public:
OrderCompare(BattleState *battle) : battle(battle) { }
bool operator ()(const BattleState::Order &lhs, const BattleState::Order &rhs) {
- int lagl(lhs.isMonster ? battle->MonsterAt(lhs.index).Agility() : battle->HeroAt(lhs.index).Agility());
- int ragl(rhs.isMonster ? battle->MonsterAt(rhs.index).Agility() : battle->HeroAt(rhs.index).Agility());
+ int lagl(lhs.isMonster ? battle->MonsterAt(lhs.index).GetStats().Agility() : battle->HeroAt(lhs.index).GetStats().Agility());
+ int ragl(rhs.isMonster ? battle->MonsterAt(rhs.index).GetStats().Agility() : battle->HeroAt(rhs.index).GetStats().Agility());
return lagl > ragl;
}
private:
}
void BattleState::CalculateDamage() {
+ AttackChoice &ac(CurrentAttack().isMonster ? monsterAttacks[CurrentAttack().index] : AttackChoiceAt(CurrentAttack().index));
+ if (ac.GetType() == AttackChoice::DEFEND) return;
+
if (CurrentAttack().isMonster) {
+ const Stats &attackerStats(MonsterAt(CurrentAttack().index).GetStats());
// TODO: run monster's attack script
- monsterAttacks[CurrentAttack().index].SetType(AttackChoice::SWORD);
- monsterAttacks[CurrentAttack().index].Selection().SelectSingle();
- monsterAttacks[CurrentAttack().index].Selection().SelectHeroes();
- monsterAttacks[CurrentAttack().index].Selection().SetBad(0, 15);
+ ac.SetType(AttackChoice::SWORD);
+ ac.Selection().SelectSingle();
+ ac.Selection().SelectHeroes();
+ for (int i(0); i < NumHeroes(); ++i) {
+ if (HeroAt(i).Health() > 0) {
+ const Stats &defenderStats(HeroAt(i).GetStats());
+ Uint16 damage(CalculateDamage(attackerStats, defenderStats));
+ ac.Selection().SetBad(0, damage);
+ break;
+ }
+ }
} else {
- TargetSelection &ts(AttackChoiceAt(CurrentAttack().index).Selection());
+ const Stats &attackerStats(HeroAt(CurrentAttack().index).GetStats());
+ TargetSelection &ts(ac.Selection());
bool hitSome(false);
if (ts.TargetsEnemies()) {
for (int i(0); i < MaxMonsters(); ++i) {
if (ts.IsSelected(i)) {
if (MonsterAt(i).Health() > 0) {
- ts.SetBad(i, 15);
+ const Stats &defenderStats(MonsterAt(i).GetStats());
+ Uint16 damage(CalculateDamage(attackerStats, defenderStats));
+ ts.SetBad(i, damage);
hitSome = true;
} else {
ts.Unselect(i);
if (hitSome) return;
for (int i(0); i < MaxMonsters(); ++i) {
if (MonsterAt(i).Health() > 0) {
- ts.SetBad(i, 15);
+ const Stats &defenderStats(MonsterAt(i).GetStats());
+ Uint16 damage(CalculateDamage(attackerStats, defenderStats));
+ ts.SetBad(i, damage);
break;
}
}
for (int i(0); i < NumHeroes(); ++i) {
if (ts.IsSelected(i)) {
if (HeroAt(i).Health() > 0) {
- ts.SetBad(i, 15);
+ const Stats &defenderStats(HeroAt(i).GetStats());
+ Uint16 damage(CalculateDamage(attackerStats, defenderStats));
+ ts.SetBad(i, damage);
hitSome = true;
} else {
ts.Unselect(i);
if (hitSome) return;
for (int i(0); i < NumHeroes(); ++i) {
if (HeroAt(i).Health() > 0) {
- ts.SetBad(i, 15);
+ const Stats &defenderStats(HeroAt(i).GetStats());
+ Uint16 damage(CalculateDamage(attackerStats, defenderStats));
+ ts.SetBad(i, damage);
break;
}
}
}
}
+Uint16 BattleState::CalculateDamage(const Stats &attacker, const Stats &defender) const {
+ // TODO: find out real formula and add some randomness
+ return attacker.Attack() / 2 - defender.Defense() / 4;
+}
+
void BattleState::ApplyDamage() {
if (attackCursor < 0) return;
AttackChoice &ac(CurrentAttack().isMonster ? monsterAttacks[CurrentAttack().index] : AttackChoiceAt(CurrentAttack().index));