The Battle for Wesnoth  1.15.12+dev
attack.cpp
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1 /*
2  Copyright (C) 2003 - 2018 by David White <dave@whitevine.net>
3  Part of the Battle for Wesnoth Project https://www.wesnoth.org/
4 
5  This program is free software; you can redistribute it and/or modify
6  it under the terms of the GNU General Public License as published by
7  the Free Software Foundation; either version 2 of the License, or
8  (at your option) any later version.
9  This program is distributed in the hope that it will be useful,
10  but WITHOUT ANY WARRANTY.
11 
12  See the COPYING file for more details.
13 */
14 
15 /**
16  * @file
17  * Fighting.
18  */
19 
20 #include "actions/attack.hpp"
21 
22 #include "actions/advancement.hpp"
23 #include "actions/vision.hpp"
24 
26 #include "formula/callable_objects.hpp"
27 #include "formula/formula.hpp"
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"
37 #include "preferences/game.hpp"
38 #include "random.hpp"
39 #include "replay.hpp"
40 #include "resources.hpp"
41 #include "statistics.hpp"
42 #include "synced_checkup.hpp"
43 #include "synced_user_choice.hpp"
44 #include "team.hpp"
45 #include "tod_manager.hpp"
46 #include "units/abilities.hpp"
48 #include "units/helper.hpp"
49 #include "units/filter.hpp"
50 #include "units/map.hpp"
51 #include "units/udisplay.hpp"
52 #include "units/unit.hpp"
53 #include "units/types.hpp"
54 #include <optional>
55 #include "whiteboard/manager.hpp"
56 #include "wml_exception.hpp"
57 
58 static lg::log_domain log_engine("engine");
59 #define DBG_NG LOG_STREAM(debug, log_engine)
60 #define LOG_NG LOG_STREAM(info, log_engine)
61 #define WRN_NG LOG_STREAM(err, log_engine)
62 #define ERR_NG LOG_STREAM(err, log_engine)
63 
64 static lg::log_domain log_attack("engine/attack");
65 #define DBG_AT LOG_STREAM(debug, log_attack)
66 #define LOG_AT LOG_STREAM(info, log_attack)
67 #define WRN_AT LOG_STREAM(err, log_attack)
68 #define ERR_AT LOG_STREAM(err, log_attack)
69 
70 static lg::log_domain log_config("config");
71 #define LOG_CF LOG_STREAM(info, log_config)
72 
73 // ==================================================================================
74 // BATTLE CONTEXT UNIT STATS
75 // ==================================================================================
76 
78  const map_location& u_loc,
79  int u_attack_num,
80  bool attacking,
82  const map_location& opp_loc,
83  const_attack_ptr opp_weapon,
84  const unit_map& units)
85  : weapon(nullptr)
86  , attack_num(u_attack_num)
87  , is_attacker(attacking)
88  , is_poisoned(up->get_state(unit::STATE_POISONED))
89  , is_slowed(up->get_state(unit::STATE_SLOWED))
90  , slows(false)
91  , drains(false)
92  , petrifies(false)
93  , plagues(false)
94  , poisons(false)
95  , backstab_pos(false)
96  , swarm(false)
97  , firststrike(false)
98  , disable(false)
99  , experience(up->experience())
100  , max_experience(up->max_experience())
101  , level(up->level())
102  , rounds(1)
103  , hp(0)
104  , max_hp(up->max_hitpoints())
105  , chance_to_hit(0)
106  , damage(0)
107  , slow_damage(0)
108  , drain_percent(0)
109  , drain_constant(0)
110  , num_blows(0)
111  , swarm_min(0)
112  , swarm_max(0)
113  , plague_type()
114 {
115  const unit& u = *up;
116  const unit& opp = *oppp;
117  // Get the current state of the unit.
118  if(attack_num >= 0) {
119  weapon = u.attacks()[attack_num].shared_from_this();
120  }
121 
122  if(u.hitpoints() < 0) {
123  LOG_CF << "Unit with " << u.hitpoints() << " hitpoints found, set to 0 for damage calculations\n";
124  hp = 0;
125  } else if(u.hitpoints() > u.max_hitpoints()) {
126  // If a unit has more hp than its maximum, the engine will fail with an
127  // assertion failure due to accessing the prob_matrix out of bounds.
128  hp = u.max_hitpoints();
129  } else {
130  hp = u.hitpoints();
131  }
132 
133  // Exit if no weapon.
134  if(!weapon) {
135  return;
136  }
137 
138  // Get the weapon characteristics as appropriate.
139  auto ctx = weapon->specials_context(up, oppp, u_loc, opp_loc, attacking, opp_weapon);
140  std::optional<decltype(ctx)> opp_ctx;
141 
142  if(opp_weapon) {
143  opp_ctx.emplace(opp_weapon->specials_context(oppp, up, opp_loc, u_loc, !attacking, weapon));
144  }
145 
146  slows = weapon->has_special_or_ability("slow");
147  drains = !opp.get_state("undrainable") && weapon->has_special_or_ability("drains");
148  petrifies = weapon->has_special_or_ability("petrifies");
149  poisons = !opp.get_state("unpoisonable") && weapon->has_special_or_ability("poison") && !opp.get_state(unit::STATE_POISONED);
150  backstab_pos = is_attacker && backstab_check(u_loc, opp_loc, units, resources::gameboard->teams());
151  rounds = weapon->get_specials_and_abilities("berserk").highest("value", 1).first;
152 
153  firststrike = weapon->has_special_or_ability("firststrike");
154 
155  {
156  const int distance = distance_between(u_loc, opp_loc);
157  const bool out_of_range = distance > weapon->max_range() || distance < weapon->min_range();
158  disable = weapon->has_special("disable") || out_of_range;
159  }
160 
161  // Handle plague.
162  unit_ability_list plague_specials = weapon->get_specials_and_abilities("plague");
163  plagues = !opp.get_state("unplagueable") && !plague_specials.empty() &&
164  opp.undead_variation() != "null" && !resources::gameboard->map().is_village(opp_loc);
165 
166  if(plagues) {
167  plague_type = (*plague_specials.front().ability_cfg)["type"].str();
168 
169  if(plague_type.empty()) {
170  plague_type = u.type().parent_id();
171  }
172  }
173 
174  // Compute chance to hit.
175  signed int cth = opp.defense_modifier(resources::gameboard->map().get_terrain(opp_loc)) + weapon->accuracy()
176  - (opp_weapon ? opp_weapon->parry() : 0);
177 
178  cth = std::clamp(cth, 0, 100);
179 
180  unit_ability_list cth_specials = weapon->get_specials_and_abilities("chance_to_hit");
181  unit_abilities::effect cth_effects(cth_specials, cth, backstab_pos, weapon);
182  cth = cth_effects.get_composite_value();
183 
184 
185  if(opp.get_state("invulnerable")) {
186  cth = 0;
187  }
188 
189  chance_to_hit = std::clamp(cth, 0, 100);
190 
191  // Compute base damage done with the weapon.
192  int base_damage = weapon->modified_damage(backstab_pos);
193 
194  // Get the damage multiplier applied to the base damage of the weapon.
195  int damage_multiplier = 100;
196 
197  // Time of day bonus.
198  damage_multiplier += combat_modifier(
199  resources::gameboard->units(), resources::gameboard->map(), u_loc, u.alignment(), u.is_fearless());
200 
201  // Leadership bonus.
202  int leader_bonus = under_leadership(u, u_loc, weapon, opp_weapon);
203  if(leader_bonus != 0) {
204  damage_multiplier += leader_bonus;
205  }
206 
207  // Resistance modifier.
208  damage_multiplier *= opp.damage_from(*weapon, !attacking, opp_loc, opp_weapon);
209 
210  // Compute both the normal and slowed damage.
211  damage = round_damage(base_damage, damage_multiplier, 10000);
212  slow_damage = round_damage(base_damage, damage_multiplier, 20000);
213 
214  if(is_slowed) {
216  }
217 
218  // Compute drain amounts only if draining is possible.
219  if(drains) {
220  unit_ability_list drain_specials = weapon->get_specials_and_abilities("drains");
221  // Compute the drain percent (with 50% as the base for backward compatibility)
222  unit_abilities::effect drain_percent_effects(drain_specials, 50, backstab_pos, weapon);
223  drain_percent = drain_percent_effects.get_composite_value();
224  }
225 
226  // Add heal_on_hit (the drain constant)
227  unit_ability_list heal_on_hit_specials = weapon->get_specials_and_abilities("heal_on_hit");
228  unit_abilities::effect heal_on_hit_effects(heal_on_hit_specials, 0, backstab_pos, weapon);
229  drain_constant += heal_on_hit_effects.get_composite_value();
230 
232 
233  // Compute the number of blows and handle swarm.
234  weapon->modified_attacks(backstab_pos, swarm_min, swarm_max);
237 }
238 
240  const_attack_ptr att_weapon,
241  bool attacking,
242  const unit_type* opp_type,
243  const_attack_ptr opp_weapon,
244  unsigned int opp_terrain_defense,
245  int lawful_bonus)
246  : weapon(att_weapon)
247  , attack_num(-2) // This is and stays invalid. Always use weapon when using this constructor.
248  , is_attacker(attacking)
249  , is_poisoned(false)
250  , is_slowed(false)
251  , slows(false)
252  , drains(false)
253  , petrifies(false)
254  , plagues(false)
255  , poisons(false)
256  , backstab_pos(false)
257  , swarm(false)
258  , firststrike(false)
259  , disable(false)
260  , experience(0)
261  , max_experience(0)
262  , level(0)
263  , rounds(1)
264  , hp(0)
265  , max_hp(0)
266  , chance_to_hit(0)
267  , damage(0)
268  , slow_damage(0)
269  , drain_percent(0)
270  , drain_constant(0)
271  , num_blows(0)
272  , swarm_min(0)
273  , swarm_max(0)
274  , plague_type()
275 {
276  if(!u_type || !opp_type) {
277  return;
278  }
279 
280  // Get the current state of the unit.
281  if(u_type->hitpoints() < 0) {
282  hp = 0;
283  } else {
284  hp = u_type->hitpoints();
285  }
286 
287  max_experience = u_type->experience_needed();
288  level = (u_type->level());
289  max_hp = (u_type->hitpoints());
290 
291  // Exit if no weapon.
292  if(!weapon) {
293  return;
294  }
295 
296  // Get the weapon characteristics as appropriate.
297  auto ctx = weapon->specials_context(*u_type, map_location::null_location(), attacking);
298  std::optional<decltype(ctx)> opp_ctx;
299 
300  if(opp_weapon) {
301  opp_ctx.emplace(opp_weapon->specials_context(*opp_type, map_location::null_location(), !attacking));
302  }
303 
304  slows = weapon->has_special("slow");
305  drains = !opp_type->musthave_status("undrainable") && weapon->has_special("drains");
306  petrifies = weapon->has_special("petrifies");
307  poisons = !opp_type->musthave_status("unpoisonable") && weapon->has_special("poison");
308  rounds = weapon->get_specials("berserk").highest("value", 1).first;
309  firststrike = weapon->has_special("firststrike");
310  disable = weapon->has_special("disable");
311 
312  unit_ability_list plague_specials = weapon->get_specials("plague");
313  plagues = !opp_type->musthave_status("unplagueable") && !plague_specials.empty() &&
314  opp_type->undead_variation() != "null";
315 
316  if(plagues) {
317  plague_type = (*plague_specials.front().ability_cfg)["type"].str();
318  if(plague_type.empty()) {
319  plague_type = u_type->parent_id();
320  }
321  }
322 
323  signed int cth = 100 - opp_terrain_defense + weapon->accuracy() - (opp_weapon ? opp_weapon->parry() : 0);
324  cth = std::clamp(cth, 0, 100);
325 
326  unit_ability_list cth_specials = weapon->get_specials("chance_to_hit");
327  unit_abilities::effect cth_effects(cth_specials, cth, backstab_pos, weapon);
328  cth = cth_effects.get_composite_value();
329 
330  chance_to_hit = std::clamp(cth, 0, 100);
331 
332  int base_damage = weapon->modified_damage(backstab_pos);
333  int damage_multiplier = 100;
334  damage_multiplier
335  += generic_combat_modifier(lawful_bonus, u_type->alignment(), u_type->musthave_status("fearless"), 0);
336  damage_multiplier *= opp_type->resistance_against(weapon->type(), !attacking);
337 
338  damage = round_damage(base_damage, damage_multiplier, 10000);
339  slow_damage = round_damage(base_damage, damage_multiplier, 20000);
340 
341  if(drains) {
342  unit_ability_list drain_specials = weapon->get_specials("drains");
343 
344  // Compute the drain percent (with 50% as the base for backward compatibility)
345  unit_abilities::effect drain_percent_effects(drain_specials, 50, backstab_pos, weapon);
346  drain_percent = drain_percent_effects.get_composite_value();
347  }
348 
349  // Add heal_on_hit (the drain constant)
350  unit_ability_list heal_on_hit_specials = weapon->get_specials("heal_on_hit");
351  unit_abilities::effect heal_on_hit_effects(heal_on_hit_specials, 0, backstab_pos, weapon);
352  drain_constant += heal_on_hit_effects.get_composite_value();
353 
355 
356  // Compute the number of blows and handle swarm.
357  weapon->modified_attacks(backstab_pos, swarm_min, swarm_max);
360 }
361 
362 
363 // ==================================================================================
364 // BATTLE CONTEXT
365 // ==================================================================================
366 
368  nonempty_unit_const_ptr attacker,
369  const map_location& a_loc,
370  int a_wep_index,
371  nonempty_unit_const_ptr defender,
372  const map_location& d_loc,
373  int d_wep_index,
374  const unit_map& units)
375  : attacker_stats_()
376  , defender_stats_()
377  , attacker_combatant_()
378  , defender_combatant_()
379 {
380  size_t a_wep_uindex = static_cast<size_t>(a_wep_index);
381  size_t d_wep_uindex = static_cast<size_t>(d_wep_index);
382 
383  const_attack_ptr a_wep(a_wep_uindex < attacker->attacks().size() ? attacker->attacks()[a_wep_index].shared_from_this() : nullptr);
384  const_attack_ptr d_wep(d_wep_uindex < defender->attacks().size() ? defender->attacks()[d_wep_index].shared_from_this() : nullptr);
385 
386  attacker_stats_.reset(new battle_context_unit_stats(attacker, a_loc, a_wep_index, true , defender, d_loc, d_wep, units));
387  defender_stats_.reset(new battle_context_unit_stats(defender, d_loc, d_wep_index, false, attacker, a_loc, a_wep, units));
388 }
389 
390 void battle_context::simulate(const combatant* prev_def)
391 {
392  assert((attacker_combatant_.get() != nullptr) == (defender_combatant_.get() != nullptr));
393  assert(attacker_stats_);
394  assert(defender_stats_);
395  if(!attacker_combatant_) {
397  defender_combatant_.reset(new combatant(*defender_stats_, prev_def));
399  }
400 }
401 
402 // more like a factory method than a constructor, always calls one of the other constructors.
404  const map_location& attacker_loc,
405  const map_location& defender_loc,
406  int attacker_weapon,
407  int defender_weapon,
408  double aggression,
409  const combatant* prev_def,
410  unit_const_ptr attacker,
411  unit_const_ptr defender)
412  : attacker_stats_(nullptr)
413  , defender_stats_(nullptr)
414  , attacker_combatant_(nullptr)
415  , defender_combatant_(nullptr)
416 {
417  //TODO: maybe check before dereferencing units.find(attacker_loc),units.find(defender_loc) ?
418  if(!attacker) {
419  attacker = units.find(attacker_loc).get_shared_ptr();
420  }
421  if(!defender) {
422  defender = units.find(defender_loc).get_shared_ptr();
423  }
424  nonempty_unit_const_ptr n_attacker { attacker };
425  nonempty_unit_const_ptr n_defender { defender };
426 
427  const double harm_weight = 1.0 - aggression;
428 
429  if(attacker_weapon == -1) {
430  *this = choose_attacker_weapon(
431  n_attacker, n_defender, units, attacker_loc, defender_loc, harm_weight, prev_def
432  );
433  }
434  else if(defender_weapon == -1) {
435  *this = choose_defender_weapon(
436  n_attacker, n_defender, attacker_weapon, units, attacker_loc, defender_loc, prev_def
437  );
438  }
439  else {
440  *this = battle_context(n_attacker, attacker_loc, attacker_weapon, n_defender, defender_loc, defender_weapon, units);
441  }
442 
443  assert(attacker_stats_);
444  assert(defender_stats_);
445 }
446 
450  , attacker_combatant_(nullptr)
451  , defender_combatant_(nullptr)
452 {
453 }
454 
455 
456 /** @todo FIXME: better to initialize combatant initially (move into
457  battle_context_unit_stats?), just do fight() when required. */
459 {
460  // We calculate this lazily, since AI doesn't always need it.
461  simulate(prev_def);
462  return *attacker_combatant_;
463 }
464 
466 {
467  // We calculate this lazily, since AI doesn't always need it.
468  simulate(prev_def);
469  return *defender_combatant_;
470 }
471 
472 // Given this harm_weight, are we better than that other context?
473 bool battle_context::better_attack(class battle_context& that, double harm_weight)
474 {
475  return better_combat(
478  that.get_attacker_combatant(),
479  that.get_defender_combatant(),
480  harm_weight
481  );
482 }
483 
484 // Given this harm_weight, are we better than that other context?
485 bool battle_context::better_defense(class battle_context& that, double harm_weight)
486 {
487  return better_combat(
490  that.get_defender_combatant(),
491  that.get_attacker_combatant(),
492  harm_weight
493  );
494 }
495 
496 // Does combat A give us a better result than combat B?
498  const combatant& them_a,
499  const combatant& us_b,
500  const combatant& them_b,
501  double harm_weight)
502 {
503  double a, b;
504 
505  // Compare: P(we kill them) - P(they kill us).
506  a = them_a.hp_dist[0] - us_a.hp_dist[0] * harm_weight;
507  b = them_b.hp_dist[0] - us_b.hp_dist[0] * harm_weight;
508 
509  if(a - b < -0.01) {
510  return false;
511  }
512 
513  if(a - b > 0.01) {
514  return true;
515  }
516 
517  // Add poison to calculations, but poison bonus should only be applied if the unit survives
518  double poison_a_us = us_a.poisoned > 0 ? (us_a.poisoned - us_a.hp_dist[0]) * game_config::poison_amount : 0;
519  double poison_a_them = them_a.poisoned > 0 ? (them_a.poisoned - them_a.hp_dist[0]) * game_config::poison_amount : 0;
520  double poison_b_us = us_b.poisoned > 0 ? (us_b.poisoned - us_b.hp_dist[0]) * game_config::poison_amount : 0;
521  double poison_b_them = them_b.poisoned > 0 ? (them_b.poisoned - them_b.hp_dist[0]) * game_config::poison_amount : 0;
522 
523  // Compare: damage to them - damage to us (average_hp replaces -damage)
524  a = (us_a.average_hp() - poison_a_us) * harm_weight - (them_a.average_hp() - poison_a_them);
525  b = (us_b.average_hp() - poison_b_us) * harm_weight - (them_b.average_hp() - poison_b_them);
526 
527  if(a - b < -0.01) {
528  return false;
529  }
530 
531  if(a - b > 0.01) {
532  return true;
533  }
534 
535  // All else equal: go for most damage.
536  return them_a.average_hp() < them_b.average_hp();
537 }
538 
540  nonempty_unit_const_ptr defender,
541  const unit_map& units,
542  const map_location& attacker_loc,
543  const map_location& defender_loc,
544  double harm_weight,
545  const combatant* prev_def)
546 {
547  log_scope2(log_attack, "choose_attacker_weapon");
548  std::vector<battle_context> choices;
549 
550  // What options does attacker have?
551  for(size_t i = 0; i < attacker->attacks().size(); ++i) {
552  const attack_type& att = attacker->attacks()[i];
553 
554  if(att.attack_weight() <= 0) {
555  continue;
556  }
557  battle_context bc = choose_defender_weapon(attacker, defender, i, units, attacker_loc, defender_loc, prev_def);
558  //choose_defender_weapon will always choose the weapon that disabels the attackers weapon if possible.
559  if(bc.attacker_stats_->disable) {
560  continue;
561  }
562  choices.emplace_back(std::move(bc));
563  }
564 
565  if(choices.empty()) {
566  return battle_context(attacker, attacker_loc, -1, defender, defender_loc, -1, units);
567  }
568 
569  if(choices.size() == 1) {
570  return std::move(choices[0]);
571  }
572 
573  // Multiple options: simulate them, save best.
574  battle_context* best_choice = nullptr;
575  for(auto& choice : choices) {
576  // If choose_defender_weapon didn't simulate, do so now.
577  choice.simulate(prev_def);
578 
579  if(!best_choice || choice.better_attack(*best_choice, harm_weight)) {
580  best_choice = &choice;
581  }
582  }
583 
584  if(best_choice) {
585  return std::move(*best_choice);
586  }
587  else {
588  return battle_context(attacker, attacker_loc, -1, defender, defender_loc, -1, units);
589  }
590 }
591 
592 /** @todo FIXME: Hand previous defender unit in here. */
594  nonempty_unit_const_ptr defender,
595  unsigned attacker_weapon,
596  const unit_map& units,
597  const map_location& attacker_loc,
598  const map_location& defender_loc,
599  const combatant* prev_def)
600 {
601  log_scope2(log_attack, "choose_defender_weapon");
602  VALIDATE(attacker_weapon < attacker->attacks().size(), _("An invalid attacker weapon got selected."));
603 
604  const attack_type& att = attacker->attacks()[attacker_weapon];
605  auto no_weapon = [&]() { return battle_context(attacker, attacker_loc, attacker_weapon, defender, defender_loc, -1, units); };
606  std::vector<battle_context> choices;
607 
608  // What options does defender have?
609  for(size_t i = 0; i < defender->attacks().size(); ++i) {
610  const attack_type& def = defender->attacks()[i];
611  if(def.range() != att.range() || def.defense_weight() <= 0) {
612  //no need to calculate the battle_context here.
613  continue;
614  }
615  battle_context bc(attacker, attacker_loc, attacker_weapon, defender, defender_loc, i, units);
616 
617  if(bc.defender_stats_->disable) {
618  continue;
619  }
620  if(bc.attacker_stats_->disable) {
621  //the defenders attack disables the attakers attack: always choose this one.
622  return bc;
623  }
624  choices.emplace_back(std::move(bc));
625  }
626 
627  if(choices.empty()) {
628  return no_weapon();
629  }
630 
631  if(choices.size() == 1) {
632  //only one usable weapon, don't simulate
633  return std::move(choices[0]);
634  }
635 
636  // Multiple options:
637  // First pass : get the best weight and the minimum simple rating for this weight.
638  // simple rating = number of blows * damage per blows (resistance taken in account) * cth * weight
639  // Eligible attacks for defense should have a simple rating greater or equal to this weight.
640 
641  int min_rating = 0;
642  {
643  double max_weight = 0.0;
644 
645  for(const auto& choice : choices) {
646  const attack_type& def = defender->attacks()[choice.defender_stats_->attack_num];
647 
648  if(def.defense_weight() >= max_weight) {
649  const battle_context_unit_stats& def_stats = *choice.defender_stats_;
650 
651  max_weight = def.defense_weight();
652  int rating = static_cast<int>(
653  def_stats.num_blows * def_stats.damage * def_stats.chance_to_hit * def.defense_weight());
654 
655  if(def.defense_weight() > max_weight || rating < min_rating) {
656  min_rating = rating;
657  }
658  }
659  }
660  }
661 
662  battle_context* best_choice = nullptr;
663  // Multiple options: simulate them, save best.
664  for(auto& choice : choices) {
665  const attack_type& def = defender->attacks()[choice.defender_stats_->attack_num];
666 
667  choice.simulate(prev_def);
668 
669 
670  int simple_rating = static_cast<int>(
671  choice.defender_stats_->num_blows * choice.defender_stats_->damage * choice.defender_stats_->chance_to_hit * def.defense_weight());
672 
673  //FIXME: make sure there is no mostake in the better_combat call-
674  if(simple_rating >= min_rating && (!best_choice || choice.better_defense(*best_choice, 1.0))) {
675  best_choice = &choice;
676  }
677  }
678 
679  return best_choice ? std::move(*best_choice) : no_weapon();
680 }
681 
682 
683 // ==================================================================================
684 // HELPERS
685 // ==================================================================================
686 
687 namespace
688 {
689 void refresh_weapon_index(int& weap_index, const std::string& weap_id, attack_itors attacks)
690 {
691  // No attacks to choose from.
692  if(attacks.empty()) {
693  weap_index = -1;
694  return;
695  }
696 
697  // The currently selected attack fits.
698  if(weap_index >= 0 && weap_index < static_cast<int>(attacks.size()) && attacks[weap_index].id() == weap_id) {
699  return;
700  }
701 
702  // Look up the weapon by id.
703  if(!weap_id.empty()) {
704  for(int i = 0; i < static_cast<int>(attacks.size()); ++i) {
705  if(attacks[i].id() == weap_id) {
706  weap_index = i;
707  return;
708  }
709  }
710  }
711 
712  // Lookup has failed.
713  weap_index = -1;
714  return;
715 }
716 
717 /** Helper class for performing an attack. */
718 class attack
719 {
720 public:
721  attack(const map_location& attacker,
722  const map_location& defender,
723  int attack_with,
724  int defend_with,
725  bool update_display = true);
726 
727  void perform();
728 
729 private:
730  class attack_end_exception
731  {
732  };
733 
734  bool perform_hit(bool, statistics::attack_context&);
735  void fire_event(const std::string& n);
736  void refresh_bc();
737 
738  /** Structure holding unit info used in the attack action. */
739  struct unit_info
740  {
741  const map_location loc_;
742  int weapon_;
743  unit_map& units_;
744  std::size_t id_; /**< unit.underlying_id() */
745  std::string weap_id_;
746  int orig_attacks_;
747  int n_attacks_; /**< Number of attacks left. */
748  int cth_;
749  int damage_;
750  int xp_;
751 
752  unit_info(const map_location& loc, int weapon, unit_map& units);
753  unit& get_unit();
754  unit_ptr get_unit_ptr();
755  bool valid();
756 
757  std::string dump();
758  };
759 
760  /**
761  * Used in perform_hit to confirm a replay is in sync.
762  * Check OOS_error_ after this method, true if error detected.
763  */
764  void check_replay_attack_result(bool&, int, int&, config, unit_info&);
765 
766  void unit_killed(
767  unit_info&, unit_info&, const battle_context_unit_stats*&, const battle_context_unit_stats*&, bool);
768 
769  std::unique_ptr<battle_context> bc_;
770 
771  const battle_context_unit_stats* a_stats_;
772  const battle_context_unit_stats* d_stats_;
773 
774  int abs_n_attack_, abs_n_defend_;
775  // update_att_fog_ is not used, other than making some code simpler.
776  bool update_att_fog_, update_def_fog_, update_minimap_;
777 
778  unit_info a_, d_;
779  unit_map& units_;
780  std::ostringstream errbuf_;
781 
782  bool update_display_;
783  bool OOS_error_;
784 
785  bool use_prng_;
786 
787  std::vector<bool> prng_attacker_;
788  std::vector<bool> prng_defender_;
789 };
790 
791 attack::unit_info::unit_info(const map_location& loc, int weapon, unit_map& units)
792  : loc_(loc)
793  , weapon_(weapon)
794  , units_(units)
795  , id_()
796  , weap_id_()
797  , orig_attacks_(0)
798  , n_attacks_(0)
799  , cth_(0)
800  , damage_(0)
801  , xp_(0)
802 {
803  unit_map::iterator i = units_.find(loc_);
804  if(!i.valid()) {
805  return;
806  }
807 
808  id_ = i->underlying_id();
809 }
810 
811 unit& attack::unit_info::get_unit()
812 {
813  unit_map::iterator i = units_.find(loc_);
814  assert(i.valid() && i->underlying_id() == id_);
815  return *i;
816 }
817 
818 unit_ptr attack::unit_info::get_unit_ptr()
819 {
820  unit_map::iterator i = units_.find(loc_);
821  if(i.valid() && i->underlying_id() == id_) {
822  return i.get_shared_ptr();
823  }
824  return unit_ptr();
825 }
826 
827 bool attack::unit_info::valid()
828 {
829  unit_map::iterator i = units_.find(loc_);
830  return i.valid() && i->underlying_id() == id_;
831 }
832 
833 std::string attack::unit_info::dump()
834 {
835  std::stringstream s;
836  s << get_unit().type_id() << " (" << loc_.wml_x() << ',' << loc_.wml_y() << ')';
837  return s.str();
838 }
839 
840 attack::attack(const map_location& attacker,
841  const map_location& defender,
842  int attack_with,
843  int defend_with,
844  bool update_display)
845  : bc_(nullptr)
846  , a_stats_(nullptr)
847  , d_stats_(nullptr)
848  , abs_n_attack_(0)
849  , abs_n_defend_(0)
850  , update_att_fog_(false)
851  , update_def_fog_(false)
852  , update_minimap_(false)
853  , a_(attacker, attack_with, resources::gameboard->units())
854  , d_(defender, defend_with, resources::gameboard->units())
855  , units_(resources::gameboard->units())
856  , errbuf_()
857  , update_display_(update_display)
858  , OOS_error_(false)
859 
860  //new experimental prng mode.
861  , use_prng_(resources::classification->random_mode == "biased" && randomness::generator->is_networked() == false)
862  , prng_attacker_()
863  , prng_defender_()
864 {
865  if(use_prng_) {
866  LOG_NG << "Using experimental PRNG for combat\n";
867  }
868 }
869 
870 void attack::fire_event(const std::string& n)
871 {
872  LOG_NG << "attack: firing '" << n << "' event\n";
873 
874  // prepare the event data for weapon filtering
875  config ev_data;
876  config& a_weapon_cfg = ev_data.add_child("first");
877  config& d_weapon_cfg = ev_data.add_child("second");
878 
879  // Need these to ensure weapon filters work correctly
880  std::optional<attack_type::specials_context_t> a_ctx, d_ctx;
881 
882  if(a_stats_->weapon != nullptr && a_.valid()) {
883  if(d_stats_->weapon != nullptr && d_.valid()) {
884  a_ctx.emplace(a_stats_->weapon->specials_context(nullptr, nullptr, a_.loc_, d_.loc_, true, d_stats_->weapon));
885  } else {
886  a_ctx.emplace(a_stats_->weapon->specials_context(nullptr, a_.loc_, true));
887  }
888  a_stats_->weapon->write(a_weapon_cfg);
889  }
890 
891  if(d_stats_->weapon != nullptr && d_.valid()) {
892  if(a_stats_->weapon != nullptr && a_.valid()) {
893  d_ctx.emplace(d_stats_->weapon->specials_context(nullptr, nullptr, d_.loc_, a_.loc_, false, a_stats_->weapon));
894  } else {
895  d_ctx.emplace(d_stats_->weapon->specials_context(nullptr, d_.loc_, false));
896  }
897  d_stats_->weapon->write(d_weapon_cfg);
898  }
899 
900  if(a_weapon_cfg["name"].empty()) {
901  a_weapon_cfg["name"] = "none";
902  }
903 
904  if(d_weapon_cfg["name"].empty()) {
905  d_weapon_cfg["name"] = "none";
906  }
907 
908  if(n == "attack_end") {
909  // We want to fire attack_end event in any case! Even if one of units was removed by WML.
910  resources::game_events->pump().fire(n, a_.loc_, d_.loc_, ev_data);
911  return;
912  }
913 
914  // damage_inflicted is set in these two events.
915  // TODO: should we set this value from unit_info::damage, or continue using the WML variable?
916  if(n == "attacker_hits" || n == "defender_hits") {
917  ev_data["damage_inflicted"] = resources::gamedata->get_variable("damage_inflicted");
918  }
919 
920  const int defender_side = d_.get_unit().side();
921 
922  bool wml_aborted;
923  std::tie(std::ignore, wml_aborted) = resources::game_events->pump().fire(n,
925  game_events::entity_location(d_.loc_, d_.id_), ev_data);
926 
927  // The event could have killed either the attacker or
928  // defender, so we have to make sure they still exist.
929  refresh_bc();
930 
931  if(wml_aborted || !a_.valid() || !d_.valid()
932  || !resources::gameboard->get_team(a_.get_unit().side()).is_enemy(d_.get_unit().side())
933  ) {
934  actions::recalculate_fog(defender_side);
935 
936  if(update_display_) {
938  }
939 
940  fire_event("attack_end");
941  throw attack_end_exception();
942  }
943 }
944 
945 void attack::refresh_bc()
946 {
947  // Fix index of weapons.
948  if(a_.valid()) {
949  refresh_weapon_index(a_.weapon_, a_.weap_id_, a_.get_unit().attacks());
950  }
951 
952  if(d_.valid()) {
953  refresh_weapon_index(d_.weapon_, d_.weap_id_, d_.get_unit().attacks());
954  }
955 
956  if(!a_.valid() || !d_.valid()) {
957  // Fix pointer to weapons.
958  const_cast<battle_context_unit_stats*>(a_stats_)->weapon
959  = a_.valid() && a_.weapon_ >= 0 ? a_.get_unit().attacks()[a_.weapon_].shared_from_this() : nullptr;
960 
961  const_cast<battle_context_unit_stats*>(d_stats_)->weapon
962  = d_.valid() && d_.weapon_ >= 0 ? d_.get_unit().attacks()[d_.weapon_].shared_from_this() : nullptr;
963 
964  return;
965  }
966 
967  bc_.reset(new battle_context(units_, a_.loc_, d_.loc_, a_.weapon_, d_.weapon_));
968 
969  a_stats_ = &bc_->get_attacker_stats();
970  d_stats_ = &bc_->get_defender_stats();
971 
972  a_.cth_ = a_stats_->chance_to_hit;
973  d_.cth_ = d_stats_->chance_to_hit;
974  a_.damage_ = a_stats_->damage;
975  d_.damage_ = d_stats_->damage;
976 }
977 
978 bool attack::perform_hit(bool attacker_turn, statistics::attack_context& stats)
979 {
980  unit_info& attacker = attacker_turn ? a_ : d_;
981  unit_info& defender = attacker_turn ? d_ : a_;
982 
983  // NOTE: we need to use a reference-to-pointer here so a_stats_ and d_stats_ can be
984  // modified without. Using a pointer directly would render them invalid when that happened.
985  const battle_context_unit_stats*& attacker_stats = attacker_turn ? a_stats_ : d_stats_;
986  const battle_context_unit_stats*& defender_stats = attacker_turn ? d_stats_ : a_stats_;
987 
988  int& abs_n = attacker_turn ? abs_n_attack_ : abs_n_defend_;
989  bool& update_fog = attacker_turn ? update_def_fog_ : update_att_fog_;
990 
991  int ran_num;
992 
993  if(use_prng_) {
994 
995  std::vector<bool>& prng_seq = attacker_turn ? prng_attacker_ : prng_defender_;
996 
997  if(prng_seq.empty()) {
998  const int ntotal = attacker.cth_*attacker.n_attacks_;
999  int num_hits = ntotal/100;
1000  const int additional_hit_chance = ntotal%100;
1001  if(additional_hit_chance > 0 && randomness::generator->get_random_int(0, 99) < additional_hit_chance) {
1002  ++num_hits;
1003  }
1004 
1005  std::vector<int> indexes;
1006  for(int i = 0; i != attacker.n_attacks_; ++i) {
1007  prng_seq.push_back(false);
1008  indexes.push_back(i);
1009  }
1010 
1011  for(int i = 0; i != num_hits; ++i) {
1012  int n = randomness::generator->get_random_int(0, static_cast<int>(indexes.size())-1);
1013  prng_seq[indexes[n]] = true;
1014  indexes.erase(indexes.begin() + n);
1015  }
1016  }
1017 
1018  bool does_hit = prng_seq.back();
1019  prng_seq.pop_back();
1020  ran_num = does_hit ? 0 : 99;
1021  } else {
1022  ran_num = randomness::generator->get_random_int(0, 99);
1023  }
1024  bool hits = (ran_num < attacker.cth_);
1025 
1026  int damage = 0;
1027  if(hits) {
1028  damage = attacker.damage_;
1029  resources::gamedata->get_variable("damage_inflicted") = damage;
1030  }
1031 
1032  // Make sure that if we're serializing a game here,
1033  // we got the same results as the game did originally.
1034  const config local_results {"chance", attacker.cth_, "hits", hits, "damage", damage};
1035 
1036  config replay_results;
1037  bool equals_replay = checkup_instance->local_checkup(local_results, replay_results);
1038 
1039  if(!equals_replay) {
1040  check_replay_attack_result(hits, ran_num, damage, replay_results, attacker);
1041  }
1042 
1043  // can do no more damage than the defender has hitpoints
1044  int damage_done = std::min<int>(defender.get_unit().hitpoints(), attacker.damage_);
1045 
1046  // expected damage = damage potential * chance to hit (as a percentage)
1047  double expected_damage = damage_done * attacker.cth_ * 0.01;
1048 
1049  if(attacker_turn) {
1050  stats.attack_expected_damage(expected_damage, 0);
1051  } else {
1052  stats.attack_expected_damage(0, expected_damage);
1053  }
1054 
1055  int drains_damage = 0;
1056  if(hits && attacker_stats->drains) {
1057  drains_damage = damage_done * attacker_stats->drain_percent / 100 + attacker_stats->drain_constant;
1058 
1059  // don't drain so much that the attacker gets more than his maximum hitpoints
1060  drains_damage =
1061  std::min<int>(drains_damage, attacker.get_unit().max_hitpoints() - attacker.get_unit().hitpoints());
1062 
1063  // if drain is negative, don't allow drain to kill the attacker
1064  drains_damage = std::max<int>(drains_damage, 1 - attacker.get_unit().hitpoints());
1065  }
1066 
1067  if(update_display_) {
1068  std::ostringstream float_text;
1069  std::vector<std::string> extra_hit_sounds;
1070 
1071  if(hits) {
1072  const unit& defender_unit = defender.get_unit();
1073  if(attacker_stats->poisons && !defender_unit.get_state(unit::STATE_POISONED)) {
1074  float_text << (defender_unit.gender() == unit_race::FEMALE ? _("female^poisoned") : _("poisoned"))
1075  << '\n';
1076 
1077  extra_hit_sounds.push_back(game_config::sounds::status::poisoned);
1078  }
1079 
1080  if(attacker_stats->slows && !defender_unit.get_state(unit::STATE_SLOWED)) {
1081  float_text << (defender_unit.gender() == unit_race::FEMALE ? _("female^slowed") : _("slowed")) << '\n';
1082 
1083  extra_hit_sounds.push_back(game_config::sounds::status::slowed);
1084  }
1085 
1086  if(attacker_stats->petrifies) {
1087  float_text << (defender_unit.gender() == unit_race::FEMALE ? _("female^petrified") : _("petrified"))
1088  << '\n';
1089 
1090  extra_hit_sounds.push_back(game_config::sounds::status::petrified);
1091  }
1092  }
1093 
1097  attacker.loc_, defender.loc_,
1098  damage,
1099  *attacker_stats->weapon, defender_stats->weapon,
1100  abs_n, float_text.str(), drains_damage, "",
1101  &extra_hit_sounds, attacker_turn
1102  );
1103  }
1104 
1105  bool dies = defender.get_unit().take_hit(damage);
1106  LOG_NG << "defender took " << damage << (dies ? " and died\n" : "\n");
1107 
1108  if(attacker_turn) {
1109  stats.attack_result(hits
1110  ? (dies
1114  attacker.cth_, damage_done, drains_damage
1115  );
1116  } else {
1117  stats.defend_result(hits
1118  ? (dies
1122  attacker.cth_, damage_done, drains_damage
1123  );
1124  }
1125 
1126  replay_results.clear();
1127 
1128  // There was also a attribute cfg["unit_hit"] which was never used so i deleted.
1129  equals_replay = checkup_instance->local_checkup(config{"dies", dies}, replay_results);
1130 
1131  if(!equals_replay) {
1132  bool results_dies = replay_results["dies"].to_bool();
1133 
1134  errbuf_ << "SYNC: In attack " << a_.dump() << " vs " << d_.dump() << ": the data source says the "
1135  << (attacker_turn ? "defender" : "attacker") << ' ' << (results_dies ? "perished" : "survived")
1136  << " while in-game calculations show it " << (dies ? "perished" : "survived")
1137  << " (over-riding game calculations with data source results)\n";
1138 
1139  dies = results_dies;
1140 
1141  // Set hitpoints to 0 so later checks don't invalidate the death.
1142  if(results_dies) {
1143  defender.get_unit().set_hitpoints(0);
1144  }
1145 
1146  OOS_error_ = true;
1147  }
1148 
1149  if(hits) {
1150  try {
1151  fire_event(attacker_turn ? "attacker_hits" : "defender_hits");
1152  } catch(const attack_end_exception&) {
1153  refresh_bc();
1154  return false;
1155  }
1156  } else {
1157  try {
1158  fire_event(attacker_turn ? "attacker_misses" : "defender_misses");
1159  } catch(const attack_end_exception&) {
1160  refresh_bc();
1161  return false;
1162  }
1163  }
1164 
1165  refresh_bc();
1166 
1167  bool attacker_dies = false;
1168 
1169  if(drains_damage > 0) {
1170  attacker.get_unit().heal(drains_damage);
1171  } else if(drains_damage < 0) {
1172  attacker_dies = attacker.get_unit().take_hit(-drains_damage);
1173  }
1174 
1175  if(dies) {
1176  unit_killed(attacker, defender, attacker_stats, defender_stats, false);
1177  update_fog = true;
1178  }
1179 
1180  if(attacker_dies) {
1181  unit_killed(defender, attacker, defender_stats, attacker_stats, true);
1182  (attacker_turn ? update_att_fog_ : update_def_fog_) = true;
1183  }
1184 
1185  if(dies) {
1186  update_minimap_ = true;
1187  return false;
1188  }
1189 
1190  if(hits) {
1191  unit& defender_unit = defender.get_unit();
1192 
1193  if(attacker_stats->poisons && !defender_unit.get_state(unit::STATE_POISONED)) {
1194  defender_unit.set_state(unit::STATE_POISONED, true);
1195  LOG_NG << "defender poisoned\n";
1196  }
1197 
1198  if(attacker_stats->slows && !defender_unit.get_state(unit::STATE_SLOWED)) {
1199  defender_unit.set_state(unit::STATE_SLOWED, true);
1200  update_fog = true;
1201  defender.damage_ = defender_stats->slow_damage;
1202  LOG_NG << "defender slowed\n";
1203  }
1204 
1205  // If the defender is petrified, the fight stops immediately
1206  if(attacker_stats->petrifies) {
1207  defender_unit.set_state(unit::STATE_PETRIFIED, true);
1208  update_fog = true;
1209  attacker.n_attacks_ = 0;
1210  defender.n_attacks_ = -1; // Petrified.
1211  resources::game_events->pump().fire("petrified", defender.loc_, attacker.loc_);
1212  refresh_bc();
1213  }
1214  }
1215 
1216  // Delay until here so that poison and slow go through
1217  if(attacker_dies) {
1218  update_minimap_ = true;
1219  return false;
1220  }
1221 
1222  --attacker.n_attacks_;
1223  return true;
1224 }
1225 
1226 void attack::unit_killed(unit_info& attacker,
1227  unit_info& defender,
1228  const battle_context_unit_stats*& attacker_stats,
1229  const battle_context_unit_stats*& defender_stats,
1230  bool drain_killed)
1231 {
1232  attacker.xp_ = game_config::kill_xp(defender.get_unit().level());
1233  defender.xp_ = 0;
1234 
1235  display::get_singleton()->invalidate(attacker.loc_);
1236 
1237  game_events::entity_location death_loc(defender.loc_, defender.id_);
1238  game_events::entity_location attacker_loc(attacker.loc_, attacker.id_);
1239 
1240  std::string undead_variation = defender.get_unit().undead_variation();
1241 
1242  fire_event("attack_end");
1243  refresh_bc();
1244 
1245  // Get weapon info for last_breath and die events.
1246  config dat;
1247  config a_weapon_cfg = attacker_stats->weapon && attacker.valid() ? attacker_stats->weapon->to_config() : config();
1248  config d_weapon_cfg = defender_stats->weapon && defender.valid() ? defender_stats->weapon->to_config() : config();
1249 
1250  if(a_weapon_cfg["name"].empty()) {
1251  a_weapon_cfg["name"] = "none";
1252  }
1253 
1254  if(d_weapon_cfg["name"].empty()) {
1255  d_weapon_cfg["name"] = "none";
1256  }
1257 
1258  dat.add_child("first", d_weapon_cfg);
1259  dat.add_child("second", a_weapon_cfg);
1260 
1261  resources::game_events->pump().fire("last_breath", death_loc, attacker_loc, dat);
1262  refresh_bc();
1263 
1264  // WML has invalidated the dying unit, abort.
1265  if(!defender.valid() || defender.get_unit().hitpoints() > 0) {
1266  return;
1267  }
1268 
1269  if(!attacker.valid()) {
1271  defender.loc_,
1272  defender.get_unit(),
1273  nullptr,
1274  defender_stats->weapon
1275  );
1276  } else {
1278  defender.loc_,
1279  defender.get_unit(),
1280  attacker_stats->weapon,
1281  defender_stats->weapon,
1282  attacker.loc_,
1283  attacker.get_unit_ptr()
1284  );
1285  }
1286 
1287  resources::game_events->pump().fire("die", death_loc, attacker_loc, dat);
1288  refresh_bc();
1289 
1290  if(!defender.valid() || defender.get_unit().hitpoints() > 0) {
1291  // WML has invalidated the dying unit, abort
1292  return;
1293  }
1294 
1295  units_.erase(defender.loc_);
1296  resources::whiteboard->on_kill_unit();
1297 
1298  // Plague units make new units on the target hex.
1299  if(attacker.valid() && attacker_stats->plagues && !drain_killed) {
1300  LOG_NG << "trying to reanimate " << attacker_stats->plague_type << '\n';
1301 
1302  if(const unit_type* reanimator = unit_types.find(attacker_stats->plague_type)) {
1303  LOG_NG << "found unit type:" << reanimator->id() << '\n';
1304 
1305  unit_ptr newunit = unit::create(*reanimator, attacker.get_unit().side(), true, unit_race::MALE);
1306  newunit->set_attacks(0);
1307  newunit->set_movement(0, true);
1308  newunit->set_facing(map_location::get_opposite_dir(attacker.get_unit().facing()));
1309 
1310  // Apply variation
1311  if(undead_variation != "null") {
1312  config mod;
1313  config& variation = mod.add_child("effect");
1314  variation["apply_to"] = "variation";
1315  variation["name"] = undead_variation;
1316  newunit->add_modification("variation", mod);
1317  newunit->heal_fully();
1318  }
1319 
1320  newunit->set_location(death_loc);
1321  units_.insert(newunit);
1322 
1323  game_events::entity_location reanim_loc(defender.loc_, newunit->underlying_id());
1324  resources::game_events->pump().fire("unit_placed", reanim_loc);
1325 
1326  preferences::encountered_units().insert(newunit->type_id());
1327 
1328  if(update_display_) {
1329  display::get_singleton()->invalidate(death_loc);
1330  }
1331  }
1332  } else {
1333  LOG_NG << "unit not reanimated\n";
1334  }
1335 }
1336 
1337 void attack::perform()
1338 {
1339  // Stop the user from issuing any commands while the units are fighting.
1340  const events::command_disabler disable_commands;
1341 
1342  if(!a_.valid() || !d_.valid()) {
1343  return;
1344  }
1345 
1346  // no attack weapon => stop here and don't attack
1347  if(a_.weapon_ < 0) {
1348  a_.get_unit().set_attacks(a_.get_unit().attacks_left() - 1);
1349  a_.get_unit().set_movement(-1, true);
1350  return;
1351  }
1352 
1353  if(a_.get_unit().attacks_left() <= 0) {
1354  LOG_NG << "attack::perform(): not enough ap.\n";
1355  return;
1356  }
1357 
1358  a_.get_unit().set_facing(a_.loc_.get_relative_dir(d_.loc_));
1359  d_.get_unit().set_facing(d_.loc_.get_relative_dir(a_.loc_));
1360 
1361  a_.get_unit().set_attacks(a_.get_unit().attacks_left() - 1);
1362 
1363  VALIDATE(a_.weapon_ < static_cast<int>(a_.get_unit().attacks().size()),
1364  _("An invalid attacker weapon got selected."));
1365 
1366  a_.get_unit().set_movement(a_.get_unit().movement_left() - a_.get_unit().attacks()[a_.weapon_].movement_used(), true);
1367  a_.get_unit().set_state(unit::STATE_NOT_MOVED, false);
1368  a_.get_unit().set_resting(false);
1369  d_.get_unit().set_resting(false);
1370 
1371  // If the attacker was invisible, she isn't anymore!
1372  a_.get_unit().set_state(unit::STATE_UNCOVERED, true);
1373 
1374  bc_.reset(new battle_context(units_, a_.loc_, d_.loc_, a_.weapon_, d_.weapon_));
1375 
1376  a_stats_ = &bc_->get_attacker_stats();
1377  d_stats_ = &bc_->get_defender_stats();
1378 
1379  if(a_stats_->disable) {
1380  LOG_NG << "attack::perform(): tried to attack with a disabled attack.\n";
1381  return;
1382  }
1383 
1384  if(a_stats_->weapon) {
1385  a_.weap_id_ = a_stats_->weapon->id();
1386  }
1387 
1388  if(d_stats_->weapon) {
1389  d_.weap_id_ = d_stats_->weapon->id();
1390  }
1391 
1392  try {
1393  fire_event("attack");
1394  } catch(const attack_end_exception&) {
1395  return;
1396  }
1397 
1398  refresh_bc();
1399 
1400  DBG_NG << "getting attack statistics\n";
1401  statistics::attack_context attack_stats(
1402  a_.get_unit(), d_.get_unit(), a_stats_->chance_to_hit, d_stats_->chance_to_hit);
1403 
1404  a_.orig_attacks_ = a_stats_->num_blows;
1405  d_.orig_attacks_ = d_stats_->num_blows;
1406  a_.n_attacks_ = a_.orig_attacks_;
1407  d_.n_attacks_ = d_.orig_attacks_;
1408  a_.xp_ = game_config::combat_xp(d_.get_unit().level());
1409  d_.xp_ = game_config::combat_xp(a_.get_unit().level());
1410 
1411  bool defender_strikes_first = (d_stats_->firststrike && !a_stats_->firststrike);
1412  unsigned int rounds = std::max<unsigned int>(a_stats_->rounds, d_stats_->rounds) - 1;
1413  const int defender_side = d_.get_unit().side();
1414 
1415  LOG_NG << "Fight: (" << a_.loc_ << ") vs (" << d_.loc_ << ") ATT: " << a_stats_->weapon->name() << " "
1416  << a_stats_->damage << "-" << a_stats_->num_blows << "(" << a_stats_->chance_to_hit
1417  << "%) vs DEF: " << (d_stats_->weapon ? d_stats_->weapon->name() : "none") << " " << d_stats_->damage << "-"
1418  << d_stats_->num_blows << "(" << d_stats_->chance_to_hit << "%)"
1419  << (defender_strikes_first ? " defender first-strike" : "") << "\n";
1420 
1421  // Play the pre-fight animation
1422  unit_display::unit_draw_weapon(a_.loc_, a_.get_unit(), a_stats_->weapon, d_stats_->weapon, d_.loc_, d_.get_unit_ptr());
1423 
1424  while(true) {
1425  DBG_NG << "start of attack loop...\n";
1426  ++abs_n_attack_;
1427 
1428  if(a_.n_attacks_ > 0 && !defender_strikes_first) {
1429  if(!perform_hit(true, attack_stats)) {
1430  DBG_NG << "broke from attack loop on attacker turn\n";
1431  break;
1432  }
1433  }
1434 
1435  // If the defender got to strike first, they use it up here.
1436  defender_strikes_first = false;
1437  ++abs_n_defend_;
1438 
1439  if(d_.n_attacks_ > 0) {
1440  if(!perform_hit(false, attack_stats)) {
1441  DBG_NG << "broke from attack loop on defender turn\n";
1442  break;
1443  }
1444  }
1445 
1446  // Continue the fight to death; if one of the units got petrified,
1447  // either n_attacks or n_defends is -1
1448  if(rounds > 0 && d_.n_attacks_ == 0 && a_.n_attacks_ == 0) {
1449  a_.n_attacks_ = a_.orig_attacks_;
1450  d_.n_attacks_ = d_.orig_attacks_;
1451  --rounds;
1452  defender_strikes_first = (d_stats_->firststrike && !a_stats_->firststrike);
1453  }
1454 
1455  if(a_.n_attacks_ <= 0 && d_.n_attacks_ <= 0) {
1456  fire_event("attack_end");
1457  refresh_bc();
1458  break;
1459  }
1460  }
1461 
1462  // Set by attacker_hits and defender_hits events.
1463  resources::gamedata->clear_variable("damage_inflicted");
1464 
1465  if(update_def_fog_) {
1466  actions::recalculate_fog(defender_side);
1467  }
1468 
1469  // TODO: if we knew the viewing team, we could skip this display update
1470  if(update_minimap_ && update_display_) {
1472  }
1473 
1474  if(a_.valid()) {
1475  unit& u = a_.get_unit();
1476  u.anim_comp().set_standing();
1477  u.set_experience(u.experience() + a_.xp_);
1478  }
1479 
1480  if(d_.valid()) {
1481  unit& u = d_.get_unit();
1482  u.anim_comp().set_standing();
1483  u.set_experience(u.experience() + d_.xp_);
1484  }
1485 
1486  unit_display::unit_sheath_weapon(a_.loc_, a_.get_unit_ptr(), a_stats_->weapon, d_stats_->weapon,
1487  d_.loc_, d_.get_unit_ptr());
1488 
1489  if(update_display_) {
1492  display::get_singleton()->invalidate(d_.loc_);
1493  }
1494 
1495  if(OOS_error_) {
1496  replay::process_error(errbuf_.str());
1497  }
1498 }
1499 
1500 void attack::check_replay_attack_result(
1501  bool& hits, int ran_num, int& damage, config replay_results, unit_info& attacker)
1502 {
1503  int results_chance = replay_results["chance"];
1504  bool results_hits = replay_results["hits"].to_bool();
1505  int results_damage = replay_results["damage"];
1506 
1507 #if 0
1508  errbuf_ << "SYNC: In attack " << a_.dump() << " vs " << d_.dump()
1509  << " replay data differs from local calculated data:"
1510  << " chance to hit in data source: " << results_chance
1511  << " chance to hit in calculated: " << attacker.cth_
1512  << " chance to hit in data source: " << results_chance
1513  << " chance to hit in calculated: " << attacker.cth_
1514  ;
1515 
1516  attacker.cth_ = results_chance;
1517  hits = results_hits;
1518  damage = results_damage;
1519 
1520  OOS_error_ = true;
1521 #endif
1522 
1523  if(results_chance != attacker.cth_) {
1524  errbuf_ << "SYNC: In attack " << a_.dump() << " vs " << d_.dump()
1525  << ": chance to hit is inconsistent. Data source: " << results_chance
1526  << "; Calculation: " << attacker.cth_ << " (over-riding game calculations with data source results)\n";
1527  attacker.cth_ = results_chance;
1528  OOS_error_ = true;
1529  }
1530 
1531  if(results_hits != hits) {
1532  errbuf_ << "SYNC: In attack " << a_.dump() << " vs " << d_.dump() << ": the data source says the hit was "
1533  << (results_hits ? "successful" : "unsuccessful") << ", while in-game calculations say the hit was "
1534  << (hits ? "successful" : "unsuccessful") << " random number: " << ran_num << " = " << (ran_num % 100)
1535  << "/" << results_chance << " (over-riding game calculations with data source results)\n";
1536  hits = results_hits;
1537  OOS_error_ = true;
1538  }
1539 
1540  if(results_damage != damage) {
1541  errbuf_ << "SYNC: In attack " << a_.dump() << " vs " << d_.dump() << ": the data source says the hit did "
1542  << results_damage << " damage, while in-game calculations show the hit doing " << damage
1543  << " damage (over-riding game calculations with data source results)\n";
1544  damage = results_damage;
1545  OOS_error_ = true;
1546  }
1547 }
1548 } // end anonymous namespace
1549 
1550 
1551 // ==================================================================================
1552 // FREE-STANDING FUNCTIONS
1553 // ==================================================================================
1554 
1555 void attack_unit(const map_location& attacker,
1556  const map_location& defender,
1557  int attack_with,
1558  int defend_with,
1559  bool update_display)
1560 {
1561  attack dummy(attacker, defender, attack_with, defend_with, update_display);
1562  dummy.perform();
1563 }
1564 
1566  const map_location& defender,
1567  int attack_with,
1568  int defend_with,
1569  bool update_display)
1570 {
1571  attack_unit(attacker, defender, attack_with, defend_with, update_display);
1572 
1574  if(atku != resources::gameboard->units().end()) {
1576  }
1577 
1579  if(defu != resources::gameboard->units().end()) {
1581  }
1582 }
1583 
1584 int under_leadership(const unit &u, const map_location& loc, const_attack_ptr weapon, const_attack_ptr opp_weapon)
1585 {
1586  unit_ability_list abil = u.get_abilities_weapons("leadership", loc, weapon, opp_weapon);
1587  unit_abilities::effect leader_effect(abil, 0, false);
1588  return leader_effect.get_composite_value();
1589 }
1590 
1591 int combat_modifier(const unit_map& units,
1592  const gamemap& map,
1593  const map_location& loc,
1594  unit_type::ALIGNMENT alignment,
1595  bool is_fearless)
1596 {
1597  const tod_manager& tod_m = *resources::tod_manager;
1598  const time_of_day& effective_tod = tod_m.get_illuminated_time_of_day(units, map, loc);
1599  return combat_modifier(effective_tod, alignment, is_fearless);
1600 }
1601 
1602 int combat_modifier(const time_of_day& effective_tod,
1603  unit_type::ALIGNMENT alignment,
1604  bool is_fearless)
1605 {
1606  const tod_manager& tod_m = *resources::tod_manager;
1607  const int lawful_bonus = effective_tod.lawful_bonus;
1608  return generic_combat_modifier(lawful_bonus, alignment, is_fearless, tod_m.get_max_liminal_bonus());
1609 }
1610 
1611 int generic_combat_modifier(int lawful_bonus, unit_type::ALIGNMENT alignment, bool is_fearless, int max_liminal_bonus)
1612 {
1613  int bonus;
1614 
1615  switch(alignment.v) {
1616  case unit_type::ALIGNMENT::LAWFUL:
1617  bonus = lawful_bonus;
1618  break;
1619  case unit_type::ALIGNMENT::NEUTRAL:
1620  bonus = 0;
1621  break;
1622  case unit_type::ALIGNMENT::CHAOTIC:
1623  bonus = -lawful_bonus;
1624  break;
1625  case unit_type::ALIGNMENT::LIMINAL:
1626  bonus = std::max(0, max_liminal_bonus-std::abs(lawful_bonus));
1627  break;
1628  default:
1629  bonus = 0;
1630  }
1631 
1632  if(is_fearless) {
1633  bonus = std::max<int>(bonus, 0);
1634  }
1635 
1636  return bonus;
1637 }
1638 
1639 bool backstab_check(const map_location& attacker_loc,
1640  const map_location& defender_loc,
1641  const unit_map& units,
1642  const std::vector<team>& teams)
1643 {
1644  const unit_map::const_iterator defender = units.find(defender_loc);
1645  if(defender == units.end()) {
1646  return false; // No defender
1647  }
1648 
1649  const auto adj = get_adjacent_tiles(defender_loc);
1650  unsigned i;
1651 
1652  for(i = 0; i < adj.size(); ++i) {
1653  if(adj[i] == attacker_loc) {
1654  break;
1655  }
1656  }
1657 
1658  if(i >= 6) {
1659  return false; // Attack not from adjacent location
1660  }
1661 
1662  const unit_map::const_iterator opp = units.find(adj[(i + 3) % 6]);
1663 
1664  // No opposite unit.
1665  if(opp == units.end()) {
1666  return false;
1667  }
1668 
1669  if(opp->incapacitated()) {
1670  return false;
1671  }
1672 
1673  // If sides aren't valid teams, then they are enemies.
1674  if(std::size_t(defender->side() - 1) >= teams.size() || std::size_t(opp->side() - 1) >= teams.size()) {
1675  return true;
1676  }
1677 
1678  // Defender and opposite are enemies.
1679  if(teams[defender->side() - 1].is_enemy(opp->side())) {
1680  return true;
1681  }
1682 
1683  // Defender and opposite are friends.
1684  return false;
1685 }
const_attack_ptr weapon
The weapon used by the unit to attack the opponent, or nullptr if there is none.
Definition: attack.hpp:52
int kill_xp(int level)
Definition: game_config.hpp:47
void set_experience(int xp)
Sets the current experience point amount.
Definition: unit.hpp:546
std::unique_ptr< combatant > attacker_combatant_
Outcome of simulated fight.
Definition: attack.hpp:257
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:109
const std::string & parent_id() const
The id of the original type from which this (variation) descended.
Definition: types.hpp:147
int combat_xp(int level)
Definition: game_config.hpp:52
UNIT_ALIGNMENT ALIGNMENT
Definition: types.hpp:186
#define LOG_NG
Definition: attack.cpp:60
bool empty() const
Definition: unit.hpp:92
static lg::log_domain log_attack("engine/attack")
::tod_manager * tod_manager
Definition: resources.cpp:29
void unit_draw_weapon(const map_location &loc, unit &attacker, const_attack_ptr attack, const_attack_ptr secondary_attack, const map_location &defender_loc, unit_ptr defender)
Play a pre-fight animation First unit is the attacker, second unit the defender.
Definition: udisplay.cpp:523
int get_max_liminal_bonus() const
unit_iterator end()
Definition: map.hpp:428
std::vector< double > hp_dist
Resulting probability distribution (might be not as large as max_hp)
static display * get_singleton()
Returns the display object if a display object exists.
Definition: display.hpp:91
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:1228
const config * ability_cfg
The contents of the ability tag, never nullptr.
Definition: unit.hpp:61
void get_adjacent_tiles(const map_location &a, map_location *res)
Function which, given a location, will place all adjacent locations in res.
Definition: location.cpp:474
void unit_sheath_weapon(const map_location &primary_loc, unit_ptr primary_unit, const_attack_ptr primary_attack, const_attack_ptr secondary_attack, const map_location &secondary_loc, 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:543
virtual const unit_map & units() const override
Definition: game_board.hpp:111
bool invalidate(const map_location &loc)
Function to invalidate a specific tile for redrawing.
Definition: display.cpp:3025
std::string plague_type
The plague type used by the attack, if any.
Definition: attack.hpp:84
static lg::log_domain log_config("config")
This class represents a single unit of a specific type.
Definition: unit.hpp:120
int dummy
Definition: lstrlib.cpp:1347
static battle_context choose_defender_weapon(nonempty_unit_const_ptr attacker, nonempty_unit_const_ptr defender, unsigned attacker_weapon, const unit_map &units, const map_location &attacker_loc, const map_location &defender_loc, const combatant *prev_def)
Definition: attack.cpp:593
game_classification * classification
Definition: resources.cpp:34
boost::iterator_range< boost::indirect_iterator< attack_list::iterator > > attack_itors
unsigned int hp
Hitpoints of the unit at the beginning of the battle.
Definition: attack.hpp:73
Various functions implementing vision (through fog of war and shroud).
The unit is petrified - it cannot move or be attacked.
Definition: unit.hpp:856
Various functions that implement attacks and attack calculations.
bool get_state(const std::string &state) const
Check if the unit is affected by a status effect.
Definition: unit.cpp:1274
Add a special kind of assert to validate whether the input from WML doesn&#39;t contain any problems that...
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:497
unit_race::GENDER gender() const
The gender of this unit.
Definition: unit.hpp:458
const combatant & get_attacker_combatant(const combatant *prev_def=nullptr)
Get the simulation results.
Definition: attack.cpp:458
#define a
int hitpoints() const
The current number of hitpoints this unit has.
Definition: unit.hpp:492
double average_hp(unsigned int healing=0) const
What&#39;s the average hp (weighted average of hp_dist).
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.
Definition: attack.cpp:1584
void invalidate_unit()
Function to invalidate that unit status displayed on the sidebar.
virtual const gamemap & map() const override
Definition: game_board.hpp:101
int lawful_bonus
The % bonus lawful units receive.
Definition: time_of_day.hpp:82
int wml_x() const
Definition: location.hpp:152
The unit is slowed - it moves slower and does less damage.
Definition: unit.hpp:854
int experience_needed(bool with_acceleration=true) const
Definition: types.cpp:546
unit_type_data unit_types
Definition: types.cpp:1447
The unit is poisoned - it loses health each turn.
Definition: unit.hpp:855
int resistance_against(const std::string &damage_name, bool attacker) const
Gets resistance while considering custom WML abilities.
Definition: types.cpp:742
bool is_slowed
True if the unit is slowed at the beginning of the battle.
Definition: attack.hpp:56
void insert(config_key_type key, T &&value)
Returns a reference to the first child with the given key.
Definition: config.hpp:473
Replay control code.
bool slows
Attack slows opponent when it hits.
Definition: attack.hpp:57
void clear()
Definition: config.cpp:895
int generic_combat_modifier(int lawful_bonus, unit_type::ALIGNMENT alignment, bool is_fearless, int max_liminal_bonus)
Returns the amount that a unit&#39;s damage should be multiplied by due to a given lawful_bonus.
Definition: attack.cpp:1611
int drain_constant
Base HP drained regardless of damage dealt.
Definition: attack.hpp:79
static std::string _(const char *str)
Definition: gettext.hpp:92
unit_ability & front()
Definition: unit.hpp:93
void redraw_minimap()
Schedule the minimap to be redrawn.
Definition: display.hpp:623
std::shared_ptr< unit > unit_ptr
Definition: ptr.hpp:25
unsigned int chance_to_hit
Effective chance to hit as a percentage (all factors accounted for).
Definition: attack.hpp:75
static unit_ptr create(const config &cfg, bool use_traits=false, const vconfig *vcfg=nullptr)
Initializes a unit from a config.
Definition: unit.hpp:189
A single unit type that the player may recruit.
Definition: types.hpp:44
game_data * gamedata
Definition: resources.cpp:22
config::attribute_value & get_variable(const std::string &varname)
throws invalid_variablename_exception if varname is no valid variable name.
Definition: game_data.cpp:61
map_location loc_
#define b
const unit_type & type() const
This unit&#39;s type, accounting for gender and variation.
Definition: unit.hpp:345
bool poisons
Attack poisons opponent when it hits.
Definition: attack.hpp:61
const combatant & get_defender_combatant(const combatant *prev_def=nullptr)
Definition: attack.cpp:465
std::shared_ptr< const unit > unit_const_ptr
Definition: ptr.hpp:26
Object which defines a time of day with associated bonuses, image, sounds etc.
Definition: time_of_day.hpp:55
bool backstab_pos
True if the attacker is in position to backstab the defender (this is used to determine whether to ap...
Definition: attack.hpp:62
int defense_modifier(const t_translation::terrain_code &terrain) const
The unit&#39;s defense on a given terrain.
Definition: unit.cpp:1568
bool musthave_status(const std::string &status) const
Definition: types.cpp:641
team & get_team(int i)
Definition: game_board.hpp:96
int damage
Effective damage of the weapon (all factors accounted for).
Definition: attack.hpp:76
std::size_t size(const std::string &str)
Length in characters of a UTF-8 string.
Definition: unicode.cpp:86
Various functions that implement advancements of units.
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.
Definition: unit.hpp:963
void set_state(const std::string &state, bool value)
Set whether the unit is affected by a status effect.
Definition: unit.cpp:1322
#define VALIDATE(cond, message)
The macro to use for the validation of WML.
bool better_defense(class battle_context &that, double harm_weight)
Given this harm_weight, is this attack better than that?
Definition: attack.cpp:485
unsigned int level
Definition: attack.hpp:70
void attack_result(hit_result res, int cth, int damage, int drain)
Definition: statistics.cpp:576
unsigned int rounds
Berserk special can force us to fight more than one round.
Definition: attack.hpp:72
unsigned int swarm_min
Minimum number of blows with swarm (equal to num_blows if swarm isn&#39;t used).
Definition: attack.hpp:81
int wml_y() const
Definition: location.hpp:153
game_board * gameboard
Definition: resources.cpp:20
std::unique_ptr< battle_context_unit_stats > defender_stats_
Definition: attack.hpp:254
bool plagues
Attack turns opponent into a zombie when fatal.
Definition: attack.hpp:60
bool better_attack(class battle_context &that, double harm_weight)
Given this harm_weight, is this attack better than that?
Definition: attack.cpp:473
Encapsulates the map of the game.
Definition: map.hpp:170
void recalculate_fog(int side)
Function that recalculates the fog of war.
Definition: vision.cpp:711
Computes the statistics of a battle between an attacker and a defender unit.
Definition: attack.hpp:172
const std::string & range() const
Definition: attack_type.hpp:46
checkup * checkup_instance
#define log_scope2(domain, description)
Definition: log.hpp:207
void unit_attack(display *disp, game_board &board, const map_location &a, const map_location &b, int damage, const attack_type &attack, 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 &#39;a&#39; attack the unit on tile &#39;b&#39;.
Definition: udisplay.cpp:599
int attack_num
Index into unit->attacks() or -1 for none.
Definition: attack.hpp:53
Structure describing the statistics of a unit involved in the battle.
Definition: attack.hpp:50
The unit is uncovered - it was hiding but has been spotted.
Definition: unit.hpp:857
std::unique_ptr< battle_context_unit_stats > attacker_stats_
Statistics of the units.
Definition: attack.hpp:253
game_events::manager * game_events
Definition: resources.cpp:24
advances the unit at loc if it has enough experience, maximum 20 times.
Definition: advancement.hpp:42
Encapsulates the map of the game.
Definition: location.hpp:37
int round_damage(int 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:79
unit_iterator find(std::size_t id)
Definition: map.cpp:309
std::shared_ptr< wb::manager > whiteboard
Definition: resources.cpp:33
static void process_error(const std::string &msg)
Definition: replay.cpp:195
All combat-related info.
const std::string & undead_variation() const
Info on the type of unit that the unit reanimates as.
Definition: types.hpp:135
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.
pointer get_shared_ptr() const
This is exactly the same as operator-> but it&#39;s slightly more readable, and can replace &*iter syntax...
Definition: map.hpp:217
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:1639
bool fire_event(const ui_event event, std::vector< std::pair< widget *, ui_event >> &event_chain, widget *dispatcher, widget *w, F &&... params)
Helper function for fire_event.
bool swarm
Attack has swarm special.
Definition: attack.hpp:66
int slow_damage
Effective damage if unit becomes slowed (== damage, if already slowed)
Definition: attack.hpp:77
std::size_t i
Definition: function.cpp:940
unit_animation_component & anim_comp() const
Definition: unit.hpp:1535
std::unique_ptr< combatant > defender_combatant_
Definition: attack.hpp:258
int max_hitpoints() const
The max number of hitpoints this unit can have.
Definition: unit.hpp:498
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:1565
#define LOG_CF
Definition: attack.cpp:71
static map_location::DIRECTION s
unsigned int experience
Definition: attack.hpp:69
double attack_weight() const
Definition: attack_type.hpp:54
void unit_die(const map_location &loc, unit &loser, const_attack_ptr attack, const_attack_ptr secondary_attack, const map_location &winner_loc, unit_ptr winner)
Show a unit fading out.
Definition: udisplay.cpp:573
Define the game&#39;s event mechanism.
attack_itors attacks()
Gets an iterator over this unit&#39;s attacks.
Definition: unit.hpp:918
bool disable
Attack has disable special.
Definition: attack.hpp:68
bool firststrike
Attack has firststrike special.
Definition: attack.hpp:67
int get_composite_value() const
Definition: abilities.hpp:46
double defense_weight() const
Definition: attack_type.hpp:55
bool is_poisoned
True if the unit is poisoned at the beginning of the battle.
Definition: attack.hpp:55
int level() const
Definition: types.hpp:158
std::set< std::string > & encountered_units()
Definition: game.cpp:924
int get_random_int(int min, int max)
This helper method provides a random int from the underlying generator, using results of next_random...
Definition: random.hpp:51
void advance_unit_at(const advance_unit_params &params)
int hitpoints() const
Definition: types.hpp:155
variant a_
Definition: function.cpp:729
rng * generator
This generator is automatically synced during synced context.
Definition: random.cpp:60
config & add_child(config_key_type key)
Definition: config.cpp:500
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:486
int drain_percent
Percentage of damage recovered as health.
Definition: attack.hpp:78
const std::string & undead_variation() const
Definition: unit.hpp:576
static DIRECTION get_opposite_dir(DIRECTION d)
Definition: location.hpp:54
bool is_village(const map_location &loc) const
Definition: map.cpp:65
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:545
bool is_fearless() const
Gets whether this unit is fearless - ie, unaffected by time of day.
Definition: unit.hpp:1238
int experience() const
The current number of experience points this unit has.
Definition: unit.hpp:516
UNIT_ALIGNMENT alignment() const
The alignment of this unit.
Definition: unit.hpp:468
void attack_expected_damage(double attacker_inflict, double defender_inflict)
Definition: statistics.cpp:560
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:1555
void defend_result(hit_result res, int cth, int damage, int drain)
Definition: statistics.cpp:611
Standard logging facilities (interface).
static const map_location & null_location()
Definition: location.hpp:80
Container associating units to locations.
Definition: map.hpp:97
unsigned int num_blows
Effective number of blows, takes swarm into account.
Definition: attack.hpp:80
static battle_context choose_attacker_weapon(nonempty_unit_const_ptr attacker, nonempty_unit_const_ptr defender, const unit_map &units, const map_location &attacker_loc, const map_location &defender_loc, double harm_weight, const combatant *prev_def)
Definition: attack.cpp:539
unsigned int max_hp
Maximum hitpoints of the unit.
Definition: attack.hpp:74
bool is_attacker
True if the unit is the attacker.
Definition: attack.hpp:54
game_events::wml_event_pump & pump()
Definition: manager.cpp:229
void set_standing(bool with_bars=true)
Sets the animation state to standing.
unsigned int max_experience
Definition: attack.hpp:69
void clear_variable(const std::string &varname)
Clears attributes config children does nothing if varname is no valid variable name.
Definition: game_data.cpp:113
virtual bool local_checkup(const config &expected_data, config &real_data)=0
Compares data to the results calculated during the original game.
#define DBG_NG
Definition: attack.cpp:59
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
Definition: abilities.cpp:225
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:403
void simulate(const combatant *prev_def)
Definition: attack.cpp:390
bool petrifies
Attack petrifies opponent when it hits.
Definition: attack.hpp:59
static lg::log_domain log_engine("engine")
A config object defines a single node in a WML file, with access to child nodes.
Definition: config.hpp:59
bool valid() const
Definition: map.hpp:273
std::shared_ptr< const attack_type > const_attack_ptr
Definition: ptr.hpp:33
ALIGNMENT alignment() const
Definition: types.hpp:188
static map_location::DIRECTION n
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_attack_ptr opp_weapon, const unit_map &units)
Definition: attack.cpp:77
bool drains
Attack drains opponent when it hits.
Definition: attack.hpp:58
Display units performing various actions: moving, attacking, and dying.
double poisoned
Resulting chance we are poisoned.
unsigned int swarm_max
Maximum number of blows with swarm (equal to num_blows if swarm isn&#39;t used).
Definition: attack.hpp:82
static game_display * get_singleton()
int combat_modifier(const unit_map &units, const gamemap &map, const map_location &loc, unit_type::ALIGNMENT alignment, bool is_fearless)
Returns the amount that a unit&#39;s damage should be multiplied by due to the current time of day...
Definition: attack.cpp:1591