DamageCalculator.cpp 18 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 "../bonuses/Bonus.h"
  15. #include "../mapObjects/CGTownInstance.h"
  16. #include "../spells/CSpellHandler.h"
  17. #include "../IGameSettings.h"
  18. #include "../GameLibrary.h"
  19. VCMI_LIB_NAMESPACE_BEGIN
  20. DamageRange DamageCalculator::getBaseDamageSingle() const
  21. {
  22. int64_t minDmg = 0.0;
  23. int64_t maxDmg = 0.0;
  24. minDmg = info.attacker->getMinDamage(info.shooting);
  25. maxDmg = info.attacker->getMaxDamage(info.shooting);
  26. if(minDmg > maxDmg)
  27. {
  28. const auto & creatureName = info.attacker->creatureId().toEntity(LIBRARY)->getNamePluralTranslated();
  29. logGlobal->error("Creature %s: min damage %lld exceeds max damage %lld.", creatureName, minDmg, maxDmg);
  30. logGlobal->error("This may lead to unexpected results, please report it to the mod's creator.");
  31. // to avoid an RNG crash and make bless and curse spells work as expected
  32. std::swap(minDmg, maxDmg);
  33. }
  34. if(info.attacker->creatureIndex() == CreatureID::ARROW_TOWERS)
  35. {
  36. const auto * town = callback.battleGetDefendedTown();
  37. assert(town);
  38. switch(info.attacker->getPosition().toInt())
  39. {
  40. case BattleHex::CASTLE_CENTRAL_TOWER:
  41. return town->getKeepDamageRange();
  42. case BattleHex::CASTLE_BOTTOM_TOWER:
  43. case BattleHex::CASTLE_UPPER_TOWER:
  44. return town->getTowerDamageRange();
  45. default:
  46. assert(0);
  47. }
  48. }
  49. const std::string cachingStrSiedgeWeapon = "type_SIEGE_WEAPON";
  50. static const auto selectorSiedgeWeapon = Selector::type()(BonusType::SIEGE_WEAPON);
  51. if(info.attacker->hasBonus(selectorSiedgeWeapon, cachingStrSiedgeWeapon) && info.attacker->creatureIndex() != CreatureID::ARROW_TOWERS)
  52. {
  53. static const auto bonusSelector =
  54. Selector::sourceTypeSel(BonusSource::ARTIFACT).Or(
  55. Selector::sourceTypeSel(BonusSource::HERO_BASE_SKILL)).And(
  56. Selector::typeSubtype(BonusType::PRIMARY_SKILL, BonusSubtypeID(PrimarySkill::ATTACK)));
  57. //minDmg and maxDmg of a Ballista are multiplied by hero attack + 1
  58. int heroAttackSkill = info.attacker->valOfBonuses(bonusSelector);
  59. minDmg *= heroAttackSkill + 1;
  60. maxDmg *= heroAttackSkill + 1;
  61. }
  62. return { minDmg, maxDmg };
  63. }
  64. DamageRange DamageCalculator::getBaseDamageBlessCurse() const
  65. {
  66. const std::string cachingStrForcedMinDamage = "type_ALWAYS_MINIMUM_DAMAGE";
  67. static const auto selectorForcedMinDamage = Selector::type()(BonusType::ALWAYS_MINIMUM_DAMAGE);
  68. const std::string cachingStrForcedMaxDamage = "type_ALWAYS_MAXIMUM_DAMAGE";
  69. static const auto selectorForcedMaxDamage = Selector::type()(BonusType::ALWAYS_MAXIMUM_DAMAGE);
  70. TConstBonusListPtr curseEffects = info.attacker->getBonuses(selectorForcedMinDamage, cachingStrForcedMinDamage);
  71. TConstBonusListPtr blessEffects = info.attacker->getBonuses(selectorForcedMaxDamage, cachingStrForcedMaxDamage);
  72. int curseBlessAdditiveModifier = blessEffects->totalValue() - curseEffects->totalValue();
  73. DamageRange baseDamage = getBaseDamageSingle();
  74. DamageRange modifiedDamage = {
  75. std::max(static_cast<int64_t>(1), baseDamage.min + curseBlessAdditiveModifier),
  76. std::max(static_cast<int64_t>(1), baseDamage.max + curseBlessAdditiveModifier)
  77. };
  78. if(curseEffects->size() && blessEffects->size() )
  79. {
  80. logGlobal->warn("Stack has both curse and bless! Effects will negate each other!");
  81. return modifiedDamage;
  82. }
  83. if(curseEffects->size())
  84. {
  85. return {
  86. modifiedDamage.min,
  87. modifiedDamage.min
  88. };
  89. }
  90. if(blessEffects->size())
  91. {
  92. return {
  93. modifiedDamage.max,
  94. modifiedDamage.max
  95. };
  96. }
  97. return modifiedDamage;
  98. }
  99. DamageRange DamageCalculator::getBaseDamageStack() const
  100. {
  101. auto stackSize = info.attacker->getCount();
  102. auto baseDamage = getBaseDamageBlessCurse();
  103. return {
  104. baseDamage.min * stackSize,
  105. baseDamage.max * stackSize
  106. };
  107. }
  108. int DamageCalculator::getActorAttackBase() const
  109. {
  110. return info.attacker->getAttack(info.shooting);
  111. }
  112. int DamageCalculator::getActorAttackEffective() const
  113. {
  114. return getActorAttackBase() + getActorAttackSlayer() + getActorAttackIgnored();
  115. }
  116. int DamageCalculator::getActorAttackIgnored() const
  117. {
  118. int multAttackReductionPercent = battleBonusValue(info.defender, Selector::type()(BonusType::ENEMY_ATTACK_REDUCTION));
  119. if(multAttackReductionPercent > 0)
  120. {
  121. //using ints so 1.5 for 5 attack is rounded down as in HotA / h3assist etc. (keep in mind h3assist 1.2 shows wrong value for 15 attack points and unupg. nix)
  122. int reduction = vstd::divideAndRound( getActorAttackBase() * multAttackReductionPercent, 100);
  123. return -std::min(reduction, getActorAttackBase());
  124. }
  125. return 0;
  126. }
  127. int DamageCalculator::getActorAttackSlayer() const
  128. {
  129. const std::string cachingStrSlayer = "type_SLAYER";
  130. static const auto selectorSlayer = Selector::type()(BonusType::SLAYER);
  131. if (!info.defender->hasBonusOfType(BonusType::KING))
  132. return 0;
  133. auto slayerEffects = info.attacker->getBonuses(selectorSlayer, cachingStrSlayer);
  134. auto slayerAffected = info.defender->unitType()->valOfBonuses(BonusType::KING);
  135. if(std::shared_ptr<const Bonus> slayerEffect = slayerEffects->getFirst(Selector::all))
  136. {
  137. const auto spLevel = slayerEffect->val;
  138. bool isAffected = spLevel >= slayerAffected;
  139. if(isAffected)
  140. {
  141. SpellID spell(SpellID::SLAYER);
  142. int attackBonus = spell.toSpell()->getLevelPower(spLevel);
  143. if(info.attacker->hasBonusOfType(BonusType::SPECIAL_PECULIAR_ENCHANT, BonusSubtypeID(spell)))
  144. {
  145. ui8 attackerTier = info.attacker->unitType()->getLevel();
  146. ui8 specialtyBonus = std::max(5 - attackerTier, 0);
  147. attackBonus += specialtyBonus;
  148. }
  149. return attackBonus;
  150. }
  151. }
  152. return 0;
  153. }
  154. int DamageCalculator::getTargetDefenseBase() const
  155. {
  156. return info.defender->getDefense(info.shooting);
  157. }
  158. int DamageCalculator::getTargetDefenseEffective() const
  159. {
  160. return getTargetDefenseBase() + getTargetDefenseIgnored();
  161. }
  162. int DamageCalculator::getTargetDefenseIgnored() const
  163. {
  164. double multDefenceReduction = battleBonusValue(info.attacker, Selector::type()(BonusType::ENEMY_DEFENCE_REDUCTION)) / 100.0;
  165. if(multDefenceReduction > 0)
  166. {
  167. int reduction = std::floor(multDefenceReduction * getTargetDefenseBase()) + 1;
  168. return -std::min(reduction,getTargetDefenseBase());
  169. }
  170. return 0;
  171. }
  172. double DamageCalculator::getAttackSkillFactor() const
  173. {
  174. int attackAdvantage = getActorAttackEffective() - getTargetDefenseEffective();
  175. if(attackAdvantage > 0)
  176. {
  177. // FIXME: use cb to acquire these settings
  178. const double attackMultiplier = LIBRARY->engineSettings()->getDouble(EGameSettings::COMBAT_ATTACK_POINT_DAMAGE_FACTOR);
  179. const double attackMultiplierCap = LIBRARY->engineSettings()->getDouble(EGameSettings::COMBAT_ATTACK_POINT_DAMAGE_FACTOR_CAP);
  180. const double attackFactor = std::min(attackMultiplier * attackAdvantage, attackMultiplierCap);
  181. return attackFactor;
  182. }
  183. return 0.f;
  184. }
  185. double DamageCalculator::getAttackBlessFactor() const
  186. {
  187. const std::string cachingStrDamage = "type_GENERAL_DAMAGE_PREMY";
  188. static const auto selectorDamage = Selector::type()(BonusType::GENERAL_DAMAGE_PREMY);
  189. return info.attacker->valOfBonuses(selectorDamage, cachingStrDamage) / 100.0;
  190. }
  191. double DamageCalculator::getAttackOffenseArcheryFactor() const
  192. {
  193. if(info.shooting)
  194. {
  195. const std::string cachingStrArchery = "type_PERCENTAGE_DAMAGE_BOOSTs_1";
  196. static const auto selectorArchery = Selector::typeSubtype(BonusType::PERCENTAGE_DAMAGE_BOOST, BonusCustomSubtype::damageTypeRanged);
  197. return info.attacker->valOfBonuses(selectorArchery, cachingStrArchery) / 100.0;
  198. }
  199. const std::string cachingStrOffence = "type_PERCENTAGE_DAMAGE_BOOSTs_0";
  200. static const auto selectorOffence = Selector::typeSubtype(BonusType::PERCENTAGE_DAMAGE_BOOST, BonusCustomSubtype::damageTypeMelee);
  201. return info.attacker->valOfBonuses(selectorOffence, cachingStrOffence) / 100.0;
  202. }
  203. double DamageCalculator::getAttackLuckFactor() const
  204. {
  205. if(info.luckyStrike)
  206. return 1.0;
  207. return 0.0;
  208. }
  209. double DamageCalculator::getAttackDeathBlowFactor() const
  210. {
  211. if(info.deathBlow)
  212. return 1.0;
  213. return 0.0;
  214. }
  215. double DamageCalculator::getAttackDoubleDamageFactor() const
  216. {
  217. if(info.doubleDamage) {
  218. const auto cachingStr = "type_BONUS_DAMAGE_PERCENTAGEs_" + std::to_string(info.attacker->creatureIndex());
  219. const auto selector = Selector::typeSubtype(BonusType::BONUS_DAMAGE_PERCENTAGE, BonusSubtypeID(info.attacker->creatureId()));
  220. return info.attacker->valOfBonuses(selector, cachingStr) / 100.0;
  221. }
  222. return 0.0;
  223. }
  224. double DamageCalculator::getAttackJoustingFactor() const
  225. {
  226. //applying jousting bonus
  227. if(info.chargeDistance > 0 && info.attacker->hasBonusOfType(BonusType::JOUSTING) && !info.defender->hasBonusOfType(BonusType::CHARGE_IMMUNITY))
  228. return info.chargeDistance * (info.attacker->valOfBonuses(BonusType::JOUSTING))/100.0;
  229. return 0.0;
  230. }
  231. double DamageCalculator::getAttackFromBackFactor() const
  232. {
  233. int value = info.defender->valOfBonuses(BonusType::VULNERABLE_FROM_BACK);
  234. if (value != 0 && callback.isToReverse(info.attacker, info.defender, info.attackerPos, info.defenderPos))
  235. return value / 100.0;
  236. return 0;
  237. }
  238. double DamageCalculator::getAttackHateFactor() const
  239. {
  240. //assume that unit have only few HATE features and cache them all
  241. auto allHateEffects = info.attacker->getBonusesOfType(BonusType::HATE);
  242. return allHateEffects->valOfBonuses(Selector::subtype()(BonusSubtypeID(info.defender->creatureId()))) / 100.0;
  243. }
  244. double DamageCalculator::getAttackRevengeFactor() const
  245. {
  246. if(info.attacker->hasBonusOfType(BonusType::REVENGE)) //HotA Haspid ability
  247. {
  248. int totalStackCount = info.attacker->unitBaseAmount();
  249. int currentStackHealth = info.attacker->getAvailableHealth();
  250. int creatureHealth = info.attacker->getMaxHealth();
  251. return sqrt(static_cast<double>((totalStackCount + 1) * creatureHealth) / (currentStackHealth + creatureHealth) - 1);
  252. }
  253. return 0.0;
  254. }
  255. double DamageCalculator::getDefenseSkillFactor() const
  256. {
  257. int defenseAdvantage = getTargetDefenseEffective() - getActorAttackEffective();
  258. //bonus from attack/defense skills
  259. if(defenseAdvantage > 0) //decreasing dmg
  260. {
  261. // FIXME: use cb to acquire these settings
  262. const double defenseMultiplier = LIBRARY->engineSettings()->getDouble(EGameSettings::COMBAT_DEFENSE_POINT_DAMAGE_FACTOR);
  263. const double defenseMultiplierCap = LIBRARY->engineSettings()->getDouble(EGameSettings::COMBAT_DEFENSE_POINT_DAMAGE_FACTOR_CAP);
  264. const double dec = std::min(defenseMultiplier * defenseAdvantage, defenseMultiplierCap);
  265. return dec;
  266. }
  267. return 0.0;
  268. }
  269. double DamageCalculator::getDefenseArmorerFactor() const
  270. {
  271. const std::string cachingStrArmorer = "type_GENERAL_DAMAGE_REDUCTIONs_N1_NsrcSPELL_EFFECT";
  272. static const auto selectorArmorer = Selector::typeSubtype(BonusType::GENERAL_DAMAGE_REDUCTION, BonusCustomSubtype::damageTypeAll).And(Selector::sourceTypeSel(BonusSource::SPELL_EFFECT).Not());
  273. return info.defender->valOfBonuses(selectorArmorer, cachingStrArmorer) / 100.0;
  274. }
  275. double DamageCalculator::getDefenseMagicShieldFactor() const
  276. {
  277. const std::string cachingStrMeleeReduction = "type_GENERAL_DAMAGE_REDUCTIONs_0";
  278. static const auto selectorMeleeReduction = Selector::typeSubtype(BonusType::GENERAL_DAMAGE_REDUCTION, BonusCustomSubtype::damageTypeMelee);
  279. const std::string cachingStrRangedReduction = "type_GENERAL_DAMAGE_REDUCTIONs_1";
  280. static const auto selectorRangedReduction = Selector::typeSubtype(BonusType::GENERAL_DAMAGE_REDUCTION, BonusCustomSubtype::damageTypeRanged);
  281. //handling spell effects - shield and air shield
  282. if(info.shooting)
  283. return info.defender->valOfBonuses(selectorRangedReduction, cachingStrRangedReduction) / 100.0;
  284. else
  285. return info.defender->valOfBonuses(selectorMeleeReduction, cachingStrMeleeReduction) / 100.0;
  286. }
  287. double DamageCalculator::getDefenseRangePenaltiesFactor() const
  288. {
  289. if(info.shooting)
  290. {
  291. BattleHex attackerPos = info.attackerPos.isValid() ? info.attackerPos : info.attacker->getPosition();
  292. BattleHex defenderPos = info.defenderPos.isValid() ? info.defenderPos : info.defender->getPosition();
  293. const std::string cachingStrAdvAirShield = "isAdvancedAirShield";
  294. auto isAdvancedAirShield = [](const Bonus* bonus)
  295. {
  296. return bonus->source == BonusSource::SPELL_EFFECT
  297. && bonus->sid == BonusSourceID(SpellID(SpellID::AIR_SHIELD))
  298. && bonus->val >= MasteryLevel::ADVANCED;
  299. };
  300. const bool distPenalty = callback.battleHasDistancePenalty(info.attacker, attackerPos, defenderPos);
  301. if(distPenalty || info.defender->hasBonus(isAdvancedAirShield, cachingStrAdvAirShield))
  302. return 0.5;
  303. }
  304. else
  305. {
  306. const std::string cachingStrNoMeleePenalty = "type_NO_MELEE_PENALTY";
  307. static const auto selectorNoMeleePenalty = Selector::type()(BonusType::NO_MELEE_PENALTY);
  308. if(info.attacker->isShooter() && !info.attacker->hasBonus(selectorNoMeleePenalty, cachingStrNoMeleePenalty))
  309. return 0.5;
  310. }
  311. return 0.0;
  312. }
  313. double DamageCalculator::getDefenseObstacleFactor() const
  314. {
  315. if(info.shooting)
  316. {
  317. BattleHex attackerPos = info.attackerPos.isValid() ? info.attackerPos : info.attacker->getPosition();
  318. BattleHex defenderPos = info.defenderPos.isValid() ? info.defenderPos : info.defender->getPosition();
  319. const bool obstaclePenalty = callback.battleHasWallPenalty(info.attacker, attackerPos, defenderPos);
  320. if(obstaclePenalty)
  321. return 0.5;
  322. }
  323. return 0.0;
  324. }
  325. double DamageCalculator::getDefenseUnluckyFactor() const
  326. {
  327. if(info.unluckyStrike)
  328. return 0.5;
  329. return 0.0;
  330. }
  331. double DamageCalculator::getDefenseBlindParalysisFactor() const
  332. {
  333. double multAttackReduction = battleBonusValue(info.attacker, Selector::type()(BonusType::GENERAL_ATTACK_REDUCTION)) / 100.0;
  334. return multAttackReduction;
  335. }
  336. double DamageCalculator::getDefenseForgetfulnessFactor() const
  337. {
  338. if(info.shooting)
  339. {
  340. //todo: set actual percentage in spell bonus configuration instead of just level; requires non trivial backward compatibility handling
  341. //get list first, total value of 0 also counts
  342. TConstBonusListPtr forgetfulList = info.attacker->getBonusesOfType(BonusType::FORGETFULL);
  343. if(!forgetfulList->empty())
  344. {
  345. int forgetful = forgetfulList->valOfBonuses(Selector::all);
  346. //none of basic level
  347. if(forgetful == 0 || forgetful == 1)
  348. return 0.5;
  349. else
  350. logGlobal->warn("Attempt to calculate shooting damage with adv+ FORGETFULL effect");
  351. }
  352. }
  353. return 0.0;
  354. }
  355. double DamageCalculator::getDefensePetrificationFactor() const
  356. {
  357. // 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.
  358. const std::string cachingStrAllReduction = "type_GENERAL_DAMAGE_REDUCTIONs_N1_srcSPELL_EFFECT";
  359. static const auto selectorAllReduction = Selector::typeSubtype(BonusType::GENERAL_DAMAGE_REDUCTION, BonusCustomSubtype::damageTypeAll).And(Selector::sourceTypeSel(BonusSource::SPELL_EFFECT));
  360. return info.defender->valOfBonuses(selectorAllReduction, cachingStrAllReduction) / 100.0;
  361. }
  362. double DamageCalculator::getDefenseMagicFactor() const
  363. {
  364. // 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.
  365. if(info.attacker->creatureIndex() == CreatureID::MAGIC_ELEMENTAL)
  366. {
  367. const std::string cachingStrMagicImmunity = "type_LEVEL_SPELL_IMMUNITY";
  368. static const auto selectorMagicImmunity = Selector::type()(BonusType::LEVEL_SPELL_IMMUNITY);
  369. if(info.defender->valOfBonuses(selectorMagicImmunity, cachingStrMagicImmunity) >= 5)
  370. return 0.5;
  371. }
  372. return 0.0;
  373. }
  374. double DamageCalculator::getDefenseMindFactor() const
  375. {
  376. // 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.
  377. if(info.attacker->creatureIndex() == CreatureID::PSYCHIC_ELEMENTAL)
  378. {
  379. const std::string cachingStrMindImmunity = "type_MIND_IMMUNITY";
  380. static const auto selectorMindImmunity = Selector::type()(BonusType::MIND_IMMUNITY);
  381. if(info.defender->hasBonus(selectorMindImmunity, cachingStrMindImmunity))
  382. return 0.5;
  383. }
  384. return 0.0;
  385. }
  386. std::vector<double> DamageCalculator::getAttackFactors() const
  387. {
  388. return {
  389. getAttackSkillFactor(),
  390. getAttackOffenseArcheryFactor(),
  391. getAttackBlessFactor(),
  392. getAttackLuckFactor(),
  393. getAttackJoustingFactor(),
  394. getAttackFromBackFactor(),
  395. getAttackDeathBlowFactor(),
  396. getAttackDoubleDamageFactor(),
  397. getAttackHateFactor(),
  398. getAttackRevengeFactor()
  399. };
  400. }
  401. std::vector<double> DamageCalculator::getDefenseFactors() const
  402. {
  403. return {
  404. getDefenseSkillFactor(),
  405. getDefenseArmorerFactor(),
  406. getDefenseMagicShieldFactor(),
  407. getDefenseRangePenaltiesFactor(),
  408. getDefenseObstacleFactor(),
  409. getDefenseBlindParalysisFactor(),
  410. getDefenseUnluckyFactor(),
  411. getDefenseForgetfulnessFactor(),
  412. getDefensePetrificationFactor(),
  413. getDefenseMagicFactor(),
  414. getDefenseMindFactor()
  415. };
  416. }
  417. DamageRange DamageCalculator::getCasualties(const DamageRange & damageDealt) const
  418. {
  419. return {
  420. getCasualties(damageDealt.min),
  421. getCasualties(damageDealt.max),
  422. };
  423. }
  424. int64_t DamageCalculator::getCasualties(int64_t damageDealt) const
  425. {
  426. if (damageDealt < info.defender->getFirstHPleft())
  427. return 0;
  428. int64_t damageLeft = damageDealt - info.defender->getFirstHPleft();
  429. int64_t killsLeft = damageLeft / info.defender->getMaxHealth();
  430. return std::min<int32_t>(1 + killsLeft, info.defender->getCount());
  431. }
  432. int DamageCalculator::battleBonusValue(const IBonusBearer * bearer, const CSelector & selector) const
  433. {
  434. auto noLimit = Selector::effectRange()(BonusLimitEffect::NO_LIMIT);
  435. auto limitMatches = info.shooting
  436. ? Selector::effectRange()(BonusLimitEffect::ONLY_DISTANCE_FIGHT)
  437. : Selector::effectRange()(BonusLimitEffect::ONLY_MELEE_FIGHT);
  438. //any regular bonuses or just ones for melee/ranged
  439. return bearer->getBonuses(selector, noLimit.Or(limitMatches))->totalValue();
  440. };
  441. DamageEstimation DamageCalculator::calculateDmgRange() const
  442. {
  443. DamageRange damageBase = getBaseDamageStack();
  444. auto attackFactors = getAttackFactors();
  445. auto defenseFactors = getDefenseFactors();
  446. double attackFactorTotal = 1.0;
  447. double defenseFactorTotal = 1.0;
  448. for (auto & factor : attackFactors)
  449. {
  450. assert(factor >= 0.0);
  451. attackFactorTotal += factor;
  452. }
  453. for (auto & factor : defenseFactors)
  454. {
  455. assert(factor >= 0.0);
  456. defenseFactorTotal *= (1 - std::min(1.0, factor));
  457. }
  458. double resultingFactor = attackFactorTotal * defenseFactorTotal;
  459. DamageRange damageDealt {
  460. std::max<int64_t>( 1.0, std::floor(damageBase.min * resultingFactor)),
  461. std::max<int64_t>( 1.0, std::floor(damageBase.max * resultingFactor))
  462. };
  463. DamageRange killsDealt = getCasualties(damageDealt);
  464. return DamageEstimation{damageDealt, killsDealt};
  465. }
  466. VCMI_LIB_NAMESPACE_END