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 <cfenv>
  12. #include "DamageCalculator.h"
  13. #include "CBattleInfoCallback.h"
  14. #include "Unit.h"
  15. #include "../bonuses/Bonus.h"
  16. #include "../mapObjects/CGTownInstance.h"
  17. #include "../spells/CSpellHandler.h"
  18. #include "../GameSettings.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(info.attacker->creatureIndex() == CreatureID::ARROW_TOWERS)
  27. {
  28. const auto * town = callback.battleGetDefendedTown();
  29. assert(town);
  30. switch(info.attacker->getPosition())
  31. {
  32. case BattleHex::CASTLE_CENTRAL_TOWER:
  33. return town->getKeepDamageRange();
  34. case BattleHex::CASTLE_BOTTOM_TOWER:
  35. case BattleHex::CASTLE_UPPER_TOWER:
  36. return town->getTowerDamageRange();
  37. default:
  38. assert(0);
  39. }
  40. }
  41. const std::string cachingStrSiedgeWeapon = "type_SIEGE_WEAPON";
  42. static const auto selectorSiedgeWeapon = Selector::type()(BonusType::SIEGE_WEAPON);
  43. if(info.attacker->hasBonus(selectorSiedgeWeapon, cachingStrSiedgeWeapon) && info.attacker->creatureIndex() != CreatureID::ARROW_TOWERS)
  44. {
  45. auto retrieveHeroPrimSkill = [&](PrimarySkill skill) -> int
  46. {
  47. std::shared_ptr<const Bonus> b = info.attacker->getBonus(Selector::sourceTypeSel(BonusSource::HERO_BASE_SKILL).And(Selector::typeSubtype(BonusType::PRIMARY_SKILL, BonusSubtypeID(skill))));
  48. return b ? b->val : 0;
  49. };
  50. //minDmg and maxDmg are multiplied by hero attack + 1
  51. minDmg *= retrieveHeroPrimSkill(PrimarySkill::ATTACK) + 1;
  52. maxDmg *= retrieveHeroPrimSkill(PrimarySkill::ATTACK) + 1;
  53. }
  54. return { minDmg, maxDmg };
  55. }
  56. DamageRange DamageCalculator::getBaseDamageBlessCurse() const
  57. {
  58. const std::string cachingStrForcedMinDamage = "type_ALWAYS_MINIMUM_DAMAGE";
  59. static const auto selectorForcedMinDamage = Selector::type()(BonusType::ALWAYS_MINIMUM_DAMAGE);
  60. const std::string cachingStrForcedMaxDamage = "type_ALWAYS_MAXIMUM_DAMAGE";
  61. static const auto selectorForcedMaxDamage = Selector::type()(BonusType::ALWAYS_MAXIMUM_DAMAGE);
  62. TConstBonusListPtr curseEffects = info.attacker->getBonuses(selectorForcedMinDamage, cachingStrForcedMinDamage);
  63. TConstBonusListPtr blessEffects = info.attacker->getBonuses(selectorForcedMaxDamage, cachingStrForcedMaxDamage);
  64. int curseBlessAdditiveModifier = blessEffects->totalValue() - curseEffects->totalValue();
  65. DamageRange baseDamage = getBaseDamageSingle();
  66. DamageRange modifiedDamage = {
  67. std::max(static_cast<int64_t>(1), baseDamage.min + curseBlessAdditiveModifier),
  68. std::max(static_cast<int64_t>(1), baseDamage.max + curseBlessAdditiveModifier)
  69. };
  70. if(curseEffects->size() && blessEffects->size() )
  71. {
  72. logGlobal->warn("Stack has both curse and bless! Effects will negate each other!");
  73. return modifiedDamage;
  74. }
  75. if(curseEffects->size())
  76. {
  77. return {
  78. modifiedDamage.min,
  79. modifiedDamage.min
  80. };
  81. }
  82. if(blessEffects->size())
  83. {
  84. return {
  85. modifiedDamage.max,
  86. modifiedDamage.max
  87. };
  88. }
  89. return modifiedDamage;
  90. }
  91. DamageRange DamageCalculator::getBaseDamageStack() const
  92. {
  93. auto stackSize = info.attacker->getCount();
  94. auto baseDamage = getBaseDamageBlessCurse();
  95. return {
  96. baseDamage.min * stackSize,
  97. baseDamage.max * stackSize
  98. };
  99. }
  100. int DamageCalculator::getActorAttackBase() const
  101. {
  102. return info.attacker->getAttack(info.shooting);
  103. }
  104. int DamageCalculator::getActorAttackEffective() const
  105. {
  106. return getActorAttackBase() + getActorAttackSlayer() + getActorAttackIgnored();
  107. }
  108. int DamageCalculator::getActorAttackIgnored() const
  109. {
  110. double multAttackReduction = battleBonusValue(info.defender, Selector::type()(BonusType::ENEMY_ATTACK_REDUCTION)) / 100.0;
  111. if(multAttackReduction > 0)
  112. {
  113. int defaultRoundingMode = std::fegetround();
  114. std::fesetround(FE_TOWARDZERO);
  115. int reduction = std::nearbyint(multAttackReduction * getActorAttackBase());
  116. std::fesetround(defaultRoundingMode);
  117. return -std::min(reduction,getActorAttackBase());
  118. }
  119. return 0;
  120. }
  121. int DamageCalculator::getActorAttackSlayer() const
  122. {
  123. const std::string cachingStrSlayer = "type_SLAYER";
  124. static const auto selectorSlayer = Selector::type()(BonusType::SLAYER);
  125. if (!info.defender->hasBonusOfType(BonusType::KING))
  126. return 0;
  127. auto slayerEffects = info.attacker->getBonuses(selectorSlayer, cachingStrSlayer);
  128. auto slayerAffected = info.defender->unitType()->valOfBonuses(Selector::type()(BonusType::KING));
  129. if(std::shared_ptr<const Bonus> slayerEffect = slayerEffects->getFirst(Selector::all))
  130. {
  131. const auto spLevel = slayerEffect->val;
  132. bool isAffected = spLevel >= slayerAffected;
  133. if(isAffected)
  134. {
  135. SpellID spell(SpellID::SLAYER);
  136. int attackBonus = spell.toSpell()->getLevelPower(spLevel);
  137. if(info.attacker->hasBonusOfType(BonusType::SPECIAL_PECULIAR_ENCHANT, BonusSubtypeID(spell)))
  138. {
  139. ui8 attackerTier = info.attacker->unitType()->getLevel();
  140. ui8 specialtyBonus = std::max(5 - attackerTier, 0);
  141. attackBonus += specialtyBonus;
  142. }
  143. return attackBonus;
  144. }
  145. }
  146. return 0;
  147. }
  148. int DamageCalculator::getTargetDefenseBase() const
  149. {
  150. return info.defender->getDefense(info.shooting);
  151. }
  152. int DamageCalculator::getTargetDefenseEffective() const
  153. {
  154. return getTargetDefenseBase() + getTargetDefenseIgnored();
  155. }
  156. int DamageCalculator::getTargetDefenseIgnored() const
  157. {
  158. double multDefenceReduction = battleBonusValue(info.attacker, Selector::type()(BonusType::ENEMY_DEFENCE_REDUCTION)) / 100.0;
  159. if(multDefenceReduction > 0)
  160. {
  161. int reduction = std::floor(multDefenceReduction * getTargetDefenseBase()) + 1;
  162. return -std::min(reduction,getTargetDefenseBase());
  163. }
  164. return 0;
  165. }
  166. double DamageCalculator::getAttackSkillFactor() const
  167. {
  168. int attackAdvantage = getActorAttackEffective() - getTargetDefenseEffective();
  169. if(attackAdvantage > 0)
  170. {
  171. const double attackMultiplier = VLC->settings()->getDouble(EGameSettings::COMBAT_ATTACK_POINT_DAMAGE_FACTOR);
  172. const double attackMultiplierCap = VLC->settings()->getDouble(EGameSettings::COMBAT_ATTACK_POINT_DAMAGE_FACTOR_CAP);
  173. const double attackFactor = std::min(attackMultiplier * attackAdvantage, attackMultiplierCap);
  174. return attackFactor;
  175. }
  176. return 0.f;
  177. }
  178. double DamageCalculator::getAttackBlessFactor() const
  179. {
  180. const std::string cachingStrDamage = "type_GENERAL_DAMAGE_PREMY";
  181. static const auto selectorDamage = Selector::type()(BonusType::GENERAL_DAMAGE_PREMY);
  182. return info.attacker->valOfBonuses(selectorDamage, cachingStrDamage) / 100.0;
  183. }
  184. double DamageCalculator::getAttackOffenseArcheryFactor() const
  185. {
  186. if(info.shooting)
  187. {
  188. const std::string cachingStrArchery = "type_PERCENTAGE_DAMAGE_BOOSTs_1";
  189. static const auto selectorArchery = Selector::typeSubtype(BonusType::PERCENTAGE_DAMAGE_BOOST, BonusCustomSubtype::damageTypeRanged);
  190. return info.attacker->valOfBonuses(selectorArchery, cachingStrArchery) / 100.0;
  191. }
  192. const std::string cachingStrOffence = "type_PERCENTAGE_DAMAGE_BOOSTs_0";
  193. static const auto selectorOffence = Selector::typeSubtype(BonusType::PERCENTAGE_DAMAGE_BOOST, BonusCustomSubtype::damageTypeMelee);
  194. return info.attacker->valOfBonuses(selectorOffence, cachingStrOffence) / 100.0;
  195. }
  196. double DamageCalculator::getAttackLuckFactor() const
  197. {
  198. if(info.luckyStrike)
  199. return 1.0;
  200. return 0.0;
  201. }
  202. double DamageCalculator::getAttackDeathBlowFactor() const
  203. {
  204. if(info.deathBlow)
  205. return 1.0;
  206. return 0.0;
  207. }
  208. double DamageCalculator::getAttackDoubleDamageFactor() const
  209. {
  210. if(info.doubleDamage) {
  211. const auto cachingStr = "type_BONUS_DAMAGE_PERCENTAGEs_" + std::to_string(info.attacker->creatureIndex());
  212. const auto selector = Selector::typeSubtype(BonusType::BONUS_DAMAGE_PERCENTAGE, BonusSubtypeID(info.attacker->creatureId()));
  213. return info.attacker->valOfBonuses(selector, cachingStr) / 100.0;
  214. }
  215. return 0.0;
  216. }
  217. double DamageCalculator::getAttackJoustingFactor() const
  218. {
  219. const std::string cachingStrJousting = "type_JOUSTING";
  220. static const auto selectorJousting = Selector::type()(BonusType::JOUSTING);
  221. const std::string cachingStrChargeImmunity = "type_CHARGE_IMMUNITY";
  222. static const auto selectorChargeImmunity = Selector::type()(BonusType::CHARGE_IMMUNITY);
  223. //applying jousting bonus
  224. if(info.chargeDistance > 0 && info.attacker->hasBonus(selectorJousting, cachingStrJousting) && !info.defender->hasBonus(selectorChargeImmunity, cachingStrChargeImmunity))
  225. return info.chargeDistance * (info.attacker->valOfBonuses(selectorJousting))/100.0;
  226. return 0.0;
  227. }
  228. double DamageCalculator::getAttackHateFactor() const
  229. {
  230. //assume that unit have only few HATE features and cache them all
  231. const std::string cachingStrHate = "type_HATE";
  232. static const auto selectorHate = Selector::type()(BonusType::HATE);
  233. auto allHateEffects = info.attacker->getBonuses(selectorHate, cachingStrHate);
  234. return allHateEffects->valOfBonuses(Selector::subtype()(BonusSubtypeID(info.defender->creatureId()))) / 100.0;
  235. }
  236. double DamageCalculator::getDefenseSkillFactor() const
  237. {
  238. int defenseAdvantage = getTargetDefenseEffective() - getActorAttackEffective();
  239. //bonus from attack/defense skills
  240. if(defenseAdvantage > 0) //decreasing dmg
  241. {
  242. const double defenseMultiplier = VLC->settings()->getDouble(EGameSettings::COMBAT_DEFENSE_POINT_DAMAGE_FACTOR);
  243. const double defenseMultiplierCap = VLC->settings()->getDouble(EGameSettings::COMBAT_DEFENSE_POINT_DAMAGE_FACTOR_CAP);
  244. const double dec = std::min(defenseMultiplier * defenseAdvantage, defenseMultiplierCap);
  245. return dec;
  246. }
  247. return 0.0;
  248. }
  249. double DamageCalculator::getDefenseArmorerFactor() const
  250. {
  251. const std::string cachingStrArmorer = "type_GENERAL_DAMAGE_REDUCTIONs_N1_NsrcSPELL_EFFECT";
  252. static const auto selectorArmorer = Selector::typeSubtype(BonusType::GENERAL_DAMAGE_REDUCTION, BonusCustomSubtype::damageTypeAll).And(Selector::sourceTypeSel(BonusSource::SPELL_EFFECT).Not());
  253. return info.defender->valOfBonuses(selectorArmorer, cachingStrArmorer) / 100.0;
  254. }
  255. double DamageCalculator::getDefenseMagicShieldFactor() const
  256. {
  257. const std::string cachingStrMeleeReduction = "type_GENERAL_DAMAGE_REDUCTIONs_0";
  258. static const auto selectorMeleeReduction = Selector::typeSubtype(BonusType::GENERAL_DAMAGE_REDUCTION, BonusCustomSubtype::damageTypeMelee);
  259. const std::string cachingStrRangedReduction = "type_GENERAL_DAMAGE_REDUCTIONs_1";
  260. static const auto selectorRangedReduction = Selector::typeSubtype(BonusType::GENERAL_DAMAGE_REDUCTION, BonusCustomSubtype::damageTypeRanged);
  261. //handling spell effects - shield and air shield
  262. if(info.shooting)
  263. return info.defender->valOfBonuses(selectorRangedReduction, cachingStrRangedReduction) / 100.0;
  264. else
  265. return info.defender->valOfBonuses(selectorMeleeReduction, cachingStrMeleeReduction) / 100.0;
  266. }
  267. double DamageCalculator::getDefenseRangePenaltiesFactor() const
  268. {
  269. if(info.shooting)
  270. {
  271. BattleHex attackerPos = info.attackerPos.isValid() ? info.attackerPos : info.attacker->getPosition();
  272. BattleHex defenderPos = info.defenderPos.isValid() ? info.defenderPos : info.defender->getPosition();
  273. const std::string cachingStrAdvAirShield = "isAdvancedAirShield";
  274. auto isAdvancedAirShield = [](const Bonus* bonus)
  275. {
  276. return bonus->source == BonusSource::SPELL_EFFECT
  277. && bonus->sid == BonusSourceID(SpellID(SpellID::AIR_SHIELD))
  278. && bonus->val >= MasteryLevel::ADVANCED;
  279. };
  280. const bool distPenalty = callback.battleHasDistancePenalty(info.attacker, attackerPos, defenderPos);
  281. if(distPenalty || info.defender->hasBonus(isAdvancedAirShield, cachingStrAdvAirShield))
  282. return 0.5;
  283. }
  284. else
  285. {
  286. const std::string cachingStrNoMeleePenalty = "type_NO_MELEE_PENALTY";
  287. static const auto selectorNoMeleePenalty = Selector::type()(BonusType::NO_MELEE_PENALTY);
  288. if(info.attacker->isShooter() && !info.attacker->hasBonus(selectorNoMeleePenalty, cachingStrNoMeleePenalty))
  289. return 0.5;
  290. }
  291. return 0.0;
  292. }
  293. double DamageCalculator::getDefenseObstacleFactor() const
  294. {
  295. if(info.shooting)
  296. {
  297. BattleHex attackerPos = info.attackerPos.isValid() ? info.attackerPos : info.attacker->getPosition();
  298. BattleHex defenderPos = info.defenderPos.isValid() ? info.defenderPos : info.defender->getPosition();
  299. const bool obstaclePenalty = callback.battleHasWallPenalty(info.attacker, attackerPos, defenderPos);
  300. if(obstaclePenalty)
  301. return 0.5;
  302. }
  303. return 0.0;
  304. }
  305. double DamageCalculator::getDefenseUnluckyFactor() const
  306. {
  307. if(info.unluckyStrike)
  308. return 0.5;
  309. return 0.0;
  310. }
  311. double DamageCalculator::getDefenseBlindParalysisFactor() const
  312. {
  313. double multAttackReduction = battleBonusValue(info.attacker, Selector::type()(BonusType::GENERAL_ATTACK_REDUCTION)) / 100.0;
  314. return multAttackReduction;
  315. }
  316. double DamageCalculator::getDefenseForgetfulnessFactor() const
  317. {
  318. if(info.shooting)
  319. {
  320. //todo: set actual percentage in spell bonus configuration instead of just level; requires non trivial backward compatibility handling
  321. //get list first, total value of 0 also counts
  322. TConstBonusListPtr forgetfulList = info.attacker->getBonuses(Selector::type()(BonusType::FORGETFULL),"type_FORGETFULL");
  323. if(!forgetfulList->empty())
  324. {
  325. int forgetful = forgetfulList->valOfBonuses(Selector::all);
  326. //none of basic level
  327. if(forgetful == 0 || forgetful == 1)
  328. return 0.5;
  329. else
  330. logGlobal->warn("Attempt to calculate shooting damage with adv+ FORGETFULL effect");
  331. }
  332. }
  333. return 0.0;
  334. }
  335. double DamageCalculator::getDefensePetrificationFactor() const
  336. {
  337. // 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.
  338. const std::string cachingStrAllReduction = "type_GENERAL_DAMAGE_REDUCTIONs_N1_srcSPELL_EFFECT";
  339. static const auto selectorAllReduction = Selector::typeSubtype(BonusType::GENERAL_DAMAGE_REDUCTION, BonusCustomSubtype::damageTypeAll).And(Selector::sourceTypeSel(BonusSource::SPELL_EFFECT));
  340. return info.defender->valOfBonuses(selectorAllReduction, cachingStrAllReduction) / 100.0;
  341. }
  342. double DamageCalculator::getDefenseMagicFactor() const
  343. {
  344. // 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.
  345. if(info.attacker->creatureIndex() == CreatureID::MAGIC_ELEMENTAL)
  346. {
  347. const std::string cachingStrMagicImmunity = "type_LEVEL_SPELL_IMMUNITY";
  348. static const auto selectorMagicImmunity = Selector::type()(BonusType::LEVEL_SPELL_IMMUNITY);
  349. if(info.defender->valOfBonuses(selectorMagicImmunity, cachingStrMagicImmunity) >= 5)
  350. return 0.5;
  351. }
  352. return 0.0;
  353. }
  354. double DamageCalculator::getDefenseMindFactor() const
  355. {
  356. // 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.
  357. if(info.attacker->creatureIndex() == CreatureID::PSYCHIC_ELEMENTAL)
  358. {
  359. const std::string cachingStrMindImmunity = "type_MIND_IMMUNITY";
  360. static const auto selectorMindImmunity = Selector::type()(BonusType::MIND_IMMUNITY);
  361. if(info.defender->hasBonus(selectorMindImmunity, cachingStrMindImmunity))
  362. return 0.5;
  363. }
  364. return 0.0;
  365. }
  366. std::vector<double> DamageCalculator::getAttackFactors() const
  367. {
  368. return {
  369. getAttackSkillFactor(),
  370. getAttackOffenseArcheryFactor(),
  371. getAttackBlessFactor(),
  372. getAttackLuckFactor(),
  373. getAttackJoustingFactor(),
  374. getAttackDeathBlowFactor(),
  375. getAttackDoubleDamageFactor(),
  376. getAttackHateFactor()
  377. };
  378. }
  379. std::vector<double> DamageCalculator::getDefenseFactors() const
  380. {
  381. return {
  382. getDefenseSkillFactor(),
  383. getDefenseArmorerFactor(),
  384. getDefenseMagicShieldFactor(),
  385. getDefenseRangePenaltiesFactor(),
  386. getDefenseObstacleFactor(),
  387. getDefenseBlindParalysisFactor(),
  388. getDefenseUnluckyFactor(),
  389. getDefenseForgetfulnessFactor(),
  390. getDefensePetrificationFactor(),
  391. getDefenseMagicFactor(),
  392. getDefenseMindFactor()
  393. };
  394. }
  395. DamageRange DamageCalculator::getCasualties(const DamageRange & damageDealt) const
  396. {
  397. return {
  398. getCasualties(damageDealt.min),
  399. getCasualties(damageDealt.max),
  400. };
  401. }
  402. int64_t DamageCalculator::getCasualties(int64_t damageDealt) const
  403. {
  404. if (damageDealt < info.defender->getFirstHPleft())
  405. return 0;
  406. int64_t damageLeft = damageDealt - info.defender->getFirstHPleft();
  407. int64_t killsLeft = damageLeft / info.defender->getMaxHealth();
  408. return 1 + killsLeft;
  409. }
  410. int DamageCalculator::battleBonusValue(const IBonusBearer * bearer, const CSelector & selector) const
  411. {
  412. auto noLimit = Selector::effectRange()(BonusLimitEffect::NO_LIMIT);
  413. auto limitMatches = info.shooting
  414. ? Selector::effectRange()(BonusLimitEffect::ONLY_DISTANCE_FIGHT)
  415. : Selector::effectRange()(BonusLimitEffect::ONLY_MELEE_FIGHT);
  416. //any regular bonuses or just ones for melee/ranged
  417. return bearer->getBonuses(selector, noLimit.Or(limitMatches))->totalValue();
  418. };
  419. DamageEstimation DamageCalculator::calculateDmgRange() const
  420. {
  421. DamageRange damageBase = getBaseDamageStack();
  422. auto attackFactors = getAttackFactors();
  423. auto defenseFactors = getDefenseFactors();
  424. double attackFactorTotal = 1.0;
  425. double defenseFactorTotal = 1.0;
  426. for (auto & factor : attackFactors)
  427. {
  428. assert(factor >= 0.0);
  429. attackFactorTotal += factor;
  430. }
  431. for (auto & factor : defenseFactors)
  432. {
  433. assert(factor >= 0.0);
  434. defenseFactorTotal *= ( 1 - std::min(1.0, factor));
  435. }
  436. double resultingFactor = std::min(8.0, attackFactorTotal) * std::max( 0.01, defenseFactorTotal);
  437. double revengeAdditionalMinDamage = 0.0;
  438. double revengeAdditionalMaxDamage = 0.0;
  439. if(info.attacker->hasBonusOfType(BonusType::REVENGE)) //HotA Haspid ability
  440. {
  441. int totalStackCount = info.attacker->unitBaseAmount();
  442. int currentStackHealth = info.attacker->getAvailableHealth();
  443. int creatureHealth = info.attacker->getMaxHealth();
  444. double revengeFactor = sqrt(static_cast<double>((totalStackCount + 1) * creatureHealth) / (currentStackHealth + creatureHealth) - 1);
  445. revengeAdditionalMinDamage = std::round(damageBase.min * revengeFactor);
  446. revengeAdditionalMaxDamage = std::round(damageBase.max * revengeFactor);
  447. }
  448. DamageRange damageDealt {
  449. std::max<int64_t>( 1.0, std::floor(damageBase.min * resultingFactor + revengeAdditionalMinDamage)),
  450. std::max<int64_t>( 1.0, std::floor(damageBase.max * resultingFactor + revengeAdditionalMaxDamage))
  451. };
  452. DamageRange killsDealt = getCasualties(damageDealt);
  453. return DamageEstimation{damageDealt, killsDealt};
  454. }
  455. VCMI_LIB_NAMESPACE_END