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 "../CCreatureHandler.h"
  16. #include "../mapObjects/CGTownInstance.h"
  17. #include "../spells/CSpellHandler.h"
  18. #include "../IGameSettings.h"
  19. #include "../GameLibrary.h"
  20. VCMI_LIB_NAMESPACE_BEGIN
  21. DamageRange DamageCalculator::getBaseDamageSingle() const
  22. {
  23. int64_t minDmg = 0.0;
  24. int64_t maxDmg = 0.0;
  25. minDmg = info.attacker->getMinDamage(info.shooting);
  26. maxDmg = info.attacker->getMaxDamage(info.shooting);
  27. if(minDmg > maxDmg)
  28. {
  29. const auto & creatureName = info.attacker->creatureId().toEntity(LIBRARY)->getNamePluralTranslated();
  30. logGlobal->error("Creature %s: min damage %lld exceeds max damage %lld.", creatureName, minDmg, maxDmg);
  31. logGlobal->error("This may lead to unexpected results, please report it to the mod's creator.");
  32. // to avoid an RNG crash and make bless and curse spells work as expected
  33. std::swap(minDmg, maxDmg);
  34. }
  35. if(info.attacker->creatureIndex() == CreatureID::ARROW_TOWERS)
  36. {
  37. const auto * town = callback.battleGetDefendedTown();
  38. assert(town);
  39. switch(info.attacker->getPosition().toInt())
  40. {
  41. case BattleHex::CASTLE_CENTRAL_TOWER:
  42. return town->getKeepDamageRange();
  43. case BattleHex::CASTLE_BOTTOM_TOWER:
  44. case BattleHex::CASTLE_UPPER_TOWER:
  45. return town->getTowerDamageRange();
  46. default:
  47. assert(0);
  48. }
  49. }
  50. const std::string cachingStrSiedgeWeapon = "type_SIEGE_WEAPON";
  51. static const auto selectorSiedgeWeapon = Selector::type()(BonusType::SIEGE_WEAPON);
  52. if(info.attacker->hasBonus(selectorSiedgeWeapon, cachingStrSiedgeWeapon) && info.attacker->creatureIndex() != CreatureID::ARROW_TOWERS)
  53. {
  54. static const auto bonusSelector =
  55. Selector::sourceTypeSel(BonusSource::ARTIFACT).Or(
  56. Selector::sourceTypeSel(BonusSource::HERO_BASE_SKILL)).And(
  57. Selector::typeSubtype(BonusType::PRIMARY_SKILL, BonusSubtypeID(PrimarySkill::ATTACK)));
  58. //minDmg and maxDmg of a Ballista are multiplied by hero attack + 1
  59. int heroAttackSkill = info.attacker->valOfBonuses(bonusSelector);
  60. minDmg *= heroAttackSkill + 1;
  61. maxDmg *= heroAttackSkill + 1;
  62. }
  63. return { minDmg, maxDmg };
  64. }
  65. DamageRange DamageCalculator::getBaseDamageBlessCurse() const
  66. {
  67. const std::string cachingStrForcedMinDamage = "type_ALWAYS_MINIMUM_DAMAGE";
  68. static const auto selectorForcedMinDamage = Selector::type()(BonusType::ALWAYS_MINIMUM_DAMAGE);
  69. const std::string cachingStrForcedMaxDamage = "type_ALWAYS_MAXIMUM_DAMAGE";
  70. static const auto selectorForcedMaxDamage = Selector::type()(BonusType::ALWAYS_MAXIMUM_DAMAGE);
  71. TConstBonusListPtr curseEffects = info.attacker->getBonuses(selectorForcedMinDamage, cachingStrForcedMinDamage);
  72. TConstBonusListPtr blessEffects = info.attacker->getBonuses(selectorForcedMaxDamage, cachingStrForcedMaxDamage);
  73. int curseBlessAdditiveModifier = blessEffects->totalValue() - curseEffects->totalValue();
  74. DamageRange baseDamage = getBaseDamageSingle();
  75. DamageRange modifiedDamage = {
  76. std::max(static_cast<int64_t>(1), baseDamage.min + curseBlessAdditiveModifier),
  77. std::max(static_cast<int64_t>(1), baseDamage.max + curseBlessAdditiveModifier)
  78. };
  79. if(curseEffects->size() && blessEffects->size() )
  80. {
  81. logGlobal->warn("Stack has both curse and bless! Effects will negate each other!");
  82. return modifiedDamage;
  83. }
  84. if(curseEffects->size())
  85. {
  86. return {
  87. modifiedDamage.min,
  88. modifiedDamage.min
  89. };
  90. }
  91. if(blessEffects->size())
  92. {
  93. return {
  94. modifiedDamage.max,
  95. modifiedDamage.max
  96. };
  97. }
  98. return modifiedDamage;
  99. }
  100. DamageRange DamageCalculator::getBaseDamageStack() const
  101. {
  102. auto stackSize = info.attacker->getCount();
  103. auto baseDamage = getBaseDamageBlessCurse();
  104. return {
  105. baseDamage.min * stackSize,
  106. baseDamage.max * stackSize
  107. };
  108. }
  109. int DamageCalculator::getActorAttackBase() const
  110. {
  111. return info.attacker->getAttack(info.shooting);
  112. }
  113. int DamageCalculator::getActorAttackEffective() const
  114. {
  115. return getActorAttackBase() + getActorAttackSlayer() + getActorAttackIgnored();
  116. }
  117. int DamageCalculator::getActorAttackIgnored() const
  118. {
  119. int multAttackReductionPercent = battleBonusValue(info.defender, Selector::type()(BonusType::ENEMY_ATTACK_REDUCTION));
  120. if(multAttackReductionPercent > 0)
  121. {
  122. //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)
  123. int reduction = vstd::divideAndRound( getActorAttackBase() * multAttackReductionPercent, 100);
  124. return -std::min(reduction, getActorAttackBase());
  125. }
  126. return 0;
  127. }
  128. int DamageCalculator::getActorAttackSlayer() const
  129. {
  130. const std::string cachingStrSlayer = "type_SLAYER";
  131. static const auto selectorSlayer = Selector::type()(BonusType::SLAYER);
  132. if (!info.defender->hasBonusOfType(BonusType::KING))
  133. return 0;
  134. auto slayerEffects = info.attacker->getBonuses(selectorSlayer, cachingStrSlayer);
  135. auto slayerAffected = info.defender->unitType()->valOfBonuses(BonusType::KING);
  136. if(std::shared_ptr<const Bonus> slayerEffect = slayerEffects->getFirst(Selector::all))
  137. {
  138. const auto spLevel = slayerEffect->val;
  139. bool isAffected = spLevel >= slayerAffected;
  140. if(isAffected)
  141. {
  142. SpellID spell(SpellID::SLAYER);
  143. int attackBonus = spell.toSpell()->getLevelPower(spLevel);
  144. if(info.attacker->hasBonusOfType(BonusType::SPECIAL_PECULIAR_ENCHANT, BonusSubtypeID(spell)))
  145. {
  146. ui8 attackerTier = info.attacker->unitType()->getLevel();
  147. ui8 specialtyBonus = std::max(5 - attackerTier, 0);
  148. attackBonus += specialtyBonus;
  149. }
  150. return attackBonus;
  151. }
  152. }
  153. return 0;
  154. }
  155. int DamageCalculator::getTargetDefenseBase() const
  156. {
  157. return info.defender->getDefense(info.shooting);
  158. }
  159. int DamageCalculator::getTargetDefenseEffective() const
  160. {
  161. return getTargetDefenseBase() + getTargetDefenseIgnored();
  162. }
  163. int DamageCalculator::getTargetDefenseIgnored() const
  164. {
  165. double multDefenceReduction = battleBonusValue(info.attacker, Selector::type()(BonusType::ENEMY_DEFENCE_REDUCTION)) / 100.0;
  166. if(multDefenceReduction > 0)
  167. {
  168. int reduction = std::floor(multDefenceReduction * getTargetDefenseBase()) + 1;
  169. return -std::min(reduction,getTargetDefenseBase());
  170. }
  171. return 0;
  172. }
  173. double DamageCalculator::getAttackSkillFactor() const
  174. {
  175. int attackAdvantage = getActorAttackEffective() - getTargetDefenseEffective();
  176. if(attackAdvantage > 0)
  177. {
  178. // FIXME: use cb to acquire these settings
  179. const double attackMultiplier = LIBRARY->engineSettings()->getDouble(EGameSettings::COMBAT_ATTACK_POINT_DAMAGE_FACTOR);
  180. const double attackMultiplierCap = LIBRARY->engineSettings()->getDouble(EGameSettings::COMBAT_ATTACK_POINT_DAMAGE_FACTOR_CAP);
  181. const double attackFactor = std::min(attackMultiplier * attackAdvantage, attackMultiplierCap);
  182. return attackFactor;
  183. }
  184. return 0.f;
  185. }
  186. double DamageCalculator::getAttackBlessFactor() const
  187. {
  188. const std::string cachingStrDamage = "type_GENERAL_DAMAGE_PREMY";
  189. static const auto selectorDamage = Selector::type()(BonusType::GENERAL_DAMAGE_PREMY);
  190. return info.attacker->valOfBonuses(selectorDamage, cachingStrDamage) / 100.0;
  191. }
  192. double DamageCalculator::getAttackOffenseArcheryFactor() const
  193. {
  194. if(info.shooting)
  195. {
  196. const std::string cachingStrArchery = "type_PERCENTAGE_DAMAGE_BOOSTs_1";
  197. static const auto selectorArchery = Selector::typeSubtype(BonusType::PERCENTAGE_DAMAGE_BOOST, BonusCustomSubtype::damageTypeRanged);
  198. return info.attacker->valOfBonuses(selectorArchery, cachingStrArchery) / 100.0;
  199. }
  200. const std::string cachingStrOffence = "type_PERCENTAGE_DAMAGE_BOOSTs_0";
  201. static const auto selectorOffence = Selector::typeSubtype(BonusType::PERCENTAGE_DAMAGE_BOOST, BonusCustomSubtype::damageTypeMelee);
  202. return info.attacker->valOfBonuses(selectorOffence, cachingStrOffence) / 100.0;
  203. }
  204. double DamageCalculator::getAttackLuckFactor() const
  205. {
  206. if(info.luckyStrike)
  207. return 1.0;
  208. return 0.0;
  209. }
  210. double DamageCalculator::getAttackDeathBlowFactor() const
  211. {
  212. if(info.deathBlow)
  213. return 1.0;
  214. return 0.0;
  215. }
  216. double DamageCalculator::getAttackDoubleDamageFactor() const
  217. {
  218. if(info.doubleDamage) {
  219. const auto cachingStr = "type_BONUS_DAMAGE_PERCENTAGEs_" + std::to_string(info.attacker->creatureIndex());
  220. const auto selector = Selector::typeSubtype(BonusType::BONUS_DAMAGE_PERCENTAGE, BonusSubtypeID(info.attacker->creatureId()));
  221. return info.attacker->valOfBonuses(selector, cachingStr) / 100.0;
  222. }
  223. return 0.0;
  224. }
  225. double DamageCalculator::getAttackJoustingFactor() const
  226. {
  227. //applying jousting bonus
  228. if(info.chargeDistance > 0 && info.attacker->hasBonusOfType(BonusType::JOUSTING) && !info.defender->hasBonusOfType(BonusType::CHARGE_IMMUNITY))
  229. return info.chargeDistance * (info.attacker->valOfBonuses(BonusType::JOUSTING))/100.0;
  230. return 0.0;
  231. }
  232. double DamageCalculator::getAttackFromBackFactor() const
  233. {
  234. int value = info.defender->valOfBonuses(BonusType::VULNERABLE_FROM_BACK);
  235. if (value != 0 && callback.isToReverse(info.attacker, info.defender, info.attackerPos, info.defenderPos))
  236. return value / 100.0;
  237. return 0;
  238. }
  239. double DamageCalculator::getAttackHateFactor() const
  240. {
  241. //assume that unit have only few HATE features and cache them all
  242. auto allHateEffects = info.attacker->getBonusesOfType(BonusType::HATE);
  243. return allHateEffects->valOfBonuses(Selector::subtype()(BonusSubtypeID(info.defender->creatureId()))) / 100.0;
  244. }
  245. double DamageCalculator::getAttackRevengeFactor() const
  246. {
  247. if(info.attacker->hasBonusOfType(BonusType::REVENGE)) //HotA Haspid ability
  248. {
  249. int totalStackCount = info.attacker->unitBaseAmount();
  250. int currentStackHealth = info.attacker->getAvailableHealth();
  251. int creatureHealth = info.attacker->getMaxHealth();
  252. return sqrt(static_cast<double>((totalStackCount + 1) * creatureHealth) / (currentStackHealth + creatureHealth) - 1);
  253. }
  254. return 0.0;
  255. }
  256. double DamageCalculator::getDefenseSkillFactor() const
  257. {
  258. int defenseAdvantage = getTargetDefenseEffective() - getActorAttackEffective();
  259. //bonus from attack/defense skills
  260. if(defenseAdvantage > 0) //decreasing dmg
  261. {
  262. // FIXME: use cb to acquire these settings
  263. const double defenseMultiplier = LIBRARY->engineSettings()->getDouble(EGameSettings::COMBAT_DEFENSE_POINT_DAMAGE_FACTOR);
  264. const double defenseMultiplierCap = LIBRARY->engineSettings()->getDouble(EGameSettings::COMBAT_DEFENSE_POINT_DAMAGE_FACTOR_CAP);
  265. const double dec = std::min(defenseMultiplier * defenseAdvantage, defenseMultiplierCap);
  266. return dec;
  267. }
  268. return 0.0;
  269. }
  270. double DamageCalculator::getDefenseArmorerFactor() const
  271. {
  272. const std::string cachingStrArmorer = "type_GENERAL_DAMAGE_REDUCTIONs_N1_NsrcSPELL_EFFECT";
  273. static const auto selectorArmorer = Selector::typeSubtype(BonusType::GENERAL_DAMAGE_REDUCTION, BonusCustomSubtype::damageTypeAll).And(Selector::sourceTypeSel(BonusSource::SPELL_EFFECT).Not());
  274. return info.defender->valOfBonuses(selectorArmorer, cachingStrArmorer) / 100.0;
  275. }
  276. double DamageCalculator::getDefenseMagicShieldFactor() const
  277. {
  278. const std::string cachingStrMeleeReduction = "type_GENERAL_DAMAGE_REDUCTIONs_0";
  279. static const auto selectorMeleeReduction = Selector::typeSubtype(BonusType::GENERAL_DAMAGE_REDUCTION, BonusCustomSubtype::damageTypeMelee);
  280. const std::string cachingStrRangedReduction = "type_GENERAL_DAMAGE_REDUCTIONs_1";
  281. static const auto selectorRangedReduction = Selector::typeSubtype(BonusType::GENERAL_DAMAGE_REDUCTION, BonusCustomSubtype::damageTypeRanged);
  282. //handling spell effects - shield and air shield
  283. if(info.shooting)
  284. return info.defender->valOfBonuses(selectorRangedReduction, cachingStrRangedReduction) / 100.0;
  285. else
  286. return info.defender->valOfBonuses(selectorMeleeReduction, cachingStrMeleeReduction) / 100.0;
  287. }
  288. double DamageCalculator::getDefenseRangePenaltiesFactor() const
  289. {
  290. if(info.shooting)
  291. {
  292. BattleHex attackerPos = info.attackerPos.isValid() ? info.attackerPos : info.attacker->getPosition();
  293. BattleHex defenderPos = info.defenderPos.isValid() ? info.defenderPos : info.defender->getPosition();
  294. const std::string cachingStrAdvAirShield = "isAdvancedAirShield";
  295. auto isAdvancedAirShield = [](const Bonus* bonus)
  296. {
  297. return bonus->source == BonusSource::SPELL_EFFECT
  298. && bonus->sid == BonusSourceID(SpellID(SpellID::AIR_SHIELD))
  299. && bonus->val >= MasteryLevel::ADVANCED;
  300. };
  301. const bool distPenalty = callback.battleHasDistancePenalty(info.attacker, attackerPos, defenderPos);
  302. if(distPenalty || info.defender->hasBonus(isAdvancedAirShield, cachingStrAdvAirShield))
  303. return 0.5;
  304. }
  305. else
  306. {
  307. const std::string cachingStrNoMeleePenalty = "type_NO_MELEE_PENALTY";
  308. static const auto selectorNoMeleePenalty = Selector::type()(BonusType::NO_MELEE_PENALTY);
  309. if(info.attacker->isShooter() && !info.attacker->hasBonus(selectorNoMeleePenalty, cachingStrNoMeleePenalty))
  310. return 0.5;
  311. }
  312. return 0.0;
  313. }
  314. double DamageCalculator::getDefenseObstacleFactor() const
  315. {
  316. if(info.shooting)
  317. {
  318. BattleHex attackerPos = info.attackerPos.isValid() ? info.attackerPos : info.attacker->getPosition();
  319. BattleHex defenderPos = info.defenderPos.isValid() ? info.defenderPos : info.defender->getPosition();
  320. const bool obstaclePenalty = callback.battleHasWallPenalty(info.attacker, attackerPos, defenderPos);
  321. if(obstaclePenalty)
  322. return 0.5;
  323. }
  324. return 0.0;
  325. }
  326. double DamageCalculator::getDefenseUnluckyFactor() const
  327. {
  328. if(info.unluckyStrike)
  329. return 0.5;
  330. return 0.0;
  331. }
  332. double DamageCalculator::getDefenseBlindParalysisFactor() const
  333. {
  334. double multAttackReduction = battleBonusValue(info.attacker, Selector::type()(BonusType::GENERAL_ATTACK_REDUCTION)) / 100.0;
  335. return multAttackReduction;
  336. }
  337. double DamageCalculator::getDefenseForgetfulnessFactor() const
  338. {
  339. if(info.shooting)
  340. {
  341. //todo: set actual percentage in spell bonus configuration instead of just level; requires non trivial backward compatibility handling
  342. //get list first, total value of 0 also counts
  343. TConstBonusListPtr forgetfulList = info.attacker->getBonusesOfType(BonusType::FORGETFULL);
  344. if(!forgetfulList->empty())
  345. {
  346. int forgetful = forgetfulList->valOfBonuses(Selector::all);
  347. //none of basic level
  348. if(forgetful == 0 || forgetful == 1)
  349. return 0.5;
  350. else
  351. logGlobal->warn("Attempt to calculate shooting damage with adv+ FORGETFULL effect");
  352. }
  353. }
  354. return 0.0;
  355. }
  356. double DamageCalculator::getDefensePetrificationFactor() const
  357. {
  358. // 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.
  359. const std::string cachingStrAllReduction = "type_GENERAL_DAMAGE_REDUCTIONs_N1_srcSPELL_EFFECT";
  360. static const auto selectorAllReduction = Selector::typeSubtype(BonusType::GENERAL_DAMAGE_REDUCTION, BonusCustomSubtype::damageTypeAll).And(Selector::sourceTypeSel(BonusSource::SPELL_EFFECT));
  361. return info.defender->valOfBonuses(selectorAllReduction, cachingStrAllReduction) / 100.0;
  362. }
  363. double DamageCalculator::getDefenseMagicFactor() const
  364. {
  365. // 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.
  366. if(info.attacker->creatureIndex() == CreatureID::MAGIC_ELEMENTAL)
  367. {
  368. const std::string cachingStrMagicImmunity = "type_LEVEL_SPELL_IMMUNITY";
  369. static const auto selectorMagicImmunity = Selector::type()(BonusType::LEVEL_SPELL_IMMUNITY);
  370. if(info.defender->valOfBonuses(selectorMagicImmunity, cachingStrMagicImmunity) >= 5)
  371. return 0.5;
  372. }
  373. return 0.0;
  374. }
  375. double DamageCalculator::getDefenseMindFactor() const
  376. {
  377. // 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.
  378. if(info.attacker->creatureIndex() == CreatureID::PSYCHIC_ELEMENTAL)
  379. {
  380. const std::string cachingStrMindImmunity = "type_MIND_IMMUNITY";
  381. static const auto selectorMindImmunity = Selector::type()(BonusType::MIND_IMMUNITY);
  382. if(info.defender->hasBonus(selectorMindImmunity, cachingStrMindImmunity))
  383. return 0.5;
  384. }
  385. return 0.0;
  386. }
  387. std::vector<double> DamageCalculator::getAttackFactors() const
  388. {
  389. return {
  390. getAttackSkillFactor(),
  391. getAttackOffenseArcheryFactor(),
  392. getAttackBlessFactor(),
  393. getAttackLuckFactor(),
  394. getAttackJoustingFactor(),
  395. getAttackFromBackFactor(),
  396. getAttackDeathBlowFactor(),
  397. getAttackDoubleDamageFactor(),
  398. getAttackHateFactor(),
  399. getAttackRevengeFactor()
  400. };
  401. }
  402. std::vector<double> DamageCalculator::getDefenseFactors() const
  403. {
  404. return {
  405. getDefenseSkillFactor(),
  406. getDefenseArmorerFactor(),
  407. getDefenseMagicShieldFactor(),
  408. getDefenseRangePenaltiesFactor(),
  409. getDefenseObstacleFactor(),
  410. getDefenseBlindParalysisFactor(),
  411. getDefenseUnluckyFactor(),
  412. getDefenseForgetfulnessFactor(),
  413. getDefensePetrificationFactor(),
  414. getDefenseMagicFactor(),
  415. getDefenseMindFactor()
  416. };
  417. }
  418. DamageRange DamageCalculator::getCasualties(const DamageRange & damageDealt) const
  419. {
  420. return {
  421. getCasualties(damageDealt.min),
  422. getCasualties(damageDealt.max),
  423. };
  424. }
  425. int64_t DamageCalculator::getCasualties(int64_t damageDealt) const
  426. {
  427. if (damageDealt < info.defender->getFirstHPleft())
  428. return 0;
  429. int64_t damageLeft = damageDealt - info.defender->getFirstHPleft();
  430. int64_t killsLeft = damageLeft / info.defender->getMaxHealth();
  431. return std::min<int32_t>(1 + killsLeft, info.defender->getCount());
  432. }
  433. int DamageCalculator::battleBonusValue(const IBonusBearer * bearer, const CSelector & selector) const
  434. {
  435. auto noLimit = Selector::effectRange()(BonusLimitEffect::NO_LIMIT);
  436. auto limitMatches = info.shooting
  437. ? Selector::effectRange()(BonusLimitEffect::ONLY_DISTANCE_FIGHT)
  438. : Selector::effectRange()(BonusLimitEffect::ONLY_MELEE_FIGHT);
  439. //any regular bonuses or just ones for melee/ranged
  440. return bearer->getBonuses(selector)->valOfBonuses(noLimit.Or(limitMatches));
  441. };
  442. DamageEstimation DamageCalculator::calculateDmgRange() const
  443. {
  444. DamageRange damageBase = getBaseDamageStack();
  445. auto attackFactors = getAttackFactors();
  446. auto defenseFactors = getDefenseFactors();
  447. double attackFactorTotal = 1.0;
  448. double defenseFactorTotal = 1.0;
  449. for (auto & factor : attackFactors)
  450. {
  451. assert(factor >= 0.0);
  452. attackFactorTotal += factor;
  453. }
  454. for (auto & factor : defenseFactors)
  455. {
  456. assert(factor >= 0.0);
  457. defenseFactorTotal *= (1 - std::min(1.0, factor));
  458. }
  459. double resultingFactor = attackFactorTotal * defenseFactorTotal;
  460. DamageRange damageDealt {
  461. std::max<int64_t>( 1.0, std::floor(damageBase.min * resultingFactor)),
  462. std::max<int64_t>( 1.0, std::floor(damageBase.max * resultingFactor))
  463. };
  464. DamageRange killsDealt = getCasualties(damageDealt);
  465. return DamageEstimation{damageDealt, killsDealt};
  466. }
  467. VCMI_LIB_NAMESPACE_END