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