ソースを参照

Show information on potential kills in attack tooltip

Ivan Savenko 2 年 前
コミット
970981cfc9

+ 9 - 9
AI/BattleAI/AttackPossibility.cpp

@@ -52,7 +52,7 @@ int64_t AttackPossibility::calculateDamageReduce(
 	// FIXME: provide distance info for Jousting bonus
 	auto enemyDamageBeforeAttack = cb.battleEstimateDamage(defender, attacker, 0);
 	auto enemiesKilled = damageDealt / defender->MaxHealth() + (damageDealt % defender->MaxHealth() >= defender->getFirstHPleft() ? 1 : 0);
-	auto enemyDamage = averageDmg(enemyDamageBeforeAttack);
+	auto enemyDamage = averageDmg(enemyDamageBeforeAttack.damage);
 	auto damagePerEnemy = enemyDamage / (double)defender->getCount();
 
 	return (int64_t)(damagePerEnemy * (enemiesKilled * KILL_BOUNTY + damageDealt * HEALTH_BOUNTY / (double)defender->MaxHealth()));
@@ -85,7 +85,7 @@ int64_t AttackPossibility::evaluateBlockedShootersDmg(const BattleAttackInfo & a
 		auto rangeDmg = state.battleEstimateDamage(rangeAttackInfo);
 		auto meleeDmg = state.battleEstimateDamage(meleeAttackInfo);
 
-		int64_t gain = averageDmg(rangeDmg) - averageDmg(meleeDmg) + 1;
+		int64_t gain = averageDmg(rangeDmg.damage) - averageDmg(meleeDmg.damage) + 1;
 		res += gain;
 	}
 
@@ -156,16 +156,16 @@ AttackPossibility AttackPossibility::evaluate(const BattleAttackInfo & attackInf
 			{
 				int64_t damageDealt, damageReceived, defenderDamageReduce, attackerDamageReduce;
 
-				DamageRange retaliation;
+				DamageEstimation retaliation;
 				auto attackDmg = state.battleEstimateDamage(ap.attack, &retaliation);
 
-				vstd::amin(attackDmg.min, defenderState->getAvailableHealth());
-				vstd::amin(attackDmg.max, defenderState->getAvailableHealth());
+				vstd::amin(attackDmg.damage.min, defenderState->getAvailableHealth());
+				vstd::amin(attackDmg.damage.max, defenderState->getAvailableHealth());
 
-				vstd::amin(retaliation.min, ap.attackerState->getAvailableHealth());
-				vstd::amin(retaliation.max, ap.attackerState->getAvailableHealth());
+				vstd::amin(retaliation.damage.min, ap.attackerState->getAvailableHealth());
+				vstd::amin(retaliation.damage.max, ap.attackerState->getAvailableHealth());
 
-				damageDealt = averageDmg(attackDmg);
+				damageDealt = averageDmg(attackDmg.damage);
 				defenderDamageReduce = calculateDamageReduce(attacker, defender, damageDealt, state);
 				ap.attackerState->afterAttack(attackInfo.shooting, false);
 
@@ -175,7 +175,7 @@ AttackPossibility AttackPossibility::evaluate(const BattleAttackInfo & attackInf
 
 				if (!attackInfo.shooting && defenderState->ableToRetaliate() && !counterAttacksBlocked)
 				{
-					damageReceived = averageDmg(retaliation);
+					damageReceived = averageDmg(retaliation.damage);
 					attackerDamageReduce = calculateDamageReduce(defender, attacker, damageReceived, state);
 					defenderState->afterAttack(attackInfo.shooting, true);
 				}

+ 4 - 4
AI/BattleAI/BattleExchangeVariant.cpp

@@ -68,7 +68,7 @@ int64_t BattleExchangeVariant::trackAttack(
 	static const auto selectorBlocksRetaliation = Selector::type()(Bonus::BLOCKS_RETALIATION);
 	const bool counterAttacksBlocked = attacker->hasBonus(selectorBlocksRetaliation, cachingStringBlocksRetaliation);
 
-	DamageRange retaliation;
+	DamageEstimation retaliation;
 	// FIXME: provide distance info for Jousting bonus
 	BattleAttackInfo bai(attacker.get(), defender.get(), 0, shooting);
 
@@ -78,7 +78,7 @@ int64_t BattleExchangeVariant::trackAttack(
 	}
 
 	auto attack = cb.battleEstimateDamage(bai, &retaliation);
-	int64_t attackDamage = (attack.min + attack.max) / 2;
+	int64_t attackDamage = (attack.damage.min + attack.damage.max) / 2;
 	int64_t defenderDamageReduce = AttackPossibility::calculateDamageReduce(attacker.get(), defender.get(), attackDamage, cb);
 	int64_t attackerDamageReduce = 0;
 
@@ -108,9 +108,9 @@ int64_t BattleExchangeVariant::trackAttack(
 
 	if(defender->alive() && defender->ableToRetaliate() && !counterAttacksBlocked && !shooting)
 	{
-		if(retaliation.max != 0)
+		if(retaliation.damage.max != 0)
 		{
-			auto retaliationDamage = (retaliation.min + retaliation.max) / 2;
+			auto retaliationDamage = (retaliation.damage.min + retaliation.damage.max) / 2;
 			attackerDamageReduce = AttackPossibility::calculateDamageReduce(defender.get(), attacker.get(), retaliationDamage, cb);
 
 			if(!evaluateOnly)

+ 4 - 3
AI/StupidAI/StupidAI.cpp

@@ -56,9 +56,10 @@ public:
 	void calcDmg(const CStack * ourStack)
 	{
 		// FIXME: provide distance info for Jousting bonus
-		DamageRange retal, dmg = cbc->battleEstimateDamage(ourStack, s, 0, &retal);
-		adi = static_cast<int>((dmg.min + dmg.max) / 2);
-		adr = static_cast<int>((retal.min + retal.max) / 2);
+		DamageEstimation retal;
+		DamageEstimation dmg = cbc->battleEstimateDamage(ourStack, s, 0, &retal);
+		adi = static_cast<int>((dmg.damage.min + dmg.damage.max) / 2);
+		adr = static_cast<int>((retal.damage.min + retal.damage.max) / 2);
 	}
 
 	bool operator==(const EnemyInfo& ei) const

+ 11 - 0
Mods/vcmi/config/vcmi/english.json

@@ -84,6 +84,17 @@
 	
 	"vcmi.battleWindow.pressKeyToSkipIntro" : "Press any key to skip battle intro",
 
+	"vcmi.battleWindow.damageEstimation.melee" : "Attack %CREATURE (%DAMAGE).",
+	"vcmi.battleWindow.damageEstimation.meleeKills" : "Attack %CREATURE (%DAMAGE, %KILLS).",
+	"vcmi.battleWindow.damageEstimation.ranged" : "Shoot %CREATURE (%SHOTS, %DAMAGE).",
+	"vcmi.battleWindow.damageEstimation.rangedKills" : "Shoot %CREATURE (%SHOTS, %DAMAGE, %KILLS).",
+	"vcmi.battleWindow.damageEstimation.shots" : "%d shots left",
+	"vcmi.battleWindow.damageEstimation.shots.1" : "%d shot left",
+	"vcmi.battleWindow.damageEstimation.damage" : "%d damage",
+	"vcmi.battleWindow.damageEstimation.damage.1" : "%d damage",
+	"vcmi.battleWindow.damageEstimation.kills" : "%d will perish",
+	"vcmi.battleWindow.damageEstimation.kills.1" : "%d will perish",
+
 	"vcmi.otherOptions.availableCreaturesAsDwellingLabel.hover" : "Show Available Creatures",
 	"vcmi.otherOptions.availableCreaturesAsDwellingLabel.help" : "{Show Available Creatures}\n\n Shows creatures available to purchase instead of their growth in town summary (bottom-left corner).",
 	"vcmi.otherOptions.creatureGrowthAsDwellingLabel.hover" : "Show Weekly Growth of Creatures",

+ 11 - 0
Mods/vcmi/config/vcmi/ukrainian.json

@@ -84,6 +84,17 @@
 	"vcmi.battleOptions.skipBattleIntroMusic.help": "{Пропускати вступну музику}\n\n Пропускати коротку музику, яка грає на початку кожної битви перед початком дії. Також можна пропустити, натиснувши клавішу ESC.",
 	
 	"vcmi.battleWindow.pressKeyToSkipIntro" : "Натисніть будь-яку клавішу, щоб розпочати бій",
+	
+	"vcmi.battleWindow.damageEstimation.melee" : "Атакувати %CREATURE (%DAMAGE).",
+	"vcmi.battleWindow.damageEstimation.meleeKills" : "Атакувати %CREATURE (%DAMAGE, %KILLS).",
+	"vcmi.battleWindow.damageEstimation.ranged" : "Стріляти в %CREATURE (%SHOTS, %DAMAGE).",
+	"vcmi.battleWindow.damageEstimation.rangedKills" : "Стріляти в %CREATURE (%SHOTS, %DAMAGE, %KILLS).",
+	"vcmi.battleWindow.damageEstimation.shots" : "%d пострілів залишилось",
+	"vcmi.battleWindow.damageEstimation.shots.1" : "%d постріл залишився",
+	"vcmi.battleWindow.damageEstimation.damage" : "%d одиниць пошкоджень",
+	"vcmi.battleWindow.damageEstimation.damage.1" : "%d одиниця пошкодження",
+	"vcmi.battleWindow.damageEstimation.kills" : "%d загинуть",
+	"vcmi.battleWindow.damageEstimation.kills.1" : "%d загине",
 
 	"vcmi.otherOptions.availableCreaturesAsDwellingLabel.hover" : "Показувати доступних істот",
 	"vcmi.otherOptions.availableCreaturesAsDwellingLabel.help" : "{Показувати доступних істот}\n\n Показує істот, яких можна придбати, замість їхнього приросту у зведенні по місту (нижній лівий кут).",

+ 83 - 14
client/battle/BattleActionsController.cpp

@@ -25,19 +25,90 @@
 #include "../windows/CCreatureWindow.h"
 
 #include "../../CCallback.h"
+#include "../../lib/CConfigHandler.h"
+#include "../../lib/CGeneralTextHandler.h"
 #include "../../lib/CStack.h"
 #include "../../lib/battle/BattleAction.h"
 #include "../../lib/spells/CSpellHandler.h"
 #include "../../lib/spells/ISpellMechanics.h"
 #include "../../lib/spells/Problem.h"
-#include "../../lib/CGeneralTextHandler.h"
 
-static std::string formatDmgRange(DamageRange dmgRange)
+struct TextReplacement
 {
-	if (dmgRange.min != dmgRange.max)
-		return (boost::format("%d - %d") % dmgRange.min % dmgRange.max).str();
-	else
-		return (boost::format("%d") % dmgRange.min).str();
+	std::string placeholder;
+	std::string replacement;
+};
+
+using TextReplacementList = std::vector<TextReplacement>;
+
+static std::string replacePlaceholders(std::string input, const TextReplacementList & format )
+{
+	for(const auto & entry : format)
+		boost::replace_all(input, entry.placeholder, entry.replacement);
+
+	return input;
+}
+
+static std::string translatePlural(int amount, const std::string& baseTextID)
+{
+	if(amount == 1)
+		return CGI->generaltexth->translate(baseTextID + ".1");
+	return CGI->generaltexth->translate(baseTextID);
+}
+
+static std::string formatPluralImpl(int amount, const std::string & amountString, const std::string & baseTextID)
+{
+	std::string baseString = translatePlural(amount, baseTextID);
+	TextReplacementList replacements {
+		{ "%d", amountString }
+	};
+
+	return replacePlaceholders(baseString, replacements);
+}
+
+static std::string formatPlural(int amount, const std::string & baseTextID)
+{
+	return formatPluralImpl(amount, std::to_string(amount), baseTextID);
+}
+
+static std::string formatPlural(DamageRange range, const std::string & baseTextID)
+{
+	if (range.min == range.max)
+		return formatPlural(range.min, baseTextID);
+
+	std::string rangeString = std::to_string(range.min) + " - " + std::to_string(range.max);
+
+	return formatPluralImpl(range.max, rangeString, baseTextID);
+}
+
+static std::string formatAttack(const DamageEstimation & estimation, const std::string & creatureName, const std::string & baseTextID, int shotsLeft)
+{
+	TextReplacementList replacements = {
+		{ "%CREATURE", creatureName },
+		{ "%DAMAGE", formatPlural(estimation.damage, "vcmi.battleWindow.damageEstimation.damage") },
+		{ "%SHOTS", formatPlural(shotsLeft, "vcmi.battleWindow.damageEstimation.shots") },
+		{ "%KILLS", formatPlural(estimation.kills, "vcmi.battleWindow.damageEstimation.kills") },
+	};
+
+	return replacePlaceholders(CGI->generaltexth->translate(baseTextID), replacements);
+}
+
+static std::string formatMeleeAttack(const DamageEstimation & estimation, const std::string & creatureName)
+{
+	std::string baseTextID = estimation.kills.max == 0 ?
+		"vcmi.battleWindow.damageEstimation.melee" :
+		"vcmi.battleWindow.damageEstimation.meleeKills";
+
+	return formatAttack(estimation, creatureName, baseTextID, 0);
+}
+
+static std::string formatRangedAttack(const DamageEstimation & estimation, const std::string & creatureName, int shotsLeft)
+{
+	std::string baseTextID = estimation.kills.max == 0 ?
+		"vcmi.battleWindow.damageEstimation.ranged" :
+		"vcmi.battleWindow.damageEstimation.rangedKills";
+
+	return formatAttack(estimation, creatureName, baseTextID, shotsLeft);
 }
 
 BattleActionsController::BattleActionsController(BattleInterface & owner):
@@ -356,19 +427,17 @@ std::string BattleActionsController::actionGetStatusMessage(PossiblePlayerBattle
 		case PossiblePlayerBattleAction::ATTACK_AND_RETURN: //TODO: allow to disable return
 			{
 				BattleHex attackFromHex = owner.fieldController->fromWhichHexAttack(targetHex);
-				DamageRange damage = owner.curInt->cb->battleEstimateDamage(owner.stacksController->getActiveStack(), targetStack, attackFromHex);
-				std::string estDmgText = formatDmgRange(damage); //calculating estimated dmg
-				return (boost::format(CGI->generaltexth->allTexts[36]) % targetStack->getName() % estDmgText).str(); //Attack %s (%s damage)
+				DamageEstimation estimation = owner.curInt->cb->battleEstimateDamage(owner.stacksController->getActiveStack(), targetStack, attackFromHex);
+				return formatMeleeAttack(estimation, targetStack->getName());
 			}
 
 		case PossiblePlayerBattleAction::SHOOT:
 		{
-			auto const * shooter = owner.stacksController->getActiveStack();
+			const auto * shooter = owner.stacksController->getActiveStack();
+
+			DamageEstimation estimation = owner.curInt->cb->battleEstimateDamage(shooter, targetStack, shooter->getPosition());
 
-			DamageRange damage = owner.curInt->cb->battleEstimateDamage(shooter, targetStack, shooter->getPosition());
-			std::string estDmgText = formatDmgRange(damage); //calculating estimated dmg
-			//printing - Shoot %s (%d shots left, %s damage)
-			return (boost::format(CGI->generaltexth->allTexts[296]) % targetStack->getName() % shooter->shots.available() % estDmgText).str();
+			return formatRangedAttack(estimation, targetStack->getName(), shooter->shots.available());
 		}
 
 		case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE:

+ 22 - 16
lib/battle/CBattleInfoCallback.cpp

@@ -715,58 +715,64 @@ bool CBattleInfoCallback::battleCanShoot(const battle::Unit * attacker, BattleHe
 	return false;
 }
 
-DamageRange CBattleInfoCallback::calculateDmgRange(const BattleAttackInfo & info) const
+DamageEstimation CBattleInfoCallback::calculateDmgRange(const BattleAttackInfo & info) const
 {
 	DamageCalculator calculator(*this, info);
 
 	return calculator.calculateDmgRange();
 }
 
-DamageRange CBattleInfoCallback::battleEstimateDamage(const battle::Unit * attacker, const battle::Unit * defender, BattleHex attackerPosition, DamageRange * retaliationDmg) const
+DamageEstimation CBattleInfoCallback::battleEstimateDamage(const battle::Unit * attacker, const battle::Unit * defender, BattleHex attackerPosition, DamageEstimation * retaliationDmg) const
 {
-	RETURN_IF_NOT_BATTLE({0, 0});
+	RETURN_IF_NOT_BATTLE({});
 	auto reachability = battleGetDistances(attacker, attacker->getPosition());
 	int movementDistance = reachability[attackerPosition];
 	return battleEstimateDamage(attacker, defender, movementDistance, retaliationDmg);
 }
 
-DamageRange CBattleInfoCallback::battleEstimateDamage(const battle::Unit * attacker, const battle::Unit * defender, int movementDistance, DamageRange * retaliationDmg) const
+DamageEstimation CBattleInfoCallback::battleEstimateDamage(const battle::Unit * attacker, const battle::Unit * defender, int movementDistance, DamageEstimation * retaliationDmg) const
 {
-	RETURN_IF_NOT_BATTLE({0, 0});
+	RETURN_IF_NOT_BATTLE({});
 	const bool shooting = battleCanShoot(attacker, defender->getPosition());
 	const BattleAttackInfo bai(attacker, defender, movementDistance, shooting);
 	return battleEstimateDamage(bai, retaliationDmg);
 }
 
-DamageRange CBattleInfoCallback::battleEstimateDamage(const BattleAttackInfo & bai, DamageRange * retaliationDmg) const
+DamageEstimation CBattleInfoCallback::battleEstimateDamage(const BattleAttackInfo & bai, DamageEstimation * retaliationDmg) const
 {
-	RETURN_IF_NOT_BATTLE({0, 0});
+	RETURN_IF_NOT_BATTLE({});
 
-	DamageRange ret = calculateDmgRange(bai);
+	DamageEstimation ret = calculateDmgRange(bai);
 
 	if(retaliationDmg)
 	{
 		if(bai.shooting)
 		{
 			//FIXME: handle RANGED_RETALIATION
-			retaliationDmg->min = 0;
-			retaliationDmg->max = 0;
+			*retaliationDmg = DamageEstimation();
 		}
 		else
 		{
 			//TODO: rewrite using boost::numeric::interval
 			//TODO: rewire once more using interval-based fuzzy arithmetic
 
-			int64_t DamageRange::* pairElems[] = {&DamageRange::min, &DamageRange::max};
-			for (int i=0; i<2; ++i)
+			auto const & estimateRetaliation = [&]( int64_t damage)
 			{
 				auto retaliationAttack = bai.reverse();
-				int64_t dmg = ret.*pairElems[i];
 				auto state = retaliationAttack.attacker->acquireState();
-				state->damage(dmg);
+				state->damage(damage);
 				retaliationAttack.attacker = state.get();
-				retaliationDmg->*pairElems[!i] = calculateDmgRange(retaliationAttack).*pairElems[!i];
-			}
+				return calculateDmgRange(retaliationAttack);
+			};
+
+			DamageEstimation retaliationMin = estimateRetaliation(ret.damage.min);
+			DamageEstimation retaliationMax = estimateRetaliation(ret.damage.min);
+
+			retaliationDmg->damage.min = std::min(retaliationMin.damage.min, retaliationMax.damage.min);
+			retaliationDmg->damage.max = std::max(retaliationMin.damage.max, retaliationMax.damage.max);
+
+			retaliationDmg->kills.min = std::min(retaliationMin.kills.min, retaliationMax.kills.min);
+			retaliationDmg->kills.max = std::max(retaliationMin.kills.max, retaliationMax.kills.max);
 		}
 	}
 

+ 4 - 4
lib/battle/CBattleInfoCallback.h

@@ -117,14 +117,14 @@ public:
 	bool battleIsUnitBlocked(const battle::Unit * unit) const; //returns true if there is neighboring enemy stack
 	std::set<const battle::Unit *> battleAdjacentUnits(const battle::Unit * unit) const;
 
-	DamageRange calculateDmgRange(const BattleAttackInfo & info) const;
+	DamageEstimation calculateDmgRange(const BattleAttackInfo & info) const;
 
 	/// estimates damage dealt by attacker to defender;
 	/// only non-random bonuses are considered in estimation
 	/// returns pair <min dmg, max dmg>
-	DamageRange battleEstimateDamage(const BattleAttackInfo & bai, DamageRange * retaliationDmg = nullptr) const;
-	DamageRange battleEstimateDamage(const battle::Unit * attacker, const battle::Unit * defender, BattleHex attackerPosition, DamageRange * retaliationDmg = nullptr) const;
-	DamageRange battleEstimateDamage(const battle::Unit * attacker, const battle::Unit * defender, int movementDistance, DamageRange * retaliationDmg = nullptr) const;
+	DamageEstimation battleEstimateDamage(const BattleAttackInfo & bai, DamageEstimation * retaliationDmg = nullptr) const;
+	DamageEstimation battleEstimateDamage(const battle::Unit * attacker, const battle::Unit * defender, BattleHex attackerPosition, DamageEstimation * retaliationDmg = nullptr) const;
+	DamageEstimation battleEstimateDamage(const battle::Unit * attacker, const battle::Unit * defender, int movementDistance, DamageEstimation * retaliationDmg = nullptr) const;
 
 	bool battleHasDistancePenalty(const IBonusBearer * shooter, BattleHex shooterPosition, BattleHex destHex) const;
 	bool battleHasWallPenalty(const IBonusBearer * shooter, BattleHex shooterPosition, BattleHex destHex) const;

+ 3 - 0
lib/battle/CUnitState.h

@@ -112,7 +112,10 @@ public:
 	int32_t getFirstHPleft() const;
 	int32_t getResurrected() const;
 
+	/// returns total remaining health
 	int64_t available() const;
+
+	/// returns total initial health
 	int64_t total() const;
 
 	void takeResurrected();

+ 30 - 5
lib/battle/DamageCalculator.cpp

@@ -450,6 +450,25 @@ std::vector<double> DamageCalculator::getDefenseFactors() const
 	};
 }
 
+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->MaxHealth();
+
+	return 1 + killsLeft;
+}
+
 int DamageCalculator::battleBonusValue(const IBonusBearer * bearer, const CSelector & selector) const
 {
 	auto noLimit = Selector::effectRange()(Bonus::NO_LIMIT);
@@ -461,9 +480,9 @@ int DamageCalculator::battleBonusValue(const IBonusBearer * bearer, const CSelec
 	return bearer->getBonuses(selector, noLimit.Or(limitMatches))->totalValue();
 };
 
-DamageRange DamageCalculator::calculateDmgRange() const
+DamageEstimation DamageCalculator::calculateDmgRange() const
 {
-	DamageRange result = getBaseDamageStack();
+	DamageRange damageBase = getBaseDamageStack();
 
 	auto attackFactors = getAttackFactors();
 	auto defenseFactors = getDefenseFactors();
@@ -485,10 +504,16 @@ DamageRange DamageCalculator::calculateDmgRange() const
 
 	double resultingFactor = std::min(8.0, attackFactorTotal) * std::max( 0.01, defenseFactorTotal);
 
-	return {
-		std::max<int64_t>( 1.0, std::floor(result.min * resultingFactor)),
-		std::max<int64_t>( 1.0, std::floor(result.max * resultingFactor))
+	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

+ 5 - 1
lib/battle/DamageCalculator.h

@@ -19,6 +19,7 @@ class IBonusBearer;
 class CSelector;
 struct BattleAttackInfo;
 struct DamageRange;
+struct DamageEstimation;
 
 class DLL_LINKAGE DamageCalculator
 {
@@ -27,6 +28,9 @@ class DLL_LINKAGE DamageCalculator
 
 	int battleBonusValue(const IBonusBearer * bearer, const CSelector & selector) const;
 
+	DamageRange getCasualties(const DamageRange & damageDealt) const;
+	int64_t getCasualties(int64_t damageDealt) const;
+
 	DamageRange getBaseDamageSingle() const;
 	DamageRange getBaseDamageBlessCurse() const;
 	DamageRange getBaseDamageStack() const;
@@ -67,7 +71,7 @@ public:
 		info(info)
 	{}
 
-	DamageRange calculateDmgRange() const;
+	DamageEstimation calculateDmgRange() const;
 };
 
 VCMI_LIB_NAMESPACE_END

+ 6 - 0
lib/battle/IBattleInfoCallback.h

@@ -32,6 +32,12 @@ struct DamageRange
 	int64_t max = 0;
 };
 
+struct DamageEstimation
+{
+	DamageRange damage;
+	DamageRange kills;
+};
+
 #if SCRIPTING_ENABLED
 namespace scripting
 {

+ 9 - 0
lib/battle/Unit.h

@@ -70,10 +70,19 @@ public:
 	virtual bool canShoot() const = 0;
 	virtual bool isShooter() const = 0;
 
+	/// returns initial size of this unit
 	virtual int32_t getCount() const = 0;
+
+	/// returns remaining health of first unit
 	virtual int32_t getFirstHPleft() const = 0;
+
+	/// returns total amount of killed in this unit
 	virtual int32_t getKilled() const = 0;
+
+	/// returns total health that unit still has
 	virtual int64_t getAvailableHealth() const = 0;
+
+	/// returns total health that unit had initially
 	virtual int64_t getTotalHealth() const = 0;
 
 	virtual int getTotalAttacks(bool ranged) const = 0;

+ 1 - 1
server/CGameHandler.cpp

@@ -1233,7 +1233,7 @@ int64_t CGameHandler::applyBattleEffects(BattleAttack & bat, std::shared_ptr<bat
 		bai.unluckyStrike  = bat.unlucky();
 
 		auto range = gs->curB->calculateDmgRange(bai);
-		bsa.damageAmount = gs->curB->getActualDamage(range, attackerState->getCount(), getRandomGenerator());
+		bsa.damageAmount = gs->curB->getActualDamage(range.damage, attackerState->getCount(), getRandomGenerator());
 		CStack::prepareAttacked(bsa, getRandomGenerator(), bai.defender->acquireState()); //calculate casualties
 	}