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- /*
- * DamageCalculator.cpp, part of VCMI engine
- *
- * Authors: listed in file AUTHORS in main folder
- *
- * License: GNU General Public License v2.0 or later
- * Full text of license available in license.txt file, in main folder
- *
- */
- #include "StdInc.h"
- #include "DamageCalculator.h"
- #include "CBattleInfoCallback.h"
- #include "Unit.h"
- #include "../bonuses/Bonus.h"
- #include "../mapObjects/CGTownInstance.h"
- #include "../spells/CSpellHandler.h"
- #include "../GameSettings.h"
- #include "../VCMI_Lib.h"
- VCMI_LIB_NAMESPACE_BEGIN
- DamageRange DamageCalculator::getBaseDamageSingle() const
- {
- int64_t minDmg = 0.0;
- int64_t maxDmg = 0.0;
- minDmg = info.attacker->getMinDamage(info.shooting);
- maxDmg = info.attacker->getMaxDamage(info.shooting);
- if(minDmg > maxDmg)
- {
- const auto & creatureName = info.attacker->creatureId().toEntity(VLC)->getNamePluralTranslated();
- logGlobal->error("Creature %s: min damage %lld exceeds max damage %lld.", creatureName, minDmg, maxDmg);
- logGlobal->error("This may lead to unexpected results, please report it to the mod's creator.");
- // to avoid an RNG crash and make bless and curse spells work as expected
- std::swap(minDmg, maxDmg);
- }
- if(info.attacker->creatureIndex() == CreatureID::ARROW_TOWERS)
- {
- const auto * town = callback.battleGetDefendedTown();
- assert(town);
- switch(info.attacker->getPosition())
- {
- case BattleHex::CASTLE_CENTRAL_TOWER:
- return town->getKeepDamageRange();
- case BattleHex::CASTLE_BOTTOM_TOWER:
- case BattleHex::CASTLE_UPPER_TOWER:
- return town->getTowerDamageRange();
- default:
- assert(0);
- }
- }
- const std::string cachingStrSiedgeWeapon = "type_SIEGE_WEAPON";
- static const auto selectorSiedgeWeapon = Selector::type()(BonusType::SIEGE_WEAPON);
- if(info.attacker->hasBonus(selectorSiedgeWeapon, cachingStrSiedgeWeapon) && info.attacker->creatureIndex() != CreatureID::ARROW_TOWERS)
- {
- auto retrieveHeroPrimSkill = [&](PrimarySkill skill) -> int
- {
- std::shared_ptr<const Bonus> b = info.attacker->getBonus(Selector::sourceTypeSel(BonusSource::HERO_BASE_SKILL).And(Selector::typeSubtype(BonusType::PRIMARY_SKILL, BonusSubtypeID(skill))));
- return b ? b->val : 0;
- };
- //minDmg and maxDmg are multiplied by hero attack + 1
- minDmg *= retrieveHeroPrimSkill(PrimarySkill::ATTACK) + 1;
- maxDmg *= retrieveHeroPrimSkill(PrimarySkill::ATTACK) + 1;
- }
- return { minDmg, maxDmg };
- }
- DamageRange DamageCalculator::getBaseDamageBlessCurse() const
- {
- const std::string cachingStrForcedMinDamage = "type_ALWAYS_MINIMUM_DAMAGE";
- static const auto selectorForcedMinDamage = Selector::type()(BonusType::ALWAYS_MINIMUM_DAMAGE);
- const std::string cachingStrForcedMaxDamage = "type_ALWAYS_MAXIMUM_DAMAGE";
- static const auto selectorForcedMaxDamage = Selector::type()(BonusType::ALWAYS_MAXIMUM_DAMAGE);
- TConstBonusListPtr curseEffects = info.attacker->getBonuses(selectorForcedMinDamage, cachingStrForcedMinDamage);
- TConstBonusListPtr blessEffects = info.attacker->getBonuses(selectorForcedMaxDamage, cachingStrForcedMaxDamage);
- int curseBlessAdditiveModifier = blessEffects->totalValue() - curseEffects->totalValue();
- DamageRange baseDamage = getBaseDamageSingle();
- DamageRange modifiedDamage = {
- std::max(static_cast<int64_t>(1), baseDamage.min + curseBlessAdditiveModifier),
- std::max(static_cast<int64_t>(1), baseDamage.max + curseBlessAdditiveModifier)
- };
- if(curseEffects->size() && blessEffects->size() )
- {
- logGlobal->warn("Stack has both curse and bless! Effects will negate each other!");
- return modifiedDamage;
- }
- if(curseEffects->size())
- {
- return {
- modifiedDamage.min,
- modifiedDamage.min
- };
- }
- if(blessEffects->size())
- {
- return {
- modifiedDamage.max,
- modifiedDamage.max
- };
- }
- return modifiedDamage;
- }
- DamageRange DamageCalculator::getBaseDamageStack() const
- {
- auto stackSize = info.attacker->getCount();
- auto baseDamage = getBaseDamageBlessCurse();
- return {
- baseDamage.min * stackSize,
- baseDamage.max * stackSize
- };
- }
- int DamageCalculator::getActorAttackBase() const
- {
- return info.attacker->getAttack(info.shooting);
- }
- int DamageCalculator::getActorAttackEffective() const
- {
- return getActorAttackBase() + getActorAttackSlayer() + getActorAttackIgnored();
- }
- int DamageCalculator::getActorAttackIgnored() const
- {
- int multAttackReductionPercent = battleBonusValue(info.defender, Selector::type()(BonusType::ENEMY_ATTACK_REDUCTION));
- if(multAttackReductionPercent > 0)
- {
- //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)
- int reduction = vstd::divideAndRound( getActorAttackBase() * multAttackReductionPercent, 100);
- return -std::min(reduction, getActorAttackBase());
- }
- return 0;
- }
- int DamageCalculator::getActorAttackSlayer() const
- {
- const std::string cachingStrSlayer = "type_SLAYER";
- static const auto selectorSlayer = Selector::type()(BonusType::SLAYER);
- if (!info.defender->hasBonusOfType(BonusType::KING))
- return 0;
- auto slayerEffects = info.attacker->getBonuses(selectorSlayer, cachingStrSlayer);
- auto slayerAffected = info.defender->unitType()->valOfBonuses(Selector::type()(BonusType::KING));
- if(std::shared_ptr<const Bonus> slayerEffect = slayerEffects->getFirst(Selector::all))
- {
- const auto spLevel = slayerEffect->val;
- bool isAffected = spLevel >= slayerAffected;
- if(isAffected)
- {
- SpellID spell(SpellID::SLAYER);
- int attackBonus = spell.toSpell()->getLevelPower(spLevel);
- if(info.attacker->hasBonusOfType(BonusType::SPECIAL_PECULIAR_ENCHANT, BonusSubtypeID(spell)))
- {
- ui8 attackerTier = info.attacker->unitType()->getLevel();
- ui8 specialtyBonus = std::max(5 - attackerTier, 0);
- attackBonus += specialtyBonus;
- }
- return attackBonus;
- }
- }
- return 0;
- }
- int DamageCalculator::getTargetDefenseBase() const
- {
- return info.defender->getDefense(info.shooting);
- }
- int DamageCalculator::getTargetDefenseEffective() const
- {
- return getTargetDefenseBase() + getTargetDefenseIgnored();
- }
- int DamageCalculator::getTargetDefenseIgnored() const
- {
- double multDefenceReduction = battleBonusValue(info.attacker, Selector::type()(BonusType::ENEMY_DEFENCE_REDUCTION)) / 100.0;
- if(multDefenceReduction > 0)
- {
- int reduction = std::floor(multDefenceReduction * getTargetDefenseBase()) + 1;
- return -std::min(reduction,getTargetDefenseBase());
- }
- return 0;
- }
- double DamageCalculator::getAttackSkillFactor() const
- {
- int attackAdvantage = getActorAttackEffective() - getTargetDefenseEffective();
- if(attackAdvantage > 0)
- {
- const double attackMultiplier = VLC->settings()->getDouble(EGameSettings::COMBAT_ATTACK_POINT_DAMAGE_FACTOR);
- const double attackMultiplierCap = VLC->settings()->getDouble(EGameSettings::COMBAT_ATTACK_POINT_DAMAGE_FACTOR_CAP);
- const double attackFactor = std::min(attackMultiplier * attackAdvantage, attackMultiplierCap);
- return attackFactor;
- }
- return 0.f;
- }
- double DamageCalculator::getAttackBlessFactor() const
- {
- const std::string cachingStrDamage = "type_GENERAL_DAMAGE_PREMY";
- static const auto selectorDamage = Selector::type()(BonusType::GENERAL_DAMAGE_PREMY);
- return info.attacker->valOfBonuses(selectorDamage, cachingStrDamage) / 100.0;
- }
- double DamageCalculator::getAttackOffenseArcheryFactor() const
- {
-
- if(info.shooting)
- {
- const std::string cachingStrArchery = "type_PERCENTAGE_DAMAGE_BOOSTs_1";
- static const auto selectorArchery = Selector::typeSubtype(BonusType::PERCENTAGE_DAMAGE_BOOST, BonusCustomSubtype::damageTypeRanged);
- return info.attacker->valOfBonuses(selectorArchery, cachingStrArchery) / 100.0;
- }
- const std::string cachingStrOffence = "type_PERCENTAGE_DAMAGE_BOOSTs_0";
- static const auto selectorOffence = Selector::typeSubtype(BonusType::PERCENTAGE_DAMAGE_BOOST, BonusCustomSubtype::damageTypeMelee);
- return info.attacker->valOfBonuses(selectorOffence, cachingStrOffence) / 100.0;
- }
- double DamageCalculator::getAttackLuckFactor() const
- {
- if(info.luckyStrike)
- return 1.0;
- return 0.0;
- }
- double DamageCalculator::getAttackDeathBlowFactor() const
- {
- if(info.deathBlow)
- return 1.0;
- return 0.0;
- }
- double DamageCalculator::getAttackDoubleDamageFactor() const
- {
- if(info.doubleDamage) {
- const auto cachingStr = "type_BONUS_DAMAGE_PERCENTAGEs_" + std::to_string(info.attacker->creatureIndex());
- const auto selector = Selector::typeSubtype(BonusType::BONUS_DAMAGE_PERCENTAGE, BonusSubtypeID(info.attacker->creatureId()));
- return info.attacker->valOfBonuses(selector, cachingStr) / 100.0;
- }
- return 0.0;
- }
- double DamageCalculator::getAttackJoustingFactor() const
- {
- const std::string cachingStrJousting = "type_JOUSTING";
- static const auto selectorJousting = Selector::type()(BonusType::JOUSTING);
- const std::string cachingStrChargeImmunity = "type_CHARGE_IMMUNITY";
- static const auto selectorChargeImmunity = Selector::type()(BonusType::CHARGE_IMMUNITY);
- //applying jousting bonus
- if(info.chargeDistance > 0 && info.attacker->hasBonus(selectorJousting, cachingStrJousting) && !info.defender->hasBonus(selectorChargeImmunity, cachingStrChargeImmunity))
- return info.chargeDistance * (info.attacker->valOfBonuses(selectorJousting))/100.0;
- return 0.0;
- }
- double DamageCalculator::getAttackHateFactor() const
- {
- //assume that unit have only few HATE features and cache them all
- const std::string cachingStrHate = "type_HATE";
- static const auto selectorHate = Selector::type()(BonusType::HATE);
- auto allHateEffects = info.attacker->getBonuses(selectorHate, cachingStrHate);
- return allHateEffects->valOfBonuses(Selector::subtype()(BonusSubtypeID(info.defender->creatureId()))) / 100.0;
- }
- double DamageCalculator::getAttackRevengeFactor() const
- {
- if(info.attacker->hasBonusOfType(BonusType::REVENGE)) //HotA Haspid ability
- {
- int totalStackCount = info.attacker->unitBaseAmount();
- int currentStackHealth = info.attacker->getAvailableHealth();
- int creatureHealth = info.attacker->getMaxHealth();
- return sqrt(static_cast<double>((totalStackCount + 1) * creatureHealth) / (currentStackHealth + creatureHealth) - 1);
- }
- return 0.0;
- }
- double DamageCalculator::getDefenseSkillFactor() const
- {
- int defenseAdvantage = getTargetDefenseEffective() - getActorAttackEffective();
- //bonus from attack/defense skills
- if(defenseAdvantage > 0) //decreasing dmg
- {
- const double defenseMultiplier = VLC->settings()->getDouble(EGameSettings::COMBAT_DEFENSE_POINT_DAMAGE_FACTOR);
- const double defenseMultiplierCap = VLC->settings()->getDouble(EGameSettings::COMBAT_DEFENSE_POINT_DAMAGE_FACTOR_CAP);
- const double dec = std::min(defenseMultiplier * defenseAdvantage, defenseMultiplierCap);
- return dec;
- }
- return 0.0;
- }
- double DamageCalculator::getDefenseArmorerFactor() const
- {
- const std::string cachingStrArmorer = "type_GENERAL_DAMAGE_REDUCTIONs_N1_NsrcSPELL_EFFECT";
- static const auto selectorArmorer = Selector::typeSubtype(BonusType::GENERAL_DAMAGE_REDUCTION, BonusCustomSubtype::damageTypeAll).And(Selector::sourceTypeSel(BonusSource::SPELL_EFFECT).Not());
- return info.defender->valOfBonuses(selectorArmorer, cachingStrArmorer) / 100.0;
- }
- double DamageCalculator::getDefenseMagicShieldFactor() const
- {
- const std::string cachingStrMeleeReduction = "type_GENERAL_DAMAGE_REDUCTIONs_0";
- static const auto selectorMeleeReduction = Selector::typeSubtype(BonusType::GENERAL_DAMAGE_REDUCTION, BonusCustomSubtype::damageTypeMelee);
- const std::string cachingStrRangedReduction = "type_GENERAL_DAMAGE_REDUCTIONs_1";
- static const auto selectorRangedReduction = Selector::typeSubtype(BonusType::GENERAL_DAMAGE_REDUCTION, BonusCustomSubtype::damageTypeRanged);
- //handling spell effects - shield and air shield
- if(info.shooting)
- return info.defender->valOfBonuses(selectorRangedReduction, cachingStrRangedReduction) / 100.0;
- else
- return info.defender->valOfBonuses(selectorMeleeReduction, cachingStrMeleeReduction) / 100.0;
- }
- double DamageCalculator::getDefenseRangePenaltiesFactor() const
- {
- if(info.shooting)
- {
- BattleHex attackerPos = info.attackerPos.isValid() ? info.attackerPos : info.attacker->getPosition();
- BattleHex defenderPos = info.defenderPos.isValid() ? info.defenderPos : info.defender->getPosition();
- const std::string cachingStrAdvAirShield = "isAdvancedAirShield";
- auto isAdvancedAirShield = [](const Bonus* bonus)
- {
- return bonus->source == BonusSource::SPELL_EFFECT
- && bonus->sid == BonusSourceID(SpellID(SpellID::AIR_SHIELD))
- && bonus->val >= MasteryLevel::ADVANCED;
- };
- const bool distPenalty = callback.battleHasDistancePenalty(info.attacker, attackerPos, defenderPos);
- if(distPenalty || info.defender->hasBonus(isAdvancedAirShield, cachingStrAdvAirShield))
- return 0.5;
- }
- else
- {
- const std::string cachingStrNoMeleePenalty = "type_NO_MELEE_PENALTY";
- static const auto selectorNoMeleePenalty = Selector::type()(BonusType::NO_MELEE_PENALTY);
- if(info.attacker->isShooter() && !info.attacker->hasBonus(selectorNoMeleePenalty, cachingStrNoMeleePenalty))
- return 0.5;
- }
- return 0.0;
- }
- double DamageCalculator::getDefenseObstacleFactor() const
- {
- if(info.shooting)
- {
- BattleHex attackerPos = info.attackerPos.isValid() ? info.attackerPos : info.attacker->getPosition();
- BattleHex defenderPos = info.defenderPos.isValid() ? info.defenderPos : info.defender->getPosition();
- const bool obstaclePenalty = callback.battleHasWallPenalty(info.attacker, attackerPos, defenderPos);
- if(obstaclePenalty)
- return 0.5;
- }
- return 0.0;
- }
- double DamageCalculator::getDefenseUnluckyFactor() const
- {
- if(info.unluckyStrike)
- return 0.5;
- return 0.0;
- }
- double DamageCalculator::getDefenseBlindParalysisFactor() const
- {
- double multAttackReduction = battleBonusValue(info.attacker, Selector::type()(BonusType::GENERAL_ATTACK_REDUCTION)) / 100.0;
- return multAttackReduction;
- }
- double DamageCalculator::getDefenseForgetfulnessFactor() const
- {
- if(info.shooting)
- {
- //todo: set actual percentage in spell bonus configuration instead of just level; requires non trivial backward compatibility handling
- //get list first, total value of 0 also counts
- TConstBonusListPtr forgetfulList = info.attacker->getBonuses(Selector::type()(BonusType::FORGETFULL),"type_FORGETFULL");
- if(!forgetfulList->empty())
- {
- int forgetful = forgetfulList->valOfBonuses(Selector::all);
- //none of basic level
- if(forgetful == 0 || forgetful == 1)
- return 0.5;
- else
- logGlobal->warn("Attempt to calculate shooting damage with adv+ FORGETFULL effect");
- }
- }
- return 0.0;
- }
- double DamageCalculator::getDefensePetrificationFactor() const
- {
- // 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.
- const std::string cachingStrAllReduction = "type_GENERAL_DAMAGE_REDUCTIONs_N1_srcSPELL_EFFECT";
- static const auto selectorAllReduction = Selector::typeSubtype(BonusType::GENERAL_DAMAGE_REDUCTION, BonusCustomSubtype::damageTypeAll).And(Selector::sourceTypeSel(BonusSource::SPELL_EFFECT));
- return info.defender->valOfBonuses(selectorAllReduction, cachingStrAllReduction) / 100.0;
- }
- double DamageCalculator::getDefenseMagicFactor() const
- {
- // 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.
- if(info.attacker->creatureIndex() == CreatureID::MAGIC_ELEMENTAL)
- {
- const std::string cachingStrMagicImmunity = "type_LEVEL_SPELL_IMMUNITY";
- static const auto selectorMagicImmunity = Selector::type()(BonusType::LEVEL_SPELL_IMMUNITY);
- if(info.defender->valOfBonuses(selectorMagicImmunity, cachingStrMagicImmunity) >= 5)
- return 0.5;
- }
- return 0.0;
- }
- double DamageCalculator::getDefenseMindFactor() const
- {
- // 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.
- if(info.attacker->creatureIndex() == CreatureID::PSYCHIC_ELEMENTAL)
- {
- const std::string cachingStrMindImmunity = "type_MIND_IMMUNITY";
- static const auto selectorMindImmunity = Selector::type()(BonusType::MIND_IMMUNITY);
- if(info.defender->hasBonus(selectorMindImmunity, cachingStrMindImmunity))
- return 0.5;
- }
- return 0.0;
- }
- std::vector<double> DamageCalculator::getAttackFactors() const
- {
- return {
- getAttackSkillFactor(),
- getAttackOffenseArcheryFactor(),
- getAttackBlessFactor(),
- getAttackLuckFactor(),
- getAttackJoustingFactor(),
- getAttackDeathBlowFactor(),
- getAttackDoubleDamageFactor(),
- getAttackHateFactor(),
- getAttackRevengeFactor()
- };
- }
- std::vector<double> DamageCalculator::getDefenseFactors() const
- {
- return {
- getDefenseSkillFactor(),
- getDefenseArmorerFactor(),
- getDefenseMagicShieldFactor(),
- getDefenseRangePenaltiesFactor(),
- getDefenseObstacleFactor(),
- getDefenseBlindParalysisFactor(),
- getDefenseUnluckyFactor(),
- getDefenseForgetfulnessFactor(),
- getDefensePetrificationFactor(),
- getDefenseMagicFactor(),
- getDefenseMindFactor()
- };
- }
- DamageRange DamageCalculator::getCasualties(const DamageRange & damageDealt) const
- {
- return {
- getCasualties(damageDealt.min),
- getCasualties(damageDealt.max),
- };
- }
- int64_t DamageCalculator::getCasualties(int64_t damageDealt) const
- {
- if (damageDealt < info.defender->getFirstHPleft())
- return 0;
- int64_t damageLeft = damageDealt - info.defender->getFirstHPleft();
- int64_t killsLeft = damageLeft / info.defender->getMaxHealth();
- return std::min<int32_t>(1 + killsLeft, info.defender->getCount());
- }
- int DamageCalculator::battleBonusValue(const IBonusBearer * bearer, const CSelector & selector) const
- {
- auto noLimit = Selector::effectRange()(BonusLimitEffect::NO_LIMIT);
- auto limitMatches = info.shooting
- ? Selector::effectRange()(BonusLimitEffect::ONLY_DISTANCE_FIGHT)
- : Selector::effectRange()(BonusLimitEffect::ONLY_MELEE_FIGHT);
- //any regular bonuses or just ones for melee/ranged
- return bearer->getBonuses(selector, noLimit.Or(limitMatches))->totalValue();
- };
- DamageEstimation DamageCalculator::calculateDmgRange() const
- {
- DamageRange damageBase = getBaseDamageStack();
- auto attackFactors = getAttackFactors();
- auto defenseFactors = getDefenseFactors();
- double attackFactorTotal = 1.0;
- double defenseFactorTotal = 1.0;
- for (auto & factor : attackFactors)
- {
- assert(factor >= 0.0);
- attackFactorTotal += factor;
- }
- for (auto & factor : defenseFactors)
- {
- assert(factor >= 0.0);
- defenseFactorTotal *= (1 - std::min(1.0, factor));
- }
- double resultingFactor = attackFactorTotal * defenseFactorTotal;
- DamageRange damageDealt {
- std::max<int64_t>( 1.0, std::floor(damageBase.min * resultingFactor)),
- std::max<int64_t>( 1.0, std::floor(damageBase.max * resultingFactor))
- };
- DamageRange killsDealt = getCasualties(damageDealt);
- return DamageEstimation{damageDealt, killsDealt};
- }
- VCMI_LIB_NAMESPACE_END
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