AttackPossibility.cpp 2.8 KB

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  1. /*
  2. * AttackPossibility.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 "AttackPossibility.h"
  12. AttackPossibility::AttackPossibility(BattleHex tile_, const BattleAttackInfo & attack_)
  13. : tile(tile_),
  14. attack(attack_)
  15. {
  16. }
  17. int64_t AttackPossibility::damageDiff() const
  18. {
  19. //TODO: use target priority from HypotheticBattle
  20. const auto dealtDmgValue = damageDealt;
  21. const auto receivedDmgValue = damageReceived;
  22. int64_t diff = 0;
  23. //friendly fire or not
  24. if(attack.attacker->unitSide() == attack.defender->unitSide())
  25. diff = -dealtDmgValue - receivedDmgValue;
  26. else
  27. diff = dealtDmgValue - receivedDmgValue;
  28. //mind control
  29. auto actualSide = getCbc()->playerToSide(getCbc()->battleGetOwner(attack.attacker));
  30. if(actualSide && actualSide.get() != attack.attacker->unitSide())
  31. diff = -diff;
  32. return diff;
  33. }
  34. int64_t AttackPossibility::attackValue() const
  35. {
  36. return damageDiff() + tacticImpact;
  37. }
  38. AttackPossibility AttackPossibility::evaluate(const BattleAttackInfo & attackInfo, BattleHex hex)
  39. {
  40. const std::string cachingStringBlocksRetaliation = "type_BLOCKS_RETALIATION";
  41. static const auto selectorBlocksRetaliation = Selector::type(Bonus::BLOCKS_RETALIATION);
  42. const bool counterAttacksBlocked = attackInfo.attacker->hasBonus(selectorBlocksRetaliation, cachingStringBlocksRetaliation);
  43. AttackPossibility ap(hex, attackInfo);
  44. ap.attackerState = attackInfo.attacker->acquireState();
  45. const int totalAttacks = ap.attackerState->getTotalAttacks(attackInfo.shooting);
  46. if(!attackInfo.shooting)
  47. ap.attackerState->setPosition(hex);
  48. auto defenderState = attackInfo.defender->acquireState();
  49. ap.affectedUnits.push_back(defenderState);
  50. for(int i = 0; i < totalAttacks; i++)
  51. {
  52. TDmgRange retaliation(0,0);
  53. auto attackDmg = getCbc()->battleEstimateDamage(ap.attack, &retaliation);
  54. vstd::amin(attackDmg.first, defenderState->getAvailableHealth());
  55. vstd::amin(attackDmg.second, defenderState->getAvailableHealth());
  56. vstd::amin(retaliation.first, ap.attackerState->getAvailableHealth());
  57. vstd::amin(retaliation.second, ap.attackerState->getAvailableHealth());
  58. ap.damageDealt += (attackDmg.first + attackDmg.second) / 2;
  59. ap.attackerState->afterAttack(attackInfo.shooting, false);
  60. //FIXME: use ranged retaliation
  61. if(!attackInfo.shooting && defenderState->ableToRetaliate() && !counterAttacksBlocked)
  62. {
  63. ap.damageReceived += (retaliation.first + retaliation.second) / 2;
  64. defenderState->afterAttack(attackInfo.shooting, true);
  65. }
  66. ap.attackerState->damage(ap.damageReceived);
  67. defenderState->damage(ap.damageDealt);
  68. if(!ap.attackerState->alive() || !defenderState->alive())
  69. break;
  70. }
  71. //TODO other damage related to attack (eg. fire shield and other abilities)
  72. return ap;
  73. }