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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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