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 "../bonuses/Bonus.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()(BonusType::SIEGE_WEAPON);
  42. if(info.attacker->hasBonus(selectorSiedgeWeapon, cachingStrSiedgeWeapon) && info.attacker->creatureIndex() != CreatureID::ARROW_TOWERS)
  43. {
  44. auto retrieveHeroPrimSkill = [&](PrimarySkill skill) -> int
  45. {
  46. std::shared_ptr<const Bonus> b = info.attacker->getBonus(Selector::sourceTypeSel(BonusSource::HERO_BASE_SKILL).And(Selector::typeSubtype(BonusType::PRIMARY_SKILL, BonusSubtypeID(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()(BonusType::ALWAYS_MINIMUM_DAMAGE);
  59. const std::string cachingStrForcedMaxDamage = "type_ALWAYS_MAXIMUM_DAMAGE";
  60. static const auto selectorForcedMaxDamage = Selector::type()(BonusType::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()(BonusType::SLAYER);
  111. auto slayerEffects = info.attacker->getBonuses(selectorSlayer, cachingStrSlayer);
  112. auto slayerAffected = info.defender->unitType()->valOfBonuses(Selector::type()(BonusType::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. SpellID spell(SpellID::SLAYER);
  120. int attackBonus = spell.toSpell()->getLevelPower(spLevel);
  121. if(info.attacker->hasBonusOfType(BonusType::SPECIAL_PECULIAR_ENCHANT, BonusSubtypeID(spell)))
  122. {
  123. ui8 attackerTier = info.attacker->unitType()->getLevel();
  124. ui8 specialtyBonus = std::max(5 - attackerTier, 0);
  125. attackBonus += specialtyBonus;
  126. }
  127. return attackBonus;
  128. }
  129. }
  130. return 0;
  131. }
  132. int DamageCalculator::getTargetDefenseBase() const
  133. {
  134. return info.defender->getDefense(info.shooting);
  135. }
  136. int DamageCalculator::getTargetDefenseEffective() const
  137. {
  138. return getTargetDefenseBase() + getTargetDefenseIgnored();
  139. }
  140. int DamageCalculator::getTargetDefenseIgnored() const
  141. {
  142. double multDefenceReduction = battleBonusValue(info.attacker, Selector::type()(BonusType::ENEMY_DEFENCE_REDUCTION)) / 100.0;
  143. if(multDefenceReduction > 0)
  144. {
  145. int reduction = std::floor(multDefenceReduction * getTargetDefenseBase()) + 1;
  146. return -std::min(reduction,getTargetDefenseBase());
  147. }
  148. return 0;
  149. }
  150. double DamageCalculator::getAttackSkillFactor() const
  151. {
  152. int attackAdvantage = getActorAttackEffective() - getTargetDefenseEffective();
  153. if(attackAdvantage > 0)
  154. {
  155. const double attackMultiplier = VLC->settings()->getDouble(EGameSettings::COMBAT_ATTACK_POINT_DAMAGE_FACTOR);
  156. const double attackMultiplierCap = VLC->settings()->getDouble(EGameSettings::COMBAT_ATTACK_POINT_DAMAGE_FACTOR_CAP);
  157. const double attackFactor = std::min(attackMultiplier * attackAdvantage, attackMultiplierCap);
  158. return attackFactor;
  159. }
  160. return 0.f;
  161. }
  162. double DamageCalculator::getAttackBlessFactor() const
  163. {
  164. const std::string cachingStrDamage = "type_GENERAL_DAMAGE_PREMY";
  165. static const auto selectorDamage = Selector::type()(BonusType::GENERAL_DAMAGE_PREMY);
  166. return info.attacker->valOfBonuses(selectorDamage, cachingStrDamage) / 100.0;
  167. }
  168. double DamageCalculator::getAttackOffenseArcheryFactor() const
  169. {
  170. if(info.shooting)
  171. {
  172. const std::string cachingStrArchery = "type_PERCENTAGE_DAMAGE_BOOSTs_1";
  173. static const auto selectorArchery = Selector::typeSubtype(BonusType::PERCENTAGE_DAMAGE_BOOST, BonusCustomSubtype::damageTypeRanged);
  174. return info.attacker->valOfBonuses(selectorArchery, cachingStrArchery) / 100.0;
  175. }
  176. const std::string cachingStrOffence = "type_PERCENTAGE_DAMAGE_BOOSTs_0";
  177. static const auto selectorOffence = Selector::typeSubtype(BonusType::PERCENTAGE_DAMAGE_BOOST, BonusCustomSubtype::damageTypeMelee);
  178. return info.attacker->valOfBonuses(selectorOffence, cachingStrOffence) / 100.0;
  179. }
  180. double DamageCalculator::getAttackLuckFactor() const
  181. {
  182. if(info.luckyStrike)
  183. return 1.0;
  184. return 0.0;
  185. }
  186. double DamageCalculator::getAttackDeathBlowFactor() const
  187. {
  188. if(info.deathBlow)
  189. return 1.0;
  190. return 0.0;
  191. }
  192. double DamageCalculator::getAttackDoubleDamageFactor() const
  193. {
  194. if(info.doubleDamage) {
  195. const auto cachingStr = "type_BONUS_DAMAGE_PERCENTAGEs_" + std::to_string(info.attacker->creatureIndex());
  196. const auto selector = Selector::typeSubtype(BonusType::BONUS_DAMAGE_PERCENTAGE, BonusSubtypeID(info.attacker->creatureId()));
  197. return info.attacker->valOfBonuses(selector, cachingStr) / 100.0;
  198. }
  199. return 0.0;
  200. }
  201. double DamageCalculator::getAttackJoustingFactor() const
  202. {
  203. const std::string cachingStrJousting = "type_JOUSTING";
  204. static const auto selectorJousting = Selector::type()(BonusType::JOUSTING);
  205. const std::string cachingStrChargeImmunity = "type_CHARGE_IMMUNITY";
  206. static const auto selectorChargeImmunity = Selector::type()(BonusType::CHARGE_IMMUNITY);
  207. //applying jousting bonus
  208. if(info.chargeDistance > 0 && info.attacker->hasBonus(selectorJousting, cachingStrJousting) && !info.defender->hasBonus(selectorChargeImmunity, cachingStrChargeImmunity))
  209. return info.chargeDistance * (info.attacker->valOfBonuses(selectorJousting))/100.0;
  210. return 0.0;
  211. }
  212. double DamageCalculator::getAttackHateFactor() const
  213. {
  214. //assume that unit have only few HATE features and cache them all
  215. const std::string cachingStrHate = "type_HATE";
  216. static const auto selectorHate = Selector::type()(BonusType::HATE);
  217. auto allHateEffects = info.attacker->getBonuses(selectorHate, cachingStrHate);
  218. return allHateEffects->valOfBonuses(Selector::subtype()(BonusSubtypeID(info.defender->creatureId()))) / 100.0;
  219. }
  220. double DamageCalculator::getDefenseSkillFactor() const
  221. {
  222. int defenseAdvantage = getTargetDefenseEffective() - getActorAttackEffective();
  223. //bonus from attack/defense skills
  224. if(defenseAdvantage > 0) //decreasing dmg
  225. {
  226. const double defenseMultiplier = VLC->settings()->getDouble(EGameSettings::COMBAT_DEFENSE_POINT_DAMAGE_FACTOR);
  227. const double defenseMultiplierCap = VLC->settings()->getDouble(EGameSettings::COMBAT_DEFENSE_POINT_DAMAGE_FACTOR_CAP);
  228. const double dec = std::min(defenseMultiplier * defenseAdvantage, defenseMultiplierCap);
  229. return dec;
  230. }
  231. return 0.0;
  232. }
  233. double DamageCalculator::getDefenseArmorerFactor() const
  234. {
  235. const std::string cachingStrArmorer = "type_GENERAL_DAMAGE_REDUCTIONs_N1_NsrcSPELL_EFFECT";
  236. static const auto selectorArmorer = Selector::typeSubtype(BonusType::GENERAL_DAMAGE_REDUCTION, BonusCustomSubtype::damageTypeAll).And(Selector::sourceTypeSel(BonusSource::SPELL_EFFECT).Not());
  237. return info.defender->valOfBonuses(selectorArmorer, cachingStrArmorer) / 100.0;
  238. }
  239. double DamageCalculator::getDefenseMagicShieldFactor() const
  240. {
  241. const std::string cachingStrMeleeReduction = "type_GENERAL_DAMAGE_REDUCTIONs_0";
  242. static const auto selectorMeleeReduction = Selector::typeSubtype(BonusType::GENERAL_DAMAGE_REDUCTION, BonusCustomSubtype::damageTypeMelee);
  243. const std::string cachingStrRangedReduction = "type_GENERAL_DAMAGE_REDUCTIONs_1";
  244. static const auto selectorRangedReduction = Selector::typeSubtype(BonusType::GENERAL_DAMAGE_REDUCTION, BonusCustomSubtype::damageTypeRanged);
  245. //handling spell effects - shield and air shield
  246. if(info.shooting)
  247. return info.defender->valOfBonuses(selectorRangedReduction, cachingStrRangedReduction) / 100.0;
  248. else
  249. return info.defender->valOfBonuses(selectorMeleeReduction, cachingStrMeleeReduction) / 100.0;
  250. }
  251. double DamageCalculator::getDefenseRangePenaltiesFactor() const
  252. {
  253. if(info.shooting)
  254. {
  255. BattleHex attackerPos = info.attackerPos.isValid() ? info.attackerPos : info.attacker->getPosition();
  256. BattleHex defenderPos = info.defenderPos.isValid() ? info.defenderPos : info.defender->getPosition();
  257. const std::string cachingStrAdvAirShield = "isAdvancedAirShield";
  258. auto isAdvancedAirShield = [](const Bonus* bonus)
  259. {
  260. return bonus->source == BonusSource::SPELL_EFFECT
  261. && bonus->sid == BonusSourceID(SpellID(SpellID::AIR_SHIELD))
  262. && bonus->val >= MasteryLevel::ADVANCED;
  263. };
  264. const bool distPenalty = callback.battleHasDistancePenalty(info.attacker, attackerPos, defenderPos);
  265. if(distPenalty || info.defender->hasBonus(isAdvancedAirShield, cachingStrAdvAirShield))
  266. return 0.5;
  267. }
  268. else
  269. {
  270. const std::string cachingStrNoMeleePenalty = "type_NO_MELEE_PENALTY";
  271. static const auto selectorNoMeleePenalty = Selector::type()(BonusType::NO_MELEE_PENALTY);
  272. if(info.attacker->isShooter() && !info.attacker->hasBonus(selectorNoMeleePenalty, cachingStrNoMeleePenalty))
  273. return 0.5;
  274. }
  275. return 0.0;
  276. }
  277. double DamageCalculator::getDefenseObstacleFactor() const
  278. {
  279. if(info.shooting)
  280. {
  281. BattleHex attackerPos = info.attackerPos.isValid() ? info.attackerPos : info.attacker->getPosition();
  282. BattleHex defenderPos = info.defenderPos.isValid() ? info.defenderPos : info.defender->getPosition();
  283. const bool obstaclePenalty = callback.battleHasWallPenalty(info.attacker, attackerPos, defenderPos);
  284. if(obstaclePenalty)
  285. return 0.5;
  286. }
  287. return 0.0;
  288. }
  289. double DamageCalculator::getDefenseUnluckyFactor() const
  290. {
  291. if(info.unluckyStrike)
  292. return 0.5;
  293. return 0.0;
  294. }
  295. double DamageCalculator::getDefenseBlindParalysisFactor() const
  296. {
  297. double multAttackReduction = battleBonusValue(info.attacker, Selector::type()(BonusType::GENERAL_ATTACK_REDUCTION)) / 100.0;
  298. return multAttackReduction;
  299. }
  300. double DamageCalculator::getDefenseForgetfulnessFactor() const
  301. {
  302. if(info.shooting)
  303. {
  304. //todo: set actual percentage in spell bonus configuration instead of just level; requires non trivial backward compatibility handling
  305. //get list first, total value of 0 also counts
  306. TConstBonusListPtr forgetfulList = info.attacker->getBonuses(Selector::type()(BonusType::FORGETFULL),"type_FORGETFULL");
  307. if(!forgetfulList->empty())
  308. {
  309. int forgetful = forgetfulList->valOfBonuses(Selector::all);
  310. //none of basic level
  311. if(forgetful == 0 || forgetful == 1)
  312. return 0.5;
  313. else
  314. logGlobal->warn("Attempt to calculate shooting damage with adv+ FORGETFULL effect");
  315. }
  316. }
  317. return 0.0;
  318. }
  319. double DamageCalculator::getDefensePetrificationFactor() const
  320. {
  321. // 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.
  322. const std::string cachingStrAllReduction = "type_GENERAL_DAMAGE_REDUCTIONs_N1_srcSPELL_EFFECT";
  323. static const auto selectorAllReduction = Selector::typeSubtype(BonusType::GENERAL_DAMAGE_REDUCTION, BonusCustomSubtype::damageTypeAll).And(Selector::sourceTypeSel(BonusSource::SPELL_EFFECT));
  324. return info.defender->valOfBonuses(selectorAllReduction, cachingStrAllReduction) / 100.0;
  325. }
  326. double DamageCalculator::getDefenseMagicFactor() const
  327. {
  328. // 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.
  329. if(info.attacker->creatureIndex() == CreatureID::MAGIC_ELEMENTAL)
  330. {
  331. const std::string cachingStrMagicImmunity = "type_LEVEL_SPELL_IMMUNITY";
  332. static const auto selectorMagicImmunity = Selector::type()(BonusType::LEVEL_SPELL_IMMUNITY);
  333. if(info.defender->valOfBonuses(selectorMagicImmunity, cachingStrMagicImmunity) >= 5)
  334. return 0.5;
  335. }
  336. return 0.0;
  337. }
  338. double DamageCalculator::getDefenseMindFactor() const
  339. {
  340. // 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.
  341. if(info.attacker->creatureIndex() == CreatureID::PSYCHIC_ELEMENTAL)
  342. {
  343. const std::string cachingStrMindImmunity = "type_MIND_IMMUNITY";
  344. static const auto selectorMindImmunity = Selector::type()(BonusType::MIND_IMMUNITY);
  345. if(info.defender->hasBonus(selectorMindImmunity, cachingStrMindImmunity))
  346. return 0.5;
  347. }
  348. return 0.0;
  349. }
  350. std::vector<double> DamageCalculator::getAttackFactors() const
  351. {
  352. return {
  353. getAttackSkillFactor(),
  354. getAttackOffenseArcheryFactor(),
  355. getAttackBlessFactor(),
  356. getAttackLuckFactor(),
  357. getAttackJoustingFactor(),
  358. getAttackDeathBlowFactor(),
  359. getAttackDoubleDamageFactor(),
  360. getAttackHateFactor()
  361. };
  362. }
  363. std::vector<double> DamageCalculator::getDefenseFactors() const
  364. {
  365. return {
  366. getDefenseSkillFactor(),
  367. getDefenseArmorerFactor(),
  368. getDefenseMagicShieldFactor(),
  369. getDefenseRangePenaltiesFactor(),
  370. getDefenseObstacleFactor(),
  371. getDefenseBlindParalysisFactor(),
  372. getDefenseUnluckyFactor(),
  373. getDefenseForgetfulnessFactor(),
  374. getDefensePetrificationFactor(),
  375. getDefenseMagicFactor(),
  376. getDefenseMindFactor()
  377. };
  378. }
  379. DamageRange DamageCalculator::getCasualties(const DamageRange & damageDealt) const
  380. {
  381. return {
  382. getCasualties(damageDealt.min),
  383. getCasualties(damageDealt.max),
  384. };
  385. }
  386. int64_t DamageCalculator::getCasualties(int64_t damageDealt) const
  387. {
  388. if (damageDealt < info.defender->getFirstHPleft())
  389. return 0;
  390. int64_t damageLeft = damageDealt - info.defender->getFirstHPleft();
  391. int64_t killsLeft = damageLeft / info.defender->getMaxHealth();
  392. return 1 + killsLeft;
  393. }
  394. int DamageCalculator::battleBonusValue(const IBonusBearer * bearer, const CSelector & selector) const
  395. {
  396. auto noLimit = Selector::effectRange()(BonusLimitEffect::NO_LIMIT);
  397. auto limitMatches = info.shooting
  398. ? Selector::effectRange()(BonusLimitEffect::ONLY_DISTANCE_FIGHT)
  399. : Selector::effectRange()(BonusLimitEffect::ONLY_MELEE_FIGHT);
  400. //any regular bonuses or just ones for melee/ranged
  401. return bearer->getBonuses(selector, noLimit.Or(limitMatches))->totalValue();
  402. };
  403. DamageEstimation DamageCalculator::calculateDmgRange() const
  404. {
  405. DamageRange damageBase = getBaseDamageStack();
  406. auto attackFactors = getAttackFactors();
  407. auto defenseFactors = getDefenseFactors();
  408. double attackFactorTotal = 1.0;
  409. double defenseFactorTotal = 1.0;
  410. for (auto & factor : attackFactors)
  411. {
  412. assert(factor >= 0.0);
  413. attackFactorTotal += factor;
  414. }
  415. for (auto & factor : defenseFactors)
  416. {
  417. assert(factor >= 0.0);
  418. defenseFactorTotal *= ( 1 - std::min(1.0, factor));
  419. }
  420. double resultingFactor = std::min(8.0, attackFactorTotal) * std::max( 0.01, defenseFactorTotal);
  421. info.defender->getTotalHealth();
  422. DamageRange damageDealt {
  423. std::max<int64_t>( 1.0, std::floor(damageBase.min * resultingFactor)),
  424. std::max<int64_t>( 1.0, std::floor(damageBase.max * resultingFactor))
  425. };
  426. DamageRange killsDealt = getCasualties(damageDealt);
  427. return DamageEstimation{damageDealt, killsDealt};
  428. }
  429. VCMI_LIB_NAMESPACE_END