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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 "../GameSettings.h"
  18. #include "../VCMI_Lib.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(VLC)->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())
  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. auto retrieveHeroPrimSkill = [&](PrimarySkill skill) -> int
  54. {
  55. std::shared_ptr<const Bonus> b = info.attacker->getBonus(Selector::sourceTypeSel(BonusSource::HERO_BASE_SKILL).And(Selector::typeSubtype(BonusType::PRIMARY_SKILL, BonusSubtypeID(skill))));
  56. return b ? b->val : 0;
  57. };
  58. //minDmg and maxDmg are multiplied by hero attack + 1
  59. minDmg *= retrieveHeroPrimSkill(PrimarySkill::ATTACK) + 1;
  60. maxDmg *= retrieveHeroPrimSkill(PrimarySkill::ATTACK) + 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. int reduction = (getActorAttackBase() * multAttackReductionPercent + 49) / 100; //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. return -std::min(reduction, getActorAttackBase());
  123. }
  124. return 0;
  125. }
  126. int DamageCalculator::getActorAttackSlayer() const
  127. {
  128. const std::string cachingStrSlayer = "type_SLAYER";
  129. static const auto selectorSlayer = Selector::type()(BonusType::SLAYER);
  130. if (!info.defender->hasBonusOfType(BonusType::KING))
  131. return 0;
  132. auto slayerEffects = info.attacker->getBonuses(selectorSlayer, cachingStrSlayer);
  133. auto slayerAffected = info.defender->unitType()->valOfBonuses(Selector::type()(BonusType::KING));
  134. if(std::shared_ptr<const Bonus> slayerEffect = slayerEffects->getFirst(Selector::all))
  135. {
  136. const auto spLevel = slayerEffect->val;
  137. bool isAffected = spLevel >= slayerAffected;
  138. if(isAffected)
  139. {
  140. SpellID spell(SpellID::SLAYER);
  141. int attackBonus = spell.toSpell()->getLevelPower(spLevel);
  142. if(info.attacker->hasBonusOfType(BonusType::SPECIAL_PECULIAR_ENCHANT, BonusSubtypeID(spell)))
  143. {
  144. ui8 attackerTier = info.attacker->unitType()->getLevel();
  145. ui8 specialtyBonus = std::max(5 - attackerTier, 0);
  146. attackBonus += specialtyBonus;
  147. }
  148. return attackBonus;
  149. }
  150. }
  151. return 0;
  152. }
  153. int DamageCalculator::getTargetDefenseBase() const
  154. {
  155. return info.defender->getDefense(info.shooting);
  156. }
  157. int DamageCalculator::getTargetDefenseEffective() const
  158. {
  159. return getTargetDefenseBase() + getTargetDefenseIgnored();
  160. }
  161. int DamageCalculator::getTargetDefenseIgnored() const
  162. {
  163. double multDefenceReduction = battleBonusValue(info.attacker, Selector::type()(BonusType::ENEMY_DEFENCE_REDUCTION)) / 100.0;
  164. if(multDefenceReduction > 0)
  165. {
  166. int reduction = std::floor(multDefenceReduction * getTargetDefenseBase()) + 1;
  167. return -std::min(reduction,getTargetDefenseBase());
  168. }
  169. return 0;
  170. }
  171. double DamageCalculator::getAttackSkillFactor() const
  172. {
  173. int attackAdvantage = getActorAttackEffective() - getTargetDefenseEffective();
  174. if(attackAdvantage > 0)
  175. {
  176. const double attackMultiplier = VLC->settings()->getDouble(EGameSettings::COMBAT_ATTACK_POINT_DAMAGE_FACTOR);
  177. const double attackMultiplierCap = VLC->settings()->getDouble(EGameSettings::COMBAT_ATTACK_POINT_DAMAGE_FACTOR_CAP);
  178. const double attackFactor = std::min(attackMultiplier * attackAdvantage, attackMultiplierCap);
  179. return attackFactor;
  180. }
  181. return 0.f;
  182. }
  183. double DamageCalculator::getAttackBlessFactor() const
  184. {
  185. const std::string cachingStrDamage = "type_GENERAL_DAMAGE_PREMY";
  186. static const auto selectorDamage = Selector::type()(BonusType::GENERAL_DAMAGE_PREMY);
  187. return info.attacker->valOfBonuses(selectorDamage, cachingStrDamage) / 100.0;
  188. }
  189. double DamageCalculator::getAttackOffenseArcheryFactor() const
  190. {
  191. if(info.shooting)
  192. {
  193. const std::string cachingStrArchery = "type_PERCENTAGE_DAMAGE_BOOSTs_1";
  194. static const auto selectorArchery = Selector::typeSubtype(BonusType::PERCENTAGE_DAMAGE_BOOST, BonusCustomSubtype::damageTypeRanged);
  195. return info.attacker->valOfBonuses(selectorArchery, cachingStrArchery) / 100.0;
  196. }
  197. const std::string cachingStrOffence = "type_PERCENTAGE_DAMAGE_BOOSTs_0";
  198. static const auto selectorOffence = Selector::typeSubtype(BonusType::PERCENTAGE_DAMAGE_BOOST, BonusCustomSubtype::damageTypeMelee);
  199. return info.attacker->valOfBonuses(selectorOffence, cachingStrOffence) / 100.0;
  200. }
  201. double DamageCalculator::getAttackLuckFactor() const
  202. {
  203. if(info.luckyStrike)
  204. return 1.0;
  205. return 0.0;
  206. }
  207. double DamageCalculator::getAttackDeathBlowFactor() const
  208. {
  209. if(info.deathBlow)
  210. return 1.0;
  211. return 0.0;
  212. }
  213. double DamageCalculator::getAttackDoubleDamageFactor() const
  214. {
  215. if(info.doubleDamage) {
  216. const auto cachingStr = "type_BONUS_DAMAGE_PERCENTAGEs_" + std::to_string(info.attacker->creatureIndex());
  217. const auto selector = Selector::typeSubtype(BonusType::BONUS_DAMAGE_PERCENTAGE, BonusSubtypeID(info.attacker->creatureId()));
  218. return info.attacker->valOfBonuses(selector, cachingStr) / 100.0;
  219. }
  220. return 0.0;
  221. }
  222. double DamageCalculator::getAttackJoustingFactor() const
  223. {
  224. const std::string cachingStrJousting = "type_JOUSTING";
  225. static const auto selectorJousting = Selector::type()(BonusType::JOUSTING);
  226. const std::string cachingStrChargeImmunity = "type_CHARGE_IMMUNITY";
  227. static const auto selectorChargeImmunity = Selector::type()(BonusType::CHARGE_IMMUNITY);
  228. //applying jousting bonus
  229. if(info.chargeDistance > 0 && info.attacker->hasBonus(selectorJousting, cachingStrJousting) && !info.defender->hasBonus(selectorChargeImmunity, cachingStrChargeImmunity))
  230. return info.chargeDistance * (info.attacker->valOfBonuses(selectorJousting))/100.0;
  231. return 0.0;
  232. }
  233. double DamageCalculator::getAttackHateFactor() const
  234. {
  235. //assume that unit have only few HATE features and cache them all
  236. const std::string cachingStrHate = "type_HATE";
  237. static const auto selectorHate = Selector::type()(BonusType::HATE);
  238. auto allHateEffects = info.attacker->getBonuses(selectorHate, cachingStrHate);
  239. return allHateEffects->valOfBonuses(Selector::subtype()(BonusSubtypeID(info.defender->creatureId()))) / 100.0;
  240. }
  241. double DamageCalculator::getAttackRevengeFactor() const
  242. {
  243. if(info.attacker->hasBonusOfType(BonusType::REVENGE)) //HotA Haspid ability
  244. {
  245. int totalStackCount = info.attacker->unitBaseAmount();
  246. int currentStackHealth = info.attacker->getAvailableHealth();
  247. int creatureHealth = info.attacker->getMaxHealth();
  248. return sqrt(static_cast<double>((totalStackCount + 1) * creatureHealth) / (currentStackHealth + creatureHealth) - 1);
  249. }
  250. return 0.0;
  251. }
  252. double DamageCalculator::getDefenseSkillFactor() const
  253. {
  254. int defenseAdvantage = getTargetDefenseEffective() - getActorAttackEffective();
  255. //bonus from attack/defense skills
  256. if(defenseAdvantage > 0) //decreasing dmg
  257. {
  258. const double defenseMultiplier = VLC->settings()->getDouble(EGameSettings::COMBAT_DEFENSE_POINT_DAMAGE_FACTOR);
  259. const double defenseMultiplierCap = VLC->settings()->getDouble(EGameSettings::COMBAT_DEFENSE_POINT_DAMAGE_FACTOR_CAP);
  260. const double dec = std::min(defenseMultiplier * defenseAdvantage, defenseMultiplierCap);
  261. return dec;
  262. }
  263. return 0.0;
  264. }
  265. double DamageCalculator::getDefenseArmorerFactor() const
  266. {
  267. const std::string cachingStrArmorer = "type_GENERAL_DAMAGE_REDUCTIONs_N1_NsrcSPELL_EFFECT";
  268. static const auto selectorArmorer = Selector::typeSubtype(BonusType::GENERAL_DAMAGE_REDUCTION, BonusCustomSubtype::damageTypeAll).And(Selector::sourceTypeSel(BonusSource::SPELL_EFFECT).Not());
  269. return info.defender->valOfBonuses(selectorArmorer, cachingStrArmorer) / 100.0;
  270. }
  271. double DamageCalculator::getDefenseMagicShieldFactor() const
  272. {
  273. const std::string cachingStrMeleeReduction = "type_GENERAL_DAMAGE_REDUCTIONs_0";
  274. static const auto selectorMeleeReduction = Selector::typeSubtype(BonusType::GENERAL_DAMAGE_REDUCTION, BonusCustomSubtype::damageTypeMelee);
  275. const std::string cachingStrRangedReduction = "type_GENERAL_DAMAGE_REDUCTIONs_1";
  276. static const auto selectorRangedReduction = Selector::typeSubtype(BonusType::GENERAL_DAMAGE_REDUCTION, BonusCustomSubtype::damageTypeRanged);
  277. //handling spell effects - shield and air shield
  278. if(info.shooting)
  279. return info.defender->valOfBonuses(selectorRangedReduction, cachingStrRangedReduction) / 100.0;
  280. else
  281. return info.defender->valOfBonuses(selectorMeleeReduction, cachingStrMeleeReduction) / 100.0;
  282. }
  283. double DamageCalculator::getDefenseRangePenaltiesFactor() const
  284. {
  285. if(info.shooting)
  286. {
  287. BattleHex attackerPos = info.attackerPos.isValid() ? info.attackerPos : info.attacker->getPosition();
  288. BattleHex defenderPos = info.defenderPos.isValid() ? info.defenderPos : info.defender->getPosition();
  289. const std::string cachingStrAdvAirShield = "isAdvancedAirShield";
  290. auto isAdvancedAirShield = [](const Bonus* bonus)
  291. {
  292. return bonus->source == BonusSource::SPELL_EFFECT
  293. && bonus->sid == BonusSourceID(SpellID(SpellID::AIR_SHIELD))
  294. && bonus->val >= MasteryLevel::ADVANCED;
  295. };
  296. const bool distPenalty = callback.battleHasDistancePenalty(info.attacker, attackerPos, defenderPos);
  297. if(distPenalty || info.defender->hasBonus(isAdvancedAirShield, cachingStrAdvAirShield))
  298. return 0.5;
  299. }
  300. else
  301. {
  302. const std::string cachingStrNoMeleePenalty = "type_NO_MELEE_PENALTY";
  303. static const auto selectorNoMeleePenalty = Selector::type()(BonusType::NO_MELEE_PENALTY);
  304. if(info.attacker->isShooter() && !info.attacker->hasBonus(selectorNoMeleePenalty, cachingStrNoMeleePenalty))
  305. return 0.5;
  306. }
  307. return 0.0;
  308. }
  309. double DamageCalculator::getDefenseObstacleFactor() const
  310. {
  311. if(info.shooting)
  312. {
  313. BattleHex attackerPos = info.attackerPos.isValid() ? info.attackerPos : info.attacker->getPosition();
  314. BattleHex defenderPos = info.defenderPos.isValid() ? info.defenderPos : info.defender->getPosition();
  315. const bool obstaclePenalty = callback.battleHasWallPenalty(info.attacker, attackerPos, defenderPos);
  316. if(obstaclePenalty)
  317. return 0.5;
  318. }
  319. return 0.0;
  320. }
  321. double DamageCalculator::getDefenseUnluckyFactor() const
  322. {
  323. if(info.unluckyStrike)
  324. return 0.5;
  325. return 0.0;
  326. }
  327. double DamageCalculator::getDefenseBlindParalysisFactor() const
  328. {
  329. double multAttackReduction = battleBonusValue(info.attacker, Selector::type()(BonusType::GENERAL_ATTACK_REDUCTION)) / 100.0;
  330. return multAttackReduction;
  331. }
  332. double DamageCalculator::getDefenseForgetfulnessFactor() const
  333. {
  334. if(info.shooting)
  335. {
  336. //todo: set actual percentage in spell bonus configuration instead of just level; requires non trivial backward compatibility handling
  337. //get list first, total value of 0 also counts
  338. TConstBonusListPtr forgetfulList = info.attacker->getBonuses(Selector::type()(BonusType::FORGETFULL),"type_FORGETFULL");
  339. if(!forgetfulList->empty())
  340. {
  341. int forgetful = forgetfulList->valOfBonuses(Selector::all);
  342. //none of basic level
  343. if(forgetful == 0 || forgetful == 1)
  344. return 0.5;
  345. else
  346. logGlobal->warn("Attempt to calculate shooting damage with adv+ FORGETFULL effect");
  347. }
  348. }
  349. return 0.0;
  350. }
  351. double DamageCalculator::getDefensePetrificationFactor() const
  352. {
  353. // 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.
  354. const std::string cachingStrAllReduction = "type_GENERAL_DAMAGE_REDUCTIONs_N1_srcSPELL_EFFECT";
  355. static const auto selectorAllReduction = Selector::typeSubtype(BonusType::GENERAL_DAMAGE_REDUCTION, BonusCustomSubtype::damageTypeAll).And(Selector::sourceTypeSel(BonusSource::SPELL_EFFECT));
  356. return info.defender->valOfBonuses(selectorAllReduction, cachingStrAllReduction) / 100.0;
  357. }
  358. double DamageCalculator::getDefenseMagicFactor() const
  359. {
  360. // 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.
  361. if(info.attacker->creatureIndex() == CreatureID::MAGIC_ELEMENTAL)
  362. {
  363. const std::string cachingStrMagicImmunity = "type_LEVEL_SPELL_IMMUNITY";
  364. static const auto selectorMagicImmunity = Selector::type()(BonusType::LEVEL_SPELL_IMMUNITY);
  365. if(info.defender->valOfBonuses(selectorMagicImmunity, cachingStrMagicImmunity) >= 5)
  366. return 0.5;
  367. }
  368. return 0.0;
  369. }
  370. double DamageCalculator::getDefenseMindFactor() const
  371. {
  372. // 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.
  373. if(info.attacker->creatureIndex() == CreatureID::PSYCHIC_ELEMENTAL)
  374. {
  375. const std::string cachingStrMindImmunity = "type_MIND_IMMUNITY";
  376. static const auto selectorMindImmunity = Selector::type()(BonusType::MIND_IMMUNITY);
  377. if(info.defender->hasBonus(selectorMindImmunity, cachingStrMindImmunity))
  378. return 0.5;
  379. }
  380. return 0.0;
  381. }
  382. std::vector<double> DamageCalculator::getAttackFactors() const
  383. {
  384. return {
  385. getAttackSkillFactor(),
  386. getAttackOffenseArcheryFactor(),
  387. getAttackBlessFactor(),
  388. getAttackLuckFactor(),
  389. getAttackJoustingFactor(),
  390. getAttackDeathBlowFactor(),
  391. getAttackDoubleDamageFactor(),
  392. getAttackHateFactor(),
  393. getAttackRevengeFactor()
  394. };
  395. }
  396. std::vector<double> DamageCalculator::getDefenseFactors() const
  397. {
  398. return {
  399. getDefenseSkillFactor(),
  400. getDefenseArmorerFactor(),
  401. getDefenseMagicShieldFactor(),
  402. getDefenseRangePenaltiesFactor(),
  403. getDefenseObstacleFactor(),
  404. getDefenseBlindParalysisFactor(),
  405. getDefenseUnluckyFactor(),
  406. getDefenseForgetfulnessFactor(),
  407. getDefensePetrificationFactor(),
  408. getDefenseMagicFactor(),
  409. getDefenseMindFactor()
  410. };
  411. }
  412. DamageRange DamageCalculator::getCasualties(const DamageRange & damageDealt) const
  413. {
  414. return {
  415. getCasualties(damageDealt.min),
  416. getCasualties(damageDealt.max),
  417. };
  418. }
  419. int64_t DamageCalculator::getCasualties(int64_t damageDealt) const
  420. {
  421. if (damageDealt < info.defender->getFirstHPleft())
  422. return 0;
  423. int64_t damageLeft = damageDealt - info.defender->getFirstHPleft();
  424. int64_t killsLeft = damageLeft / info.defender->getMaxHealth();
  425. return std::min<int32_t>(1 + killsLeft, info.defender->getCount());
  426. }
  427. int DamageCalculator::battleBonusValue(const IBonusBearer * bearer, const CSelector & selector) const
  428. {
  429. auto noLimit = Selector::effectRange()(BonusLimitEffect::NO_LIMIT);
  430. auto limitMatches = info.shooting
  431. ? Selector::effectRange()(BonusLimitEffect::ONLY_DISTANCE_FIGHT)
  432. : Selector::effectRange()(BonusLimitEffect::ONLY_MELEE_FIGHT);
  433. //any regular bonuses or just ones for melee/ranged
  434. return bearer->getBonuses(selector, noLimit.Or(limitMatches))->totalValue();
  435. };
  436. DamageEstimation DamageCalculator::calculateDmgRange() const
  437. {
  438. DamageRange damageBase = getBaseDamageStack();
  439. auto attackFactors = getAttackFactors();
  440. auto defenseFactors = getDefenseFactors();
  441. double attackFactorTotal = 1.0;
  442. double defenseFactorTotal = 1.0;
  443. for (auto & factor : attackFactors)
  444. {
  445. assert(factor >= 0.0);
  446. attackFactorTotal += factor;
  447. }
  448. for (auto & factor : defenseFactors)
  449. {
  450. assert(factor >= 0.0);
  451. defenseFactorTotal *= (1 - std::min(1.0, factor));
  452. }
  453. double resultingFactor = attackFactorTotal * defenseFactorTotal;
  454. DamageRange damageDealt {
  455. std::max<int64_t>( 1.0, std::floor(damageBase.min * resultingFactor)),
  456. std::max<int64_t>( 1.0, std::floor(damageBase.max * resultingFactor))
  457. };
  458. DamageRange killsDealt = getCasualties(damageDealt);
  459. return DamageEstimation{damageDealt, killsDealt};
  460. }
  461. VCMI_LIB_NAMESPACE_END