DamageCalculator.cpp 17 KB

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  1. /*
  2. * DamageCalculator.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "DamageCalculator.h"
  12. #include "CBattleInfoCallback.h"
  13. #include "Unit.h"
  14. #include "../HeroBonus.h"
  15. #include "../mapObjects/CGTownInstance.h"
  16. #include "../spells/CSpellHandler.h"
  17. #include "../GameSettings.h"
  18. VCMI_LIB_NAMESPACE_BEGIN
  19. DamageRange DamageCalculator::getBaseDamageSingle() const
  20. {
  21. int64_t minDmg = 0.0;
  22. int64_t maxDmg = 0.0;
  23. minDmg = info.attacker->getMinDamage(info.shooting);
  24. maxDmg = info.attacker->getMaxDamage(info.shooting);
  25. if(info.attacker->creatureIndex() == CreatureID::ARROW_TOWERS)
  26. {
  27. const auto * town = callback.battleGetDefendedTown();
  28. assert(town);
  29. switch(info.attacker->getPosition())
  30. {
  31. case BattleHex::CASTLE_CENTRAL_TOWER:
  32. return town->getKeepDamageRange();
  33. case BattleHex::CASTLE_BOTTOM_TOWER:
  34. case BattleHex::CASTLE_UPPER_TOWER:
  35. return town->getTowerDamageRange();
  36. default:
  37. assert(0);
  38. }
  39. }
  40. const std::string cachingStrSiedgeWeapon = "type_SIEGE_WEAPON";
  41. static const auto selectorSiedgeWeapon = Selector::type()(Bonus::SIEGE_WEAPON);
  42. if(info.attacker->hasBonus(selectorSiedgeWeapon, cachingStrSiedgeWeapon) && info.attacker->creatureIndex() != CreatureID::ARROW_TOWERS)
  43. {
  44. auto retrieveHeroPrimSkill = [&](int skill) -> int
  45. {
  46. std::shared_ptr<const Bonus> b = info.attacker->getBonus(Selector::sourceTypeSel(Bonus::HERO_BASE_SKILL).And(Selector::typeSubtype(Bonus::PRIMARY_SKILL, skill)));
  47. return b ? b->val : 0;
  48. };
  49. //minDmg and maxDmg are multiplied by hero attack + 1
  50. minDmg *= retrieveHeroPrimSkill(PrimarySkill::ATTACK) + 1;
  51. maxDmg *= retrieveHeroPrimSkill(PrimarySkill::ATTACK) + 1;
  52. }
  53. return { minDmg, maxDmg };
  54. }
  55. DamageRange DamageCalculator::getBaseDamageBlessCurse() const
  56. {
  57. const std::string cachingStrForcedMinDamage = "type_ALWAYS_MINIMUM_DAMAGE";
  58. static const auto selectorForcedMinDamage = Selector::type()(Bonus::ALWAYS_MINIMUM_DAMAGE);
  59. const std::string cachingStrForcedMaxDamage = "type_ALWAYS_MAXIMUM_DAMAGE";
  60. static const auto selectorForcedMaxDamage = Selector::type()(Bonus::ALWAYS_MAXIMUM_DAMAGE);
  61. TConstBonusListPtr curseEffects = info.attacker->getBonuses(selectorForcedMinDamage, cachingStrForcedMinDamage);
  62. TConstBonusListPtr blessEffects = info.attacker->getBonuses(selectorForcedMaxDamage, cachingStrForcedMaxDamage);
  63. int curseBlessAdditiveModifier = blessEffects->totalValue() - curseEffects->totalValue();
  64. DamageRange baseDamage = getBaseDamageSingle();
  65. DamageRange modifiedDamage = {
  66. std::max(static_cast<int64_t>(1), baseDamage.min + curseBlessAdditiveModifier),
  67. std::max(static_cast<int64_t>(1), baseDamage.max + curseBlessAdditiveModifier)
  68. };
  69. if(curseEffects->size() && blessEffects->size() )
  70. {
  71. logGlobal->warn("Stack has both curse and bless! Effects will negate each other!");
  72. return modifiedDamage;
  73. }
  74. if(curseEffects->size())
  75. {
  76. return {
  77. modifiedDamage.min,
  78. modifiedDamage.min
  79. };
  80. }
  81. if(blessEffects->size())
  82. {
  83. return {
  84. modifiedDamage.max,
  85. modifiedDamage.max
  86. };
  87. }
  88. return modifiedDamage;
  89. }
  90. DamageRange DamageCalculator::getBaseDamageStack() const
  91. {
  92. auto stackSize = info.attacker->getCount();
  93. auto baseDamage = getBaseDamageBlessCurse();
  94. return {
  95. baseDamage.min * stackSize,
  96. baseDamage.max * stackSize
  97. };
  98. }
  99. int DamageCalculator::getActorAttackBase() const
  100. {
  101. return info.attacker->getAttack(info.shooting);
  102. }
  103. int DamageCalculator::getActorAttackEffective() const
  104. {
  105. return getActorAttackBase() + getActorAttackSlayer();
  106. }
  107. int DamageCalculator::getActorAttackSlayer() const
  108. {
  109. const std::string cachingStrSlayer = "type_SLAYER";
  110. static const auto selectorSlayer = Selector::type()(Bonus::SLAYER);
  111. auto slayerEffects = info.attacker->getBonuses(selectorSlayer, cachingStrSlayer);
  112. auto slayerAffected = info.defender->unitType()->valOfBonuses(Selector::type()(Bonus::KING));
  113. if(std::shared_ptr<const Bonus> slayerEffect = slayerEffects->getFirst(Selector::all))
  114. {
  115. const auto spLevel = slayerEffect->val;
  116. bool isAffected = spLevel >= slayerAffected;
  117. if(isAffected)
  118. {
  119. int attackBonus = SpellID(SpellID::SLAYER).toSpell()->getLevelPower(spLevel);
  120. if(info.attacker->hasBonusOfType(Bonus::SPECIAL_PECULIAR_ENCHANT, SpellID::SLAYER))
  121. {
  122. ui8 attackerTier = info.attacker->unitType()->getLevel();
  123. ui8 specialtyBonus = std::max(5 - attackerTier, 0);
  124. attackBonus += specialtyBonus;
  125. }
  126. return attackBonus;
  127. }
  128. }
  129. return 0;
  130. }
  131. int DamageCalculator::getTargetDefenseBase() const
  132. {
  133. return info.defender->getDefense(info.shooting);
  134. }
  135. int DamageCalculator::getTargetDefenseEffective() const
  136. {
  137. return getTargetDefenseBase() + getTargetDefenseIgnored();
  138. }
  139. int DamageCalculator::getTargetDefenseIgnored() const
  140. {
  141. double multDefenceReduction = battleBonusValue(info.attacker, Selector::type()(Bonus::ENEMY_DEFENCE_REDUCTION)) / 100.0;
  142. if(multDefenceReduction > 0)
  143. {
  144. int reduction = std::floor(multDefenceReduction * getTargetDefenseBase()) + 1;
  145. return -std::min(reduction,getTargetDefenseBase());
  146. }
  147. return 0;
  148. }
  149. double DamageCalculator::getAttackSkillFactor() const
  150. {
  151. int attackAdvantage = getActorAttackEffective() - getTargetDefenseEffective();
  152. if(attackAdvantage > 0)
  153. {
  154. const double attackMultiplier = VLC->settings()->getDouble(EGameSettings::COMBAT_ATTACK_POINT_DAMAGE_FACTOR);
  155. const double attackMultiplierCap = VLC->settings()->getDouble(EGameSettings::COMBAT_ATTACK_POINT_DAMAGE_FACTOR_CAP);
  156. const double attackFactor = std::min(attackMultiplier * attackAdvantage, attackMultiplierCap);
  157. return attackFactor;
  158. }
  159. return 0.f;
  160. }
  161. double DamageCalculator::getAttackBlessFactor() const
  162. {
  163. const std::string cachingStrDamage = "type_GENERAL_DAMAGE_PREMY";
  164. static const auto selectorDamage = Selector::type()(Bonus::GENERAL_DAMAGE_PREMY);
  165. return info.attacker->valOfBonuses(selectorDamage, cachingStrDamage) / 100.0;
  166. }
  167. double DamageCalculator::getAttackOffenseArcheryFactor() const
  168. {
  169. if(info.shooting)
  170. {
  171. const std::string cachingStrArchery = "type_PERCENTAGE_DAMAGE_BOOSTs_1";
  172. static const auto selectorArchery = Selector::typeSubtype(Bonus::PERCENTAGE_DAMAGE_BOOST, 1);
  173. return info.attacker->valOfBonuses(selectorArchery, cachingStrArchery) / 100.0;
  174. }
  175. const std::string cachingStrOffence = "type_PERCENTAGE_DAMAGE_BOOSTs_0";
  176. static const auto selectorOffence = Selector::typeSubtype(Bonus::PERCENTAGE_DAMAGE_BOOST, 0);
  177. return info.attacker->valOfBonuses(selectorOffence, cachingStrOffence) / 100.0;
  178. }
  179. double DamageCalculator::getAttackLuckFactor() const
  180. {
  181. if(info.luckyStrike)
  182. return 1.0;
  183. return 0.0;
  184. }
  185. double DamageCalculator::getAttackDeathBlowFactor() const
  186. {
  187. if(info.deathBlow)
  188. return 1.0;
  189. return 0.0;
  190. }
  191. double DamageCalculator::getAttackDoubleDamageFactor() const
  192. {
  193. if(info.doubleDamage) {
  194. const auto cachingStr = "type_BONUS_DAMAGE_PERCENTAGEs_" + std::to_string(info.attacker->creatureIndex());
  195. const auto selector = Selector::typeSubtype(Bonus::BONUS_DAMAGE_PERCENTAGE, info.attacker->creatureIndex());
  196. return info.attacker->valOfBonuses(selector, cachingStr) / 100.0;
  197. }
  198. return 0.0;
  199. }
  200. double DamageCalculator::getAttackJoustingFactor() const
  201. {
  202. const std::string cachingStrJousting = "type_JOUSTING";
  203. static const auto selectorJousting = Selector::type()(Bonus::JOUSTING);
  204. const std::string cachingStrChargeImmunity = "type_CHARGE_IMMUNITY";
  205. static const auto selectorChargeImmunity = Selector::type()(Bonus::CHARGE_IMMUNITY);
  206. //applying jousting bonus
  207. if(info.chargeDistance > 0 && info.attacker->hasBonus(selectorJousting, cachingStrJousting) && !info.defender->hasBonus(selectorChargeImmunity, cachingStrChargeImmunity))
  208. return info.chargeDistance * (info.attacker->valOfBonuses(selectorJousting))/100.0;
  209. return 0.0;
  210. }
  211. double DamageCalculator::getAttackHateFactor() const
  212. {
  213. //assume that unit have only few HATE features and cache them all
  214. const std::string cachingStrHate = "type_HATE";
  215. static const auto selectorHate = Selector::type()(Bonus::HATE);
  216. auto allHateEffects = info.attacker->getBonuses(selectorHate, cachingStrHate);
  217. return allHateEffects->valOfBonuses(Selector::subtype()(info.defender->creatureIndex())) / 100.0;
  218. }
  219. double DamageCalculator::getDefenseSkillFactor() const
  220. {
  221. int defenseAdvantage = getTargetDefenseEffective() - getActorAttackEffective();
  222. //bonus from attack/defense skills
  223. if(defenseAdvantage > 0) //decreasing dmg
  224. {
  225. const double defenseMultiplier = VLC->settings()->getDouble(EGameSettings::COMBAT_DEFENSE_POINT_DAMAGE_FACTOR);
  226. const double defenseMultiplierCap = VLC->settings()->getDouble(EGameSettings::COMBAT_DEFENSE_POINT_DAMAGE_FACTOR_CAP);
  227. const double dec = std::min(defenseMultiplier * defenseAdvantage, defenseMultiplierCap);
  228. return dec;
  229. }
  230. return 0.0;
  231. }
  232. double DamageCalculator::getDefenseArmorerFactor() const
  233. {
  234. const std::string cachingStrArmorer = "type_GENERAL_DAMAGE_REDUCTIONs_N1_NsrcSPELL_EFFECT";
  235. static const auto selectorArmorer = Selector::typeSubtype(Bonus::GENERAL_DAMAGE_REDUCTION, -1).And(Selector::sourceTypeSel(Bonus::SPELL_EFFECT).Not());
  236. return info.defender->valOfBonuses(selectorArmorer, cachingStrArmorer) / 100.0;
  237. }
  238. double DamageCalculator::getDefenseMagicShieldFactor() const
  239. {
  240. const std::string cachingStrMeleeReduction = "type_GENERAL_DAMAGE_REDUCTIONs_0";
  241. static const auto selectorMeleeReduction = Selector::typeSubtype(Bonus::GENERAL_DAMAGE_REDUCTION, 0);
  242. const std::string cachingStrRangedReduction = "type_GENERAL_DAMAGE_REDUCTIONs_1";
  243. static const auto selectorRangedReduction = Selector::typeSubtype(Bonus::GENERAL_DAMAGE_REDUCTION, 1);
  244. //handling spell effects - shield and air shield
  245. if(info.shooting)
  246. return info.defender->valOfBonuses(selectorRangedReduction, cachingStrRangedReduction) / 100.0;
  247. else
  248. return info.defender->valOfBonuses(selectorMeleeReduction, cachingStrMeleeReduction) / 100.0;
  249. }
  250. double DamageCalculator::getDefenseRangePenaltiesFactor() const
  251. {
  252. if(info.shooting)
  253. {
  254. BattleHex attackerPos = info.attackerPos.isValid() ? info.attackerPos : info.attacker->getPosition();
  255. BattleHex defenderPos = info.defenderPos.isValid() ? info.defenderPos : info.defender->getPosition();
  256. const std::string cachingStrAdvAirShield = "isAdvancedAirShield";
  257. auto isAdvancedAirShield = [](const Bonus* bonus)
  258. {
  259. return bonus->source == Bonus::SPELL_EFFECT
  260. && bonus->sid == SpellID::AIR_SHIELD
  261. && bonus->val >= SecSkillLevel::ADVANCED;
  262. };
  263. const bool distPenalty = callback.battleHasDistancePenalty(info.attacker, attackerPos, defenderPos);
  264. if(distPenalty || info.defender->hasBonus(isAdvancedAirShield, cachingStrAdvAirShield))
  265. return 0.5;
  266. }
  267. else
  268. {
  269. const std::string cachingStrNoMeleePenalty = "type_NO_MELEE_PENALTY";
  270. static const auto selectorNoMeleePenalty = Selector::type()(Bonus::NO_MELEE_PENALTY);
  271. if(info.attacker->isShooter() && !info.attacker->hasBonus(selectorNoMeleePenalty, cachingStrNoMeleePenalty))
  272. return 0.5;
  273. }
  274. return 0.0;
  275. }
  276. double DamageCalculator::getDefenseObstacleFactor() const
  277. {
  278. if(info.shooting)
  279. {
  280. BattleHex attackerPos = info.attackerPos.isValid() ? info.attackerPos : info.attacker->getPosition();
  281. BattleHex defenderPos = info.defenderPos.isValid() ? info.defenderPos : info.defender->getPosition();
  282. const bool obstaclePenalty = callback.battleHasWallPenalty(info.attacker, attackerPos, defenderPos);
  283. if(obstaclePenalty)
  284. return 0.5;
  285. }
  286. return 0.0;
  287. }
  288. double DamageCalculator::getDefenseUnluckyFactor() const
  289. {
  290. if(info.unluckyStrike)
  291. return 0.5;
  292. return 0.0;
  293. }
  294. double DamageCalculator::getDefenseBlindParalysisFactor() const
  295. {
  296. double multAttackReduction = battleBonusValue(info.attacker, Selector::type()(Bonus::GENERAL_ATTACK_REDUCTION)) / 100.0;
  297. return multAttackReduction;
  298. }
  299. double DamageCalculator::getDefenseForgetfulnessFactor() const
  300. {
  301. if(info.shooting)
  302. {
  303. //todo: set actual percentage in spell bonus configuration instead of just level; requires non trivial backward compatibility handling
  304. //get list first, total value of 0 also counts
  305. TConstBonusListPtr forgetfulList = info.attacker->getBonuses(Selector::type()(Bonus::FORGETFULL),"type_FORGETFULL");
  306. if(!forgetfulList->empty())
  307. {
  308. int forgetful = forgetfulList->valOfBonuses(Selector::all);
  309. //none of basic level
  310. if(forgetful == 0 || forgetful == 1)
  311. return 0.5;
  312. else
  313. logGlobal->warn("Attempt to calculate shooting damage with adv+ FORGETFULL effect");
  314. }
  315. }
  316. return 0.0;
  317. }
  318. double DamageCalculator::getDefensePetrificationFactor() const
  319. {
  320. // 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.
  321. const std::string cachingStrAllReduction = "type_GENERAL_DAMAGE_REDUCTIONs_N1_srcSPELL_EFFECT";
  322. static const auto selectorAllReduction = Selector::typeSubtype(Bonus::GENERAL_DAMAGE_REDUCTION, -1).And(Selector::sourceTypeSel(Bonus::SPELL_EFFECT));
  323. return info.defender->valOfBonuses(selectorAllReduction, cachingStrAllReduction) / 100.0;
  324. }
  325. double DamageCalculator::getDefenseMagicFactor() const
  326. {
  327. // 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.
  328. if(info.attacker->creatureIndex() == CreatureID::MAGIC_ELEMENTAL)
  329. {
  330. const std::string cachingStrMagicImmunity = "type_LEVEL_SPELL_IMMUNITY";
  331. static const auto selectorMagicImmunity = Selector::type()(Bonus::LEVEL_SPELL_IMMUNITY);
  332. if(info.defender->valOfBonuses(selectorMagicImmunity, cachingStrMagicImmunity) >= 5)
  333. return 0.5;
  334. }
  335. return 0.0;
  336. }
  337. double DamageCalculator::getDefenseMindFactor() const
  338. {
  339. // 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.
  340. if(info.attacker->creatureIndex() == CreatureID::PSYCHIC_ELEMENTAL)
  341. {
  342. const std::string cachingStrMindImmunity = "type_MIND_IMMUNITY";
  343. static const auto selectorMindImmunity = Selector::type()(Bonus::MIND_IMMUNITY);
  344. if(info.defender->hasBonus(selectorMindImmunity, cachingStrMindImmunity))
  345. return 0.5;
  346. }
  347. return 0.0;
  348. }
  349. std::vector<double> DamageCalculator::getAttackFactors() const
  350. {
  351. return {
  352. getAttackSkillFactor(),
  353. getAttackOffenseArcheryFactor(),
  354. getAttackBlessFactor(),
  355. getAttackLuckFactor(),
  356. getAttackJoustingFactor(),
  357. getAttackDeathBlowFactor(),
  358. getAttackDoubleDamageFactor(),
  359. getAttackHateFactor()
  360. };
  361. }
  362. std::vector<double> DamageCalculator::getDefenseFactors() const
  363. {
  364. return {
  365. getDefenseSkillFactor(),
  366. getDefenseArmorerFactor(),
  367. getDefenseMagicShieldFactor(),
  368. getDefenseRangePenaltiesFactor(),
  369. getDefenseObstacleFactor(),
  370. getDefenseBlindParalysisFactor(),
  371. getDefenseUnluckyFactor(),
  372. getDefenseForgetfulnessFactor(),
  373. getDefensePetrificationFactor(),
  374. getDefenseMagicFactor(),
  375. getDefenseMindFactor()
  376. };
  377. }
  378. DamageRange DamageCalculator::getCasualties(const DamageRange & damageDealt) const
  379. {
  380. return {
  381. getCasualties(damageDealt.min),
  382. getCasualties(damageDealt.max),
  383. };
  384. }
  385. int64_t DamageCalculator::getCasualties(int64_t damageDealt) const
  386. {
  387. if (damageDealt < info.defender->getFirstHPleft())
  388. return 0;
  389. int64_t damageLeft = damageDealt - info.defender->getFirstHPleft();
  390. int64_t killsLeft = damageLeft / info.defender->MaxHealth();
  391. return 1 + killsLeft;
  392. }
  393. int DamageCalculator::battleBonusValue(const IBonusBearer * bearer, const CSelector & selector) const
  394. {
  395. auto noLimit = Selector::effectRange()(Bonus::NO_LIMIT);
  396. auto limitMatches = info.shooting
  397. ? Selector::effectRange()(Bonus::ONLY_DISTANCE_FIGHT)
  398. : Selector::effectRange()(Bonus::ONLY_MELEE_FIGHT);
  399. //any regular bonuses or just ones for melee/ranged
  400. return bearer->getBonuses(selector, noLimit.Or(limitMatches))->totalValue();
  401. };
  402. DamageEstimation DamageCalculator::calculateDmgRange() const
  403. {
  404. DamageRange damageBase = getBaseDamageStack();
  405. auto attackFactors = getAttackFactors();
  406. auto defenseFactors = getDefenseFactors();
  407. double attackFactorTotal = 1.0;
  408. double defenseFactorTotal = 1.0;
  409. for (auto & factor : attackFactors)
  410. {
  411. assert(factor >= 0.0);
  412. attackFactorTotal += factor;
  413. }
  414. for (auto & factor : defenseFactors)
  415. {
  416. assert(factor >= 0.0);
  417. defenseFactorTotal *= ( 1 - std::min(1.0, factor));
  418. }
  419. double resultingFactor = std::min(8.0, attackFactorTotal) * std::max( 0.01, defenseFactorTotal);
  420. info.defender->getTotalHealth();
  421. DamageRange damageDealt {
  422. std::max<int64_t>( 1.0, std::floor(damageBase.min * resultingFactor)),
  423. std::max<int64_t>( 1.0, std::floor(damageBase.max * resultingFactor))
  424. };
  425. DamageRange killsDealt = getCasualties(damageDealt);
  426. return DamageEstimation{damageDealt, killsDealt};
  427. }
  428. VCMI_LIB_NAMESPACE_END