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)
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)
70 #define LOG_CF LOG_STREAM(info, log_config)
84 , attack_num(u_attack_num)
85 , is_attacker(attacking)
86 , is_poisoned(up->get_state(
unit::STATE_POISONED))
87 , is_slowed(up->get_state(
unit::STATE_SLOWED))
96 , experience(up->experience())
97 , max_experience(up->max_experience())
101 , max_hp(up->max_hitpoints())
113 const unit& opp = *oppp;
120 LOG_CF <<
"Unit with " << u.
hitpoints() <<
" hitpoints found, set to 0 for damage calculations";
136 auto ctx =
weapon->specials_context(up, oppp, u_loc, opp_loc, attacking, opp_weapon);
137 utils::optional<decltype(ctx)> opp_ctx;
140 opp_ctx.emplace(opp_weapon->specials_context(oppp, up, opp_loc, u_loc, !attacking,
weapon));
147 rounds =
weapon->get_specials_and_abilities(
"berserk").highest(
"value", 1).first;
153 const bool out_of_range = distance >
weapon->max_range() || distance <
weapon->min_range();
154 disable =
weapon->has_special_or_ability(
"disable") || out_of_range;
172 - (opp_weapon ? opp_weapon->parry() : 0);
174 cth = std::clamp(cth, 0, 100);
176 cth =
weapon->composite_value(
weapon->get_specials_and_abilities(
"chance_to_hit"), cth);
186 double base_damage =
weapon->modified_damage();
189 int damage_multiplier = 100;
198 if(leader_bonus != 0) {
199 damage_multiplier += leader_bonus;
235 unsigned int opp_terrain_defense,
237 : weapon(std::move(att_weapon))
239 , is_attacker(attacking)
266 if(!u_type || !opp_type) {
288 utils::optional<decltype(ctx)> opp_ctx;
298 rounds =
weapon->get_specials(
"berserk").highest(
"value", 1).first;
313 signed int cth = 100 - opp_terrain_defense +
weapon->accuracy() - (opp_weapon ? opp_weapon->parry() : 0);
314 cth = std::clamp(cth, 0, 100);
316 cth =
weapon->composite_value(
weapon->get_specials(
"chance_to_hit"), cth);
320 double base_damage =
weapon->modified_damage();
321 int damage_multiplier = 100;
360 , attacker_combatant_()
361 , defender_combatant_()
363 size_t a_wep_uindex =
static_cast<size_t>(a_wep_index);
364 size_t d_wep_uindex =
static_cast<size_t>(d_wep_index);
366 const_attack_ptr a_wep(a_wep_uindex < attacker->attacks().
size() ? attacker->attacks()[a_wep_index].shared_from_this() :
nullptr);
367 const_attack_ptr d_wep(d_wep_uindex < defender->attacks().
size() ? defender->attacks()[d_wep_index].shared_from_this() :
nullptr);
395 : attacker_stats_(nullptr)
396 , defender_stats_(nullptr)
397 , attacker_combatant_(nullptr)
398 , defender_combatant_(nullptr)
410 const double harm_weight = 1.0 - aggression;
412 if(attacker_weapon == -1) {
414 n_attacker, n_defender, attacker_loc, defender_loc, harm_weight, prev_def
417 else if(defender_weapon == -1) {
419 n_attacker, n_defender, attacker_weapon, attacker_loc, defender_loc, prev_def
423 *
this =
battle_context(n_attacker, attacker_loc, attacker_weapon, n_defender, defender_loc, defender_weapon);
433 , attacker_combatant_(nullptr)
434 , defender_combatant_(nullptr)
506 double attack_weight_a = us_a.
u_.
weapon->attack_weight();
507 double attack_weight_b = us_b.
u_.
weapon->attack_weight();
508 double damage_a = (them_a.
u_.
hp - them_a.
average_hp()) * attack_weight_a;
509 double damage_b = (them_b.
u_.
hp - them_b.
average_hp()) * attack_weight_b;
512 a = (us_a.
average_hp() - poison_a_us) * harm_weight + damage_a + poison_a_them;
513 b = (us_b.
average_hp() - poison_b_us) * harm_weight + damage_b + poison_b_them;
524 return damage_a >= damage_b;
535 std::vector<battle_context> choices;
538 for(
size_t i = 0;
i < attacker->attacks().
size(); ++
i) {
549 choices.emplace_back(std::move(bc));
552 if(choices.empty()) {
553 return battle_context(attacker, attacker_loc, -1, defender, defender_loc, -1);
556 if(choices.size() == 1) {
557 return std::move(choices[0]);
562 for(
auto& choice : choices) {
566 if(!best_choice || choice.
better_attack(*best_choice, harm_weight)) {
567 best_choice = &choice;
572 return std::move(*best_choice);
575 return battle_context(attacker, attacker_loc, -1, defender, defender_loc, -1);
582 unsigned attacker_weapon,
588 VALIDATE(attacker_weapon < attacker->attacks().
size(),
_(
"An invalid attacker weapon got selected."));
590 const attack_type& att = attacker->attacks()[attacker_weapon];
591 auto no_weapon = [&]() {
return battle_context(attacker, attacker_loc, attacker_weapon, defender, defender_loc, -1); };
592 std::vector<battle_context> choices;
595 for(
size_t i = 0;
i < defender->attacks().
size(); ++
i) {
601 battle_context bc(attacker, attacker_loc, attacker_weapon, defender, defender_loc,
i);
610 choices.emplace_back(std::move(bc));
613 if(choices.empty()) {
617 if(choices.size() == 1) {
619 return std::move(choices[0]);
629 double max_weight = 0.0;
631 for(
const auto& choice : choices) {
632 const attack_type& def = defender->attacks()[choice.defender_stats_->attack_num];
638 int rating =
static_cast<int>(
650 for(
auto& choice : choices) {
651 const attack_type& def = defender->attacks()[choice.defender_stats_->attack_num];
653 choice.simulate(prev_def);
656 int simple_rating =
static_cast<int>(
657 choice.defender_stats_->num_blows * choice.defender_stats_->damage * choice.defender_stats_->chance_to_hit * def.
defense_weight());
660 if(simple_rating >= min_rating && (!best_choice || choice.
better_defense(*best_choice, 1.0))) {
661 best_choice = &choice;
665 return best_choice ? std::move(*best_choice) : no_weapon();
675 void refresh_weapon_index(
int& weap_index,
const std::string& weap_id,
const attack_itors& attacks)
678 if(attacks.empty()) {
684 if(weap_index >= 0 && weap_index <
static_cast<int>(attacks.size()) && attacks[weap_index].id() == weap_id) {
689 if(!weap_id.empty()) {
690 for(
int i = 0; i < static_cast<int>(attacks.size()); ++
i) {
691 if(attacks[
i].
id() == weap_id) {
711 bool update_display =
true);
716 class attack_end_exception
722 void fire_event_impl(
const std::string&
n,
bool reversed);
732 std::string weap_id_;
751 void check_replay_attack_result(
bool&,
int,
int&,
config, unit_info&);
756 std::unique_ptr<battle_context> bc_;
761 int abs_n_attack_, abs_n_defend_;
763 bool update_att_fog_, update_def_fog_, update_minimap_;
767 std::ostringstream errbuf_;
769 bool update_display_;
774 std::vector<bool> prng_attacker_;
775 std::vector<bool> prng_defender_;
795 id_ =
i->underlying_id();
798 unit& attack::unit_info::get_unit()
801 assert(
i.valid() &&
i->underlying_id() == id_);
805 unit_ptr attack::unit_info::get_unit_ptr()
808 if(
i.valid() &&
i->underlying_id() == id_) {
809 return i.get_shared_ptr();
814 bool attack::unit_info::valid()
817 return i.valid() &&
i->underlying_id() == id_;
820 std::string attack::unit_info::dump()
837 , update_att_fog_(false)
838 , update_def_fog_(false)
839 , update_minimap_(false)
844 , update_display_(update_display)
853 LOG_NG <<
"Using experimental PRNG for combat";
859 fire_event_impl(
n,
false);
862 void attack::fire_event_impl(
const std::string&
n,
bool reverse)
864 LOG_NG <<
"attack: firing '" <<
n <<
"' event";
872 utils::optional<attack_type::specials_context_t> a_ctx, d_ctx;
874 if(a_stats_->weapon !=
nullptr &&
a_.valid()) {
875 if(d_stats_->weapon !=
nullptr && d_.valid()) {
876 a_ctx.emplace(a_stats_->weapon->specials_context(
nullptr,
nullptr,
a_.loc_, d_.loc_,
true, d_stats_->weapon));
878 a_ctx.emplace(a_stats_->weapon->specials_context(
nullptr,
a_.loc_,
true));
880 a_stats_->weapon->write(a_weapon_cfg);
883 if(d_stats_->weapon !=
nullptr && d_.valid()) {
884 if(a_stats_->weapon !=
nullptr &&
a_.valid()) {
885 d_ctx.emplace(d_stats_->weapon->specials_context(
nullptr,
nullptr, d_.loc_,
a_.loc_,
false, a_stats_->weapon));
887 d_ctx.emplace(d_stats_->weapon->specials_context(
nullptr, d_.loc_,
false));
889 d_stats_->weapon->write(d_weapon_cfg);
892 if(a_weapon_cfg[
"name"].empty()) {
893 a_weapon_cfg[
"name"] =
"none";
896 if(d_weapon_cfg[
"name"].empty()) {
897 d_weapon_cfg[
"name"] =
"none";
900 if(
n ==
"attack_end") {
908 if(
n ==
"attacker_hits" ||
n ==
"defender_hits" ||
n ==
"unit_hits") {
912 const int defender_side = d_.get_unit().side();
923 if(wml_aborted || !
a_.valid() || !d_.valid()
928 if(update_display_) {
933 throw attack_end_exception();
937 void attack::refresh_bc()
941 refresh_weapon_index(
a_.weapon_,
a_.weap_id_,
a_.get_unit().attacks());
945 refresh_weapon_index(d_.weapon_, d_.weap_id_, d_.get_unit().attacks());
948 if(!
a_.valid() || !d_.valid()) {
951 =
a_.valid() &&
a_.weapon_ >= 0 ?
a_.get_unit().attacks()[
a_.weapon_].shared_from_this() :
nullptr;
954 = d_.valid() && d_.weapon_ >= 0 ? d_.get_unit().attacks()[d_.weapon_].shared_from_this() :
nullptr;
961 a_stats_ = &bc_->get_attacker_stats();
962 d_stats_ = &bc_->get_defender_stats();
964 a_.cth_ = a_stats_->chance_to_hit;
965 d_.cth_ = d_stats_->chance_to_hit;
966 a_.damage_ = a_stats_->damage;
967 d_.damage_ = d_stats_->damage;
972 unit_info& attacker = attacker_turn ?
a_ : d_;
973 unit_info& defender = attacker_turn ? d_ :
a_;
980 int& abs_n = attacker_turn ? abs_n_attack_ : abs_n_defend_;
981 bool& update_fog = attacker_turn ? update_def_fog_ : update_att_fog_;
987 std::vector<bool>& prng_seq = attacker_turn ? prng_attacker_ : prng_defender_;
989 if(prng_seq.empty()) {
990 const int ntotal = attacker.cth_*attacker.n_attacks_;
991 int num_hits = ntotal/100;
992 const int additional_hit_chance = ntotal%100;
993 if(additional_hit_chance > 0 &&
randomness::generator->get_random_int(0, 99) < additional_hit_chance) {
997 std::vector<int> indexes;
998 for(
int i = 0;
i != attacker.n_attacks_; ++
i) {
999 prng_seq.push_back(
false);
1000 indexes.push_back(
i);
1003 for(
int i = 0;
i != num_hits; ++
i) {
1005 prng_seq[indexes[
n]] =
true;
1006 indexes.erase(indexes.begin() +
n);
1010 bool does_hit = prng_seq.back();
1011 prng_seq.pop_back();
1012 ran_num = does_hit ? 0 : 99;
1016 bool hits = (ran_num < attacker.cth_);
1020 damage = attacker.damage_;
1026 const config local_results {
"chance", attacker.cth_,
"hits", hits,
"damage", damage};
1031 if(!equals_replay) {
1032 check_replay_attack_result(hits, ran_num, damage, replay_results, attacker);
1036 int damage_done = std::min<int>(defender.get_unit().hitpoints(), attacker.damage_);
1039 double expected_damage = damage_done * attacker.cth_ * 0.01;
1047 int drains_damage = 0;
1048 if(hits && attacker_stats->
drains) {
1053 std::min<int>(drains_damage, attacker.get_unit().max_hitpoints() - attacker.get_unit().hitpoints());
1056 drains_damage = std::max<int>(drains_damage, 1 - attacker.get_unit().hitpoints());
1059 if(update_display_) {
1060 std::ostringstream float_text;
1061 std::vector<std::string> extra_hit_sounds;
1064 const unit& defender_unit = defender.get_unit();
1089 attacker.loc_, defender.loc_,
1092 abs_n, float_text.str(), drains_damage,
"",
1093 &extra_hit_sounds, attacker_turn
1097 bool dies = defender.get_unit().take_hit(damage);
1098 LOG_NG <<
"defender took " << damage << (dies ?
" and died\n" :
"\n");
1106 attacker.cth_, damage_done, drains_damage
1114 attacker.cth_, damage_done, drains_damage
1118 replay_results.
clear();
1123 if(!equals_replay) {
1124 bool results_dies = replay_results[
"dies"].to_bool();
1126 errbuf_ <<
"SYNC: In attack " <<
a_.dump() <<
" vs " << d_.dump() <<
": the data source says the "
1127 << (attacker_turn ?
"defender" :
"attacker") <<
' ' << (results_dies ?
"perished" :
"survived")
1128 <<
" while in-game calculations show it " << (dies ?
"perished" :
"survived")
1129 <<
" (over-riding game calculations with data source results)\n";
1131 dies = results_dies;
1135 defender.get_unit().set_hitpoints(0);
1143 fire_event(attacker_turn ?
"attacker_hits" :
"defender_hits");
1144 fire_event_impl(
"unit_hits", !attacker_turn);
1145 }
catch(
const attack_end_exception&) {
1151 fire_event(attacker_turn ?
"attacker_misses" :
"defender_misses");
1152 fire_event_impl(
"unit_misses", !attacker_turn);
1153 }
catch(
const attack_end_exception&) {
1161 bool attacker_dies =
false;
1163 if(drains_damage > 0) {
1164 attacker.get_unit().heal(drains_damage);
1165 }
else if(drains_damage < 0) {
1166 attacker_dies = attacker.get_unit().take_hit(-drains_damage);
1170 unit_killed(attacker, defender, attacker_stats, defender_stats,
false);
1175 unit_killed(defender, attacker, defender_stats, attacker_stats,
true);
1176 (attacker_turn ? update_att_fog_ : update_def_fog_) =
true;
1180 update_minimap_ =
true;
1185 unit& defender_unit = defender.get_unit();
1189 LOG_NG <<
"defender poisoned";
1196 LOG_NG <<
"defender slowed";
1203 attacker.n_attacks_ = 0;
1204 defender.n_attacks_ = -1;
1212 update_minimap_ =
true;
1216 --attacker.n_attacks_;
1220 if (attacker_stats->
weapon ==
nullptr){
1221 attacker.n_attacks_ = 0;
1222 attacker.orig_attacks_ = 0;
1224 if (defender_stats->
weapon ==
nullptr){
1225 defender.n_attacks_ = 0;
1226 defender.orig_attacks_ = 0;
1232 void attack::unit_killed(unit_info& attacker,
1233 unit_info& defender,
1246 std::string undead_variation = defender.get_unit().undead_variation();
1256 if(a_weapon_cfg[
"name"].empty()) {
1257 a_weapon_cfg[
"name"] =
"none";
1260 if(d_weapon_cfg[
"name"].empty()) {
1261 d_weapon_cfg[
"name"] =
"none";
1271 if(!defender.valid() || defender.get_unit().hitpoints() > 0) {
1275 if(!attacker.valid()) {
1278 defender.get_unit(),
1285 defender.get_unit(),
1289 attacker.get_unit_ptr()
1296 if(!defender.valid() || defender.get_unit().hitpoints() > 0) {
1301 units_.erase(defender.loc_);
1305 if(attacker.valid() && attacker_stats->
plagues && !drain_killed) {
1309 LOG_NG <<
"found unit type:" << reanimator->id();
1312 newunit->set_attacks(0);
1313 newunit->set_movement(0,
true);
1317 if(undead_variation !=
"null") {
1320 variation[
"apply_to"] =
"variation";
1321 variation[
"name"] = undead_variation;
1322 newunit->add_modification(
"variation", mod);
1323 newunit->heal_fully();
1326 newunit->set_location(death_loc);
1334 if(update_display_) {
1339 LOG_NG <<
"unit not reanimated";
1343 void attack::perform()
1348 if(!
a_.valid() || !d_.valid()) {
1353 if(
a_.weapon_ < 0) {
1354 a_.get_unit().set_attacks(
a_.get_unit().attacks_left() - 1);
1355 a_.get_unit().set_movement(-1,
true);
1359 if(
a_.get_unit().attacks_left() <= 0) {
1360 LOG_NG <<
"attack::perform(): not enough ap.";
1366 a_stats_ = &bc_->get_attacker_stats();
1367 d_stats_ = &bc_->get_defender_stats();
1369 if(a_stats_->weapon) {
1370 a_.weap_id_ = a_stats_->weapon->id();
1373 if(d_stats_->weapon) {
1374 d_.weap_id_ = d_stats_->weapon->id();
1377 a_.get_unit().set_facing(
a_.loc_.get_relative_dir(d_.loc_));
1378 d_.get_unit().set_facing(d_.loc_.get_relative_dir(
a_.loc_));
1382 }
catch(
const attack_end_exception&) {
1386 VALIDATE(
a_.weapon_ <
static_cast<int>(
a_.get_unit().attacks().size()),
1387 _(
"An invalid attacker weapon got selected."));
1389 a_.get_unit().set_attacks(
a_.get_unit().attacks_left() -
a_.get_unit().attacks()[
a_.weapon_].attacks_used());
1390 a_.get_unit().set_movement(
a_.get_unit().movement_left() -
a_.get_unit().attacks()[
a_.weapon_].movement_used(),
true);
1392 a_.get_unit().set_resting(
false);
1393 d_.get_unit().set_resting(
false);
1398 if(a_stats_->disable) {
1399 LOG_NG <<
"attack::perform(): tried to attack with a disabled attack.";
1405 }
catch(
const attack_end_exception&) {
1409 DBG_NG <<
"getting attack statistics";
1411 a_.get_unit(), d_.get_unit(), a_stats_->chance_to_hit, d_stats_->chance_to_hit);
1413 a_.orig_attacks_ = a_stats_->num_blows;
1414 d_.orig_attacks_ = d_stats_->num_blows;
1415 a_.n_attacks_ =
a_.orig_attacks_;
1416 d_.n_attacks_ = d_.orig_attacks_;
1420 bool defender_strikes_first = (d_stats_->firststrike && !a_stats_->firststrike);
1421 unsigned int rounds = std::max<unsigned int>(a_stats_->rounds, d_stats_->rounds) - 1;
1422 const int defender_side = d_.get_unit().side();
1424 LOG_NG <<
"Fight: (" <<
a_.loc_ <<
") vs (" << d_.loc_ <<
") ATT: " << a_stats_->weapon->name() <<
" "
1425 << a_stats_->damage <<
"-" << a_stats_->num_blows <<
"(" << a_stats_->chance_to_hit
1426 <<
"%) vs DEF: " << (d_stats_->weapon ? d_stats_->weapon->name() :
"none") <<
" " << d_stats_->damage <<
"-"
1427 << d_stats_->num_blows <<
"(" << d_stats_->chance_to_hit <<
"%)"
1428 << (defender_strikes_first ?
" defender first-strike" :
"");
1434 DBG_NG <<
"start of attack loop...";
1437 if(
a_.n_attacks_ > 0 && !defender_strikes_first) {
1438 if(!perform_hit(
true, attack_stats)) {
1439 DBG_NG <<
"broke from attack loop on attacker turn";
1445 defender_strikes_first =
false;
1448 if(d_.n_attacks_ > 0) {
1449 if(!perform_hit(
false, attack_stats)) {
1450 DBG_NG <<
"broke from attack loop on defender turn";
1457 if(rounds > 0 && d_.n_attacks_ == 0 &&
a_.n_attacks_ == 0) {
1458 a_.n_attacks_ =
a_.orig_attacks_;
1459 d_.n_attacks_ = d_.orig_attacks_;
1461 defender_strikes_first = (d_stats_->firststrike && !a_stats_->firststrike);
1464 if(
a_.n_attacks_ <= 0 && d_.n_attacks_ <= 0) {
1474 if(update_def_fog_) {
1479 if(update_minimap_ && update_display_) {
1490 unit& u = d_.get_unit();
1496 d_.loc_, d_.get_unit_ptr());
1498 if(update_display_) {
1509 void attack::check_replay_attack_result(
1510 bool& hits,
int ran_num,
int& damage,
config replay_results, unit_info& attacker)
1512 int results_chance = replay_results[
"chance"].to_int();
1513 bool results_hits = replay_results[
"hits"].to_bool();
1514 int results_damage = replay_results[
"damage"].to_int();
1517 errbuf_ <<
"SYNC: In attack " <<
a_.dump() <<
" vs " << d_.dump()
1518 <<
" replay data differs from local calculated data:"
1519 <<
" chance to hit in data source: " << results_chance
1520 <<
" chance to hit in calculated: " << attacker.cth_
1521 <<
" chance to hit in data source: " << results_chance
1522 <<
" chance to hit in calculated: " << attacker.cth_
1525 attacker.cth_ = results_chance;
1526 hits = results_hits;
1527 damage = results_damage;
1532 if(results_chance != attacker.cth_) {
1533 errbuf_ <<
"SYNC: In attack " <<
a_.dump() <<
" vs " << d_.dump()
1534 <<
": chance to hit is inconsistent. Data source: " << results_chance
1535 <<
"; Calculation: " << attacker.cth_ <<
" (over-riding game calculations with data source results)\n";
1536 attacker.cth_ = results_chance;
1540 if(results_hits != hits) {
1541 errbuf_ <<
"SYNC: In attack " <<
a_.dump() <<
" vs " << d_.dump() <<
": the data source says the hit was "
1542 << (results_hits ?
"successful" :
"unsuccessful") <<
", while in-game calculations say the hit was "
1543 << (hits ?
"successful" :
"unsuccessful") <<
" random number: " << ran_num <<
" = " << (ran_num % 100)
1544 <<
"/" << results_chance <<
" (over-riding game calculations with data source results)\n";
1545 hits = results_hits;
1549 if(results_damage != damage) {
1550 errbuf_ <<
"SYNC: In attack " <<
a_.dump() <<
" vs " << d_.dump() <<
": the data source says the hit did "
1551 << results_damage <<
" damage, while in-game calculations show the hit doing " << damage
1552 <<
" damage (over-riding game calculations with data source results)\n";
1553 damage = results_damage;
1568 bool update_display)
1570 attack
dummy(attacker, defender, attack_with, defend_with, update_display);
1578 bool update_display)
1580 attack_unit(attacker, defender, attack_with, defend_with, update_display);
1625 case unit_alignments::type::lawful:
1626 bonus = lawful_bonus;
1628 case unit_alignments::type::neutral:
1631 case unit_alignments::type::chaotic:
1632 bonus = -lawful_bonus;
1634 case unit_alignments::type::liminal:
1635 bonus = max_liminal_bonus-std::abs(lawful_bonus);
1642 bonus = std::max<int>(bonus, 0);
1651 const std::vector<team>& teams)
1654 if(defender == units.
end()) {
1661 for(
i = 0;
i < adj.size(); ++
i) {
1662 if(adj[
i] == attacker_loc) {
1674 if(opp == units.
end()) {
1678 if(opp->incapacitated()) {
1683 if(std::size_t(defender->side() - 1) >= teams.size() || std::size_t(opp->side() - 1) >= teams.size()) {
1688 if(teams[defender->side() - 1].is_enemy(opp->side())) {
int under_leadership(const unit &u, const map_location &loc, const_attack_ptr weapon, const_attack_ptr opp_weapon)
Tests if the unit at loc is currently affected by leadership.
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.
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.
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.
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.
void attack_unit(const map_location &attacker, const map_location &defender, int attack_with, int defend_with, bool update_display)
Performs an attack.
static lg::log_domain log_attack("engine/attack")
static lg::log_domain log_config("config")
Various functions that implement attacks and attack calculations.
void advance_unit_at(const advance_unit_params ¶ms)
Various functions that implement advancements of units.
boost::iterator_range< boost::indirect_iterator< attack_list::iterator > > attack_itors
double defense_weight() const
double attack_weight() const
const std::string & range() const
Computes the statistics of a battle between an attacker and a defender unit.
std::unique_ptr< battle_context_unit_stats > defender_stats_
std::unique_ptr< combatant > defender_combatant_
std::unique_ptr< battle_context_unit_stats > attacker_stats_
Statistics of the units.
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)
std::unique_ptr< combatant > attacker_combatant_
Outcome of simulated fight.
void simulate(const combatant *prev_def)
const combatant & get_attacker_combatant(const combatant *prev_def=nullptr)
Get the simulation results.
const combatant & get_defender_combatant(const combatant *prev_def=nullptr)
static bool better_combat(const combatant &us_a, const combatant &them_a, const combatant &us_b, const combatant &them_b, double harm_weight)
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)
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...
bool better_defense(class battle_context &that, double harm_weight)
Given this harm_weight, is this attack better than that?
bool better_attack(class battle_context &that, double harm_weight)
Given this harm_weight, is this attack better than that?
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.
void insert(config_key_type key, T &&value)
Inserts an attribute into the config.
config & add_child(config_key_type key)
void redraw_minimap()
Schedule the minimap to be redrawn.
bool invalidate(const map_location &loc)
Function to invalidate a specific tile for redrawing.
static display * get_singleton()
Returns the display object if a display object exists.
virtual const unit_map & units() const override
virtual const gamemap & map() const override
void clear_variable(const std::string &varname)
Clears attributes config children does nothing if varname is no valid variable name.
config::attribute_value & get_variable(const std::string &varname)
throws invalid_variablename_exception if varname is no valid variable name.
void invalidate_unit()
Function to invalidate that unit status displayed on the sidebar.
static game_display * get_singleton()
game_events::wml_event_pump & pump()
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.
Encapsulates the map of the game.
bool is_village(const map_location &loc) const
std::set< std::string > & encountered_units()
int get_random_int(int min, int max)
static void process_error(const std::string &msg)
bool is_enemy(int n) const
int get_max_liminal_bonus() const
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
void set_standing(bool with_bars=true)
Sets the animation state to standing.
Container associating units to locations.
unit_iterator find(std::size_t id)
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.
A single unit type that the player may recruit.
const std::string & parent_id() const
The id of the original type from which this (variation) descended.
int resistance_against(const std::string &damage_name, bool attacker) const
Gets resistance while considering custom WML abilities.
int experience_needed(bool with_acceleration=true) const
bool musthave_status(const std::string &status) const
const std::string & undead_variation() const
Info on the type of unit that the unit reanimates as.
unit_alignments::type alignment() const
This class represents a single unit of a specific type.
static unit_ptr create(const config &cfg, bool use_traits=false, const vconfig *vcfg=nullptr)
Initializes a unit from a config.
static std::string _(const char *str)
unit_ability_list get_abilities_weapons(const std::string &tag_name, const map_location &loc, const_attack_ptr weapon=nullptr, const_attack_ptr opp_weapon=nullptr) const
int max_hitpoints() const
The max number of hitpoints this unit can have.
unit_alignments::type alignment() const
The alignment of this unit.
void set_state(const std::string &state, bool value)
Set whether the unit is affected by a status effect.
int hitpoints() const
The current number of hitpoints this unit has.
bool get_state(const std::string &state) const
Check if the unit is affected by a status effect.
const std::string & undead_variation() const
const unit_type & type() const
This unit's type, accounting for gender and variation.
int experience() const
The current number of experience points this unit has.
void set_experience(int xp)
Sets the current experience point amount.
unit_race::GENDER gender() const
The gender of this unit.
@ STATE_NOT_MOVED
The unit is uncovered - it was hiding but has been spotted.
@ STATE_PETRIFIED
The unit is poisoned - it loses health each turn.
@ STATE_POISONED
The unit is slowed - it moves slower and does less damage.
@ STATE_UNCOVERED
The unit is petrified - it cannot move or be attacked.
int damage_from(const attack_type &attack, bool attacker, const map_location &loc, const_attack_ptr weapon=nullptr) const
Calculates the damage this unit would take from a certain attack.
int defense_modifier(const t_translation::terrain_code &terrain) const
The unit's defense on a given terrain.
attack_itors attacks()
Gets an iterator over this unit's attacks.
unit_animation_component & anim_comp() const
bool is_fearless() const
Gets whether this unit is fearless - ie, unaffected by time of day.
void get_adjacent_tiles(const map_location &a, map_location *res)
Function which, given a location, will place all adjacent locations in res.
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.
Standard logging facilities (interface).
#define log_scope2(domain, description)
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
void recalculate_fog(int side)
Function that recalculates the fog of war.
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.
::tod_manager * tod_manager
game_events::manager * game_events
game_classification * classification
play_controller * controller
std::shared_ptr< wb::manager > whiteboard
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.
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.
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'.
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.
std::size_t size(std::string_view str)
Length in characters of a UTF-8 string.
std::shared_ptr< const unit > unit_const_ptr
std::shared_ptr< const attack_type > const_attack_ptr
std::shared_ptr< unit > unit_ptr
Define the game's event mechanism.
advances the unit at loc if it has enough experience, maximum 20 times.
Structure describing the statistics of a unit involved in the battle.
bool slows
Attack slows opponent when it hits.
unsigned int num_blows
Effective number of blows, takes swarm into account.
std::string plague_type
The plague type used by the attack, if any.
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)
bool petrifies
Attack petrifies opponent when it hits.
int drain_percent
Percentage of damage recovered as health.
unsigned int hp
Hitpoints of the unit at the beginning of the battle.
int slow_damage
Effective damage if unit becomes slowed (== damage, if already slowed)
unsigned int max_experience
bool drains
Attack drains opponent when it hits.
unsigned int swarm_min
Minimum number of blows with swarm (equal to num_blows if swarm isn't used).
bool swarm
Attack has swarm special.
const_attack_ptr weapon
The weapon used by the unit to attack the opponent, or nullptr if there is none.
bool is_slowed
True if the unit is slowed at the beginning of the battle.
unsigned int rounds
Berserk special can force us to fight more than one round.
unsigned int swarm_max
Maximum number of blows with swarm (equal to num_blows if swarm isn't used).
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.
unsigned int max_hp
Maximum hitpoints of the unit.
int damage
Effective damage of the weapon (all factors accounted for).
bool disable
Attack has disable special.
bool poisons
Attack poisons opponent when it hits.
unsigned int chance_to_hit
Effective chance to hit as a percentage (all factors accounted for).
int drain_constant
Base HP drained regardless of damage dealt.
bool firststrike
Attack has firststrike special.
int attack_num
Index into unit->attacks() or -1 for none.
bool plagues
Attack turns opponent into a zombie when fatal.
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.
static constexpr direction get_opposite_direction(direction d)
static const map_location & null_location()
void attack_result(hit_result res, int cth, int damage, int drain)
void attack_expected_damage(double attacker_inflict, double defender_inflict)
void defend_result(hit_result res, int cth, int damage, int drain)
Object which defines a time of day with associated bonuses, image, sounds etc.
int lawful_bonus
The % bonus lawful units receive.
const config * ability_cfg
The contents of the ability tag, never nullptr.
pointer get_shared_ptr() const
This is exactly the same as operator-> but it's slightly more readable, and can replace &*iter syntax...
checkup * checkup_instance
static map_location::direction n
static map_location::direction s
unit_type_data unit_types
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.