/* * AttackPossibility.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 "AttackPossibility.h" AttackPossibility::AttackPossibility(BattleHex tile_, const BattleAttackInfo & attack_) : tile(tile_), attack(attack_) { } int64_t AttackPossibility::damageDiff() const { //TODO: use target priority from HypotheticBattle const auto dealtDmgValue = damageDealt; const auto receivedDmgValue = damageReceived; int64_t diff = 0; //friendly fire or not if(attack.attacker->unitSide() == attack.defender->unitSide()) diff = -dealtDmgValue - receivedDmgValue; else diff = dealtDmgValue - receivedDmgValue; //mind control auto actualSide = getCbc()->playerToSide(getCbc()->battleGetOwner(attack.attacker)); if(actualSide && actualSide.get() != attack.attacker->unitSide()) diff = -diff; return diff; } int64_t AttackPossibility::attackValue() const { return damageDiff() + tacticImpact; } AttackPossibility AttackPossibility::evaluate(const BattleAttackInfo & attackInfo, BattleHex hex) { const std::string cachingStringBlocksRetaliation = "type_BLOCKS_RETALIATION"; static const auto selectorBlocksRetaliation = Selector::type(Bonus::BLOCKS_RETALIATION); const bool counterAttacksBlocked = attackInfo.attacker->hasBonus(selectorBlocksRetaliation, cachingStringBlocksRetaliation); AttackPossibility ap(hex, attackInfo); ap.attackerState = attackInfo.attacker->acquireState(); const int totalAttacks = ap.attackerState->getTotalAttacks(attackInfo.shooting); if(!attackInfo.shooting) ap.attackerState->setPosition(hex); auto defenderState = attackInfo.defender->acquireState(); ap.affectedUnits.push_back(defenderState); for(int i = 0; i < totalAttacks; i++) { TDmgRange retaliation(0,0); auto attackDmg = getCbc()->battleEstimateDamage(ap.attack, &retaliation); vstd::amin(attackDmg.first, defenderState->getAvailableHealth()); vstd::amin(attackDmg.second, defenderState->getAvailableHealth()); vstd::amin(retaliation.first, ap.attackerState->getAvailableHealth()); vstd::amin(retaliation.second, ap.attackerState->getAvailableHealth()); ap.damageDealt += (attackDmg.first + attackDmg.second) / 2; ap.attackerState->afterAttack(attackInfo.shooting, false); //FIXME: use ranged retaliation if(!attackInfo.shooting && defenderState->ableToRetaliate() && !counterAttacksBlocked) { ap.damageReceived += (retaliation.first + retaliation.second) / 2; defenderState->afterAttack(attackInfo.shooting, true); } ap.attackerState->damage(ap.damageReceived); defenderState->damage(ap.damageDealt); if(!ap.attackerState->alive() || !defenderState->alive()) break; } //TODO other damage related to attack (eg. fire shield and other abilities) return ap; }