const CCreature * defenderType = info.defender->unitType();
-		bool isAffected = false;
-
-		for(const auto & b : defenderType->getBonusList())
-		{
-			if((b->type == Bonus::KING3 && spLevel >= 3) || //expert
-				(b->type == Bonus::KING2 && spLevel >= 2) || //adv +
-				(b->type == Bonus::KING1 && spLevel >= 0)) //none or basic +
-			{
-				isAffected = true;
-				break;
-			}
-		}
-
-		if(isAffected)
-		{
-			attackDefenceDifference += SpellID(SpellID::SLAYER).toSpell()->getLevelPower(spLevel);
-			if(info.attacker->hasBonusOfType(Bonus::SPECIAL_PECULIAR_ENCHANT, SpellID::SLAYER))
-			{
-				ui8 attackerTier = info.attacker->unitType()->level;
-				ui8 specialtyBonus = std::max(5 - attackerTier, 0);
-				attackDefenceDifference += specialtyBonus;
-	}
-		}
-	}
-
-	//bonus from attack/defense skills
-	if(attackDefenceDifference < 0) //decreasing dmg
-	{
-		const double defenseMultiplier = VLC->modh->settings.DEFENSE_POINT_DMG_MULTIPLIER;
-		const double defenseMultiplierCap = VLC->modh->settings.DEFENSE_POINTS_DMG_MULTIPLIER_CAP;
-
-		const double dec = std::min(defenseMultiplier * (-attackDefenceDifference), defenseMultiplierCap);
-		multBonus *= 1.0 - dec;
-	}
-	else //increasing dmg
-	{
-		const double attackMultiplier = VLC->modh->settings.ATTACK_POINT_DMG_MULTIPLIER;
-		const double attackMultiplierCap = VLC->modh->settings.ATTACK_POINTS_DMG_MULTIPLIER_CAP;
-
-		const double inc = std::min(attackMultiplier * attackDefenceDifference, attackMultiplierCap);
-		additiveBonus += inc;
-	}
-
-	const std::string cachingStrJousting = "type_JOUSTING";
-	static const auto selectorJousting = Selector::type()(Bonus::JOUSTING);
-
-	const std::string cachingStrChargeImmunity = "type_CHARGE_IMMUNITY";
-	static const auto selectorChargeImmunity = Selector::type()(Bonus::CHARGE_IMMUNITY);
-
-	//applying jousting bonus
-	if(info.chargedFields > 0 && attackerBonuses->hasBonus(selectorJousting, cachingStrJousting) && !defenderBonuses->hasBonus(selectorChargeImmunity, cachingStrChargeImmunity))
-		additiveBonus += info.chargedFields * 0.05;
-
-	//handling secondary abilities and artifacts giving premies to them
-	const std::string cachingStrArchery = "type_SECONDARY_SKILL_PREMYs_ARCHERY";
-	static const auto selectorArchery = Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ARCHERY);
-
-	const std::string cachingStrOffence = "type_SECONDARY_SKILL_PREMYs_OFFENCE";
-	static const auto selectorOffence = Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::OFFENCE);
+	DamageCalculator calculator(*this, info);
 
-	const std::string cachingStrArmorer = "type_SECONDARY_SKILL_PREMYs_ARMORER";
-	static const auto selectorArmorer = Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ARMORER);
-
-	if(info.shooting)
-		additiveBonus += attackerBonuses->valOfBonuses(selectorArchery, cachingStrArchery) / 100.0;
-	else
-		additiveBonus += attackerBonuses->valOfBonuses(selectorOffence, cachingStrOffence) / 100.0;
-
-	multBonus *= (std::max(0, 100 - defenderBonuses->valOfBonuses(selectorArmorer, cachingStrArmorer))) / 100.0;
-
-	//handling hate effect
-	//assume that unit have only few HATE features and cache them all
-	const std::string cachingStrHate = "type_HATE";
-	static const auto selectorHate = Selector::type()(Bonus::HATE);
-
-	auto allHateEffects = attackerBonuses->getBonuses(selectorHate, cachingStrHate);
-
-	additiveBonus += allHateEffects->valOfBonuses(Selector::subtype()(info.defender->creatureIndex())) / 100.0;
-
-	const std::string cachingStrMeleeReduction = "type_GENERAL_DAMAGE_REDUCTIONs_0";
-	static const auto selectorMeleeReduction = Selector::typeSubtype(Bonus::GENERAL_DAMAGE_REDUCTION, 0);
-
-	const std::string cachingStrRangedReduction = "type_GENERAL_DAMAGE_REDUCTIONs_1";
-	static const auto selectorRangedReduction = Selector::typeSubtype(Bonus::GENERAL_DAMAGE_REDUCTION, 1);
-
-	//handling spell effects
-	if(!info.shooting) //eg. shield
-	{
-		multBonus *= (100 - defenderBonuses->valOfBonuses(selectorMeleeReduction, cachingStrMeleeReduction)) / 100.0;
-	}
-	else //eg. air shield
-	{
-		multBonus *= (100 - defenderBonuses->valOfBonuses(selectorRangedReduction, cachingStrRangedReduction)) / 100.0;
-	}
-
-	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 = attackerBonuses->getBonuses(Selector::type()(Bonus::FORGETFULL),"type_FORGETFULL");
-
-		if(!forgetfulList->empty())
-		{
-			int forgetful = forgetfulList->valOfBonuses(Selector::all);
-
-			//none of basic level
-			if(forgetful == 0 || forgetful == 1)
-				multBonus *= 0.5;
-			else
-				logGlobal->warn("Attempt to calculate shooting damage with adv+ FORGETFULL effect");
-		}
-	}
-
-	const std::string cachingStrForcedMinDamage = "type_ALWAYS_MINIMUM_DAMAGE";
-	static const auto selectorForcedMinDamage = Selector::type()(Bonus::ALWAYS_MINIMUM_DAMAGE);
-
-	const std::string cachingStrForcedMaxDamage = "type_ALWAYS_MAXIMUM_DAMAGE";
-	static const auto selectorForcedMaxDamage = Selector::type()(Bonus::ALWAYS_MAXIMUM_DAMAGE);
-
-	TConstBonusListPtr curseEffects = attackerBonuses->getBonuses(selectorForcedMinDamage, cachingStrForcedMinDamage);
-	TConstBonusListPtr blessEffects = attackerBonuses->getBonuses(selectorForcedMaxDamage, cachingStrForcedMaxDamage);
-
-	int curseBlessAdditiveModifier = blessEffects->totalValue() - curseEffects->totalValue();
-	double curseMultiplicativePenalty = curseEffects->size() ? (*std::max_element(curseEffects->begin(), curseEffects->end(), &Bonus::compareByAdditionalInfo<std::shared_ptr<Bonus>>))->additionalInfo[0] : 0;
-
-	if(curseMultiplicativePenalty) //curse handling (partial, the rest is below)
-	{
-		multBonus *= 1.0 - curseMultiplicativePenalty/100;
-	}
-
-	const std::string cachingStrAdvAirShield = "isAdvancedAirShield";
-	auto isAdvancedAirShield = [](const Bonus* bonus)
-	{
-		return bonus->source == Bonus::SPELL_EFFECT
-				&& bonus->sid == SpellID::AIR_SHIELD
-				&& bonus->val >= SecSkillLevel::ADVANCED;
-	};
-
-	if(info.shooting)
-	{
-		//wall / distance penalty + advanced air shield
-		BattleHex attackerPos = info.attackerPos.isValid() ? info.attackerPos : info.attacker->getPosition();
-		BattleHex defenderPos = info.defenderPos.isValid() ? info.defenderPos : info.defender->getPosition();
-
-		const bool distPenalty = battleHasDistancePenalty(attackerBonuses, attackerPos, defenderPos);
-		const bool obstaclePenalty = battleHasWallPenalty(attackerBonuses, attackerPos, defenderPos);
-
-		if(distPenalty || defenderBonuses->hasBonus(isAdvancedAirShield, cachingStrAdvAirShield))
-			multBonus *= 0.5;
-
-		if(obstaclePenalty)
-			multBonus *= 0.5; //cumulative
-	}
-	else
-	{
-		const std::string cachingStrNoMeleePenalty = "type_NO_MELEE_PENALTY";
-		static const auto selectorNoMeleePenalty = Selector::type()(Bonus::NO_MELEE_PENALTY);
-
-		if(info.attacker->isShooter() && !attackerBonuses->hasBonus(selectorNoMeleePenalty, cachingStrNoMeleePenalty))
-			multBonus *= 0.5;
-	}
-
-	// psychic elementals versus mind immune units 50%
-	if(info.attacker->creatureIndex() == CreatureID::PSYCHIC_ELEMENTAL)
-	{
-		const std::string cachingStrMindImmunity = "type_MIND_IMMUNITY";
-		static const auto selectorMindImmunity = Selector::type()(Bonus::MIND_IMMUNITY);
-
-		if(defenderBonuses->hasBonus(selectorMindImmunity, cachingStrMindImmunity))
-			multBonus *= 0.5;
-	}
-
-	// TODO attack on petrified unit 50%
-	// blinded unit retaliates
-
-	minDmg *= additiveBonus * multBonus;
-	maxDmg *= additiveBonus * multBonus;
-
-	if(curseEffects->size()) //curse handling (rest)
-	{
-		minDmg += curseBlessAdditiveModifier;
-		maxDmg = minDmg;
-	}
-	else if(blessEffects->size()) //bless handling
-	{
-		maxDmg += curseBlessAdditiveModifier;
-		minDmg = maxDmg;
-	}
-
-	TDmgRange returnedVal = std::make_pair(int64_t(minDmg), int64_t(maxDmg));
-
-	//damage cannot be less than 1
-	vstd::amax(returnedVal.first, 1);
-	vstd::amax(returnedVal.second, 1);
+	return calculator.calculateDmgRange();
+}
 
-	return returnedVal;
+TDmgRange CBattleInfoCallback::battleEstimateDamage(const battle::Unit * attacker, const battle::Unit * defender, BattleHex attackerPosition, TDmgRange * retaliationDmg) const
+{
+	RETURN_IF_NOT_BATTLE(std::make_pair(0, 0));
+	auto reachability = battleGetDistances(attacker, attacker->getPosition());
+	int movementDistance = reachability[attackerPosition];
+	return battleEstimateDamage(attacker, defender, movementDistance, retaliationDmg);
 }
 
-TDmgRange CBattleInfoCallback::battleEstimateDamage(const CStack * attacker, const CStack * defender, TDmgRange * retaliationDmg) const
+TDmgRange CBattleInfoCallback::battleEstimateDamage(const battle::Unit * attacker, const battle::Unit * defender, int movementDistance, TDmgRange * retaliationDmg) const
 {
 	RETURN_IF_NOT_BATTLE(std::make_pair(0, 0));
 	const bool shooting = battleCanShoot(attacker, defender->getPosition());
-	const BattleAttackInfo bai(attacker, defender, shooting);
+	const BattleAttackInfo bai(attacker, defender, movementDistance, shooting);
 	return battleEstimateDamage(bai, retaliationDmg);
 }
 

+ 6 - 2
lib/battle/CBattleInfoCallback.h

@@ -104,8 +104,12 @@ public:
 
 	TDmgRange calculateDmgRange(const BattleAttackInfo & info) const; //charge - number of hexes travelled before attack (for champion's jousting); returns pair <min dmg, max dmg>
 
-	TDmgRange battleEstimateDamage(const BattleAttackInfo & bai, TDmgRange * retaliationDmg = nullptr) const; //estimates damage dealt by attacker to defender; it may be not precise especially when stack has randomly working bonuses; returns pair <min dmg, max dmg>
-	TDmgRange battleEstimateDamage(const CStack * attacker, const CStack * defender, TDmgRange * retaliationDmg = nullptr) const; //estimates damage dealt by attacker to defender; it may be not precise especially when stack has randomly working bonuses; returns pair <min dmg, max dmg>
+	/// estimates damage dealt by attacker to defender;
+	/// only non-random bonuses are considered in estimation
+	/// returns pair <min dmg, max dmg>
+	TDmgRange battleEstimateDamage(const BattleAttackInfo & bai, TDmgRange * retaliationDmg = nullptr) const;
+	TDmgRange battleEstimateDamage(const battle::Unit * attacker, const battle::Unit * defender, BattleHex attackerPosition, TDmgRange * retaliationDmg = nullptr) const;
+	TDmgRange battleEstimateDamage(const battle::Unit * attacker, const battle::Unit * defender, int movementDistance, TDmgRange * retaliationDmg = nullptr) const;
 
 	bool battleHasDistancePenalty(const IBonusBearer * shooter, BattleHex shooterPosition, BattleHex destHex) const;
 	bool battleHasWallPenalty(const IBonusBearer * shooter, BattleHex shooterPosition, BattleHex destHex) const;

+ 521 - 0
lib/battle/DamageCalculator.cpp

@@ -0,0 +1,521 @@
+/*
+ * 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 "../HeroBonus.h"
+#include "../mapObjects/CGTownInstance.h"
+#include "../spells/CSpellHandler.h"
+#include "../CModHandler.h"
+
+namespace SiegeStuffThatShouldBeMovedToHandlers // <=== TODO
+{
+
+static void retrieveTurretDamageRange(const CGTownInstance * town, const battle::Unit * turret, double & outMinDmg, double & outMaxDmg)
+{
+	// http://heroes.thelazy.net/wiki/Arrow_tower
+	assert(turret->creatureIndex() == CreatureID::ARROW_TOWERS);
+	assert(town);
+	assert(turret->getPosition() >= -4 && turret->getPosition() <= -2);
+
+	// base damage, irregardless of town level
+	static const int baseDamageKeep = 10;
+	static const int baseDamageTower = 6;
+
+	// extra damage, for each building in town
+	static const int extraDamage = 2;
+
+	const int townLevel = town->getTownLevel();
+
+	int minDamage;
+
+	if (turret->getPosition() == BattleHex::CASTLE_CENTRAL_TOWER)
+		minDamage = baseDamageKeep + townLevel * extraDamage;
+	else
+		minDamage = baseDamageTower + townLevel / 2 * extraDamage;
+
+	outMinDmg = minDamage;
+	outMaxDmg = minDamage * 2;
+}
+
+}
+
+TDmgRange DamageCalculator::getBaseDamageSingle() const
+{
+	double minDmg = 0.0;
+	double maxDmg = 0.0;
+
+	minDmg = info.attacker->getMinDamage(info.shooting);
+	maxDmg = info.attacker->getMaxDamage(info.shooting);
+
+	if(info.attacker->creatureIndex() == CreatureID::ARROW_TOWERS)
+		SiegeStuffThatShouldBeMovedToHandlers::retrieveTurretDamageRange(callback.battleGetDefendedTown(), info.attacker, minDmg, maxDmg);
+
+	const std::string cachingStrSiedgeWeapon = "type_SIEGE_WEAPON";
+	static const auto selectorSiedgeWeapon = Selector::type()(Bonus::SIEGE_WEAPON);
+
+	if(info.attacker->hasBonus(selectorSiedgeWeapon, cachingStrSiedgeWeapon) && info.attacker->creatureIndex() != CreatureID::ARROW_TOWERS) //any siege weapon, but only ballista can attack (second condition - not arrow turret)
+	{ //minDmg and maxDmg are multiplied by hero attack + 1
+		auto retrieveHeroPrimSkill = [&](int skill) -> int
+		{
+			std::shared_ptr<const Bonus> b = info.attacker->getBonus(Selector::sourceTypeSel(Bonus::HERO_BASE_SKILL).And(Selector::typeSubtype(Bonus::PRIMARY_SKILL, skill)));
+			return b ? b->val : 0; //if there is no hero or no info on his primary skill, return 0
+		};
+
+		minDmg *= retrieveHeroPrimSkill(PrimarySkill::ATTACK) + 1;
+		maxDmg *= retrieveHeroPrimSkill(PrimarySkill::ATTACK) + 1;
+	}
+	return { minDmg, maxDmg };
+}
+
+TDmgRange DamageCalculator::getBaseDamageBlessCurse() const
+{
+	const std::string cachingStrForcedMinDamage = "type_ALWAYS_MINIMUM_DAMAGE";
+	static const auto selectorForcedMinDamage = Selector::type()(Bonus::ALWAYS_MINIMUM_DAMAGE);
+
+	const std::string cachingStrForcedMaxDamage = "type_ALWAYS_MAXIMUM_DAMAGE";
+	static const auto selectorForcedMaxDamage = Selector::type()(Bonus::ALWAYS_MAXIMUM_DAMAGE);
+
+	TConstBonusListPtr curseEffects = info.attacker->getBonuses(selectorForcedMinDamage, cachingStrForcedMinDamage);
+	TConstBonusListPtr blessEffects = info.attacker->getBonuses(selectorForcedMaxDamage, cachingStrForcedMaxDamage);
+
+	int curseBlessAdditiveModifier = blessEffects->totalValue() - curseEffects->totalValue();
+
+	TDmgRange baseDamage = getBaseDamageSingle();
+	TDmgRange modifiedDamage = {
+		std::max( int64_t(1), baseDamage.first  + curseBlessAdditiveModifier),
+		std::max( int64_t(1), baseDamage.second + 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.first,
+			modifiedDamage.first
+		};
+	}
+
+	if(blessEffects->size())
+	{
+		return {
+			modifiedDamage.second,
+			modifiedDamage.second
+		};
+	}
+
+	return modifiedDamage;
+}
+
+TDmgRange DamageCalculator::getBaseDamageStack() const
+{
+	auto stackSize = info.attacker->getCount();
+	auto baseDamage = getBaseDamageBlessCurse();
+	return {
+		baseDamage.first * stackSize,
+		baseDamage.second * stackSize
+	};
+}
+
+int DamageCalculator::getActorAttackBase() const
+{
+	return info.attacker->getAttack(info.shooting);
+}
+
+int DamageCalculator::getActorAttackEffective() const
+{
+	return getActorAttackBase() + getActorAttackSlayer();
+}
+
+int DamageCalculator::getActorAttackSlayer() const
+{
+	const std::string cachingStrSlayer = "type_SLAYER";
+	static const auto selectorSlayer = Selector::type()(Bonus::SLAYER);
+
+	auto slayerEffects = info.attacker->getBonuses(selectorSlayer, cachingStrSlayer);
+
+	if(std::shared_ptr<const Bonus> slayerEffect = slayerEffects->getFirst(Selector::all))
+	{
+		std::vector<int32_t> affectedIds;
+		const auto spLevel = slayerEffect->val;
+		const CCreature * defenderType = info.defender->unitType();
+		bool isAffected = false;
+
+		for(const auto & b : defenderType->getBonusList())
+		{
+			if((b->type == Bonus::KING3 && spLevel >= 3) || //expert
+				(b->type == Bonus::KING2 && spLevel >= 2) || //adv +
+				(b->type == Bonus::KING1 && spLevel >= 0)) //none or basic +
+			{
+				isAffected = true;
+				break;
+			}
+		}
+
+		if(isAffected)
+		{
+			int attackBonus = SpellID(SpellID::SLAYER).toSpell()->getLevelPower(spLevel);
+			if(info.attacker->hasBonusOfType(Bonus::SPECIAL_PECULIAR_ENCHANT, SpellID::SLAYER))
+			{
+				ui8 attackerTier = info.attacker->unitType()->level;
+				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()(Bonus::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->modh->settings.ATTACK_POINT_DMG_MULTIPLIER;
+		const double attackMultiplierCap = VLC->modh->settings.ATTACK_POINTS_DMG_MULTIPLIER_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()(Bonus::GENERAL_DAMAGE_PREMY);
+	return info.attacker->valOfBonuses(selectorDamage, cachingStrDamage) / 100.0;
+}
+
+double DamageCalculator::getAttackOffenseArcheryFactor() const
+{
+	if(info.shooting)
+	{
+		const std::string cachingStrArchery = "type_SECONDARY_SKILL_PREMYs_ARCHERY";
+		static const auto selectorArchery = Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ARCHERY);
+		return info.attacker->valOfBonuses(selectorArchery, cachingStrArchery) / 100.0;
+	}
+	else
+	{
+		const std::string cachingStrOffence = "type_SECONDARY_SKILL_PREMYs_OFFENCE";
+		static const auto selectorOffence = Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::OFFENCE);
+		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)
+		return 1.0;
+	return 0.0;
+}
+
+double DamageCalculator::getAttackJoustingFactor() const
+{
+	const std::string cachingStrJousting = "type_JOUSTING";
+	static const auto selectorJousting = Selector::type()(Bonus::JOUSTING);
+
+	const std::string cachingStrChargeImmunity = "type_CHARGE_IMMUNITY";
+	static const auto selectorChargeImmunity = Selector::type()(Bonus::CHARGE_IMMUNITY);
+
+	//applying jousting bonus
+	if(info.chargeDistance > 0 && info.attacker->hasBonus(selectorJousting, cachingStrJousting) && !info.defender->hasBonus(selectorChargeImmunity, cachingStrChargeImmunity))
+		return info.chargeDistance * 0.05;
+	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()(Bonus::HATE);
+
+	auto allHateEffects = info.attacker->getBonuses(selectorHate, cachingStrHate);
+
+	return allHateEffects->valOfBonuses(Selector::subtype()(info.defender->creatureIndex())) / 100.0;
+}
+
+double DamageCalculator::getDefenseSkillFactor() const
+{
+	int defenseAdvantage = getTargetDefenseEffective() - getActorAttackEffective();
+
+	//bonus from attack/defense skills
+	if(defenseAdvantage > 0) //decreasing dmg
+	{
+		const double defenseMultiplier = VLC->modh->settings.DEFENSE_POINT_DMG_MULTIPLIER;
+		const double defenseMultiplierCap = VLC->modh->settings.DEFENSE_POINTS_DMG_MULTIPLIER_CAP;
+
+		const double dec = std::min(defenseMultiplier * defenseAdvantage, defenseMultiplierCap);
+		return dec;
+	}
+	return 0.0;
+}
+
+double DamageCalculator::getDefenseArmorerFactor() const
+{
+	const std::string cachingStrArmorer = "type_SECONDARY_SKILL_PREMYs_ARMORER";
+	static const auto selectorArmorer = Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ARMORER);
+	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(Bonus::GENERAL_DAMAGE_REDUCTION, 0);
+
+	const std::string cachingStrRangedReduction = "type_GENERAL_DAMAGE_REDUCTIONs_1";
+	static const auto selectorRangedReduction = Selector::typeSubtype(Bonus::GENERAL_DAMAGE_REDUCTION, 1);
+
+	//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 == Bonus::SPELL_EFFECT
+					&& bonus->sid == SpellID::AIR_SHIELD
+					&& bonus->val >= SecSkillLevel::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()(Bonus::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()(Bonus::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()(Bonus::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";
+	static const auto selectorAllReduction = Selector::typeSubtype(Bonus::GENERAL_DAMAGE_REDUCTION, -1);
+
+	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()(Bonus::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()(Bonus::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()
+	};
+}
+
+std::vector<double> DamageCalculator::getDefenseFactors() const
+{
+	return {
+		getDefenseSkillFactor(),
+		getDefenseArmorerFactor(),
+		getDefenseMagicShieldFactor(),
+		getDefenseRangePenaltiesFactor(),
+		getDefenseObstacleFactor(),
+		getDefenseBlindParalysisFactor(),
+		getDefenseUnluckyFactor(),
+		getDefenseForgetfulnessFactor(),
+		getDefensePetrificationFactor(),
+		getDefenseMagicFactor(),
+		getDefenseMindFactor()
+	};
+}
+
+int DamageCalculator::battleBonusValue(const IBonusBearer * bearer, const CSelector & selector) const
+{
+	auto noLimit = Selector::effectRange()(Bonus::NO_LIMIT);
+	auto limitMatches = info.shooting
+						? Selector::effectRange()(Bonus::ONLY_DISTANCE_FIGHT)
+						: Selector::effectRange()(Bonus::ONLY_MELEE_FIGHT);
+
+	//any regular bonuses or just ones for melee/ranged
+	return bearer->getBonuses(selector, noLimit.Or(limitMatches))->totalValue();
+};
+
+TDmgRange DamageCalculator::calculateDmgRange() const
+{
+	TDmgRange result = 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);
+
+	return {
+		std::max( 1.0, std::floor(result.first * resultingFactor)),
+		std::max( 1.0, std::floor(result.second * resultingFactor))
+	};
+}

+ 72 - 0
lib/battle/DamageCalculator.h

@@ -0,0 +1,72 @@
+/*
+ * DamageCalculator.h, 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
+ *
+ */
+
+#pragma once
+
+#include "../GameConstants.h"
+
+VCMI_LIB_NAMESPACE_BEGIN
+
+class CBattleInfoCallback;
+class IBonusBearer;
+class CSelector;
+struct BattleAttackInfo;
+
+class DLL_LINKAGE DamageCalculator
+{
+	const CBattleInfoCallback & callback;
+	const BattleAttackInfo & info;
+
+	int battleBonusValue(const IBonusBearer * bearer, const CSelector & selector) const;
+
+	TDmgRange getBaseDamageSingle() const;
+	TDmgRange getBaseDamageBlessCurse() const;
+	TDmgRange getBaseDamageStack() const;
+
+	int getActorAttackBase() const;
+	int getActorAttackEffective() const;
+	int getActorAttackSlayer() const;
+	int getTargetDefenseBase() const;
+	int getTargetDefenseEffective() const;
+	int getTargetDefenseIgnored() const;
+
+	double getAttackSkillFactor() const;
+	double getAttackOffenseArcheryFactor() const;
+	double getAttackBlessFactor() const;
+	double getAttackLuckFactor() const;
+	double getAttackJoustingFactor() const;
+	double getAttackDeathBlowFactor() const;
+	double getAttackDoubleDamageFactor() const;
+	double getAttackHateFactor() const;
+
+	double getDefenseSkillFactor() const;
+	double getDefenseArmorerFactor() const;
+	double getDefenseMagicShieldFactor() const;
+	double getDefenseRangePenaltiesFactor() const;
+	double getDefenseObstacleFactor() const;
+	double getDefenseBlindParalysisFactor() const;
+	double getDefenseUnluckyFactor() const;
+	double getDefenseForgetfulnessFactor() const;
+	double getDefensePetrificationFactor() const;
+	double getDefenseMagicFactor() const;
+	double getDefenseMindFactor() const;
+
+	std::vector<double> getAttackFactors() const;
+	std::vector<double> getDefenseFactors() const;
+public:
+	DamageCalculator(const CBattleInfoCallback & callback, const BattleAttackInfo & info ):
+		callback(callback),
+		info(info)
+	{}
+
+	TDmgRange calculateDmgRange() const;
+};
+
+VCMI_LIB_NAMESPACE_END