#include "units/warrior.h" #include "units/unit.h" #include Warrior::Warrior(QString parameters) : Unit(parameters) { } int Warrior::reduceIncomingDamage(std::string damageType, int damage) { //returns damage after reducing by defence assert("Incorrect damage type in call reduceIncomingDamage(), expected" && (damageType[0] == 'p' || damageType[0] == 'P' || damageType[0] == 'm' || damageType[0] == 'M')); assert("Magic defence of unit is incorrectly high (>40), but must be" && magic_defence_ <= 40); assert("Physic defence of unit is incorrectly high (>40), but must be" && physic_defence_ <= 40); int near_same = this->theSameNear(); int active_defence; if (damageType[0] == 'p' || damageType[0] == 'P') { active_defence = physic_defence_; } else if (damageType[0] == 'm' || damageType[0] == 'M') { active_defence = magic_defence_; } //return (damage - 2.5 * damage * active_defence / 100); int reduced_damage; switch (near_same) { case 0: reduced_damage = damage - 2.5 * double(damage) * double(active_defence) / 100.0; break; case 1: reduced_damage = damage - 2.9 * double(damage) * double(active_defence) / 100.0; break; case 2: reduced_damage = damage - 3.3 * double(damage) * double(active_defence) / 100.0; break; case 3: reduced_damage = damage - 3.7 * double(damage) * double(active_defence) / 100.0; break; default: reduced_damage = damage - 4.1 * double(damage) * double(active_defence) / 100.0; break; } return reduced_damage; }