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- /*
- * AttackPossibility.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 "AttackPossibility.h"
- AttackPossibility::AttackPossibility(BattleHex tile_, const BattleAttackInfo & attack_)
- : tile(tile_),
- attack(attack_)
- {
- }
- int64_t AttackPossibility::damageDiff() const
- {
- //TODO: use target priority from HypotheticBattle
- const auto dealtDmgValue = damageDealt;
- const auto receivedDmgValue = damageReceived;
- int64_t diff = 0;
- //friendly fire or not
- if(attack.attacker->unitSide() == attack.defender->unitSide())
- diff = -dealtDmgValue - receivedDmgValue;
- else
- diff = dealtDmgValue - receivedDmgValue;
- //mind control
- auto actualSide = getCbc()->playerToSide(getCbc()->battleGetOwner(attack.attacker));
- if(actualSide && actualSide.get() != attack.attacker->unitSide())
- diff = -diff;
- return diff;
- }
- int64_t AttackPossibility::attackValue() const
- {
- return damageDiff() + tacticImpact;
- }
- AttackPossibility AttackPossibility::evaluate(const BattleAttackInfo & attackInfo, BattleHex hex)
- {
- const std::string cachingStringBlocksRetaliation = "type_BLOCKS_RETALIATION";
- static const auto selectorBlocksRetaliation = Selector::type(Bonus::BLOCKS_RETALIATION);
- const bool counterAttacksBlocked = attackInfo.attacker->hasBonus(selectorBlocksRetaliation, cachingStringBlocksRetaliation);
- AttackPossibility ap(hex, attackInfo);
- ap.attackerState = attackInfo.attacker->acquireState();
- const int totalAttacks = ap.attackerState->getTotalAttacks(attackInfo.shooting);
- if(!attackInfo.shooting)
- ap.attackerState->setPosition(hex);
- auto defenderState = attackInfo.defender->acquireState();
- ap.affectedUnits.push_back(defenderState);
- for(int i = 0; i < totalAttacks; i++)
- {
- TDmgRange retaliation(0,0);
- auto attackDmg = getCbc()->battleEstimateDamage(ap.attack, &retaliation);
- vstd::amin(attackDmg.first, defenderState->getAvailableHealth());
- vstd::amin(attackDmg.second, defenderState->getAvailableHealth());
- vstd::amin(retaliation.first, ap.attackerState->getAvailableHealth());
- vstd::amin(retaliation.second, ap.attackerState->getAvailableHealth());
- ap.damageDealt += (attackDmg.first + attackDmg.second) / 2;
- ap.attackerState->afterAttack(attackInfo.shooting, false);
- //FIXME: use ranged retaliation
- if(!attackInfo.shooting && defenderState->ableToRetaliate() && !counterAttacksBlocked)
- {
- ap.damageReceived += (retaliation.first + retaliation.second) / 2;
- defenderState->afterAttack(attackInfo.shooting, true);
- }
- ap.attackerState->damage(ap.damageReceived);
- defenderState->damage(ap.damageDealt);
- if(!ap.attackerState->alive() || !defenderState->alive())
- break;
- }
- //TODO other damage related to attack (eg. fire shield and other abilities)
- return ap;
- }
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