DamageCalculator.cpp 17 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();
  106. }
  107. int DamageCalculator::getActorAttackSlayer() const
  108. {
  109. const std::string cachingStrSlayer = "type_SLAYER";
  110. static const auto selectorSlayer = Selector::type()(BonusType::SLAYER);
  111. if (!info.defender->hasBonusOfType(BonusType::KING))
  112. return 0;
  113. auto slayerEffects = info.attacker->getBonuses(selectorSlayer, cachingStrSlayer);
  114. auto slayerAffected = info.defender->unitType()->valOfBonuses(Selector::type()(BonusType::KING));
  115. if(std::shared_ptr<const Bonus> slayerEffect = slayerEffects->getFirst(Selector::all))
  116. {
  117. const auto spLevel = slayerEffect->val;
  118. bool isAffected = spLevel >= slayerAffected;
  119. if(isAffected)
  120. {
  121. SpellID spell(SpellID::SLAYER);
  122. int attackBonus = spell.toSpell()->getLevelPower(spLevel);
  123. if(info.attacker->hasBonusOfType(BonusType::SPECIAL_PECULIAR_ENCHANT, BonusSubtypeID(spell)))
  124. {
  125. ui8 attackerTier = info.attacker->unitType()->getLevel();
  126. ui8 specialtyBonus = std::max(5 - attackerTier, 0);
  127. attackBonus += specialtyBonus;
  128. }
  129. return attackBonus;
  130. }
  131. }
  132. return 0;
  133. }
  134. int DamageCalculator::getTargetDefenseBase() const
  135. {
  136. return info.defender->getDefense(info.shooting);
  137. }
  138. int DamageCalculator::getTargetDefenseEffective() const
  139. {
  140. return getTargetDefenseBase() + getTargetDefenseIgnored();
  141. }
  142. int DamageCalculator::getTargetDefenseIgnored() const
  143. {
  144. double multDefenceReduction = battleBonusValue(info.attacker, Selector::type()(BonusType::ENEMY_DEFENCE_REDUCTION)) / 100.0;
  145. if(multDefenceReduction > 0)
  146. {
  147. int reduction = std::floor(multDefenceReduction * getTargetDefenseBase()) + 1;
  148. return -std::min(reduction,getTargetDefenseBase());
  149. }
  150. return 0;
  151. }
  152. double DamageCalculator::getAttackSkillFactor() const
  153. {
  154. int attackAdvantage = getActorAttackEffective() - getTargetDefenseEffective();
  155. if(attackAdvantage > 0)
  156. {
  157. const double attackMultiplier = VLC->settings()->getDouble(EGameSettings::COMBAT_ATTACK_POINT_DAMAGE_FACTOR);
  158. const double attackMultiplierCap = VLC->settings()->getDouble(EGameSettings::COMBAT_ATTACK_POINT_DAMAGE_FACTOR_CAP);
  159. const double attackFactor = std::min(attackMultiplier * attackAdvantage, attackMultiplierCap);
  160. return attackFactor;
  161. }
  162. return 0.f;
  163. }
  164. double DamageCalculator::getAttackBlessFactor() const
  165. {
  166. const std::string cachingStrDamage = "type_GENERAL_DAMAGE_PREMY";
  167. static const auto selectorDamage = Selector::type()(BonusType::GENERAL_DAMAGE_PREMY);
  168. return info.attacker->valOfBonuses(selectorDamage, cachingStrDamage) / 100.0;
  169. }
  170. double DamageCalculator::getAttackOffenseArcheryFactor() const
  171. {
  172. if(info.shooting)
  173. {
  174. const std::string cachingStrArchery = "type_PERCENTAGE_DAMAGE_BOOSTs_1";
  175. static const auto selectorArchery = Selector::typeSubtype(BonusType::PERCENTAGE_DAMAGE_BOOST, BonusCustomSubtype::damageTypeRanged);
  176. return info.attacker->valOfBonuses(selectorArchery, cachingStrArchery) / 100.0;
  177. }
  178. const std::string cachingStrOffence = "type_PERCENTAGE_DAMAGE_BOOSTs_0";
  179. static const auto selectorOffence = Selector::typeSubtype(BonusType::PERCENTAGE_DAMAGE_BOOST, BonusCustomSubtype::damageTypeMelee);
  180. return info.attacker->valOfBonuses(selectorOffence, cachingStrOffence) / 100.0;
  181. }
  182. double DamageCalculator::getAttackLuckFactor() const
  183. {
  184. if(info.luckyStrike)
  185. return 1.0;
  186. return 0.0;
  187. }
  188. double DamageCalculator::getAttackDeathBlowFactor() const
  189. {
  190. if(info.deathBlow)
  191. return 1.0;
  192. return 0.0;
  193. }
  194. double DamageCalculator::getAttackDoubleDamageFactor() const
  195. {
  196. if(info.doubleDamage) {
  197. const auto cachingStr = "type_BONUS_DAMAGE_PERCENTAGEs_" + std::to_string(info.attacker->creatureIndex());
  198. const auto selector = Selector::typeSubtype(BonusType::BONUS_DAMAGE_PERCENTAGE, BonusSubtypeID(info.attacker->creatureId()));
  199. return info.attacker->valOfBonuses(selector, cachingStr) / 100.0;
  200. }
  201. return 0.0;
  202. }
  203. double DamageCalculator::getAttackJoustingFactor() const
  204. {
  205. const std::string cachingStrJousting = "type_JOUSTING";
  206. static const auto selectorJousting = Selector::type()(BonusType::JOUSTING);
  207. const std::string cachingStrChargeImmunity = "type_CHARGE_IMMUNITY";
  208. static const auto selectorChargeImmunity = Selector::type()(BonusType::CHARGE_IMMUNITY);
  209. //applying jousting bonus
  210. if(info.chargeDistance > 0 && info.attacker->hasBonus(selectorJousting, cachingStrJousting) && !info.defender->hasBonus(selectorChargeImmunity, cachingStrChargeImmunity))
  211. return info.chargeDistance * (info.attacker->valOfBonuses(selectorJousting))/100.0;
  212. return 0.0;
  213. }
  214. double DamageCalculator::getAttackHateFactor() const
  215. {
  216. //assume that unit have only few HATE features and cache them all
  217. const std::string cachingStrHate = "type_HATE";
  218. static const auto selectorHate = Selector::type()(BonusType::HATE);
  219. auto allHateEffects = info.attacker->getBonuses(selectorHate, cachingStrHate);
  220. return allHateEffects->valOfBonuses(Selector::subtype()(BonusSubtypeID(info.defender->creatureId()))) / 100.0;
  221. }
  222. double DamageCalculator::getDefenseSkillFactor() const
  223. {
  224. int defenseAdvantage = getTargetDefenseEffective() - getActorAttackEffective();
  225. //bonus from attack/defense skills
  226. if(defenseAdvantage > 0) //decreasing dmg
  227. {
  228. const double defenseMultiplier = VLC->settings()->getDouble(EGameSettings::COMBAT_DEFENSE_POINT_DAMAGE_FACTOR);
  229. const double defenseMultiplierCap = VLC->settings()->getDouble(EGameSettings::COMBAT_DEFENSE_POINT_DAMAGE_FACTOR_CAP);
  230. const double dec = std::min(defenseMultiplier * defenseAdvantage, defenseMultiplierCap);
  231. return dec;
  232. }
  233. return 0.0;
  234. }
  235. double DamageCalculator::getDefenseArmorerFactor() const
  236. {
  237. const std::string cachingStrArmorer = "type_GENERAL_DAMAGE_REDUCTIONs_N1_NsrcSPELL_EFFECT";
  238. static const auto selectorArmorer = Selector::typeSubtype(BonusType::GENERAL_DAMAGE_REDUCTION, BonusCustomSubtype::damageTypeAll).And(Selector::sourceTypeSel(BonusSource::SPELL_EFFECT).Not());
  239. return info.defender->valOfBonuses(selectorArmorer, cachingStrArmorer) / 100.0;
  240. }
  241. double DamageCalculator::getDefenseMagicShieldFactor() const
  242. {
  243. const std::string cachingStrMeleeReduction = "type_GENERAL_DAMAGE_REDUCTIONs_0";
  244. static const auto selectorMeleeReduction = Selector::typeSubtype(BonusType::GENERAL_DAMAGE_REDUCTION, BonusCustomSubtype::damageTypeMelee);
  245. const std::string cachingStrRangedReduction = "type_GENERAL_DAMAGE_REDUCTIONs_1";
  246. static const auto selectorRangedReduction = Selector::typeSubtype(BonusType::GENERAL_DAMAGE_REDUCTION, BonusCustomSubtype::damageTypeRanged);
  247. //handling spell effects - shield and air shield
  248. if(info.shooting)
  249. return info.defender->valOfBonuses(selectorRangedReduction, cachingStrRangedReduction) / 100.0;
  250. else
  251. return info.defender->valOfBonuses(selectorMeleeReduction, cachingStrMeleeReduction) / 100.0;
  252. }
  253. double DamageCalculator::getDefenseRangePenaltiesFactor() const
  254. {
  255. if(info.shooting)
  256. {
  257. BattleHex attackerPos = info.attackerPos.isValid() ? info.attackerPos : info.attacker->getPosition();
  258. BattleHex defenderPos = info.defenderPos.isValid() ? info.defenderPos : info.defender->getPosition();
  259. const std::string cachingStrAdvAirShield = "isAdvancedAirShield";
  260. auto isAdvancedAirShield = [](const Bonus* bonus)
  261. {
  262. return bonus->source == BonusSource::SPELL_EFFECT
  263. && bonus->sid == BonusSourceID(SpellID(SpellID::AIR_SHIELD))
  264. && bonus->val >= MasteryLevel::ADVANCED;
  265. };
  266. const bool distPenalty = callback.battleHasDistancePenalty(info.attacker, attackerPos, defenderPos);
  267. if(distPenalty || info.defender->hasBonus(isAdvancedAirShield, cachingStrAdvAirShield))
  268. return 0.5;
  269. }
  270. else
  271. {
  272. const std::string cachingStrNoMeleePenalty = "type_NO_MELEE_PENALTY";
  273. static const auto selectorNoMeleePenalty = Selector::type()(BonusType::NO_MELEE_PENALTY);
  274. if(info.attacker->isShooter() && !info.attacker->hasBonus(selectorNoMeleePenalty, cachingStrNoMeleePenalty))
  275. return 0.5;
  276. }
  277. return 0.0;
  278. }
  279. double DamageCalculator::getDefenseObstacleFactor() const
  280. {
  281. if(info.shooting)
  282. {
  283. BattleHex attackerPos = info.attackerPos.isValid() ? info.attackerPos : info.attacker->getPosition();
  284. BattleHex defenderPos = info.defenderPos.isValid() ? info.defenderPos : info.defender->getPosition();
  285. const bool obstaclePenalty = callback.battleHasWallPenalty(info.attacker, attackerPos, defenderPos);
  286. if(obstaclePenalty)
  287. return 0.5;
  288. }
  289. return 0.0;
  290. }
  291. double DamageCalculator::getDefenseUnluckyFactor() const
  292. {
  293. if(info.unluckyStrike)
  294. return 0.5;
  295. return 0.0;
  296. }
  297. double DamageCalculator::getDefenseBlindParalysisFactor() const
  298. {
  299. double multAttackReduction = battleBonusValue(info.attacker, Selector::type()(BonusType::GENERAL_ATTACK_REDUCTION)) / 100.0;
  300. return multAttackReduction;
  301. }
  302. double DamageCalculator::getDefenseForgetfulnessFactor() const
  303. {
  304. if(info.shooting)
  305. {
  306. //todo: set actual percentage in spell bonus configuration instead of just level; requires non trivial backward compatibility handling
  307. //get list first, total value of 0 also counts
  308. TConstBonusListPtr forgetfulList = info.attacker->getBonuses(Selector::type()(BonusType::FORGETFULL),"type_FORGETFULL");
  309. if(!forgetfulList->empty())
  310. {
  311. int forgetful = forgetfulList->valOfBonuses(Selector::all);
  312. //none of basic level
  313. if(forgetful == 0 || forgetful == 1)
  314. return 0.5;
  315. else
  316. logGlobal->warn("Attempt to calculate shooting damage with adv+ FORGETFULL effect");
  317. }
  318. }
  319. return 0.0;
  320. }
  321. double DamageCalculator::getDefensePetrificationFactor() const
  322. {
  323. // 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.
  324. const std::string cachingStrAllReduction = "type_GENERAL_DAMAGE_REDUCTIONs_N1_srcSPELL_EFFECT";
  325. static const auto selectorAllReduction = Selector::typeSubtype(BonusType::GENERAL_DAMAGE_REDUCTION, BonusCustomSubtype::damageTypeAll).And(Selector::sourceTypeSel(BonusSource::SPELL_EFFECT));
  326. return info.defender->valOfBonuses(selectorAllReduction, cachingStrAllReduction) / 100.0;
  327. }
  328. double DamageCalculator::getDefenseMagicFactor() const
  329. {
  330. // 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.
  331. if(info.attacker->creatureIndex() == CreatureID::MAGIC_ELEMENTAL)
  332. {
  333. const std::string cachingStrMagicImmunity = "type_LEVEL_SPELL_IMMUNITY";
  334. static const auto selectorMagicImmunity = Selector::type()(BonusType::LEVEL_SPELL_IMMUNITY);
  335. if(info.defender->valOfBonuses(selectorMagicImmunity, cachingStrMagicImmunity) >= 5)
  336. return 0.5;
  337. }
  338. return 0.0;
  339. }
  340. double DamageCalculator::getDefenseMindFactor() const
  341. {
  342. // 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.
  343. if(info.attacker->creatureIndex() == CreatureID::PSYCHIC_ELEMENTAL)
  344. {
  345. const std::string cachingStrMindImmunity = "type_MIND_IMMUNITY";
  346. static const auto selectorMindImmunity = Selector::type()(BonusType::MIND_IMMUNITY);
  347. if(info.defender->hasBonus(selectorMindImmunity, cachingStrMindImmunity))
  348. return 0.5;
  349. }
  350. return 0.0;
  351. }
  352. std::vector<double> DamageCalculator::getAttackFactors() const
  353. {
  354. return {
  355. getAttackSkillFactor(),
  356. getAttackOffenseArcheryFactor(),
  357. getAttackBlessFactor(),
  358. getAttackLuckFactor(),
  359. getAttackJoustingFactor(),
  360. getAttackDeathBlowFactor(),
  361. getAttackDoubleDamageFactor(),
  362. getAttackHateFactor()
  363. };
  364. }
  365. std::vector<double> DamageCalculator::getDefenseFactors() const
  366. {
  367. return {
  368. getDefenseSkillFactor(),
  369. getDefenseArmorerFactor(),
  370. getDefenseMagicShieldFactor(),
  371. getDefenseRangePenaltiesFactor(),
  372. getDefenseObstacleFactor(),
  373. getDefenseBlindParalysisFactor(),
  374. getDefenseUnluckyFactor(),
  375. getDefenseForgetfulnessFactor(),
  376. getDefensePetrificationFactor(),
  377. getDefenseMagicFactor(),
  378. getDefenseMindFactor()
  379. };
  380. }
  381. DamageRange DamageCalculator::getCasualties(const DamageRange & damageDealt) const
  382. {
  383. return {
  384. getCasualties(damageDealt.min),
  385. getCasualties(damageDealt.max),
  386. };
  387. }
  388. int64_t DamageCalculator::getCasualties(int64_t damageDealt) const
  389. {
  390. if (damageDealt < info.defender->getFirstHPleft())
  391. return 0;
  392. int64_t damageLeft = damageDealt - info.defender->getFirstHPleft();
  393. int64_t killsLeft = damageLeft / info.defender->getMaxHealth();
  394. return 1 + killsLeft;
  395. }
  396. int DamageCalculator::battleBonusValue(const IBonusBearer * bearer, const CSelector & selector) const
  397. {
  398. auto noLimit = Selector::effectRange()(BonusLimitEffect::NO_LIMIT);
  399. auto limitMatches = info.shooting
  400. ? Selector::effectRange()(BonusLimitEffect::ONLY_DISTANCE_FIGHT)
  401. : Selector::effectRange()(BonusLimitEffect::ONLY_MELEE_FIGHT);
  402. //any regular bonuses or just ones for melee/ranged
  403. return bearer->getBonuses(selector, noLimit.Or(limitMatches))->totalValue();
  404. };
  405. DamageEstimation DamageCalculator::calculateDmgRange() const
  406. {
  407. DamageRange damageBase = getBaseDamageStack();
  408. auto attackFactors = getAttackFactors();
  409. auto defenseFactors = getDefenseFactors();
  410. double attackFactorTotal = 1.0;
  411. double defenseFactorTotal = 1.0;
  412. for (auto & factor : attackFactors)
  413. {
  414. assert(factor >= 0.0);
  415. attackFactorTotal += factor;
  416. }
  417. for (auto & factor : defenseFactors)
  418. {
  419. assert(factor >= 0.0);
  420. defenseFactorTotal *= ( 1 - std::min(1.0, factor));
  421. }
  422. double resultingFactor = std::min(8.0, attackFactorTotal) * std::max( 0.01, defenseFactorTotal);
  423. info.defender->getTotalHealth();
  424. DamageRange damageDealt {
  425. std::max<int64_t>( 1.0, std::floor(damageBase.min * resultingFactor)),
  426. std::max<int64_t>( 1.0, std::floor(damageBase.max * resultingFactor))
  427. };
  428. DamageRange killsDealt = getCasualties(damageDealt);
  429. return DamageEstimation{damageDealt, killsDealt};
  430. }
  431. VCMI_LIB_NAMESPACE_END