DamageCalculator.cpp 16 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 "../HeroBonus.h"
  15. #include "../mapObjects/CGTownInstance.h"
  16. #include "../spells/CSpellHandler.h"
  17. #include "../CModHandler.h"
  18. VCMI_LIB_NAMESPACE_BEGIN
  19. TDmgRange DamageCalculator::getBaseDamageSingle() const
  20. {
  21. double minDmg = 0.0;
  22. double 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()(Bonus::SIEGE_WEAPON);
  42. if(info.attacker->hasBonus(selectorSiedgeWeapon, cachingStrSiedgeWeapon) && info.attacker->creatureIndex() != CreatureID::ARROW_TOWERS)
  43. {
  44. auto retrieveHeroPrimSkill = [&](int skill) -> int
  45. {
  46. std::shared_ptr<const Bonus> b = info.attacker->getBonus(Selector::sourceTypeSel(Bonus::HERO_BASE_SKILL).And(Selector::typeSubtype(Bonus::PRIMARY_SKILL, 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. TDmgRange DamageCalculator::getBaseDamageBlessCurse() const
  56. {
  57. const std::string cachingStrForcedMinDamage = "type_ALWAYS_MINIMUM_DAMAGE";
  58. static const auto selectorForcedMinDamage = Selector::type()(Bonus::ALWAYS_MINIMUM_DAMAGE);
  59. const std::string cachingStrForcedMaxDamage = "type_ALWAYS_MAXIMUM_DAMAGE";
  60. static const auto selectorForcedMaxDamage = Selector::type()(Bonus::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. TDmgRange baseDamage = getBaseDamageSingle();
  65. TDmgRange modifiedDamage = {
  66. std::max(static_cast<int64_t>(1), baseDamage.first + curseBlessAdditiveModifier),
  67. std::max(static_cast<int64_t>(1), baseDamage.second + 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.first,
  78. modifiedDamage.first
  79. };
  80. }
  81. if(blessEffects->size())
  82. {
  83. return {
  84. modifiedDamage.second,
  85. modifiedDamage.second
  86. };
  87. }
  88. return modifiedDamage;
  89. }
  90. TDmgRange DamageCalculator::getBaseDamageStack() const
  91. {
  92. auto stackSize = info.attacker->getCount();
  93. auto baseDamage = getBaseDamageBlessCurse();
  94. return {
  95. baseDamage.first * stackSize,
  96. baseDamage.second * 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()(Bonus::SLAYER);
  111. auto slayerEffects = info.attacker->getBonuses(selectorSlayer, cachingStrSlayer);
  112. if(std::shared_ptr<const Bonus> slayerEffect = slayerEffects->getFirst(Selector::all))
  113. {
  114. std::vector<int32_t> affectedIds;
  115. const auto spLevel = slayerEffect->val;
  116. const CCreature * defenderType = info.defender->unitType();
  117. bool isAffected = false;
  118. for(const auto & b : defenderType->getBonusList())
  119. {
  120. if((b->type == Bonus::KING3 && spLevel >= 3) || //expert
  121. (b->type == Bonus::KING2 && spLevel >= 2) || //adv +
  122. (b->type == Bonus::KING1 && spLevel >= 0)) //none or basic +
  123. {
  124. isAffected = true;
  125. break;
  126. }
  127. }
  128. if(isAffected)
  129. {
  130. int attackBonus = SpellID(SpellID::SLAYER).toSpell()->getLevelPower(spLevel);
  131. if(info.attacker->hasBonusOfType(Bonus::SPECIAL_PECULIAR_ENCHANT, SpellID::SLAYER))
  132. {
  133. ui8 attackerTier = info.attacker->unitType()->level;
  134. ui8 specialtyBonus = std::max(5 - attackerTier, 0);
  135. attackBonus += specialtyBonus;
  136. }
  137. return attackBonus;
  138. }
  139. }
  140. return 0;
  141. }
  142. int DamageCalculator::getTargetDefenseBase() const
  143. {
  144. return info.defender->getDefense(info.shooting);
  145. }
  146. int DamageCalculator::getTargetDefenseEffective() const
  147. {
  148. return getTargetDefenseBase() + getTargetDefenseIgnored();
  149. }
  150. int DamageCalculator::getTargetDefenseIgnored() const
  151. {
  152. double multDefenceReduction = battleBonusValue(info.attacker, Selector::type()(Bonus::ENEMY_DEFENCE_REDUCTION)) / 100.0;
  153. if(multDefenceReduction > 0)
  154. {
  155. int reduction = std::floor(multDefenceReduction * getTargetDefenseBase()) + 1;
  156. return -std::min(reduction,getTargetDefenseBase());
  157. }
  158. return 0;
  159. }
  160. double DamageCalculator::getAttackSkillFactor() const
  161. {
  162. int attackAdvantage = getActorAttackEffective() - getTargetDefenseEffective();
  163. if(attackAdvantage > 0)
  164. {
  165. const double attackMultiplier = VLC->modh->settings.ATTACK_POINT_DMG_MULTIPLIER;
  166. const double attackMultiplierCap = VLC->modh->settings.ATTACK_POINTS_DMG_MULTIPLIER_CAP;
  167. const double attackFactor = std::min(attackMultiplier * attackAdvantage, attackMultiplierCap);
  168. return attackFactor;
  169. }
  170. return 0.f;
  171. }
  172. double DamageCalculator::getAttackBlessFactor() const
  173. {
  174. const std::string cachingStrDamage = "type_GENERAL_DAMAGE_PREMY";
  175. static const auto selectorDamage = Selector::type()(Bonus::GENERAL_DAMAGE_PREMY);
  176. return info.attacker->valOfBonuses(selectorDamage, cachingStrDamage) / 100.0;
  177. }
  178. double DamageCalculator::getAttackOffenseArcheryFactor() const
  179. {
  180. if(info.shooting)
  181. {
  182. const std::string cachingStrArchery = "type_SECONDARY_SKILL_PREMYs_ARCHERY";
  183. static const auto selectorArchery = Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ARCHERY);
  184. return info.attacker->valOfBonuses(selectorArchery, cachingStrArchery) / 100.0;
  185. }
  186. else
  187. {
  188. const std::string cachingStrOffence = "type_SECONDARY_SKILL_PREMYs_OFFENCE";
  189. static const auto selectorOffence = Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::OFFENCE);
  190. return info.attacker->valOfBonuses(selectorOffence, cachingStrOffence) / 100.0;
  191. }
  192. }
  193. double DamageCalculator::getAttackLuckFactor() const
  194. {
  195. if(info.luckyStrike)
  196. return 1.0;
  197. return 0.0;
  198. }
  199. double DamageCalculator::getAttackDeathBlowFactor() const
  200. {
  201. if(info.deathBlow)
  202. return 1.0;
  203. return 0.0;
  204. }
  205. double DamageCalculator::getAttackDoubleDamageFactor() const
  206. {
  207. if(info.doubleDamage)
  208. return 1.0;
  209. return 0.0;
  210. }
  211. double DamageCalculator::getAttackJoustingFactor() const
  212. {
  213. const std::string cachingStrJousting = "type_JOUSTING";
  214. static const auto selectorJousting = Selector::type()(Bonus::JOUSTING);
  215. const std::string cachingStrChargeImmunity = "type_CHARGE_IMMUNITY";
  216. static const auto selectorChargeImmunity = Selector::type()(Bonus::CHARGE_IMMUNITY);
  217. //applying jousting bonus
  218. if(info.chargeDistance > 0 && info.attacker->hasBonus(selectorJousting, cachingStrJousting) && !info.defender->hasBonus(selectorChargeImmunity, cachingStrChargeImmunity))
  219. return info.chargeDistance * 0.05;
  220. return 0.0;
  221. }
  222. double DamageCalculator::getAttackHateFactor() const
  223. {
  224. //assume that unit have only few HATE features and cache them all
  225. const std::string cachingStrHate = "type_HATE";
  226. static const auto selectorHate = Selector::type()(Bonus::HATE);
  227. auto allHateEffects = info.attacker->getBonuses(selectorHate, cachingStrHate);
  228. return allHateEffects->valOfBonuses(Selector::subtype()(info.defender->creatureIndex())) / 100.0;
  229. }
  230. double DamageCalculator::getDefenseSkillFactor() const
  231. {
  232. int defenseAdvantage = getTargetDefenseEffective() - getActorAttackEffective();
  233. //bonus from attack/defense skills
  234. if(defenseAdvantage > 0) //decreasing dmg
  235. {
  236. const double defenseMultiplier = VLC->modh->settings.DEFENSE_POINT_DMG_MULTIPLIER;
  237. const double defenseMultiplierCap = VLC->modh->settings.DEFENSE_POINTS_DMG_MULTIPLIER_CAP;
  238. const double dec = std::min(defenseMultiplier * defenseAdvantage, defenseMultiplierCap);
  239. return dec;
  240. }
  241. return 0.0;
  242. }
  243. double DamageCalculator::getDefenseArmorerFactor() const
  244. {
  245. const std::string cachingStrArmorer = "type_SECONDARY_SKILL_PREMYs_ARMORER";
  246. static const auto selectorArmorer = Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ARMORER);
  247. return info.defender->valOfBonuses(selectorArmorer, cachingStrArmorer) / 100.0;
  248. }
  249. double DamageCalculator::getDefenseMagicShieldFactor() const
  250. {
  251. const std::string cachingStrMeleeReduction = "type_GENERAL_DAMAGE_REDUCTIONs_0";
  252. static const auto selectorMeleeReduction = Selector::typeSubtype(Bonus::GENERAL_DAMAGE_REDUCTION, 0);
  253. const std::string cachingStrRangedReduction = "type_GENERAL_DAMAGE_REDUCTIONs_1";
  254. static const auto selectorRangedReduction = Selector::typeSubtype(Bonus::GENERAL_DAMAGE_REDUCTION, 1);
  255. //handling spell effects - shield and air shield
  256. if(info.shooting)
  257. return info.defender->valOfBonuses(selectorRangedReduction, cachingStrRangedReduction) / 100.0;
  258. else
  259. return info.defender->valOfBonuses(selectorMeleeReduction, cachingStrMeleeReduction) / 100.0;
  260. }
  261. double DamageCalculator::getDefenseRangePenaltiesFactor() const
  262. {
  263. if(info.shooting)
  264. {
  265. BattleHex attackerPos = info.attackerPos.isValid() ? info.attackerPos : info.attacker->getPosition();
  266. BattleHex defenderPos = info.defenderPos.isValid() ? info.defenderPos : info.defender->getPosition();
  267. const std::string cachingStrAdvAirShield = "isAdvancedAirShield";
  268. auto isAdvancedAirShield = [](const Bonus* bonus)
  269. {
  270. return bonus->source == Bonus::SPELL_EFFECT
  271. && bonus->sid == SpellID::AIR_SHIELD
  272. && bonus->val >= SecSkillLevel::ADVANCED;
  273. };
  274. const bool distPenalty = callback.battleHasDistancePenalty(info.attacker, attackerPos, defenderPos);
  275. if(distPenalty || info.defender->hasBonus(isAdvancedAirShield, cachingStrAdvAirShield))
  276. return 0.5;
  277. }
  278. else
  279. {
  280. const std::string cachingStrNoMeleePenalty = "type_NO_MELEE_PENALTY";
  281. static const auto selectorNoMeleePenalty = Selector::type()(Bonus::NO_MELEE_PENALTY);
  282. if(info.attacker->isShooter() && !info.attacker->hasBonus(selectorNoMeleePenalty, cachingStrNoMeleePenalty))
  283. return 0.5;
  284. }
  285. return 0.0;
  286. }
  287. double DamageCalculator::getDefenseObstacleFactor() 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 bool obstaclePenalty = callback.battleHasWallPenalty(info.attacker, attackerPos, defenderPos);
  294. if(obstaclePenalty)
  295. return 0.5;
  296. }
  297. return 0.0;
  298. }
  299. double DamageCalculator::getDefenseUnluckyFactor() const
  300. {
  301. if(info.unluckyStrike)
  302. return 0.5;
  303. return 0.0;
  304. }
  305. double DamageCalculator::getDefenseBlindParalysisFactor() const
  306. {
  307. double multAttackReduction = battleBonusValue(info.attacker, Selector::type()(Bonus::GENERAL_ATTACK_REDUCTION)) / 100.0;
  308. return multAttackReduction;
  309. }
  310. double DamageCalculator::getDefenseForgetfulnessFactor() const
  311. {
  312. if(info.shooting)
  313. {
  314. //todo: set actual percentage in spell bonus configuration instead of just level; requires non trivial backward compatibility handling
  315. //get list first, total value of 0 also counts
  316. TConstBonusListPtr forgetfulList = info.attacker->getBonuses(Selector::type()(Bonus::FORGETFULL),"type_FORGETFULL");
  317. if(!forgetfulList->empty())
  318. {
  319. int forgetful = forgetfulList->valOfBonuses(Selector::all);
  320. //none of basic level
  321. if(forgetful == 0 || forgetful == 1)
  322. return 0.5;
  323. else
  324. logGlobal->warn("Attempt to calculate shooting damage with adv+ FORGETFULL effect");
  325. }
  326. }
  327. return 0.0;
  328. }
  329. double DamageCalculator::getDefensePetrificationFactor() const
  330. {
  331. // 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.
  332. const std::string cachingStrAllReduction = "type_GENERAL_DAMAGE_REDUCTIONs_N1";
  333. static const auto selectorAllReduction = Selector::typeSubtype(Bonus::GENERAL_DAMAGE_REDUCTION, -1);
  334. return info.defender->valOfBonuses(selectorAllReduction, cachingStrAllReduction) / 100.0;
  335. }
  336. double DamageCalculator::getDefenseMagicFactor() const
  337. {
  338. // 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.
  339. if(info.attacker->creatureIndex() == CreatureID::MAGIC_ELEMENTAL)
  340. {
  341. const std::string cachingStrMagicImmunity = "type_LEVEL_SPELL_IMMUNITY";
  342. static const auto selectorMagicImmunity = Selector::type()(Bonus::LEVEL_SPELL_IMMUNITY);
  343. if(info.defender->valOfBonuses(selectorMagicImmunity, cachingStrMagicImmunity) >= 5)
  344. return 0.5;
  345. }
  346. return 0.0;
  347. }
  348. double DamageCalculator::getDefenseMindFactor() const
  349. {
  350. // 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.
  351. if(info.attacker->creatureIndex() == CreatureID::PSYCHIC_ELEMENTAL)
  352. {
  353. const std::string cachingStrMindImmunity = "type_MIND_IMMUNITY";
  354. static const auto selectorMindImmunity = Selector::type()(Bonus::MIND_IMMUNITY);
  355. if(info.defender->hasBonus(selectorMindImmunity, cachingStrMindImmunity))
  356. return 0.5;
  357. }
  358. return 0.0;
  359. }
  360. std::vector<double> DamageCalculator::getAttackFactors() const
  361. {
  362. return {
  363. getAttackSkillFactor(),
  364. getAttackOffenseArcheryFactor(),
  365. getAttackBlessFactor(),
  366. getAttackLuckFactor(),
  367. getAttackJoustingFactor(),
  368. getAttackDeathBlowFactor(),
  369. getAttackDoubleDamageFactor(),
  370. getAttackHateFactor()
  371. };
  372. }
  373. std::vector<double> DamageCalculator::getDefenseFactors() const
  374. {
  375. return {
  376. getDefenseSkillFactor(),
  377. getDefenseArmorerFactor(),
  378. getDefenseMagicShieldFactor(),
  379. getDefenseRangePenaltiesFactor(),
  380. getDefenseObstacleFactor(),
  381. getDefenseBlindParalysisFactor(),
  382. getDefenseUnluckyFactor(),
  383. getDefenseForgetfulnessFactor(),
  384. getDefensePetrificationFactor(),
  385. getDefenseMagicFactor(),
  386. getDefenseMindFactor()
  387. };
  388. }
  389. int DamageCalculator::battleBonusValue(const IBonusBearer * bearer, const CSelector & selector) const
  390. {
  391. auto noLimit = Selector::effectRange()(Bonus::NO_LIMIT);
  392. auto limitMatches = info.shooting
  393. ? Selector::effectRange()(Bonus::ONLY_DISTANCE_FIGHT)
  394. : Selector::effectRange()(Bonus::ONLY_MELEE_FIGHT);
  395. //any regular bonuses or just ones for melee/ranged
  396. return bearer->getBonuses(selector, noLimit.Or(limitMatches))->totalValue();
  397. };
  398. TDmgRange DamageCalculator::calculateDmgRange() const
  399. {
  400. TDmgRange result = getBaseDamageStack();
  401. auto attackFactors = getAttackFactors();
  402. auto defenseFactors = getDefenseFactors();
  403. double attackFactorTotal = 1.0;
  404. double defenseFactorTotal = 1.0;
  405. for (auto & factor : attackFactors)
  406. {
  407. assert(factor >= 0.0);
  408. attackFactorTotal += factor;
  409. }
  410. for (auto & factor : defenseFactors)
  411. {
  412. assert(factor >= 0.0);
  413. defenseFactorTotal *= ( 1 - std::min(1.0, factor));
  414. }
  415. double resultingFactor = std::min(8.0, attackFactorTotal) * std::max( 0.01, defenseFactorTotal);
  416. return {
  417. std::max( 1.0, std::floor(result.first * resultingFactor)),
  418. std::max( 1.0, std::floor(result.second * resultingFactor))
  419. };
  420. }
  421. VCMI_LIB_NAMESPACE_END