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* estimating damage that will be dealt while choosing stack to attack

mateuszb 16 anos atrás
pai
commit
8fac12f957
5 arquivos alterados com 59 adições e 10 exclusões
  1. 23 0
      CCallback.cpp
  2. 2 0
      CCallback.h
  3. 17 1
      client/CBattleInterface.cpp
  4. 15 8
      lib/CGameState.cpp
  5. 2 1
      lib/CGameState.h

+ 23 - 0
CCallback.cpp

@@ -618,6 +618,29 @@ ui8 CCallback::battleGetWallState(int partOfWall)
 	return gs->curB->si.wallState[partOfWall];
 }
 
+std::pair<ui32, ui32> CCallback::battleEstimateDamage(int attackerID, int defenderID)
+{
+	if(!gs->curB)
+		return std::make_pair(0, 0);
+
+	const CGHeroInstance * attackerHero, * defenderHero;
+
+	if(gs->curB->side1 == player)
+	{
+		attackerHero = gs->getHero(gs->curB->hero1);
+		defenderHero = gs->getHero(gs->curB->hero2);
+	}
+	else
+	{
+		attackerHero = gs->getHero(gs->curB->hero2);
+		defenderHero = gs->getHero(gs->curB->hero1);
+	}
+
+	const CStack * attacker = gs->curB->stacks[attackerID], * defender = gs->curB->stacks[defenderID];
+
+	return BattleInfo::calculateDmgRange(attacker, defender, attackerHero, defenderHero, battleCanShoot(attacker->ID, defender->position), 0);
+}
+
 void CCallback::swapGarrisonHero( const CGTownInstance *town )
 {
 	if(town->tempOwner != player) return;

+ 2 - 0
CCallback.h

@@ -178,6 +178,7 @@ public:
 	virtual bool battleCanFlee()=0; //returns true if caller can flee from the battle
 	virtual const CGTownInstance * battleGetDefendedTown()=0; //returns defended town if current battle is a siege, NULL instead
 	virtual ui8 battleGetWallState(int partOfWall)=0; //for determining state of a part of the wall; format: parameter [0] - keep, [1] - bottom tower, [2] - bottom wall, [3] - below gate, [4] - over gate, [5] - upper wall, [6] - uppert tower, [7] - gate; returned value: 1 - intact, 2 - damaged, 3 - destroyed; 0 - no battle
+	virtual std::pair<ui32, ui32> battleEstimateDamage(int attackerID, int defenderID)=0; //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>
 };
 
 struct HeroMoveDetails
@@ -282,6 +283,7 @@ public:
 	bool battleCanFlee(); //returns true if caller can flee from the battle
 	const CGTownInstance * battleGetDefendedTown(); //returns defended town if current battle is a siege, NULL instead
 	ui8 battleGetWallState(int partOfWall); //for determining state of a part of the wall; format: parameter [0] - keep, [1] - bottom tower, [2] - bottom wall, [3] - below gate, [4] - over gate, [5] - upper wall, [6] - uppert tower, [7] - gate; returned value: 1 - intact, 2 - damaged, 3 - destroyed; 0 - no battle
+	std::pair<ui32, ui32> battleEstimateDamage(int attackerID, int defenderID); //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>
 
 //XXX hmmm _tmain on _GNUC_ wtf?
 //friends

+ 17 - 1
client/CBattleInterface.cpp

@@ -667,7 +667,12 @@ void CBattleInterface::mouseMoved(const SDL_MouseMotionEvent &sEvent)
 						CGI->curh->changeGraphic(1,3);
 						//setting console text
 						char buf[500];
-						sprintf(buf, CGI->generaltexth->allTexts[296].c_str(), shere->amount == 1 ? shere->creature->nameSing.c_str() : shere->creature->namePl.c_str(), sactive->shots, "?");
+						//calculating esimated dmg
+						std::pair<ui32, ui32> estimatedDmg = LOCPLINT->cb->battleEstimateDamage(sactive->ID, shere->ID);
+						std::ostringstream estDmg;
+						estDmg << estimatedDmg.first << " - " << estimatedDmg.second;
+						//printing
+						sprintf(buf, CGI->generaltexth->allTexts[296].c_str(), shere->amount == 1 ? shere->creature->nameSing.c_str() : shere->creature->namePl.c_str(), sactive->shots, estDmg.str().c_str());
 						console->alterTxt = buf;
 						console->whoSetAlter = 0;
 					}
@@ -792,6 +797,17 @@ void CBattleInterface::mouseMoved(const SDL_MouseMotionEvent &sEvent)
 						while (sectorCursor[(cursorIndex + i)%sectorCursor.size()] == -1)
 							i = i <= 0 ? 1 - i : -i; // 0, 1, -1, 2, -2, 3, -3 etc..
 						cursor->changeGraphic(1, sectorCursor[(cursorIndex + i)%sectorCursor.size()]);
+
+						//setting console info
+						char buf[500];
+						//calculating esimated dmg
+						std::pair<ui32, ui32> estimatedDmg = LOCPLINT->cb->battleEstimateDamage(sactive->ID, shere->ID);
+						std::ostringstream estDmg;
+						estDmg << estimatedDmg.first << " - " << estimatedDmg.second;
+						//printing
+						sprintf(buf, CGI->generaltexth->allTexts[36].c_str(), shere->amount == 1 ? shere->creature->nameSing.c_str() : shere->creature->namePl.c_str(), estDmg.str().c_str());
+						console->alterTxt = buf;
+						console->whoSetAlter = 0;
 					}
 					else //unavailable enemy
 					{

+ 15 - 8
lib/CGameState.cpp

@@ -2064,7 +2064,7 @@ bool CGameState::checkForVisitableDir(const int3 & src, const int3 & dst) const
 	return true;
 }
 
-int BattleInfo::calculateDmg(const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting, ui8 charge)
+std::pair<ui32, ui32> BattleInfo::calculateDmgRange(const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting, ui8 charge)
 {
 	int attackDefenseBonus,
 		minDmg = attacker->creature->damageMin * attacker->amount, 
@@ -2261,23 +2261,30 @@ int BattleInfo::calculateDmg(const CStack* attacker, const CStack* defender, con
 	if(attacker->getEffect(42)) //curse handling (rest)
 	{
 		minDmg -= VLC->spellh->spells[42].powers[attacker->getEffect(42)->level];
-		return minDmg;
+		return std::make_pair(minDmg, minDmg);
 	}
 	else if(attacker->getEffect(41)) //bless handling
 	{
 		maxDmg += VLC->spellh->spells[41].powers[attacker->getEffect(41)->level];
-		return maxDmg;
+		return std::make_pair(maxDmg, maxDmg);
 	}
 	else
 	{
-		if(minDmg != maxDmg)
-			return minDmg  +  rand() % (maxDmg - minDmg + 1);
-		else
-			return minDmg;
+		return std::make_pair(minDmg, maxDmg);
 	}
 
 	tlog1 << "We are too far in calculateDmg...\n";
-	return -1;
+	return std::make_pair(0, 0);
+}
+
+ui32 BattleInfo::calculateDmg(const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting, ui8 charge)
+{
+	std::pair<ui32, ui32> range = calculateDmgRange(attacker, defender, attackerHero, defendingHero, shooting, charge);
+
+	if(range.first != range.second)
+		return range.first  +  rand() % (range.second - range.first + 1);
+	else
+		return range.first;
 }
 
 void BattleInfo::calculateCasualties( std::set<std::pair<ui32,si32> > *casualties )

+ 2 - 1
lib/CGameState.h

@@ -148,7 +148,8 @@ struct DLL_EXPORT BattleInfo
 	bool isStackBlocked(int ID); //returns true if there is neighbouring enemy stack
 	static signed char mutualPosition(int hex1, int hex2); //returns info about mutual position of given hexes (-1 - they're distant, 0 - left top, 1 - right top, 2 - right, 3 - right bottom, 4 - left bottom, 5 - left)
 	static std::vector<int> neighbouringTiles(int hex);
-	static int calculateDmg(const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting, ui8 charge); //charge - number of hexes travelled before attack (for champion's jousting) //TODO: add additional conditions and require necessary data
+	static ui32 calculateDmg(const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting, ui8 charge); //charge - number of hexes travelled before attack (for champion's jousting)
+	static std::pair<ui32, ui32> calculateDmgRange(const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting, ui8 charge); //charge - number of hexes travelled before attack (for champion's jousting); returns pair <min dmg, max dmg>
 	void calculateCasualties(std::set<std::pair<ui32,si32> > *casualties);
 	std::set<CStack*> getAttackedCreatures(const CSpell * s, const CGHeroInstance * caster, int destinationTile); //calculates stack affected by given spell
 	static int calculateSpellDuration(const CSpell * spell, const CGHeroInstance * caster);