The Battle for Wesnoth  1.19.26+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  struct hit_credits
666  {
667  int prev_cth;
668  int credit;
669  };
670  hit_credits bias_attacker_ = { -1 , 0};
671  hit_credits bias_defender_ = { -1 , 0};
672 };
673 
674 attack::unit_info::unit_info(const map_location& loc, int weapon, unit_map& units)
675  : loc_(loc)
676  , weapon_(weapon)
677  , units_(units)
678  , id_()
679  , weap_id_()
680  , orig_attacks_(0)
681  , n_attacks_(0)
682  , cth_(0)
683  , damage_(0)
684  , xp_(0)
685 {
686  unit_map::iterator i = units_.find(loc_);
687  if(!i.valid()) {
688  return;
689  }
690 
691  id_ = i->underlying_id();
692 }
693 
694 unit& attack::unit_info::get_unit()
695 {
696  unit_map::iterator i = units_.find(loc_);
697  assert(i.valid() && i->underlying_id() == id_);
698  return *i;
699 }
700 
701 unit_ptr attack::unit_info::get_unit_ptr()
702 {
703  unit_map::iterator i = units_.find(loc_);
704  if(i.valid() && i->underlying_id() == id_) {
705  return i.get_shared_ptr();
706  }
707  return unit_ptr();
708 }
709 
710 bool attack::unit_info::valid()
711 {
712  unit_map::iterator i = units_.find(loc_);
713  return i.valid() && i->underlying_id() == id_;
714 }
715 
716 std::string attack::unit_info::dump()
717 {
718  std::stringstream s;
719  s << get_unit().type_id() << " (" << loc_.wml_x() << ',' << loc_.wml_y() << ')';
720  return s.str();
721 }
722 
723 attack::attack(const map_location& attacker,
724  const map_location& defender,
725  int attack_with,
726  int defend_with,
727  bool update_display)
728  : bc_(nullptr)
729  , a_stats_(nullptr)
730  , d_stats_(nullptr)
731  , abs_n_attack_(0)
732  , abs_n_defend_(0)
733  , update_att_fog_(false)
734  , update_def_fog_(false)
735  , update_minimap_(false)
736  , a_(attacker, attack_with, resources::gameboard->units())
737  , d_(defender, defend_with, resources::gameboard->units())
738  , units_(resources::gameboard->units())
739  , errbuf_()
740  , update_display_(update_display)
741  , OOS_error_(false)
742 
743  //new experimental prng mode.
744  , use_prng_(resources::classification->random_mode == "biased" && randomness::generator->is_networked() == false)
745 {
746  if(use_prng_) {
747  LOG_NG << "Using experimental PRNG for combat";
748  }
749 }
750 
751 void attack::fire_event(const std::string& n)
752 {
753  fire_event_impl(n, false);
754 }
755 
756 void attack::fire_event_impl(const std::string& n, bool reverse)
757 {
758  LOG_NG << "attack: firing '" << n << "' event";
759  // 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
760  // But that doesn't really work, see the related comment in attack_type::special_active_impl
761 
762  // prepare the event data for weapon filtering
763  config ev_data;
764  config& a_weapon_cfg = ev_data.add_child(reverse ? "second" : "first");
765  config& d_weapon_cfg = ev_data.add_child(reverse ? "first" : "second");
766 
767  // Need these to ensure weapon filters work correctly
768  auto ctx = specials_context_t::make({ nullptr, a_.loc_, a_stats_->weapon }, { nullptr, d_.loc_, d_stats_->weapon }, true);
769 
770  if(a_stats_->weapon != nullptr && a_.valid()) {
771  a_stats_->weapon->write(a_weapon_cfg);
772  }
773 
774  if(d_stats_->weapon != nullptr && d_.valid()) {
775  d_stats_->weapon->write(d_weapon_cfg);
776  }
777 
778  if(a_weapon_cfg["name"].empty()) {
779  a_weapon_cfg["name"] = "none";
780  }
781 
782  if(d_weapon_cfg["name"].empty()) {
783  d_weapon_cfg["name"] = "none";
784  }
785 
786  if(n == "attack_end") {
787  // We want to fire attack_end event in any case! Even if one of units was removed by WML.
788  resources::game_events->pump().fire(n, a_.loc_, d_.loc_, ev_data);
789  return;
790  }
791 
792  // damage_inflicted is set in these events.
793  // TODO: should we set this value from unit_info::damage, or continue using the WML variable?
794  if(n == "attacker_hits" || n == "defender_hits" || n == "unit_hits") {
795  ev_data["damage_inflicted"] = resources::gamedata->get_variable("damage_inflicted");
796  }
797 
798  const int defender_side = d_.get_unit().side();
799 
800  bool wml_aborted;
801  std::tie(std::ignore, wml_aborted) = resources::game_events->pump().fire(n,
802  game_events::entity_location(reverse ? d_.loc_ : a_.loc_, reverse ? d_.id_ : a_.id_),
803  game_events::entity_location(reverse ? a_.loc_ : d_.loc_, reverse ? a_.id_ : d_.id_), ev_data);
804 
805  // The event could have killed either the attacker or
806  // defender, so we have to make sure they still exist.
807  refresh_bc();
808 
809  if(wml_aborted || !a_.valid() || !d_.valid()
810  || !resources::gameboard->get_team(a_.get_unit().side()).is_enemy(d_.get_unit().side())
811  ) {
812  actions::recalculate_fog(defender_side);
813 
814  if(update_display_) {
816  }
817 
818  fire_event("attack_end");
819  throw attack_end_exception();
820  }
821 }
822 
823 void attack::refresh_bc()
824 {
825  // Fix index of weapons.
826  if(a_.valid()) {
827  refresh_weapon_index(a_.weapon_, a_.weap_id_, a_.get_unit().attacks());
828  }
829 
830  if(d_.valid()) {
831  refresh_weapon_index(d_.weapon_, d_.weap_id_, d_.get_unit().attacks());
832  }
833 
834  if(!a_.valid() || !d_.valid()) {
835  // Fix pointer to weapons.
836  const_cast<battle_context_unit_stats*>(a_stats_)->weapon
837  = a_.valid() && a_.weapon_ >= 0 ? a_.get_unit().attacks()[a_.weapon_].shared_from_this() : nullptr;
838 
839  const_cast<battle_context_unit_stats*>(d_stats_)->weapon
840  = d_.valid() && d_.weapon_ >= 0 ? d_.get_unit().attacks()[d_.weapon_].shared_from_this() : nullptr;
841 
842  return;
843  }
844 
845  bc_.reset(new battle_context(units_, a_.loc_, d_.loc_, a_.weapon_, d_.weapon_));
846 
847  a_stats_ = &bc_->get_attacker_stats();
848  d_stats_ = &bc_->get_defender_stats();
849 
850  a_.cth_ = a_stats_->chance_to_hit;
851  d_.cth_ = d_stats_->chance_to_hit;
852  a_.damage_ = a_stats_->damage;
853  d_.damage_ = d_stats_->damage;
854 }
855 
856 bool attack::perform_hit(bool attacker_turn, statistics_attack_context& stats)
857 {
858  unit_info& attacker = attacker_turn ? a_ : d_;
859  unit_info& defender = attacker_turn ? d_ : a_;
860 
861  // NOTE: we need to use a reference-to-pointer here so a_stats_ and d_stats_ can be
862  // modified without. Using a pointer directly would render them invalid when that happened.
863  const battle_context_unit_stats*& attacker_stats = attacker_turn ? a_stats_ : d_stats_;
864  const battle_context_unit_stats*& defender_stats = attacker_turn ? d_stats_ : a_stats_;
865 
866  int& abs_n = attacker_turn ? abs_n_attack_ : abs_n_defend_;
867  bool& update_fog = attacker_turn ? update_def_fog_ : update_att_fog_;
868 
869  int ran_num;
870 
871  if(use_prng_) {
872  if(attacker.cth_ == 0 || attacker.cth_ == 100) {
873  // 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
874  // 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
875  ran_num = 50;
876  } else {
877  auto& bias = attacker_turn ? bias_attacker_ : bias_defender_;
878  if(bias.prev_cth != attacker.cth_) {
879  bias.credit = randomness::generator->get_random_int(0, 99);
880  bias.prev_cth = attacker.cth_;
881  }
882  // attacker.n_attacks_ is the number of strikes left.
883  int expected_hits = (attacker.cth_ * attacker.n_attacks_ + bias.credit) / 100;
884  bool does_hit = randomness::generator->get_random_int(0, attacker.n_attacks_ - 1) < expected_hits;
885  bias.credit += (attacker.cth_ - 100 * int(does_hit));
886  ran_num = does_hit ? 0 : 99;
887  }
888  } else {
889  ran_num = randomness::generator->get_random_int(0, 99);
890  }
891  bool hits = (ran_num < attacker.cth_);
892 
893  int damage = 0;
894  if(hits) {
895  damage = attacker.damage_;
896  resources::gamedata->get_variable("damage_inflicted") = damage;
897  }
898 
899  // Make sure that if we're serializing a game here,
900  // we got the same results as the game did originally.
901  const config local_results {"chance", attacker.cth_, "hits", hits, "damage", damage};
902 
903  config replay_results;
904  bool equals_replay = checkup_instance->local_checkup(local_results, replay_results);
905 
906  if(!equals_replay) {
907  check_replay_attack_result(hits, ran_num, damage, replay_results, attacker);
908  }
909 
910  // can do no more damage than the defender has hitpoints
911  int damage_done = std::min<int>(defender.get_unit().hitpoints(), attacker.damage_);
912 
913  // expected damage = damage potential * chance to hit (as a percentage)
914  double expected_damage = damage_done * attacker.cth_ * 0.01;
915 
916  if(attacker_turn) {
917  stats.attack_expected_damage(expected_damage, 0);
918  } else {
919  stats.attack_expected_damage(0, expected_damage);
920  }
921 
922  int drains_damage = 0;
923  if(hits && attacker_stats->drains) {
924  drains_damage = damage_done * attacker_stats->drain_percent / 100 + attacker_stats->drain_constant;
925 
926  // don't drain so much that the attacker gets more than his maximum hitpoints
927  drains_damage =
928  std::min<int>(drains_damage, attacker.get_unit().max_hitpoints() - attacker.get_unit().hitpoints());
929 
930  // if drain is negative, don't allow drain to kill the attacker
931  drains_damage = std::max<int>(drains_damage, 1 - attacker.get_unit().hitpoints());
932  }
933 
934  if(update_display_) {
935  std::ostringstream float_text;
936  std::vector<std::string> extra_hit_sounds;
937 
938  if(hits) {
939  const unit& defender_unit = defender.get_unit();
940  if(attacker_stats->poisons && !defender_unit.get_state(unit::STATE_POISONED)) {
941  float_text << (defender_unit.gender() == unit_race::FEMALE ? _("female^poisoned") : _("poisoned"))
942  << '\n';
943 
944  extra_hit_sounds.push_back(game_config::sounds::status::poisoned);
945  }
946 
947  if(attacker_stats->slows && !defender_unit.get_state(unit::STATE_SLOWED)) {
948  float_text << (defender_unit.gender() == unit_race::FEMALE ? _("female^slowed") : _("slowed")) << '\n';
949 
950  extra_hit_sounds.push_back(game_config::sounds::status::slowed);
951  }
952 
953  if(attacker_stats->petrifies) {
954  float_text << (defender_unit.gender() == unit_race::FEMALE ? _("female^petrified") : _("petrified"))
955  << '\n';
956 
957  extra_hit_sounds.push_back(game_config::sounds::status::petrified);
958  }
959  } else {
960  if(prefs::get().show_attack_miss_indicator()) {
961  float_text << _("attack^miss");
962  }
963  }
964 
968  attacker.loc_, defender.loc_,
969  damage,
970  *attacker_stats->weapon, defender_stats->weapon,
971  abs_n, float_text.str(), drains_damage, "",
972  &extra_hit_sounds, attacker_turn
973  );
974  }
975 
976  bool dies = defender.get_unit().take_hit(damage);
977  LOG_NG << "defender took " << damage << (dies ? " and died\n" : "\n");
978 
979  if(attacker_turn) {
980  stats.attack_result(hits
981  ? (dies
985  attacker.cth_, damage_done, drains_damage
986  );
987  } else {
988  stats.defend_result(hits
989  ? (dies
993  attacker.cth_, damage_done, drains_damage
994  );
995  }
996 
997  replay_results.clear();
998 
999  // There was also a attribute cfg["unit_hit"] which was never used so i deleted.
1000  equals_replay = checkup_instance->local_checkup(config{"dies", dies}, replay_results);
1001 
1002  if(!equals_replay) {
1003  bool results_dies = replay_results["dies"].to_bool();
1004 
1005  errbuf_ << "SYNC: In attack " << a_.dump() << " vs " << d_.dump() << ": the data source says the "
1006  << (attacker_turn ? "defender" : "attacker") << ' ' << (results_dies ? "perished" : "survived")
1007  << " while in-game calculations show it " << (dies ? "perished" : "survived")
1008  << " (over-riding game calculations with data source results)\n";
1009 
1010  dies = results_dies;
1011 
1012  // Set hitpoints to 0 so later checks don't invalidate the death.
1013  if(results_dies) {
1014  defender.get_unit().set_hitpoints(0);
1015  }
1016 
1017  OOS_error_ = true;
1018  }
1019 
1020  if(hits) {
1021  try {
1022  fire_event(attacker_turn ? "attacker_hits" : "defender_hits");
1023  fire_event_impl("unit_hits", !attacker_turn);
1024  } catch(const attack_end_exception&) {
1025  refresh_bc();
1026  return false;
1027  }
1028  } else {
1029  try {
1030  fire_event(attacker_turn ? "attacker_misses" : "defender_misses");
1031  fire_event_impl("unit_misses", !attacker_turn);
1032  } catch(const attack_end_exception&) {
1033  refresh_bc();
1034  return false;
1035  }
1036  }
1037 
1038  refresh_bc();
1039 
1040  bool attacker_dies = false;
1041 
1042  if(drains_damage > 0) {
1043  attacker.get_unit().heal(drains_damage);
1044  } else if(drains_damage < 0) {
1045  attacker_dies = attacker.get_unit().take_hit(-drains_damage);
1046  }
1047 
1048  if(dies) {
1049  unit_killed(attacker, defender, attacker_stats, defender_stats, false);
1050  update_fog = true;
1051  }
1052 
1053  if(attacker_dies) {
1054  unit_killed(defender, attacker, defender_stats, attacker_stats, true);
1055  (attacker_turn ? update_att_fog_ : update_def_fog_) = true;
1056  }
1057 
1058  if(dies) {
1059  update_minimap_ = true;
1060  return false;
1061  }
1062 
1063  if(hits) {
1064  unit& defender_unit = defender.get_unit();
1065 
1066  if(attacker_stats->poisons && !defender_unit.get_state(unit::STATE_POISONED)) {
1067  defender_unit.set_state(unit::STATE_POISONED, true);
1068  LOG_NG << "defender poisoned";
1069  }
1070 
1071  if(attacker_stats->slows && !defender_unit.get_state(unit::STATE_SLOWED)) {
1072  defender_unit.set_state(unit::STATE_SLOWED, true);
1073  update_fog = true;
1074  defender.damage_ = defender_stats->slow_damage;
1075  LOG_NG << "defender slowed";
1076  }
1077 
1078  // If the defender is petrified, the fight stops immediately
1079  if(attacker_stats->petrifies) {
1080  defender_unit.set_state(unit::STATE_PETRIFIED, true);
1081  update_fog = true;
1082  attacker.n_attacks_ = 0;
1083  defender.n_attacks_ = -1; // Petrified.
1084  resources::game_events->pump().fire("petrified", defender.loc_, attacker.loc_);
1085  refresh_bc();
1086  }
1087  }
1088 
1089  // Delay until here so that poison and slow go through
1090  if(attacker_dies) {
1091  update_minimap_ = true;
1092  return false;
1093  }
1094 
1095  --attacker.n_attacks_;
1096 
1097  // If an event removed a unit's weapon, set number of remaining attacks to zero
1098  // for that unit, but let the other unit continue
1099  if (attacker_stats->weapon == nullptr){
1100  attacker.n_attacks_ = 0;
1101  attacker.orig_attacks_ = 0;
1102  }
1103  if (defender_stats->weapon == nullptr){
1104  defender.n_attacks_ = 0;
1105  defender.orig_attacks_ = 0;
1106  }
1107 
1108  return true;
1109 }
1110 
1111 void attack::unit_killed(unit_info& attacker,
1112  unit_info& defender,
1113  const battle_context_unit_stats*& attacker_stats,
1114  const battle_context_unit_stats*& defender_stats,
1115  bool drain_killed)
1116 {
1117  attacker.xp_ = game_config::kill_xp(defender.get_unit().level());
1118  defender.xp_ = 0;
1119 
1120  display::get_singleton()->invalidate(attacker.loc_);
1121 
1122  game_events::entity_location death_loc(defender.loc_, defender.id_);
1123  game_events::entity_location attacker_loc(attacker.loc_, attacker.id_);
1124 
1125  std::string undead_variation = defender.get_unit().undead_variation();
1126 
1127  fire_event("attack_end");
1128  refresh_bc();
1129 
1130  // Get weapon info for last_breath and die events.
1131  config dat;
1132  config a_weapon_cfg = attacker_stats->weapon && attacker.valid() ? attacker_stats->weapon->to_config() : config();
1133  config d_weapon_cfg = defender_stats->weapon && defender.valid() ? defender_stats->weapon->to_config() : config();
1134 
1135  if(a_weapon_cfg["name"].empty()) {
1136  a_weapon_cfg["name"] = "none";
1137  }
1138 
1139  if(d_weapon_cfg["name"].empty()) {
1140  d_weapon_cfg["name"] = "none";
1141  }
1142 
1143  dat.add_child("first", d_weapon_cfg);
1144  dat.add_child("second", a_weapon_cfg);
1145 
1146  resources::game_events->pump().fire("last_breath", death_loc, attacker_loc, dat);
1147  refresh_bc();
1148 
1149  // WML has invalidated the dying unit, abort.
1150  if(!defender.valid() || defender.get_unit().hitpoints() > 0) {
1151  return;
1152  }
1153 
1154  if(!attacker.valid()) {
1156  defender.loc_,
1157  defender.get_unit(),
1158  nullptr,
1159  defender_stats->weapon
1160  );
1161  } else {
1163  defender.loc_,
1164  defender.get_unit(),
1165  attacker_stats->weapon,
1166  defender_stats->weapon,
1167  attacker.loc_,
1168  attacker.get_unit_ptr()
1169  );
1170  }
1171 
1172  resources::game_events->pump().fire("die", death_loc, attacker_loc, dat);
1173  refresh_bc();
1174 
1175  if(!defender.valid() || defender.get_unit().hitpoints() > 0) {
1176  // WML has invalidated the dying unit, abort
1177  return;
1178  }
1179 
1180  units_.erase(defender.loc_);
1181  resources::whiteboard->on_kill_unit();
1182 
1183  // Plague units make new units on the target hex.
1184  if(attacker.valid() && attacker_stats->plagues && !drain_killed) {
1185  LOG_NG << "trying to reanimate " << attacker_stats->plague_type;
1186 
1187  if(const unit_type* reanimator = unit_types.find(attacker_stats->plague_type)) {
1188  LOG_NG << "found unit type:" << reanimator->id();
1189 
1190  unit_ptr newunit = unit::create(*reanimator, attacker.get_unit().side(), true, unit_race::MALE);
1191  newunit->set_attacks(0);
1192  newunit->set_movement(0, true);
1193  newunit->set_facing(map_location::get_opposite_direction(attacker.get_unit().facing()));
1194 
1195  // Apply variation
1196  if(undead_variation != "null") {
1197  config mod;
1198  config& variation = mod.add_child("effect");
1199  variation["apply_to"] = "variation";
1200  variation["name"] = undead_variation;
1201  newunit->add_modification("variation", mod);
1202  newunit->heal_fully();
1203  }
1204 
1205  newunit->set_location(death_loc);
1206  units_.insert(newunit);
1207 
1208  game_events::entity_location reanim_loc(defender.loc_, newunit->underlying_id());
1209  resources::game_events->pump().fire("unit_placed", reanim_loc);
1210 
1211  prefs::get().encountered_units().insert(newunit->type_id());
1212 
1213  if(update_display_) {
1214  display::get_singleton()->invalidate(death_loc);
1215  }
1216  }
1217  } else {
1218  LOG_NG << "unit not reanimated";
1219  }
1220 }
1221 
1222 void attack::perform()
1223 {
1224  // Stop the user from issuing any commands while the units are fighting.
1225  const events::command_disabler disable_commands;
1226 
1227  if(!a_.valid() || !d_.valid()) {
1228  return;
1229  }
1230 
1231  // no attack weapon => stop here and don't attack
1232  if(a_.weapon_ < 0) {
1233  a_.get_unit().set_attacks(a_.get_unit().attacks_left() - 1);
1234  a_.get_unit().set_movement(-1, true);
1235  return;
1236  }
1237 
1238  if(a_.get_unit().attacks_left() <= 0) {
1239  LOG_NG << "attack::perform(): not enough ap.";
1240  return;
1241  }
1242 
1243  bc_.reset(new battle_context(units_, a_.loc_, d_.loc_, a_.weapon_, d_.weapon_));
1244 
1245  a_stats_ = &bc_->get_attacker_stats();
1246  d_stats_ = &bc_->get_defender_stats();
1247 
1248  if(a_stats_->weapon) {
1249  a_.weap_id_ = a_stats_->weapon->id();
1250  }
1251 
1252  if(d_stats_->weapon) {
1253  d_.weap_id_ = d_stats_->weapon->id();
1254  }
1255 
1256  a_.get_unit().set_facing(a_.loc_.get_relative_dir(d_.loc_));
1257  d_.get_unit().set_facing(d_.loc_.get_relative_dir(a_.loc_));
1258 
1259  try {
1260  fire_event("pre_attack");
1261  } catch(const attack_end_exception&) {
1262  return;
1263  }
1264 
1265  VALIDATE(a_.weapon_ < static_cast<int>(a_.get_unit().attacks().size()),
1266  _("An invalid attacker weapon got selected."));
1267 
1268  a_.get_unit().set_attacks(a_.get_unit().attacks_left() - a_.get_unit().attacks()[a_.weapon_].attacks_used());
1269  a_.get_unit().set_movement(a_.get_unit().movement_left() - a_.get_unit().attacks()[a_.weapon_].movement_used(), true);
1270  a_.get_unit().set_state(unit::STATE_NOT_MOVED, false);
1271  a_.get_unit().set_resting(false);
1272  d_.get_unit().set_resting(false);
1273 
1274  // If the attacker was invisible, she isn't anymore!
1275  a_.get_unit().set_state(unit::STATE_UNCOVERED, true);
1276 
1277  if(a_stats_->disable) {
1278  LOG_NG << "attack::perform(): tried to attack with a disabled attack.";
1279  return;
1280  }
1281 
1282  try {
1283  fire_event("attack");
1284  } catch(const attack_end_exception&) {
1285  return;
1286  }
1287 
1288  DBG_NG << "getting attack statistics";
1289  statistics_attack_context attack_stats(resources::controller->statistics(),
1290  a_.get_unit(), d_.get_unit(), a_stats_->chance_to_hit, d_stats_->chance_to_hit);
1291 
1292  a_.orig_attacks_ = a_stats_->num_blows;
1293  d_.orig_attacks_ = d_stats_->num_blows;
1294  a_.n_attacks_ = a_.orig_attacks_;
1295  d_.n_attacks_ = d_.orig_attacks_;
1296  a_.xp_ = game_config::combat_xp(d_.get_unit().level());
1297  d_.xp_ = game_config::combat_xp(a_.get_unit().level());
1298 
1299  bool defender_strikes_first = (d_stats_->firststrike && !a_stats_->firststrike);
1300  unsigned int rounds = std::max<unsigned int>(a_stats_->rounds, d_stats_->rounds) - 1;
1301  const int defender_side = d_.get_unit().side();
1302 
1303  LOG_NG << "Fight: (" << a_.loc_ << ") vs (" << d_.loc_ << ") ATT: " << a_stats_->weapon->name() << " "
1304  << a_stats_->damage << "-" << a_stats_->num_blows << "(" << a_stats_->chance_to_hit
1305  << "%) vs DEF: " << (d_stats_->weapon ? d_stats_->weapon->name() : "none") << " " << d_stats_->damage << "-"
1306  << d_stats_->num_blows << "(" << d_stats_->chance_to_hit << "%)"
1307  << (defender_strikes_first ? " defender first-strike" : "");
1308 
1309  // Play the pre-fight animation
1310  unit_display::unit_draw_weapon(a_.loc_, a_.get_unit(), a_stats_->weapon, d_stats_->weapon, d_.loc_, d_.get_unit_ptr());
1311 
1312  while(true) {
1313  DBG_NG << "start of attack loop...";
1314  ++abs_n_attack_;
1315 
1316  if(a_.n_attacks_ > 0 && !defender_strikes_first) {
1317  if(!perform_hit(true, attack_stats)) {
1318  DBG_NG << "broke from attack loop on attacker turn";
1319  break;
1320  }
1321  }
1322 
1323  // If the defender got to strike first, they use it up here.
1324  defender_strikes_first = false;
1325  ++abs_n_defend_;
1326 
1327  if(d_.n_attacks_ > 0) {
1328  if(!perform_hit(false, attack_stats)) {
1329  DBG_NG << "broke from attack loop on defender turn";
1330  break;
1331  }
1332  }
1333 
1334  // Continue the fight to death; if one of the units got petrified,
1335  // either n_attacks or n_defends is -1
1336  if(rounds > 0 && d_.n_attacks_ == 0 && a_.n_attacks_ == 0) {
1337  a_.n_attacks_ = a_.orig_attacks_;
1338  d_.n_attacks_ = d_.orig_attacks_;
1339  --rounds;
1340  defender_strikes_first = (d_stats_->firststrike && !a_stats_->firststrike);
1341  }
1342 
1343  if(a_.n_attacks_ <= 0 && d_.n_attacks_ <= 0) {
1344  fire_event("attack_end");
1345  refresh_bc();
1346  break;
1347  }
1348  }
1349 
1350  // Set by attacker_hits and defender_hits and unit_hits events.
1351  resources::gamedata->clear_variable("damage_inflicted");
1352 
1353  if(update_def_fog_) {
1354  actions::recalculate_fog(defender_side);
1355  }
1356 
1357  // TODO: if we knew the viewing team, we could skip this display update
1358  if(update_minimap_ && update_display_) {
1360  }
1361 
1362  if(a_.valid()) {
1363  unit& u = a_.get_unit();
1364  u.anim_comp().set_standing();
1365  u.set_experience(u.experience() + a_.xp_);
1366  }
1367 
1368  if(d_.valid()) {
1369  unit& u = d_.get_unit();
1370  u.anim_comp().set_standing();
1371  u.set_experience(u.experience() + d_.xp_);
1372  }
1373 
1374  unit_display::unit_sheath_weapon(a_.loc_, a_.get_unit_ptr(), a_stats_->weapon, d_stats_->weapon,
1375  d_.loc_, d_.get_unit_ptr());
1376 
1377  if(update_display_) {
1380  display::get_singleton()->invalidate(d_.loc_);
1381  }
1382 
1383  if(OOS_error_) {
1384  replay::process_error(errbuf_.str());
1385  }
1386 }
1387 
1388 void attack::check_replay_attack_result(
1389  bool& hits, int ran_num, int& damage, config replay_results, unit_info& attacker)
1390 {
1391  int results_chance = replay_results["chance"].to_int();
1392  bool results_hits = replay_results["hits"].to_bool();
1393  int results_damage = replay_results["damage"].to_int();
1394 
1395 #if 0
1396  errbuf_ << "SYNC: In attack " << a_.dump() << " vs " << d_.dump()
1397  << " replay data differs from local calculated data:"
1398  << " chance to hit in data source: " << results_chance
1399  << " chance to hit in calculated: " << attacker.cth_
1400  << " chance to hit in data source: " << results_chance
1401  << " chance to hit in calculated: " << attacker.cth_
1402  ;
1403 
1404  attacker.cth_ = results_chance;
1405  hits = results_hits;
1406  damage = results_damage;
1407 
1408  OOS_error_ = true;
1409 #endif
1410 
1411  if(results_chance != attacker.cth_) {
1412  errbuf_ << "SYNC: In attack " << a_.dump() << " vs " << d_.dump()
1413  << ": chance to hit is inconsistent. Data source: " << results_chance
1414  << "; Calculation: " << attacker.cth_ << " (over-riding game calculations with data source results)\n";
1415  attacker.cth_ = results_chance;
1416  OOS_error_ = true;
1417  }
1418 
1419  if(results_hits != hits) {
1420  errbuf_ << "SYNC: In attack " << a_.dump() << " vs " << d_.dump() << ": the data source says the hit was "
1421  << (results_hits ? "successful" : "unsuccessful") << ", while in-game calculations say the hit was "
1422  << (hits ? "successful" : "unsuccessful") << " random number: " << ran_num << " = " << (ran_num % 100)
1423  << "/" << results_chance << " (over-riding game calculations with data source results)\n";
1424  hits = results_hits;
1425  OOS_error_ = true;
1426  }
1427 
1428  if(results_damage != damage) {
1429  errbuf_ << "SYNC: In attack " << a_.dump() << " vs " << d_.dump() << ": the data source says the hit did "
1430  << results_damage << " damage, while in-game calculations show the hit doing " << damage
1431  << " damage (over-riding game calculations with data source results)\n";
1432  damage = results_damage;
1433  OOS_error_ = true;
1434  }
1435 }
1436 } // end anonymous namespace
1437 
1438 
1439 // ==================================================================================
1440 // FREE-STANDING FUNCTIONS
1441 // ==================================================================================
1442 
1443 void attack_unit(const map_location& attacker,
1444  const map_location& defender,
1445  int attack_with,
1446  int defend_with,
1447  bool update_display)
1448 {
1449  attack dummy(attacker, defender, attack_with, defend_with, update_display);
1450  dummy.perform();
1451 }
1452 
1454  const map_location& defender,
1455  int attack_with,
1456  int defend_with,
1457  bool update_display)
1458 {
1459  attack_unit(attacker, defender, attack_with, defend_with, update_display);
1460 
1462  if(atku != resources::gameboard->units().end()) {
1464  }
1465 
1467  if(defu != resources::gameboard->units().end()) {
1469  }
1470 }
1471 
1472 int under_leadership(const unit& u, const map_location& loc)
1473 {
1474  active_ability_list abil = u.get_abilities("leadership", loc);
1475  unit_abilities::effect leader_effect(abil, 0, nullptr, unit_abilities::EFFECT_CUMULABLE);
1476  return leader_effect.get_composite_value();
1477 }
1478 
1479 int under_leadership(const unit& u, const specials_context_t& context)
1480 {
1481  active_ability_list abil = context.get_abilities_weapons("leadership", u);
1482  unit_abilities::effect leader_effect(abil, 0, nullptr, unit_abilities::EFFECT_CUMULABLE);
1483  return leader_effect.get_composite_value();
1484 }
1485 
1486 int combat_modifier(const unit_map& units,
1487  const gamemap& map,
1488  const map_location& loc,
1489  unit_alignments::type alignment,
1490  bool is_fearless)
1491 {
1492  const tod_manager& tod_m = *resources::tod_manager;
1493  const time_of_day& effective_tod = tod_m.get_illuminated_time_of_day(units, map, loc);
1494  return combat_modifier(effective_tod, alignment, is_fearless);
1495 }
1496 
1497 int combat_modifier(const time_of_day& effective_tod,
1498  unit_alignments::type alignment,
1499  bool is_fearless)
1500 {
1501  const tod_manager& tod_m = *resources::tod_manager;
1502  const int lawful_bonus = effective_tod.lawful_bonus;
1503  return generic_combat_modifier(lawful_bonus, alignment, is_fearless, tod_m.get_max_liminal_bonus());
1504 }
1505 
1506 int generic_combat_modifier(int lawful_bonus, unit_alignments::type alignment, bool is_fearless, int max_liminal_bonus)
1507 {
1508  int bonus;
1509 
1510  switch(alignment) {
1511  case unit_alignments::type::lawful:
1512  bonus = lawful_bonus;
1513  break;
1514  case unit_alignments::type::neutral:
1515  bonus = 0;
1516  break;
1517  case unit_alignments::type::chaotic:
1518  bonus = -lawful_bonus;
1519  break;
1520  case unit_alignments::type::liminal:
1521  bonus = max_liminal_bonus-std::abs(lawful_bonus);
1522  break;
1523  default:
1524  bonus = 0;
1525  }
1526 
1527  if(is_fearless) {
1528  bonus = std::max<int>(bonus, 0);
1529  }
1530 
1531  return bonus;
1532 }
1533 
1534 bool backstab_check(const map_location& attacker_loc,
1535  const map_location& defender_loc,
1536  const unit_map& units,
1537  const std::vector<team>& teams)
1538 {
1539  const unit_map::const_iterator defender = units.find(defender_loc);
1540  if(defender == units.end()) {
1541  return false; // No defender
1542  }
1543 
1544  const auto adj = get_adjacent_tiles(defender_loc);
1545  unsigned i;
1546 
1547  for(i = 0; i < adj.size(); ++i) {
1548  if(adj[i] == attacker_loc) {
1549  break;
1550  }
1551  }
1552 
1553  if(i >= 6) {
1554  return false; // Attack not from adjacent location
1555  }
1556 
1557  const unit_map::const_iterator opp = units.find(adj[(i + 3) % 6]);
1558 
1559  // No opposite unit.
1560  if(opp == units.end()) {
1561  return false;
1562  }
1563 
1564  if(opp->incapacitated()) {
1565  return false;
1566  }
1567 
1568  // If sides aren't valid teams, then they are enemies.
1569  if(std::size_t(defender->side() - 1) >= teams.size() || std::size_t(opp->side() - 1) >= teams.size()) {
1570  return true;
1571  }
1572 
1573  // Defender and opposite are enemies.
1574  if(teams[defender->side() - 1].is_enemy(opp->side())) {
1575  return true;
1576  }
1577 
1578  // Defender and opposite are friends.
1579  return false;
1580 }
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:1506
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:1534
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:1486
int under_leadership(const unit &u, const map_location &loc)
Tests if the unit at loc is currently affected by leadership.
Definition: attack.cpp:1472
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:1453
#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:1443
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:1480
bool invalidate(const map_location &loc)
Function to invalidate a specific tile for redrawing.
Definition: display.cpp:2970
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:1621
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:708
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:571
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:521
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:598
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:541
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