The Battle for Wesnoth  1.19.25+dev
attack.cpp
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1 /*
2  Copyright (C) 2003 - 2025
3  by David White <dave@whitevine.net>
4  Part of the Battle for Wesnoth Project https://www.wesnoth.org/
5 
6  This program is free software; you can redistribute it and/or modify
7  it under the terms of the GNU General Public License as published by
8  the Free Software Foundation; either version 2 of the License, or
9  (at your option) any later version.
10  This program is distributed in the hope that it will be useful,
11  but WITHOUT ANY WARRANTY.
12 
13  See the COPYING file for more details.
14 */
15 
16 /**
17  * @file
18  * Fighting.
19  */
20 
21 #include "actions/attack.hpp"
22 
23 #include <utility>
24 
25 #include "actions/advancement.hpp"
26 #include "actions/vision.hpp"
27 
28 #include "game_classification.hpp"
29 #include "game_config.hpp"
30 #include "game_data.hpp"
31 #include "game_events/pump.hpp"
32 #include "gettext.hpp"
33 #include "log.hpp"
34 #include "map/map.hpp"
35 #include "mouse_handler_base.hpp"
36 #include "play_controller.hpp"
38 #include "random.hpp"
39 #include "replay.hpp"
40 #include "resources.hpp"
41 #include "statistics.hpp"
42 #include "synced_checkup.hpp"
43 #include "team.hpp"
44 #include "tod_manager.hpp"
45 #include "units/abilities.hpp"
47 #include "units/map.hpp"
48 #include "units/udisplay.hpp"
49 #include "units/unit.hpp"
50 #include "units/types.hpp"
51 #include "utils/optional_fwd.hpp"
52 #include "whiteboard/manager.hpp"
53 #include "wml_exception.hpp"
54 
55 #include "utils/optional_fwd.hpp"
56 
57 static lg::log_domain log_engine("engine");
58 #define DBG_NG LOG_STREAM(debug, log_engine)
59 #define LOG_NG LOG_STREAM(info, log_engine)
60 #define WRN_NG LOG_STREAM(err, log_engine)
61 #define ERR_NG LOG_STREAM(err, log_engine)
62 
63 static lg::log_domain log_attack("engine/attack");
64 #define DBG_AT LOG_STREAM(debug, log_attack)
65 #define LOG_AT LOG_STREAM(info, log_attack)
66 #define WRN_AT LOG_STREAM(err, log_attack)
67 #define ERR_AT LOG_STREAM(err, log_attack)
68 
69 static lg::log_domain log_config("config");
70 #define LOG_CF LOG_STREAM(info, log_config)
71 
72 // ==================================================================================
73 // BATTLE CONTEXT UNIT STATS
74 // ==================================================================================
75 
77  const map_location& u_loc,
78  int u_attack_num,
79  bool attacking,
81  const map_location& opp_loc,
82  const const_attack_ptr& opp_weapon,
83  utils::optional<int> opp_terrain_defense,
84  utils::optional<int> lawful_bonus
85  )
86  : weapon(nullptr)
87  , attack_num(u_attack_num)
88  , is_attacker(attacking)
89  , is_poisoned(up->get_state(unit::STATE_POISONED))
90  , is_slowed(up->get_state(unit::STATE_SLOWED))
91  , slows(false)
92  , drains(false)
93  , petrifies(false)
94  , plagues(false)
95  , poisons(false)
96  , swarm(false)
97  , firststrike(false)
98  , disable(false)
99  , leadership_bonus(0)
100  , experience(up->experience())
101  , max_experience(up->max_experience())
102  , level(up->level())
103  , rounds(1)
104  , hp(0)
105  , max_hp(up->max_hitpoints())
106  , chance_to_hit(0)
107  , damage(0)
108  , slow_damage(0)
109  , drain_percent(0)
110  , drain_constant(0)
111  , num_blows(0)
112  , swarm_min(0)
113  , swarm_max(0)
114  , plague_type()
115 {
116  const unit& u = *up;
117  const unit& opp = *oppp;
118  // Get the current state of the unit.
119  if(attack_num >= 0) {
120  weapon = u.attacks()[attack_num].shared_from_this();
121  }
122 
123  if(u.hitpoints() < 0) {
124  LOG_CF << "Unit with " << u.hitpoints() << " hitpoints found, set to 0 for damage calculations";
125  hp = 0;
126  } else if(u.hitpoints() > u.max_hitpoints()) {
127  // If a unit has more hp than its maximum, the engine will fail with an
128  // assertion failure due to accessing the prob_matrix out of bounds.
129  hp = u.max_hitpoints();
130  } else {
131  hp = u.hitpoints();
132  }
133 
134  // Exit if no weapon.
135  if(!weapon) {
136  return;
137  }
138 
139  // Get the weapon characteristics as appropriate.
140  auto ctx = specials_context_t::make({ up, u_loc, weapon }, { oppp, opp_loc, opp_weapon }, attacking);
141 
142  slows = weapon->has_special_or_ability("slow") && !opp.get_state("unslowable") ;
143  drains = !opp.get_state("undrainable") && weapon->has_special_or_ability("drains");
144  petrifies = !opp.get_state("unpetrifiable") && weapon->has_special_or_ability("petrifies");
145  poisons = !opp.get_state("unpoisonable") && weapon->has_special_or_ability("poison") && !opp.get_state(unit::STATE_POISONED);
146  rounds = weapon->get_specials_and_abilities("berserk").highest("value", 1).first;
147 
148  firststrike = weapon->has_special_or_ability("firststrike");
149 
150  {
151  const int distance = distance_between(u_loc, opp_loc);
152  const bool out_of_range = distance > weapon->max_range() || distance < weapon->min_range();
153  disable = weapon->has_special_or_ability("disable") || out_of_range;
154  }
155 
156  // Handle plague.
157  active_ability_list plague_specials = weapon->get_specials_and_abilities("plague");
158  plagues = !opp.get_state("unplagueable") && !plague_specials.empty() &&
159  opp.undead_variation() != "null" && !resources::gameboard->map().is_village(opp_loc);
160 
161  if(plagues) {
162  plague_type = plague_specials.front().ability_cfg()["type"].str();
163 
164  if(plague_type.empty()) {
165  plague_type = u.type().parent_id();
166  }
167  }
168 
169  // Compute chance to hit.
170 
171  int opp_base_cth = opp_terrain_defense ? (100 - *opp_terrain_defense) : opp.defense_modifier(resources::gameboard->map().get_terrain(opp_loc));
172  signed int cth = weapon->modified_chance_to_hit(opp_base_cth);
173 
174  if(opp.get_state("invulnerable")) {
175  cth = 0;
176  }
177 
178  chance_to_hit = std::clamp(cth, 0, 100);
179 
180  // Compute base damage done with the weapon.
181  double base_damage = weapon->modified_damage();
182 
183  // Get the damage multiplier applied to the base damage of the weapon.
184  int damage_multiplier = 100;
185 
186  // Time of day bonus.
187  unit_alignments::type alignment = weapon->alignment().value_or(u.alignment());
188  if (lawful_bonus) {
189  damage_multiplier += generic_combat_modifier(*lawful_bonus, alignment, u.is_fearless(), 0);
190  }
191  else {
192  damage_multiplier += combat_modifier(
193  resources::gameboard->units(), resources::gameboard->map(), u_loc, alignment, u.is_fearless());
194  }
195 
196 
197  // Leadership bonus.
199  if(leadership_bonus != 0) {
200  damage_multiplier += leadership_bonus;
201  }
202 
203  // Resistance modifier.
204 
205  const auto [damage_type, resistance_modifier] = weapon->effective_damage_type();
206  damage_multiplier *= resistance_modifier;
207 
208  // Compute both the normal and slowed damage.
209  damage = round_damage(base_damage, damage_multiplier, 10000);
210  slow_damage = round_damage(base_damage, damage_multiplier, 20000);
211 
212  if(is_slowed) {
214  }
215 
216  // Compute drain amounts only if draining is possible.
217  if(drains) {
218  // Compute the drain percent (with 50% as the base for backward compatibility)
219  drain_percent = weapon->composite_value(weapon->get_specials_and_abilities("drains"), 50);
220  }
221 
222  // Add heal_on_hit (the drain constant)
223  drain_constant += weapon->composite_value(weapon->get_specials_and_abilities("heal_on_hit"), 0);
224 
226 
227  // Compute the number of blows and handle swarm.
228  weapon->modified_attacks(swarm_min, swarm_max);
231  can_advance = u.advances();
232 }
233 
234 
235 // ==================================================================================
236 // BATTLE CONTEXT
237 // ==================================================================================
238 
240  nonempty_unit_const_ptr attacker,
241  const map_location& a_loc,
242  int a_wep_index,
243  nonempty_unit_const_ptr defender,
244  const map_location& d_loc,
245  int d_wep_index)
246  : attacker_stats_()
247  , defender_stats_()
248  , attacker_combatant_()
249  , defender_combatant_()
250 {
251  std::size_t a_wep_uindex = static_cast<std::size_t>(a_wep_index);
252  std::size_t d_wep_uindex = static_cast<std::size_t>(d_wep_index);
253 
254  const_attack_ptr a_wep(a_wep_uindex < attacker->attacks().size() ? attacker->attacks()[a_wep_index].shared_from_this() : nullptr);
255  const_attack_ptr d_wep(d_wep_uindex < defender->attacks().size() ? defender->attacks()[d_wep_index].shared_from_this() : nullptr);
256 
257  attacker_stats_.reset(new battle_context_unit_stats(attacker, a_loc, a_wep_index, true , defender, d_loc, d_wep));
258  defender_stats_.reset(new battle_context_unit_stats(defender, d_loc, d_wep_index, false, attacker, a_loc, a_wep));
259 }
260 
261 void battle_context::simulate(const combatant* prev_def)
262 {
263  assert((attacker_combatant_ != nullptr) == (defender_combatant_ != nullptr));
264  assert(attacker_stats_);
265  assert(defender_stats_);
266  if(!attacker_combatant_) {
268  defender_combatant_.reset(new combatant(*defender_stats_, prev_def));
270  }
271 }
272 
273 // more like a factory method than a constructor, always calls one of the other constructors.
275  const map_location& attacker_loc,
276  const map_location& defender_loc,
277  int attacker_weapon,
278  int defender_weapon,
279  double aggression,
280  const combatant* prev_def,
281  unit_const_ptr attacker,
282  unit_const_ptr defender)
283  : attacker_stats_(nullptr)
284  , defender_stats_(nullptr)
285  , attacker_combatant_(nullptr)
286  , defender_combatant_(nullptr)
287 {
288  //TODO: maybe check before dereferencing units.find(attacker_loc),units.find(defender_loc) ?
289  if(!attacker) {
290  attacker = units.find(attacker_loc).get_shared_ptr();
291  }
292  if(!defender) {
293  defender = units.find(defender_loc).get_shared_ptr();
294  }
295  nonempty_unit_const_ptr n_attacker { attacker };
296  nonempty_unit_const_ptr n_defender { defender };
297 
298  const double harm_weight = 1.0 - aggression;
299 
300  if(attacker_weapon == -1) {
301  *this = choose_attacker_weapon(
302  n_attacker, n_defender, attacker_loc, defender_loc, harm_weight, prev_def
303  );
304  }
305  else if(defender_weapon == -1) {
306  *this = choose_defender_weapon(
307  n_attacker, n_defender, attacker_weapon, attacker_loc, defender_loc, prev_def
308  );
309  }
310  else {
311  *this = battle_context(n_attacker, attacker_loc, attacker_weapon, n_defender, defender_loc, defender_weapon);
312  }
313 
314  assert(attacker_stats_);
315  assert(defender_stats_);
316 }
317 
319  : attacker_stats_(new battle_context_unit_stats(att))
320  , defender_stats_(new battle_context_unit_stats(def))
321  , attacker_combatant_(nullptr)
322  , defender_combatant_(nullptr)
323 {
324 }
325 
326 
327 /** @todo FIXME: better to initialize combatant initially (move into
328  battle_context_unit_stats?), just do fight() when required. */
330 {
331  // We calculate this lazily, since AI doesn't always need it.
332  simulate(prev_def);
333  return *attacker_combatant_;
334 }
335 
337 {
338  // We calculate this lazily, since AI doesn't always need it.
339  simulate(prev_def);
340  return *defender_combatant_;
341 }
342 
343 // Given this harm_weight, are we better than that other context?
344 bool battle_context::better_attack(class battle_context& that, double harm_weight)
345 {
346  return better_combat(
349  that.get_attacker_combatant(),
350  that.get_defender_combatant(),
351  harm_weight
352  );
353 }
354 
355 // Given this harm_weight, are we better than that other context?
356 bool battle_context::better_defense(class battle_context& that, double harm_weight)
357 {
358  return better_combat(
361  that.get_defender_combatant(),
362  that.get_attacker_combatant(),
363  harm_weight
364  );
365 }
366 
367 // Does combat A give us a better result than combat B?
369  const combatant& them_a,
370  const combatant& us_b,
371  const combatant& them_b,
372  double harm_weight)
373 {
374  double a, b;
375 
376  // Compare: P(we kill them) - P(they kill us).
377  a = them_a.hp_dist[0] - us_a.hp_dist[0] * harm_weight;
378  b = them_b.hp_dist[0] - us_b.hp_dist[0] * harm_weight;
379 
380  if(a - b < -0.01) {
381  return false;
382  }
383 
384  if(a - b > 0.01) {
385  return true;
386  }
387 
388  // Add poison to calculations, but poison bonus should only be applied if the unit survives
389  double poison_a_us = us_a.poisoned > 0 ? (us_a.poisoned - us_a.hp_dist[0]) * game_config::poison_amount : 0;
390  double poison_a_them = them_a.poisoned > 0 ? (them_a.poisoned - them_a.hp_dist[0]) * game_config::poison_amount : 0;
391  double poison_b_us = us_b.poisoned > 0 ? (us_b.poisoned - us_b.hp_dist[0]) * game_config::poison_amount : 0;
392  double poison_b_them = them_b.poisoned > 0 ? (them_b.poisoned - them_b.hp_dist[0]) * game_config::poison_amount : 0;
393 
394  double attack_weight_a = us_a.u_.weapon->attack_weight();
395  double attack_weight_b = us_b.u_.weapon->attack_weight();
396  double damage_a = (them_a.u_.hp - them_a.average_hp()) * attack_weight_a;
397  double damage_b = (them_b.u_.hp - them_b.average_hp()) * attack_weight_b;
398 
399  // Compare: damage to them - damage to us (average_hp replaces -damage)
400  a = (us_a.average_hp() - poison_a_us) * harm_weight + damage_a + poison_a_them;
401  b = (us_b.average_hp() - poison_b_us) * harm_weight + damage_b + poison_b_them;
402 
403  if(a - b < -0.01) {
404  return false;
405  }
406 
407  if(a - b > 0.01) {
408  return true;
409  }
410 
411  // All else equal: go for most damage.
412  return damage_a >= damage_b;
413 }
414 
416  const nonempty_unit_const_ptr& defender,
417  const map_location& attacker_loc,
418  const map_location& defender_loc,
419  double harm_weight,
420  const combatant* prev_def)
421 {
422  log_scope2(log_attack, "choose_attacker_weapon");
423  std::vector<battle_context> choices;
424 
425  // What options does attacker have?
426  const auto attacks = attacker->attacks();
427  for(std::size_t i = 0; i < attacks.size(); ++i) {
428  const attack_type& att = attacks[i];
429 
430  if(att.attack_weight() <= 0) {
431  continue;
432  }
433  battle_context bc = choose_defender_weapon(attacker, defender, i, attacker_loc, defender_loc, prev_def);
434  //choose_defender_weapon will always choose the weapon that disabels the attackers weapon if possible.
435  if(bc.attacker_stats_->disable) {
436  continue;
437  }
438  choices.emplace_back(std::move(bc));
439  }
440 
441  if(choices.empty()) {
442  return battle_context(attacker, attacker_loc, -1, defender, defender_loc, -1);
443  }
444 
445  if(choices.size() == 1) {
446  return std::move(choices[0]);
447  }
448 
449  // Multiple options: simulate them, save best.
450  battle_context* best_choice = nullptr;
451  for(auto& choice : choices) {
452  // If choose_defender_weapon didn't simulate, do so now.
453  choice.simulate(prev_def);
454 
455  if(!best_choice || choice.better_attack(*best_choice, harm_weight)) {
456  best_choice = &choice;
457  }
458  }
459 
460  if(best_choice) {
461  return std::move(*best_choice);
462  }
463  else {
464  return battle_context(attacker, attacker_loc, -1, defender, defender_loc, -1);
465  }
466 }
467 
468 /** @todo FIXME: Hand previous defender unit in here. */
470  nonempty_unit_const_ptr defender,
471  unsigned attacker_weapon,
472  const map_location& attacker_loc,
473  const map_location& defender_loc,
474  const combatant* prev_def)
475 {
476  log_scope2(log_attack, "choose_defender_weapon");
477  const auto attackers_attacks = attacker->attacks();
478  VALIDATE(attacker_weapon < attackers_attacks.size(), _("An invalid attacker weapon got selected."));
479 
480  const attack_type& att = attackers_attacks[attacker_weapon];
481  auto no_weapon = [&]() { return battle_context(attacker, attacker_loc, attacker_weapon, defender, defender_loc, -1); };
482  std::vector<battle_context> choices;
483 
484  // What options does defender have?
485  const auto defenses = defender->attacks();
486  for(std::size_t i = 0; i < defenses.size(); ++i) {
487  const attack_type& def = defenses[i];
488  if(def.range() != att.range() || def.defense_weight() <= 0) {
489  //no need to calculate the battle_context here.
490  continue;
491  }
492  battle_context bc(attacker, attacker_loc, attacker_weapon, defender, defender_loc, i);
493 
494  if(bc.defender_stats_->disable) {
495  continue;
496  }
497  if(bc.attacker_stats_->disable) {
498  //the defenders attack disables the attakers attack: always choose this one.
499  return bc;
500  }
501  choices.emplace_back(std::move(bc));
502  }
503 
504  if(choices.empty()) {
505  return no_weapon();
506  }
507 
508  if(choices.size() == 1) {
509  //only one usable weapon, don't simulate
510  return std::move(choices[0]);
511  }
512 
513  // Multiple options:
514  // First pass : get the best weight and the minimum simple rating for this weight.
515  // simple rating = number of blows * damage per blows (resistance taken in account) * cth * weight
516  // Eligible attacks for defense should have a simple rating greater or equal to this weight.
517 
518  int min_rating = 0;
519  {
520  double max_weight = 0.0;
521 
522  for(const auto& choice : choices) {
523  const double d_weight = choice.defender_stats_->weapon->defense_weight();
524 
525  if(d_weight >= max_weight) {
526  const battle_context_unit_stats& def_stats = *choice.defender_stats_;
527 
528  max_weight = d_weight;
529  int rating = static_cast<int>(
530  def_stats.num_blows * def_stats.damage * def_stats.chance_to_hit * d_weight);
531 
532  if(d_weight > max_weight || rating < min_rating) {
533  min_rating = rating;
534  }
535  }
536  }
537  }
538 
539  battle_context* best_choice = nullptr;
540  // Multiple options: simulate them, save best.
541  for(auto& choice : choices) {
542  const double d_weight = choice.defender_stats_->weapon->defense_weight();
543 
544  choice.simulate(prev_def);
545 
546 
547  int simple_rating = static_cast<int>(
548  choice.defender_stats_->num_blows * choice.defender_stats_->damage * choice.defender_stats_->chance_to_hit * d_weight);
549 
550  //FIXME: make sure there is no mostake in the better_combat call-
551  if(simple_rating >= min_rating && (!best_choice || choice.better_defense(*best_choice, 1.0))) {
552  best_choice = &choice;
553  }
554  }
555 
556  return best_choice ? std::move(*best_choice) : no_weapon();
557 }
558 
559 
560 // ==================================================================================
561 // HELPERS
562 // ==================================================================================
563 
564 namespace
565 {
566 void refresh_weapon_index(int& weap_index, const std::string& weap_id, const attack_itors& attacks)
567 {
568  // No attacks to choose from.
569  if(attacks.empty()) {
570  weap_index = -1;
571  return;
572  }
573 
574  // The currently selected attack fits.
575  if(weap_index >= 0 && weap_index < static_cast<int>(attacks.size()) && attacks[weap_index].id() == weap_id) {
576  return;
577  }
578 
579  // Look up the weapon by id.
580  if(!weap_id.empty()) {
581  for(int i = 0; i < static_cast<int>(attacks.size()); ++i) {
582  if(attacks[i].id() == weap_id) {
583  weap_index = i;
584  return;
585  }
586  }
587  }
588 
589  // Lookup has failed.
590  weap_index = -1;
591  return;
592 }
593 
594 /** Helper class for performing an attack. */
595 class attack
596 {
597 public:
598  attack(const map_location& attacker,
599  const map_location& defender,
600  int attack_with,
601  int defend_with,
602  bool update_display = true);
603 
604  void perform();
605 
606 private:
607  class attack_end_exception
608  {
609  };
610 
611  bool perform_hit(bool, statistics_attack_context&);
612  void fire_event(const std::string& n);
613  void fire_event_impl(const std::string& n, bool reversed);
614  void refresh_bc();
615 
616  /** Structure holding unit info used in the attack action. */
617  struct unit_info
618  {
619  const map_location loc_;
620  int weapon_;
621  unit_map& units_;
622  std::size_t id_; /**< unit.underlying_id() */
623  std::string weap_id_;
624  int orig_attacks_;
625  int n_attacks_; /**< Number of attacks left. */
626  int cth_;
627  int damage_;
628  int xp_;
629 
630  unit_info(const map_location& loc, int weapon, unit_map& units);
631  unit& get_unit();
632  unit_ptr get_unit_ptr();
633  bool valid();
634 
635  std::string dump();
636  };
637 
638  /**
639  * Used in perform_hit to confirm a replay is in sync.
640  * Check OOS_error_ after this method, true if error detected.
641  */
642  void check_replay_attack_result(bool&, int, int&, config, unit_info&);
643 
644  void unit_killed(
645  unit_info&, unit_info&, const battle_context_unit_stats*&, const battle_context_unit_stats*&, bool);
646 
647  std::unique_ptr<battle_context> bc_;
648 
649  const battle_context_unit_stats* a_stats_;
650  const battle_context_unit_stats* d_stats_;
651 
652  int abs_n_attack_, abs_n_defend_;
653  // update_att_fog_ is not used, other than making some code simpler.
654  bool update_att_fog_, update_def_fog_, update_minimap_;
655 
656  unit_info a_, d_;
657  unit_map& units_;
658  std::ostringstream errbuf_;
659 
660  bool update_display_;
661  bool OOS_error_;
662 
663  bool use_prng_;
664 
665  int bias_attacker_;
666  int bias_defender_;
667 };
668 
669 attack::unit_info::unit_info(const map_location& loc, int weapon, unit_map& units)
670  : loc_(loc)
671  , weapon_(weapon)
672  , units_(units)
673  , id_()
674  , weap_id_()
675  , orig_attacks_(0)
676  , n_attacks_(0)
677  , cth_(0)
678  , damage_(0)
679  , xp_(0)
680 {
681  unit_map::iterator i = units_.find(loc_);
682  if(!i.valid()) {
683  return;
684  }
685 
686  id_ = i->underlying_id();
687 }
688 
689 unit& attack::unit_info::get_unit()
690 {
691  unit_map::iterator i = units_.find(loc_);
692  assert(i.valid() && i->underlying_id() == id_);
693  return *i;
694 }
695 
696 unit_ptr attack::unit_info::get_unit_ptr()
697 {
698  unit_map::iterator i = units_.find(loc_);
699  if(i.valid() && i->underlying_id() == id_) {
700  return i.get_shared_ptr();
701  }
702  return unit_ptr();
703 }
704 
705 bool attack::unit_info::valid()
706 {
707  unit_map::iterator i = units_.find(loc_);
708  return i.valid() && i->underlying_id() == id_;
709 }
710 
711 std::string attack::unit_info::dump()
712 {
713  std::stringstream s;
714  s << get_unit().type_id() << " (" << loc_.wml_x() << ',' << loc_.wml_y() << ')';
715  return s.str();
716 }
717 
718 attack::attack(const map_location& attacker,
719  const map_location& defender,
720  int attack_with,
721  int defend_with,
722  bool update_display)
723  : bc_(nullptr)
724  , a_stats_(nullptr)
725  , d_stats_(nullptr)
726  , abs_n_attack_(0)
727  , abs_n_defend_(0)
728  , update_att_fog_(false)
729  , update_def_fog_(false)
730  , update_minimap_(false)
731  , a_(attacker, attack_with, resources::gameboard->units())
732  , d_(defender, defend_with, resources::gameboard->units())
733  , units_(resources::gameboard->units())
734  , errbuf_()
735  , update_display_(update_display)
736  , OOS_error_(false)
737 
738  //new experimental prng mode.
739  , use_prng_(resources::classification->random_mode == "biased" && randomness::generator->is_networked() == false)
740  , bias_attacker_(0)
741  , bias_defender_(0)
742 {
743  if(use_prng_) {
744  LOG_NG << "Using experimental PRNG for combat";
745  }
746 }
747 
748 void attack::fire_event(const std::string& n)
749 {
750  fire_event_impl(n, false);
751 }
752 
753 void attack::fire_event_impl(const std::string& n, bool reverse)
754 {
755  LOG_NG << "attack: firing '" << n << "' event";
756  // FIXME: this passes nullptr to the specials_context, i assume it's to avoid binding the context to the concrete c++ unit objects in case the unit gets replaced by wml
757  // But that doesn't really work, see the related comment in attack_type::special_active_impl
758 
759  // prepare the event data for weapon filtering
760  config ev_data;
761  config& a_weapon_cfg = ev_data.add_child(reverse ? "second" : "first");
762  config& d_weapon_cfg = ev_data.add_child(reverse ? "first" : "second");
763 
764  // Need these to ensure weapon filters work correctly
765  auto ctx = specials_context_t::make({ nullptr, a_.loc_, a_stats_->weapon }, { nullptr, d_.loc_, d_stats_->weapon }, true);
766 
767  if(a_stats_->weapon != nullptr && a_.valid()) {
768  a_stats_->weapon->write(a_weapon_cfg);
769  }
770 
771  if(d_stats_->weapon != nullptr && d_.valid()) {
772  d_stats_->weapon->write(d_weapon_cfg);
773  }
774 
775  if(a_weapon_cfg["name"].empty()) {
776  a_weapon_cfg["name"] = "none";
777  }
778 
779  if(d_weapon_cfg["name"].empty()) {
780  d_weapon_cfg["name"] = "none";
781  }
782 
783  if(n == "attack_end") {
784  // We want to fire attack_end event in any case! Even if one of units was removed by WML.
785  resources::game_events->pump().fire(n, a_.loc_, d_.loc_, ev_data);
786  return;
787  }
788 
789  // damage_inflicted is set in these events.
790  // TODO: should we set this value from unit_info::damage, or continue using the WML variable?
791  if(n == "attacker_hits" || n == "defender_hits" || n == "unit_hits") {
792  ev_data["damage_inflicted"] = resources::gamedata->get_variable("damage_inflicted");
793  }
794 
795  const int defender_side = d_.get_unit().side();
796 
797  bool wml_aborted;
798  std::tie(std::ignore, wml_aborted) = resources::game_events->pump().fire(n,
799  game_events::entity_location(reverse ? d_.loc_ : a_.loc_, reverse ? d_.id_ : a_.id_),
800  game_events::entity_location(reverse ? a_.loc_ : d_.loc_, reverse ? a_.id_ : d_.id_), ev_data);
801 
802  // The event could have killed either the attacker or
803  // defender, so we have to make sure they still exist.
804  refresh_bc();
805 
806  if(wml_aborted || !a_.valid() || !d_.valid()
807  || !resources::gameboard->get_team(a_.get_unit().side()).is_enemy(d_.get_unit().side())
808  ) {
809  actions::recalculate_fog(defender_side);
810 
811  if(update_display_) {
813  }
814 
815  fire_event("attack_end");
816  throw attack_end_exception();
817  }
818 }
819 
820 void attack::refresh_bc()
821 {
822  // Fix index of weapons.
823  if(a_.valid()) {
824  refresh_weapon_index(a_.weapon_, a_.weap_id_, a_.get_unit().attacks());
825  }
826 
827  if(d_.valid()) {
828  refresh_weapon_index(d_.weapon_, d_.weap_id_, d_.get_unit().attacks());
829  }
830 
831  if(!a_.valid() || !d_.valid()) {
832  // Fix pointer to weapons.
833  const_cast<battle_context_unit_stats*>(a_stats_)->weapon
834  = a_.valid() && a_.weapon_ >= 0 ? a_.get_unit().attacks()[a_.weapon_].shared_from_this() : nullptr;
835 
836  const_cast<battle_context_unit_stats*>(d_stats_)->weapon
837  = d_.valid() && d_.weapon_ >= 0 ? d_.get_unit().attacks()[d_.weapon_].shared_from_this() : nullptr;
838 
839  return;
840  }
841 
842  bc_.reset(new battle_context(units_, a_.loc_, d_.loc_, a_.weapon_, d_.weapon_));
843 
844  a_stats_ = &bc_->get_attacker_stats();
845  d_stats_ = &bc_->get_defender_stats();
846 
847  a_.cth_ = a_stats_->chance_to_hit;
848  d_.cth_ = d_stats_->chance_to_hit;
849  a_.damage_ = a_stats_->damage;
850  d_.damage_ = d_stats_->damage;
851 }
852 
853 bool attack::perform_hit(bool attacker_turn, statistics_attack_context& stats)
854 {
855  unit_info& attacker = attacker_turn ? a_ : d_;
856  unit_info& defender = attacker_turn ? d_ : a_;
857 
858  // NOTE: we need to use a reference-to-pointer here so a_stats_ and d_stats_ can be
859  // modified without. Using a pointer directly would render them invalid when that happened.
860  const battle_context_unit_stats*& attacker_stats = attacker_turn ? a_stats_ : d_stats_;
861  const battle_context_unit_stats*& defender_stats = attacker_turn ? d_stats_ : a_stats_;
862 
863  int& abs_n = attacker_turn ? abs_n_attack_ : abs_n_defend_;
864  bool& update_fog = attacker_turn ? update_def_fog_ : update_att_fog_;
865 
866  int ran_num;
867 
868  if(use_prng_) {
869  if(attacker.cth_ == 0 || attacker.cth_ == 100) {
870  // if cth is 0/100 we never/always want to hit, even if bias would give us a chance to do so. We also don't want to modify bias
871  // TODO: should we call randomness::generator->get_random_int() anyways to stay in sync? (doing so would mean we are calling rng the same amount of times in the biased and defaultmode
872  ran_num = 50;
873  } else {
874  int& bias = attacker_turn ? bias_attacker_ : bias_defender_;
875  // attacker.n_attacks_ is the number of strikes left.
876  int expected_hits = attacker.cth_ * attacker.n_attacks_ + bias;
877  bool does_hit = randomness::generator->get_random_int(0, 100 * attacker.n_attacks_ - 1) < expected_hits;
878  bias += (attacker.cth_ - 100 * int(does_hit));
879  ran_num = does_hit ? 0 : 99;
880  }
881  } else {
882  ran_num = randomness::generator->get_random_int(0, 99);
883  }
884  bool hits = (ran_num < attacker.cth_);
885 
886  int damage = 0;
887  if(hits) {
888  damage = attacker.damage_;
889  resources::gamedata->get_variable("damage_inflicted") = damage;
890  }
891 
892  // Make sure that if we're serializing a game here,
893  // we got the same results as the game did originally.
894  const config local_results {"chance", attacker.cth_, "hits", hits, "damage", damage};
895 
896  config replay_results;
897  bool equals_replay = checkup_instance->local_checkup(local_results, replay_results);
898 
899  if(!equals_replay) {
900  check_replay_attack_result(hits, ran_num, damage, replay_results, attacker);
901  }
902 
903  // can do no more damage than the defender has hitpoints
904  int damage_done = std::min<int>(defender.get_unit().hitpoints(), attacker.damage_);
905 
906  // expected damage = damage potential * chance to hit (as a percentage)
907  double expected_damage = damage_done * attacker.cth_ * 0.01;
908 
909  if(attacker_turn) {
910  stats.attack_expected_damage(expected_damage, 0);
911  } else {
912  stats.attack_expected_damage(0, expected_damage);
913  }
914 
915  int drains_damage = 0;
916  if(hits && attacker_stats->drains) {
917  drains_damage = damage_done * attacker_stats->drain_percent / 100 + attacker_stats->drain_constant;
918 
919  // don't drain so much that the attacker gets more than his maximum hitpoints
920  drains_damage =
921  std::min<int>(drains_damage, attacker.get_unit().max_hitpoints() - attacker.get_unit().hitpoints());
922 
923  // if drain is negative, don't allow drain to kill the attacker
924  drains_damage = std::max<int>(drains_damage, 1 - attacker.get_unit().hitpoints());
925  }
926 
927  if(update_display_) {
928  std::ostringstream float_text;
929  std::vector<std::string> extra_hit_sounds;
930 
931  if(hits) {
932  const unit& defender_unit = defender.get_unit();
933  if(attacker_stats->poisons && !defender_unit.get_state(unit::STATE_POISONED)) {
934  float_text << (defender_unit.gender() == unit_race::FEMALE ? _("female^poisoned") : _("poisoned"))
935  << '\n';
936 
937  extra_hit_sounds.push_back(game_config::sounds::status::poisoned);
938  }
939 
940  if(attacker_stats->slows && !defender_unit.get_state(unit::STATE_SLOWED)) {
941  float_text << (defender_unit.gender() == unit_race::FEMALE ? _("female^slowed") : _("slowed")) << '\n';
942 
943  extra_hit_sounds.push_back(game_config::sounds::status::slowed);
944  }
945 
946  if(attacker_stats->petrifies) {
947  float_text << (defender_unit.gender() == unit_race::FEMALE ? _("female^petrified") : _("petrified"))
948  << '\n';
949 
950  extra_hit_sounds.push_back(game_config::sounds::status::petrified);
951  }
952  } else {
953  if(prefs::get().show_attack_miss_indicator()) {
954  float_text << _("attack^miss");
955  }
956  }
957 
961  attacker.loc_, defender.loc_,
962  damage,
963  *attacker_stats->weapon, defender_stats->weapon,
964  abs_n, float_text.str(), drains_damage, "",
965  &extra_hit_sounds, attacker_turn
966  );
967  }
968 
969  bool dies = defender.get_unit().take_hit(damage);
970  LOG_NG << "defender took " << damage << (dies ? " and died\n" : "\n");
971 
972  if(attacker_turn) {
973  stats.attack_result(hits
974  ? (dies
978  attacker.cth_, damage_done, drains_damage
979  );
980  } else {
981  stats.defend_result(hits
982  ? (dies
986  attacker.cth_, damage_done, drains_damage
987  );
988  }
989 
990  replay_results.clear();
991 
992  // There was also a attribute cfg["unit_hit"] which was never used so i deleted.
993  equals_replay = checkup_instance->local_checkup(config{"dies", dies}, replay_results);
994 
995  if(!equals_replay) {
996  bool results_dies = replay_results["dies"].to_bool();
997 
998  errbuf_ << "SYNC: In attack " << a_.dump() << " vs " << d_.dump() << ": the data source says the "
999  << (attacker_turn ? "defender" : "attacker") << ' ' << (results_dies ? "perished" : "survived")
1000  << " while in-game calculations show it " << (dies ? "perished" : "survived")
1001  << " (over-riding game calculations with data source results)\n";
1002 
1003  dies = results_dies;
1004 
1005  // Set hitpoints to 0 so later checks don't invalidate the death.
1006  if(results_dies) {
1007  defender.get_unit().set_hitpoints(0);
1008  }
1009 
1010  OOS_error_ = true;
1011  }
1012 
1013  if(hits) {
1014  try {
1015  fire_event(attacker_turn ? "attacker_hits" : "defender_hits");
1016  fire_event_impl("unit_hits", !attacker_turn);
1017  } catch(const attack_end_exception&) {
1018  refresh_bc();
1019  return false;
1020  }
1021  } else {
1022  try {
1023  fire_event(attacker_turn ? "attacker_misses" : "defender_misses");
1024  fire_event_impl("unit_misses", !attacker_turn);
1025  } catch(const attack_end_exception&) {
1026  refresh_bc();
1027  return false;
1028  }
1029  }
1030 
1031  refresh_bc();
1032 
1033  bool attacker_dies = false;
1034 
1035  if(drains_damage > 0) {
1036  attacker.get_unit().heal(drains_damage);
1037  } else if(drains_damage < 0) {
1038  attacker_dies = attacker.get_unit().take_hit(-drains_damage);
1039  }
1040 
1041  if(dies) {
1042  unit_killed(attacker, defender, attacker_stats, defender_stats, false);
1043  update_fog = true;
1044  }
1045 
1046  if(attacker_dies) {
1047  unit_killed(defender, attacker, defender_stats, attacker_stats, true);
1048  (attacker_turn ? update_att_fog_ : update_def_fog_) = true;
1049  }
1050 
1051  if(dies) {
1052  update_minimap_ = true;
1053  return false;
1054  }
1055 
1056  if(hits) {
1057  unit& defender_unit = defender.get_unit();
1058 
1059  if(attacker_stats->poisons && !defender_unit.get_state(unit::STATE_POISONED)) {
1060  defender_unit.set_state(unit::STATE_POISONED, true);
1061  LOG_NG << "defender poisoned";
1062  }
1063 
1064  if(attacker_stats->slows && !defender_unit.get_state(unit::STATE_SLOWED)) {
1065  defender_unit.set_state(unit::STATE_SLOWED, true);
1066  update_fog = true;
1067  defender.damage_ = defender_stats->slow_damage;
1068  LOG_NG << "defender slowed";
1069  }
1070 
1071  // If the defender is petrified, the fight stops immediately
1072  if(attacker_stats->petrifies) {
1073  defender_unit.set_state(unit::STATE_PETRIFIED, true);
1074  update_fog = true;
1075  attacker.n_attacks_ = 0;
1076  defender.n_attacks_ = -1; // Petrified.
1077  resources::game_events->pump().fire("petrified", defender.loc_, attacker.loc_);
1078  refresh_bc();
1079  }
1080  }
1081 
1082  // Delay until here so that poison and slow go through
1083  if(attacker_dies) {
1084  update_minimap_ = true;
1085  return false;
1086  }
1087 
1088  --attacker.n_attacks_;
1089 
1090  // If an event removed a unit's weapon, set number of remaining attacks to zero
1091  // for that unit, but let the other unit continue
1092  if (attacker_stats->weapon == nullptr){
1093  attacker.n_attacks_ = 0;
1094  attacker.orig_attacks_ = 0;
1095  }
1096  if (defender_stats->weapon == nullptr){
1097  defender.n_attacks_ = 0;
1098  defender.orig_attacks_ = 0;
1099  }
1100 
1101  return true;
1102 }
1103 
1104 void attack::unit_killed(unit_info& attacker,
1105  unit_info& defender,
1106  const battle_context_unit_stats*& attacker_stats,
1107  const battle_context_unit_stats*& defender_stats,
1108  bool drain_killed)
1109 {
1110  attacker.xp_ = game_config::kill_xp(defender.get_unit().level());
1111  defender.xp_ = 0;
1112 
1113  display::get_singleton()->invalidate(attacker.loc_);
1114 
1115  game_events::entity_location death_loc(defender.loc_, defender.id_);
1116  game_events::entity_location attacker_loc(attacker.loc_, attacker.id_);
1117 
1118  std::string undead_variation = defender.get_unit().undead_variation();
1119 
1120  fire_event("attack_end");
1121  refresh_bc();
1122 
1123  // Get weapon info for last_breath and die events.
1124  config dat;
1125  config a_weapon_cfg = attacker_stats->weapon && attacker.valid() ? attacker_stats->weapon->to_config() : config();
1126  config d_weapon_cfg = defender_stats->weapon && defender.valid() ? defender_stats->weapon->to_config() : config();
1127 
1128  if(a_weapon_cfg["name"].empty()) {
1129  a_weapon_cfg["name"] = "none";
1130  }
1131 
1132  if(d_weapon_cfg["name"].empty()) {
1133  d_weapon_cfg["name"] = "none";
1134  }
1135 
1136  dat.add_child("first", d_weapon_cfg);
1137  dat.add_child("second", a_weapon_cfg);
1138 
1139  resources::game_events->pump().fire("last_breath", death_loc, attacker_loc, dat);
1140  refresh_bc();
1141 
1142  // WML has invalidated the dying unit, abort.
1143  if(!defender.valid() || defender.get_unit().hitpoints() > 0) {
1144  return;
1145  }
1146 
1147  if(!attacker.valid()) {
1149  defender.loc_,
1150  defender.get_unit(),
1151  nullptr,
1152  defender_stats->weapon
1153  );
1154  } else {
1156  defender.loc_,
1157  defender.get_unit(),
1158  attacker_stats->weapon,
1159  defender_stats->weapon,
1160  attacker.loc_,
1161  attacker.get_unit_ptr()
1162  );
1163  }
1164 
1165  resources::game_events->pump().fire("die", death_loc, attacker_loc, dat);
1166  refresh_bc();
1167 
1168  if(!defender.valid() || defender.get_unit().hitpoints() > 0) {
1169  // WML has invalidated the dying unit, abort
1170  return;
1171  }
1172 
1173  units_.erase(defender.loc_);
1174  resources::whiteboard->on_kill_unit();
1175 
1176  // Plague units make new units on the target hex.
1177  if(attacker.valid() && attacker_stats->plagues && !drain_killed) {
1178  LOG_NG << "trying to reanimate " << attacker_stats->plague_type;
1179 
1180  if(const unit_type* reanimator = unit_types.find(attacker_stats->plague_type)) {
1181  LOG_NG << "found unit type:" << reanimator->id();
1182 
1183  unit_ptr newunit = unit::create(*reanimator, attacker.get_unit().side(), true, unit_race::MALE);
1184  newunit->set_attacks(0);
1185  newunit->set_movement(0, true);
1186  newunit->set_facing(map_location::get_opposite_direction(attacker.get_unit().facing()));
1187 
1188  // Apply variation
1189  if(undead_variation != "null") {
1190  config mod;
1191  config& variation = mod.add_child("effect");
1192  variation["apply_to"] = "variation";
1193  variation["name"] = undead_variation;
1194  newunit->add_modification("variation", mod);
1195  newunit->heal_fully();
1196  }
1197 
1198  newunit->set_location(death_loc);
1199  units_.insert(newunit);
1200 
1201  game_events::entity_location reanim_loc(defender.loc_, newunit->underlying_id());
1202  resources::game_events->pump().fire("unit_placed", reanim_loc);
1203 
1204  prefs::get().encountered_units().insert(newunit->type_id());
1205 
1206  if(update_display_) {
1207  display::get_singleton()->invalidate(death_loc);
1208  }
1209  }
1210  } else {
1211  LOG_NG << "unit not reanimated";
1212  }
1213 }
1214 
1215 void attack::perform()
1216 {
1217  // Stop the user from issuing any commands while the units are fighting.
1218  const events::command_disabler disable_commands;
1219 
1220  if(!a_.valid() || !d_.valid()) {
1221  return;
1222  }
1223 
1224  // no attack weapon => stop here and don't attack
1225  if(a_.weapon_ < 0) {
1226  a_.get_unit().set_attacks(a_.get_unit().attacks_left() - 1);
1227  a_.get_unit().set_movement(-1, true);
1228  return;
1229  }
1230 
1231  if(a_.get_unit().attacks_left() <= 0) {
1232  LOG_NG << "attack::perform(): not enough ap.";
1233  return;
1234  }
1235 
1236  bc_.reset(new battle_context(units_, a_.loc_, d_.loc_, a_.weapon_, d_.weapon_));
1237 
1238  a_stats_ = &bc_->get_attacker_stats();
1239  d_stats_ = &bc_->get_defender_stats();
1240 
1241  if(a_stats_->weapon) {
1242  a_.weap_id_ = a_stats_->weapon->id();
1243  }
1244 
1245  if(d_stats_->weapon) {
1246  d_.weap_id_ = d_stats_->weapon->id();
1247  }
1248 
1249  a_.get_unit().set_facing(a_.loc_.get_relative_dir(d_.loc_));
1250  d_.get_unit().set_facing(d_.loc_.get_relative_dir(a_.loc_));
1251 
1252  try {
1253  fire_event("pre_attack");
1254  } catch(const attack_end_exception&) {
1255  return;
1256  }
1257 
1258  VALIDATE(a_.weapon_ < static_cast<int>(a_.get_unit().attacks().size()),
1259  _("An invalid attacker weapon got selected."));
1260 
1261  a_.get_unit().set_attacks(a_.get_unit().attacks_left() - a_.get_unit().attacks()[a_.weapon_].attacks_used());
1262  a_.get_unit().set_movement(a_.get_unit().movement_left() - a_.get_unit().attacks()[a_.weapon_].movement_used(), true);
1263  a_.get_unit().set_state(unit::STATE_NOT_MOVED, false);
1264  a_.get_unit().set_resting(false);
1265  d_.get_unit().set_resting(false);
1266 
1267  // If the attacker was invisible, she isn't anymore!
1268  a_.get_unit().set_state(unit::STATE_UNCOVERED, true);
1269 
1270  if(a_stats_->disable) {
1271  LOG_NG << "attack::perform(): tried to attack with a disabled attack.";
1272  return;
1273  }
1274 
1275  try {
1276  fire_event("attack");
1277  } catch(const attack_end_exception&) {
1278  return;
1279  }
1280 
1281  DBG_NG << "getting attack statistics";
1282  statistics_attack_context attack_stats(resources::controller->statistics(),
1283  a_.get_unit(), d_.get_unit(), a_stats_->chance_to_hit, d_stats_->chance_to_hit);
1284 
1285  a_.orig_attacks_ = a_stats_->num_blows;
1286  d_.orig_attacks_ = d_stats_->num_blows;
1287  a_.n_attacks_ = a_.orig_attacks_;
1288  d_.n_attacks_ = d_.orig_attacks_;
1289  a_.xp_ = game_config::combat_xp(d_.get_unit().level());
1290  d_.xp_ = game_config::combat_xp(a_.get_unit().level());
1291 
1292  bool defender_strikes_first = (d_stats_->firststrike && !a_stats_->firststrike);
1293  unsigned int rounds = std::max<unsigned int>(a_stats_->rounds, d_stats_->rounds) - 1;
1294  const int defender_side = d_.get_unit().side();
1295 
1296  LOG_NG << "Fight: (" << a_.loc_ << ") vs (" << d_.loc_ << ") ATT: " << a_stats_->weapon->name() << " "
1297  << a_stats_->damage << "-" << a_stats_->num_blows << "(" << a_stats_->chance_to_hit
1298  << "%) vs DEF: " << (d_stats_->weapon ? d_stats_->weapon->name() : "none") << " " << d_stats_->damage << "-"
1299  << d_stats_->num_blows << "(" << d_stats_->chance_to_hit << "%)"
1300  << (defender_strikes_first ? " defender first-strike" : "");
1301 
1302  // Play the pre-fight animation
1303  unit_display::unit_draw_weapon(a_.loc_, a_.get_unit(), a_stats_->weapon, d_stats_->weapon, d_.loc_, d_.get_unit_ptr());
1304 
1305  while(true) {
1306  DBG_NG << "start of attack loop...";
1307  ++abs_n_attack_;
1308 
1309  if(a_.n_attacks_ > 0 && !defender_strikes_first) {
1310  if(!perform_hit(true, attack_stats)) {
1311  DBG_NG << "broke from attack loop on attacker turn";
1312  break;
1313  }
1314  }
1315 
1316  // If the defender got to strike first, they use it up here.
1317  defender_strikes_first = false;
1318  ++abs_n_defend_;
1319 
1320  if(d_.n_attacks_ > 0) {
1321  if(!perform_hit(false, attack_stats)) {
1322  DBG_NG << "broke from attack loop on defender turn";
1323  break;
1324  }
1325  }
1326 
1327  // Continue the fight to death; if one of the units got petrified,
1328  // either n_attacks or n_defends is -1
1329  if(rounds > 0 && d_.n_attacks_ == 0 && a_.n_attacks_ == 0) {
1330  a_.n_attacks_ = a_.orig_attacks_;
1331  d_.n_attacks_ = d_.orig_attacks_;
1332  --rounds;
1333  defender_strikes_first = (d_stats_->firststrike && !a_stats_->firststrike);
1334  }
1335 
1336  if(a_.n_attacks_ <= 0 && d_.n_attacks_ <= 0) {
1337  fire_event("attack_end");
1338  refresh_bc();
1339  break;
1340  }
1341  }
1342 
1343  // Set by attacker_hits and defender_hits and unit_hits events.
1344  resources::gamedata->clear_variable("damage_inflicted");
1345 
1346  if(update_def_fog_) {
1347  actions::recalculate_fog(defender_side);
1348  }
1349 
1350  // TODO: if we knew the viewing team, we could skip this display update
1351  if(update_minimap_ && update_display_) {
1353  }
1354 
1355  if(a_.valid()) {
1356  unit& u = a_.get_unit();
1357  u.anim_comp().set_standing();
1358  u.set_experience(u.experience() + a_.xp_);
1359  }
1360 
1361  if(d_.valid()) {
1362  unit& u = d_.get_unit();
1363  u.anim_comp().set_standing();
1364  u.set_experience(u.experience() + d_.xp_);
1365  }
1366 
1367  unit_display::unit_sheath_weapon(a_.loc_, a_.get_unit_ptr(), a_stats_->weapon, d_stats_->weapon,
1368  d_.loc_, d_.get_unit_ptr());
1369 
1370  if(update_display_) {
1373  display::get_singleton()->invalidate(d_.loc_);
1374  }
1375 
1376  if(OOS_error_) {
1377  replay::process_error(errbuf_.str());
1378  }
1379 }
1380 
1381 void attack::check_replay_attack_result(
1382  bool& hits, int ran_num, int& damage, config replay_results, unit_info& attacker)
1383 {
1384  int results_chance = replay_results["chance"].to_int();
1385  bool results_hits = replay_results["hits"].to_bool();
1386  int results_damage = replay_results["damage"].to_int();
1387 
1388 #if 0
1389  errbuf_ << "SYNC: In attack " << a_.dump() << " vs " << d_.dump()
1390  << " replay data differs from local calculated data:"
1391  << " chance to hit in data source: " << results_chance
1392  << " chance to hit in calculated: " << attacker.cth_
1393  << " chance to hit in data source: " << results_chance
1394  << " chance to hit in calculated: " << attacker.cth_
1395  ;
1396 
1397  attacker.cth_ = results_chance;
1398  hits = results_hits;
1399  damage = results_damage;
1400 
1401  OOS_error_ = true;
1402 #endif
1403 
1404  if(results_chance != attacker.cth_) {
1405  errbuf_ << "SYNC: In attack " << a_.dump() << " vs " << d_.dump()
1406  << ": chance to hit is inconsistent. Data source: " << results_chance
1407  << "; Calculation: " << attacker.cth_ << " (over-riding game calculations with data source results)\n";
1408  attacker.cth_ = results_chance;
1409  OOS_error_ = true;
1410  }
1411 
1412  if(results_hits != hits) {
1413  errbuf_ << "SYNC: In attack " << a_.dump() << " vs " << d_.dump() << ": the data source says the hit was "
1414  << (results_hits ? "successful" : "unsuccessful") << ", while in-game calculations say the hit was "
1415  << (hits ? "successful" : "unsuccessful") << " random number: " << ran_num << " = " << (ran_num % 100)
1416  << "/" << results_chance << " (over-riding game calculations with data source results)\n";
1417  hits = results_hits;
1418  OOS_error_ = true;
1419  }
1420 
1421  if(results_damage != damage) {
1422  errbuf_ << "SYNC: In attack " << a_.dump() << " vs " << d_.dump() << ": the data source says the hit did "
1423  << results_damage << " damage, while in-game calculations show the hit doing " << damage
1424  << " damage (over-riding game calculations with data source results)\n";
1425  damage = results_damage;
1426  OOS_error_ = true;
1427  }
1428 }
1429 } // end anonymous namespace
1430 
1431 
1432 // ==================================================================================
1433 // FREE-STANDING FUNCTIONS
1434 // ==================================================================================
1435 
1436 void attack_unit(const map_location& attacker,
1437  const map_location& defender,
1438  int attack_with,
1439  int defend_with,
1440  bool update_display)
1441 {
1442  attack dummy(attacker, defender, attack_with, defend_with, update_display);
1443  dummy.perform();
1444 }
1445 
1447  const map_location& defender,
1448  int attack_with,
1449  int defend_with,
1450  bool update_display)
1451 {
1452  attack_unit(attacker, defender, attack_with, defend_with, update_display);
1453 
1455  if(atku != resources::gameboard->units().end()) {
1457  }
1458 
1460  if(defu != resources::gameboard->units().end()) {
1462  }
1463 }
1464 
1465 int under_leadership(const unit& u, const map_location& loc)
1466 {
1467  active_ability_list abil = u.get_abilities("leadership", loc);
1468  unit_abilities::effect leader_effect(abil, 0, nullptr, unit_abilities::EFFECT_CUMULABLE);
1469  return leader_effect.get_composite_value();
1470 }
1471 
1472 int under_leadership(const unit& u, const specials_context_t& context)
1473 {
1474  active_ability_list abil = context.get_abilities_weapons("leadership", u);
1475  unit_abilities::effect leader_effect(abil, 0, nullptr, unit_abilities::EFFECT_CUMULABLE);
1476  return leader_effect.get_composite_value();
1477 }
1478 
1479 int combat_modifier(const unit_map& units,
1480  const gamemap& map,
1481  const map_location& loc,
1482  unit_alignments::type alignment,
1483  bool is_fearless)
1484 {
1485  const tod_manager& tod_m = *resources::tod_manager;
1486  const time_of_day& effective_tod = tod_m.get_illuminated_time_of_day(units, map, loc);
1487  return combat_modifier(effective_tod, alignment, is_fearless);
1488 }
1489 
1490 int combat_modifier(const time_of_day& effective_tod,
1491  unit_alignments::type alignment,
1492  bool is_fearless)
1493 {
1494  const tod_manager& tod_m = *resources::tod_manager;
1495  const int lawful_bonus = effective_tod.lawful_bonus;
1496  return generic_combat_modifier(lawful_bonus, alignment, is_fearless, tod_m.get_max_liminal_bonus());
1497 }
1498 
1499 int generic_combat_modifier(int lawful_bonus, unit_alignments::type alignment, bool is_fearless, int max_liminal_bonus)
1500 {
1501  int bonus;
1502 
1503  switch(alignment) {
1504  case unit_alignments::type::lawful:
1505  bonus = lawful_bonus;
1506  break;
1507  case unit_alignments::type::neutral:
1508  bonus = 0;
1509  break;
1510  case unit_alignments::type::chaotic:
1511  bonus = -lawful_bonus;
1512  break;
1513  case unit_alignments::type::liminal:
1514  bonus = max_liminal_bonus-std::abs(lawful_bonus);
1515  break;
1516  default:
1517  bonus = 0;
1518  }
1519 
1520  if(is_fearless) {
1521  bonus = std::max<int>(bonus, 0);
1522  }
1523 
1524  return bonus;
1525 }
1526 
1527 bool backstab_check(const map_location& attacker_loc,
1528  const map_location& defender_loc,
1529  const unit_map& units,
1530  const std::vector<team>& teams)
1531 {
1532  const unit_map::const_iterator defender = units.find(defender_loc);
1533  if(defender == units.end()) {
1534  return false; // No defender
1535  }
1536 
1537  const auto adj = get_adjacent_tiles(defender_loc);
1538  unsigned i;
1539 
1540  for(i = 0; i < adj.size(); ++i) {
1541  if(adj[i] == attacker_loc) {
1542  break;
1543  }
1544  }
1545 
1546  if(i >= 6) {
1547  return false; // Attack not from adjacent location
1548  }
1549 
1550  const unit_map::const_iterator opp = units.find(adj[(i + 3) % 6]);
1551 
1552  // No opposite unit.
1553  if(opp == units.end()) {
1554  return false;
1555  }
1556 
1557  if(opp->incapacitated()) {
1558  return false;
1559  }
1560 
1561  // If sides aren't valid teams, then they are enemies.
1562  if(std::size_t(defender->side() - 1) >= teams.size() || std::size_t(opp->side() - 1) >= teams.size()) {
1563  return true;
1564  }
1565 
1566  // Defender and opposite are enemies.
1567  if(teams[defender->side() - 1].is_enemy(opp->side())) {
1568  return true;
1569  }
1570 
1571  // Defender and opposite are friends.
1572  return false;
1573 }
int generic_combat_modifier(int lawful_bonus, unit_alignments::type alignment, bool is_fearless, int max_liminal_bonus)
Returns the amount that a unit's damage should be multiplied by due to a given lawful_bonus.
Definition: attack.cpp:1499
static lg::log_domain log_engine("engine")
bool backstab_check(const map_location &attacker_loc, const map_location &defender_loc, const unit_map &units, const std::vector< team > &teams)
Function to check if an attack will satisfy the requirements for backstab.
Definition: attack.cpp:1527
int combat_modifier(const unit_map &units, const gamemap &map, const map_location &loc, unit_alignments::type alignment, bool is_fearless)
Returns the amount that a unit's damage should be multiplied by due to the current time of day.
Definition: attack.cpp:1479
int under_leadership(const unit &u, const map_location &loc)
Tests if the unit at loc is currently affected by leadership.
Definition: attack.cpp:1465
void attack_unit_and_advance(const map_location &attacker, const map_location &defender, int attack_with, int defend_with, bool update_display)
Performs an attack, and advanced the units afterwards.
Definition: attack.cpp:1446
#define DBG_NG
Definition: attack.cpp:58
#define LOG_CF
Definition: attack.cpp:70
#define LOG_NG
Definition: attack.cpp:59
void attack_unit(const map_location &attacker, const map_location &defender, int attack_with, int defend_with, bool update_display)
Performs an attack.
Definition: attack.cpp:1436
static lg::log_domain log_attack("engine/attack")
static lg::log_domain log_config("config")
Various functions that implement attacks and attack calculations.
map_location loc
Definition: move.cpp:172
void advance_unit_at(const advance_unit_params &params)
Various functions that implement advancements of units.
static auto & dummy
boost::iterator_range< boost::indirect_iterator< attack_list::iterator > > attack_itors
active_ability & front()
Definition: abilities.hpp:222
bool empty() const
Definition: abilities.hpp:221
double defense_weight() const
Definition: attack_type.hpp:60
double attack_weight() const
Definition: attack_type.hpp:59
const std::string & range() const
Definition: attack_type.hpp:50
Computes the statistics of a battle between an attacker and a defender unit.
Definition: attack.hpp:165
std::unique_ptr< battle_context_unit_stats > defender_stats_
Definition: attack.hpp:243
std::unique_ptr< combatant > defender_combatant_
Definition: attack.hpp:247
std::unique_ptr< battle_context_unit_stats > attacker_stats_
Statistics of the units.
Definition: attack.hpp:242
static battle_context choose_attacker_weapon(nonempty_unit_const_ptr attacker, const nonempty_unit_const_ptr &defender, const map_location &attacker_loc, const map_location &defender_loc, double harm_weight, const combatant *prev_def)
Definition: attack.cpp:415
std::unique_ptr< combatant > attacker_combatant_
Outcome of simulated fight.
Definition: attack.hpp:246
void simulate(const combatant *prev_def)
Definition: attack.cpp:261
const combatant & get_attacker_combatant(const combatant *prev_def=nullptr)
Get the simulation results.
Definition: attack.cpp:329
const combatant & get_defender_combatant(const combatant *prev_def=nullptr)
Definition: attack.cpp:336
static bool better_combat(const combatant &us_a, const combatant &them_a, const combatant &us_b, const combatant &them_b, double harm_weight)
Definition: attack.cpp:368
static battle_context choose_defender_weapon(nonempty_unit_const_ptr attacker, nonempty_unit_const_ptr defender, unsigned attacker_weapon, const map_location &attacker_loc, const map_location &defender_loc, const combatant *prev_def)
Definition: attack.cpp:469
battle_context(const unit_map &units, const map_location &attacker_loc, const map_location &defender_loc, int attacker_weapon=-1, int defender_weapon=-1, double aggression=0.0, const combatant *prev_def=nullptr, unit_const_ptr attacker_ptr=unit_const_ptr(), unit_const_ptr defender_ptr=unit_const_ptr())
If no attacker_weapon is given, we select the best one, based on harm_weight (1.0 means 1 hp lost cou...
Definition: attack.cpp:274
bool better_defense(class battle_context &that, double harm_weight)
Given this harm_weight, is this attack better than that?
Definition: attack.cpp:356
bool better_attack(class battle_context &that, double harm_weight)
Given this harm_weight, is this attack better than that?
Definition: attack.cpp:344
virtual bool local_checkup(const config &expected_data, config &real_data)=0
Compares data to the results calculated during the original game.
A config object defines a single node in a WML file, with access to child nodes.
Definition: config.hpp:157
config & add_child(std::string_view key)
Definition: config.cpp:436
void insert(std::string_view key, T &&value)
Inserts an attribute into the config.
Definition: config.hpp:519
void clear()
Definition: config.cpp:802
void redraw_minimap()
Schedule the minimap to be redrawn.
Definition: display.cpp:1479
bool invalidate(const map_location &loc)
Function to invalidate a specific tile for redrawing.
Definition: display.cpp:2969
static display * get_singleton()
Returns the display object if a display object exists.
Definition: display.hpp:102
team & get_team(int i)
Definition: game_board.hpp:92
virtual const unit_map & units() const override
Definition: game_board.hpp:107
virtual const gamemap & map() const override
Definition: game_board.hpp:97
void clear_variable(const std::string &varname)
Clears attributes config children does nothing if varname is no valid variable name.
Definition: game_data.cpp:118
config::attribute_value & get_variable(const std::string &varname)
throws invalid_variablename_exception if varname is no valid variable name.
Definition: game_data.cpp:66
void invalidate_unit()
Function to invalidate that unit status displayed on the sidebar.
static game_display * get_singleton()
game_events::wml_event_pump & pump()
Definition: manager.cpp:257
pump_result_t fire(const std::string &event, const entity_location &loc1=entity_location::null_entity, const entity_location &loc2=entity_location::null_entity, const config &data=config())
Function to fire an event.
Definition: pump.cpp:399
terrain_code get_terrain(const map_location &loc) const
Looks up terrain at a particular location.
Definition: map.cpp:265
Encapsulates the map of the game.
Definition: map.hpp:176
bool is_village(const map_location &loc) const
Definition: map.cpp:60
std::set< std::string > & encountered_units()
static prefs & get()
int get_random_int(int min, int max)
Definition: random.hpp:51
static void process_error(const std::string &msg)
Definition: replay.cpp:183
active_ability_list get_abilities_weapons(const std::string &tag, const unit &un) const
Definition: abilities.cpp:1616
static specials_context_t make(specials_combatant &&self, specials_combatant &&other, bool attacking)
Definition: abilities.hpp:275
bool is_enemy(int n) const
Definition: team.hpp:267
int get_max_liminal_bonus() const
time_of_day get_illuminated_time_of_day(const unit_map &units, const gamemap &map, const map_location &loc, int for_turn=0) const
Returns time of day object for the passed turn at a location.
int get_composite_value() const
Definition: abilities.hpp:364
void set_standing(bool with_bars=true)
Sets the animation state to standing.
Container associating units to locations.
Definition: map.hpp:98
unit_iterator end()
Definition: map.hpp:428
unit_iterator find(std::size_t id)
Definition: map.cpp:302
@ FEMALE
Definition: race.hpp:28
@ MALE
Definition: race.hpp:28
const unit_type * find(const std::string &key, unit_type::BUILD_STATUS status=unit_type::FULL) const
Finds a unit_type by its id() and makes sure it is built to the specified level.
Definition: types.cpp:1253
A single unit type that the player may recruit.
Definition: types.hpp:43
const std::string & parent_id() const
The id of the original type from which this (variation) descended.
Definition: types.hpp:149
This class represents a single unit of a specific type.
Definition: unit.hpp:39
static unit_ptr create(const config &cfg, bool use_traits=false, const vconfig *vcfg=nullptr)
Initializes a unit from a config.
Definition: unit.hpp:107
variant a_
Definition: function.cpp:821
std::size_t i
Definition: function.cpp:1031
static std::string _(const char *str)
Definition: gettext.hpp:100
active_ability_list get_abilities(const std::string &tag_name, const map_location &loc) const
Gets the unit's active abilities of a particular type if it were on a specified location.
Definition: abilities.cpp:703
int max_hitpoints() const
The max number of hitpoints this unit can have.
Definition: unit.hpp:427
unit_alignments::type alignment() const
The alignment of this unit.
Definition: unit.hpp:397
void set_state(const std::string &state, bool value)
Set whether the unit is affected by a status effect.
Definition: unit.cpp:1495
int hitpoints() const
The current number of hitpoints this unit has.
Definition: unit.hpp:421
bool get_state(const std::string &state) const
Check if the unit is affected by a status effect.
Definition: unit.cpp:1436
const std::string & undead_variation() const
Definition: unit.hpp:505
const unit_type & type() const
This unit's type, accounting for gender and variation.
Definition: unit.hpp:261
int experience() const
The current number of experience points this unit has.
Definition: unit.hpp:445
void set_experience(int xp)
Sets the current experience point amount.
Definition: unit.hpp:475
unit_race::GENDER gender() const
The gender of this unit.
Definition: unit.hpp:387
@ STATE_SLOWED
Definition: unit.hpp:775
@ STATE_NOT_MOVED
The unit is uncovered - it was hiding but has been spotted.
Definition: unit.hpp:779
@ STATE_PETRIFIED
The unit is poisoned - it loses health each turn.
Definition: unit.hpp:777
@ STATE_POISONED
The unit is slowed - it moves slower and does less damage.
Definition: unit.hpp:776
@ STATE_UNCOVERED
The unit is petrified - it cannot move or be attacked.
Definition: unit.hpp:778
bool advances() const
Checks whether this unit is eligible for level-up.
Definition: unit.hpp:189
attack_itors attacks()
Gets an iterator over this unit's attacks.
Definition: unit.hpp:848
int defense_modifier(const t_translation::terrain_code &terrain, const map_location &loc) const
The unit's defense on a given terrain.
Definition: unit.cpp:1767
unit_animation_component & anim_comp() const
Definition: unit.hpp:1537
bool is_fearless() const
Gets whether this unit is fearless - ie, unaffected by time of day.
Definition: unit.hpp:1186
std::size_t distance_between(const map_location &a, const map_location &b)
Function which gives the number of hexes between two tiles (i.e.
Definition: location.cpp:584
void get_adjacent_tiles(const map_location &a, utils::span< map_location, 6 > res)
Function which, given a location, will place all adjacent locations in res.
Definition: location.cpp:513
Standard logging facilities (interface).
#define log_scope2(domain, description)
Definition: log.hpp:276
constexpr int round_damage(double base_damage, int bonus, int divisor)
round (base_damage * bonus / divisor) to the closest integer, but up or down towards base_damage
Definition: math.hpp:78
void recalculate_fog(int side)
Function that recalculates the fog of war.
Definition: vision.cpp:697
int kill_xp(int level)
Definition: game_config.hpp:48
int combat_xp(int level)
Definition: game_config.hpp:53
bool fire_event(const ui_event event, const std::vector< std::pair< widget *, ui_event >> &event_chain, widget *dispatcher, widget *w, F &&... params)
Helper function for fire_event.
rng * generator
This generator is automatically synced during synced context.
Definition: random.cpp:60
::tod_manager * tod_manager
Definition: resources.cpp:29
game_board * gameboard
Definition: resources.cpp:20
game_data * gamedata
Definition: resources.cpp:22
game_events::manager * game_events
Definition: resources.cpp:24
game_classification * classification
Definition: resources.cpp:34
play_controller * controller
Definition: resources.cpp:21
std::shared_ptr< wb::manager > whiteboard
Definition: resources.cpp:33
void unit_die(const map_location &loc, unit &loser, const const_attack_ptr &attack, const const_attack_ptr &secondary_attack, const map_location &winner_loc, const unit_ptr &winner)
Show a unit fading out.
Definition: udisplay.cpp:574
void unit_draw_weapon(const map_location &loc, unit &attacker, const const_attack_ptr &attack, const const_attack_ptr &secondary_attack, const map_location &defender_loc, const unit_ptr &defender)
Play a pre-fight animation First unit is the attacker, second unit the defender.
Definition: udisplay.cpp:524
void unit_attack(display *disp, game_board &board, const map_location &a, const map_location &b, int damage, const attack_type &attack, const const_attack_ptr &secondary_attack, int swing, const std::string &hit_text, int drain_amount, const std::string &att_text, const std::vector< std::string > *extra_hit_sounds, bool attacking)
Make the unit on tile 'a' attack the unit on tile 'b'.
Definition: udisplay.cpp:601
void unit_sheath_weapon(const map_location &primary_loc, const unit_ptr &primary_unit, const const_attack_ptr &primary_attack, const const_attack_ptr &secondary_attack, const map_location &secondary_loc, const unit_ptr &secondary_unit)
Play a post-fight animation Both unit can be set to null, only valid units will play their animation.
Definition: udisplay.cpp:544
std::size_t size(std::string_view str)
Length in characters of a UTF-8 string.
Definition: unicode.cpp:81
constexpr auto reverse
Definition: ranges.hpp:44
std::shared_ptr< const unit > unit_const_ptr
Definition: ptr.hpp:27
std::shared_ptr< const attack_type > const_attack_ptr
Definition: ptr.hpp:34
std::shared_ptr< unit > unit_ptr
Definition: ptr.hpp:26
Define the game's event mechanism.
Replay control code.
const config & ability_cfg() const
Definition: abilities.hpp:186
advances the unit at loc if it has enough experience, maximum 20 times.
Definition: advancement.hpp:39
Structure describing the statistics of a unit involved in the battle.
Definition: attack.hpp:54
bool slows
Attack slows opponent when it hits.
Definition: attack.hpp:60
unsigned int num_blows
Effective number of blows, takes swarm into account.
Definition: attack.hpp:81
std::string plague_type
The plague type used by the attack, if any.
Definition: attack.hpp:85
bool petrifies
Attack petrifies opponent when it hits.
Definition: attack.hpp:62
int drain_percent
Percentage of damage recovered as health.
Definition: attack.hpp:79
unsigned int hp
Hitpoints of the unit at the beginning of the battle.
Definition: attack.hpp:74
int slow_damage
Effective damage if unit becomes slowed (== damage, if already slowed)
Definition: attack.hpp:78
bool drains
Attack drains opponent when it hits.
Definition: attack.hpp:61
unsigned int swarm_min
Minimum number of blows with swarm (equal to num_blows if swarm isn't used).
Definition: attack.hpp:82
bool swarm
Attack has swarm special.
Definition: attack.hpp:65
const_attack_ptr weapon
The weapon used by the unit to attack the opponent, or nullptr if there is none.
Definition: attack.hpp:55
bool is_slowed
True if the unit is slowed at the beginning of the battle.
Definition: attack.hpp:59
unsigned int rounds
Berserk special can force us to fight more than one round.
Definition: attack.hpp:73
unsigned int swarm_max
Maximum number of blows with swarm (equal to num_blows if swarm isn't used).
Definition: attack.hpp:83
battle_context_unit_stats(nonempty_unit_const_ptr u, const map_location &u_loc, int u_attack_num, bool attacking, nonempty_unit_const_ptr opp, const map_location &opp_loc, const const_attack_ptr &opp_weapon, utils::optional< int > opp_terrain_defense={}, utils::optional< int > lawful_bonus={})
Definition: attack.cpp:76
unsigned int calc_blows(unsigned new_hp) const
Calculates the number of blows we would have if we had new_hp instead of the recorded hp.
Definition: attack.hpp:103
int damage
Effective damage of the weapon (all factors accounted for).
Definition: attack.hpp:77
bool can_advance
The unit can advance.
Definition: attack.hpp:68
bool disable
Attack has disable special.
Definition: attack.hpp:67
bool poisons
Attack poisons opponent when it hits.
Definition: attack.hpp:64
unsigned int chance_to_hit
Effective chance to hit as a percentage (all factors accounted for).
Definition: attack.hpp:76
int drain_constant
Base HP drained regardless of damage dealt.
Definition: attack.hpp:80
bool firststrike
Attack has firststrike special.
Definition: attack.hpp:66
int attack_num
Index into unit->attacks() or -1 for none.
Definition: attack.hpp:56
bool plagues
Attack turns opponent into a zombie when fatal.
Definition: attack.hpp:63
All combat-related info.
std::vector< double > hp_dist
Resulting probability distribution (might be not as large as max_hp)
double poisoned
Resulting chance we are poisoned.
const battle_context_unit_stats & u_
double average_hp(unsigned int healing=0) const
What's the average hp (weighted average of hp_dist).
Encapsulates the map of the game.
Definition: location.hpp:46
static constexpr direction get_opposite_direction(direction d)
Definition: location.hpp:76
void attack_result(hit_result res, int cth, int damage, int drain)
Definition: statistics.cpp:103
void attack_expected_damage(double attacker_inflict, double defender_inflict)
Definition: statistics.cpp:88
void defend_result(hit_result res, int cth, int damage, int drain)
Definition: statistics.cpp:138
Object which defines a time of day with associated bonuses, image, sounds etc.
Definition: time_of_day.hpp:57
int lawful_bonus
The % bonus lawful units receive.
Definition: time_of_day.hpp:83
pointer get_shared_ptr() const
This is exactly the same as operator-> but it's slightly more readable, and can replace &*iter syntax...
Definition: map.hpp:217
checkup * checkup_instance
static map_location::direction n
static map_location::direction s
unit_type_data unit_types
Definition: types.cpp:1494
Display units performing various actions: moving, attacking, and dying.
Various functions implementing vision (through fog of war and shroud).
Add a special kind of assert to validate whether the input from WML doesn't contain any problems that...
#define VALIDATE(cond, message)
The macro to use for the validation of WML.
#define b