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)
83 utils::optional<int> opp_terrain_defense,
84 utils::optional<int> lawful_bonus
87 , attack_num(u_attack_num)
88 , is_attacker(attacking)
89 , is_poisoned(up->get_state(
unit::STATE_POISONED))
90 , is_slowed(up->get_state(
unit::STATE_SLOWED))
100 , experience(up->experience())
101 , max_experience(up->max_experience())
105 , max_hp(up->max_hitpoints())
117 const unit& opp = *oppp;
124 LOG_CF <<
"Unit with " << u.
hitpoints() <<
" hitpoints found, set to 0 for damage calculations";
146 rounds =
weapon->get_specials_and_abilities(
"berserk").highest(
"value", 1).first;
152 const bool out_of_range = distance >
weapon->max_range() || distance <
weapon->min_range();
153 disable =
weapon->has_special_or_ability(
"disable") || out_of_range;
172 signed int cth =
weapon->modified_chance_to_hit(opp_base_cth);
181 double base_damage =
weapon->modified_damage();
184 int damage_multiplier = 100;
205 const auto [damage_type, resistance_modifier] =
weapon->effective_damage_type();
206 damage_multiplier *= resistance_modifier;
247 , attacker_combatant_()
248 , defender_combatant_()
250 std::size_t a_wep_uindex =
static_cast<std::size_t
>(a_wep_index);
251 std::size_t d_wep_uindex =
static_cast<std::size_t
>(d_wep_index);
282 : attacker_stats_(nullptr)
283 , defender_stats_(nullptr)
284 , attacker_combatant_(nullptr)
285 , defender_combatant_(nullptr)
297 const double harm_weight = 1.0 - aggression;
299 if(attacker_weapon == -1) {
301 n_attacker, n_defender, attacker_loc, defender_loc, harm_weight, prev_def
304 else if(defender_weapon == -1) {
306 n_attacker, n_defender, attacker_weapon, attacker_loc, defender_loc, prev_def
310 *
this =
battle_context(n_attacker, attacker_loc, attacker_weapon, n_defender, defender_loc, defender_weapon);
320 , attacker_combatant_(nullptr)
321 , defender_combatant_(nullptr)
393 double attack_weight_a = us_a.
u_.
weapon->attack_weight();
394 double attack_weight_b = us_b.
u_.
weapon->attack_weight();
395 double damage_a = (them_a.
u_.
hp - them_a.
average_hp()) * attack_weight_a;
396 double damage_b = (them_b.
u_.
hp - them_b.
average_hp()) * attack_weight_b;
399 a = (us_a.
average_hp() - poison_a_us) * harm_weight + damage_a + poison_a_them;
400 b = (us_b.
average_hp() - poison_b_us) * harm_weight + damage_b + poison_b_them;
411 return damage_a >= damage_b;
422 std::vector<battle_context> choices;
436 choices.emplace_back(std::move(bc));
439 if(choices.empty()) {
440 return battle_context(attacker, attacker_loc, -1, defender, defender_loc, -1);
443 if(choices.size() == 1) {
444 return std::move(choices[0]);
449 for(
auto& choice : choices) {
453 if(!best_choice || choice.
better_attack(*best_choice, harm_weight)) {
454 best_choice = &choice;
459 return std::move(*best_choice);
462 return battle_context(attacker, attacker_loc, -1, defender, defender_loc, -1);
469 unsigned attacker_weapon,
475 VALIDATE(attacker_weapon < attacker->attacks().
size(),
_(
"An invalid attacker weapon got selected."));
478 auto no_weapon = [&]() {
return battle_context(attacker, attacker_loc, attacker_weapon, defender, defender_loc, -1); };
479 std::vector<battle_context> choices;
488 battle_context bc(attacker, attacker_loc, attacker_weapon, defender, defender_loc,
i);
497 choices.emplace_back(std::move(bc));
500 if(choices.empty()) {
504 if(choices.size() == 1) {
506 return std::move(choices[0]);
516 double max_weight = 0.0;
518 for(
const auto& choice : choices) {
519 const double d_weight = choice.defender_stats_->weapon->defense_weight();
521 if(d_weight >= max_weight) {
524 max_weight = d_weight;
525 int rating =
static_cast<int>(
528 if(d_weight > max_weight || rating < min_rating) {
537 for(
auto& choice : choices) {
538 const double d_weight = choice.
defender_stats_->weapon->defense_weight();
540 choice.simulate(prev_def);
543 int simple_rating =
static_cast<int>(
544 choice.defender_stats_->num_blows * choice.defender_stats_->damage * choice.defender_stats_->chance_to_hit * d_weight);
547 if(simple_rating >= min_rating && (!best_choice || choice.
better_defense(*best_choice, 1.0))) {
548 best_choice = &choice;
552 return best_choice ? std::move(*best_choice) : no_weapon();
562 void refresh_weapon_index(
int& weap_index,
const std::string& weap_id,
const attack_itors& attacks)
565 if(attacks.empty()) {
571 if(weap_index >= 0 && weap_index <
static_cast<int>(attacks.size()) && attacks[weap_index].id() == weap_id) {
576 if(!weap_id.empty()) {
577 for(
int i = 0; i < static_cast<int>(attacks.size()); ++
i) {
578 if(attacks[
i].
id() == weap_id) {
598 bool update_display =
true);
603 class attack_end_exception
609 void fire_event_impl(
const std::string&
n,
bool reversed);
619 std::string weap_id_;
638 void check_replay_attack_result(
bool&,
int,
int&,
config, unit_info&);
643 std::unique_ptr<battle_context> bc_;
648 int abs_n_attack_, abs_n_defend_;
650 bool update_att_fog_, update_def_fog_, update_minimap_;
654 std::ostringstream errbuf_;
656 bool update_display_;
661 std::vector<bool> prng_attacker_;
662 std::vector<bool> prng_defender_;
682 id_ =
i->underlying_id();
685 unit& attack::unit_info::get_unit()
688 assert(
i.valid() &&
i->underlying_id() == id_);
692 unit_ptr attack::unit_info::get_unit_ptr()
695 if(
i.valid() &&
i->underlying_id() == id_) {
696 return i.get_shared_ptr();
701 bool attack::unit_info::valid()
704 return i.valid() &&
i->underlying_id() == id_;
707 std::string attack::unit_info::dump()
710 s << get_unit().type_id() <<
" (" << loc_.wml_x() <<
',' << loc_.wml_y() <<
')';
724 , update_att_fog_(false)
725 , update_def_fog_(false)
726 , update_minimap_(false)
731 , update_display_(update_display)
740 LOG_NG <<
"Using experimental PRNG for combat";
746 fire_event_impl(
n,
false);
749 void attack::fire_event_impl(
const std::string&
n,
bool reverse)
751 LOG_NG <<
"attack: firing '" <<
n <<
"' event";
763 if(a_stats_->weapon !=
nullptr &&
a_.valid()) {
764 a_stats_->weapon->write(a_weapon_cfg);
767 if(d_stats_->weapon !=
nullptr && d_.valid()) {
768 d_stats_->weapon->write(d_weapon_cfg);
771 if(a_weapon_cfg[
"name"].empty()) {
772 a_weapon_cfg[
"name"] =
"none";
775 if(d_weapon_cfg[
"name"].empty()) {
776 d_weapon_cfg[
"name"] =
"none";
779 if(
n ==
"attack_end") {
787 if(
n ==
"attacker_hits" ||
n ==
"defender_hits" ||
n ==
"unit_hits") {
791 const int defender_side = d_.get_unit().side();
802 if(wml_aborted || !
a_.valid() || !d_.valid()
807 if(update_display_) {
812 throw attack_end_exception();
816 void attack::refresh_bc()
820 refresh_weapon_index(
a_.weapon_,
a_.weap_id_,
a_.get_unit().attacks());
824 refresh_weapon_index(d_.weapon_, d_.weap_id_, d_.get_unit().attacks());
827 if(!
a_.valid() || !d_.valid()) {
830 =
a_.valid() &&
a_.weapon_ >= 0 ?
a_.get_unit().attacks()[
a_.weapon_].shared_from_this() :
nullptr;
833 = d_.valid() && d_.weapon_ >= 0 ? d_.get_unit().attacks()[d_.weapon_].shared_from_this() :
nullptr;
840 a_stats_ = &bc_->get_attacker_stats();
841 d_stats_ = &bc_->get_defender_stats();
843 a_.cth_ = a_stats_->chance_to_hit;
844 d_.cth_ = d_stats_->chance_to_hit;
845 a_.damage_ = a_stats_->damage;
846 d_.damage_ = d_stats_->damage;
851 unit_info& attacker = attacker_turn ?
a_ : d_;
852 unit_info& defender = attacker_turn ? d_ :
a_;
859 int& abs_n = attacker_turn ? abs_n_attack_ : abs_n_defend_;
860 bool& update_fog = attacker_turn ? update_def_fog_ : update_att_fog_;
866 std::vector<bool>& prng_seq = attacker_turn ? prng_attacker_ : prng_defender_;
868 if(prng_seq.empty()) {
869 const int ntotal = attacker.cth_*attacker.n_attacks_;
870 int num_hits = ntotal/100;
871 const int additional_hit_chance = ntotal%100;
872 if(additional_hit_chance > 0 &&
randomness::generator->get_random_int(0, 99) < additional_hit_chance) {
876 std::vector<int> indexes;
877 for(
int i = 0;
i != attacker.n_attacks_; ++
i) {
878 prng_seq.push_back(
false);
879 indexes.push_back(
i);
882 for(
int i = 0;
i != num_hits; ++
i) {
884 prng_seq[indexes[
n]] =
true;
885 indexes.erase(indexes.begin() +
n);
889 bool does_hit = prng_seq.back();
891 ran_num = does_hit ? 0 : 99;
895 bool hits = (ran_num < attacker.cth_);
899 damage = attacker.damage_;
905 const config local_results {
"chance", attacker.cth_,
"hits", hits,
"damage", damage};
911 check_replay_attack_result(hits, ran_num, damage, replay_results, attacker);
915 int damage_done = std::min<int>(defender.get_unit().hitpoints(), attacker.damage_);
918 double expected_damage = damage_done * attacker.cth_ * 0.01;
926 int drains_damage = 0;
927 if(hits && attacker_stats->
drains) {
932 std::min<int>(drains_damage, attacker.get_unit().max_hitpoints() - attacker.get_unit().hitpoints());
935 drains_damage = std::max<int>(drains_damage, 1 - attacker.get_unit().hitpoints());
938 if(update_display_) {
939 std::ostringstream float_text;
940 std::vector<std::string> extra_hit_sounds;
943 const unit& defender_unit = defender.get_unit();
964 if(
prefs::get().show_attack_miss_indicator()) {
965 float_text <<
_(
"attack^miss");
972 attacker.loc_, defender.loc_,
975 abs_n, float_text.str(), drains_damage,
"",
976 &extra_hit_sounds, attacker_turn
980 bool dies = defender.get_unit().take_hit(damage);
981 LOG_NG <<
"defender took " << damage << (dies ?
" and died\n" :
"\n");
989 attacker.cth_, damage_done, drains_damage
997 attacker.cth_, damage_done, drains_damage
1001 replay_results.
clear();
1006 if(!equals_replay) {
1007 bool results_dies = replay_results[
"dies"].to_bool();
1009 errbuf_ <<
"SYNC: In attack " <<
a_.dump() <<
" vs " << d_.dump() <<
": the data source says the "
1010 << (attacker_turn ?
"defender" :
"attacker") <<
' ' << (results_dies ?
"perished" :
"survived")
1011 <<
" while in-game calculations show it " << (dies ?
"perished" :
"survived")
1012 <<
" (over-riding game calculations with data source results)\n";
1014 dies = results_dies;
1018 defender.get_unit().set_hitpoints(0);
1026 fire_event(attacker_turn ?
"attacker_hits" :
"defender_hits");
1027 fire_event_impl(
"unit_hits", !attacker_turn);
1028 }
catch(
const attack_end_exception&) {
1034 fire_event(attacker_turn ?
"attacker_misses" :
"defender_misses");
1035 fire_event_impl(
"unit_misses", !attacker_turn);
1036 }
catch(
const attack_end_exception&) {
1044 bool attacker_dies =
false;
1046 if(drains_damage > 0) {
1047 attacker.get_unit().heal(drains_damage);
1048 }
else if(drains_damage < 0) {
1049 attacker_dies = attacker.get_unit().take_hit(-drains_damage);
1053 unit_killed(attacker, defender, attacker_stats, defender_stats,
false);
1058 unit_killed(defender, attacker, defender_stats, attacker_stats,
true);
1059 (attacker_turn ? update_att_fog_ : update_def_fog_) =
true;
1063 update_minimap_ =
true;
1068 unit& defender_unit = defender.get_unit();
1072 LOG_NG <<
"defender poisoned";
1079 LOG_NG <<
"defender slowed";
1086 attacker.n_attacks_ = 0;
1087 defender.n_attacks_ = -1;
1095 update_minimap_ =
true;
1099 --attacker.n_attacks_;
1103 if (attacker_stats->
weapon ==
nullptr){
1104 attacker.n_attacks_ = 0;
1105 attacker.orig_attacks_ = 0;
1107 if (defender_stats->
weapon ==
nullptr){
1108 defender.n_attacks_ = 0;
1109 defender.orig_attacks_ = 0;
1115 void attack::unit_killed(unit_info& attacker,
1116 unit_info& defender,
1129 std::string undead_variation = defender.get_unit().undead_variation();
1139 if(a_weapon_cfg[
"name"].empty()) {
1140 a_weapon_cfg[
"name"] =
"none";
1143 if(d_weapon_cfg[
"name"].empty()) {
1144 d_weapon_cfg[
"name"] =
"none";
1154 if(!defender.valid() || defender.get_unit().hitpoints() > 0) {
1158 if(!attacker.valid()) {
1161 defender.get_unit(),
1168 defender.get_unit(),
1172 attacker.get_unit_ptr()
1179 if(!defender.valid() || defender.get_unit().hitpoints() > 0) {
1184 units_.erase(defender.loc_);
1188 if(attacker.valid() && attacker_stats->
plagues && !drain_killed) {
1192 LOG_NG <<
"found unit type:" << reanimator->id();
1195 newunit->set_attacks(0);
1196 newunit->set_movement(0,
true);
1200 if(undead_variation !=
"null") {
1203 variation[
"apply_to"] =
"variation";
1204 variation[
"name"] = undead_variation;
1205 newunit->add_modification(
"variation", mod);
1206 newunit->heal_fully();
1209 newunit->set_location(death_loc);
1217 if(update_display_) {
1222 LOG_NG <<
"unit not reanimated";
1226 void attack::perform()
1231 if(!
a_.valid() || !d_.valid()) {
1236 if(
a_.weapon_ < 0) {
1237 a_.get_unit().set_attacks(
a_.get_unit().attacks_left() - 1);
1238 a_.get_unit().set_movement(-1,
true);
1242 if(
a_.get_unit().attacks_left() <= 0) {
1243 LOG_NG <<
"attack::perform(): not enough ap.";
1249 a_stats_ = &bc_->get_attacker_stats();
1250 d_stats_ = &bc_->get_defender_stats();
1252 if(a_stats_->weapon) {
1253 a_.weap_id_ = a_stats_->weapon->id();
1256 if(d_stats_->weapon) {
1257 d_.weap_id_ = d_stats_->weapon->id();
1260 a_.get_unit().set_facing(
a_.loc_.get_relative_dir(d_.loc_));
1261 d_.get_unit().set_facing(d_.loc_.get_relative_dir(
a_.loc_));
1265 }
catch(
const attack_end_exception&) {
1269 VALIDATE(
a_.weapon_ <
static_cast<int>(
a_.get_unit().attacks().size()),
1270 _(
"An invalid attacker weapon got selected."));
1272 a_.get_unit().set_attacks(
a_.get_unit().attacks_left() -
a_.get_unit().attacks()[
a_.weapon_].attacks_used());
1273 a_.get_unit().set_movement(
a_.get_unit().movement_left() -
a_.get_unit().attacks()[
a_.weapon_].movement_used(),
true);
1275 a_.get_unit().set_resting(
false);
1276 d_.get_unit().set_resting(
false);
1281 if(a_stats_->disable) {
1282 LOG_NG <<
"attack::perform(): tried to attack with a disabled attack.";
1288 }
catch(
const attack_end_exception&) {
1292 DBG_NG <<
"getting attack statistics";
1294 a_.get_unit(), d_.get_unit(), a_stats_->chance_to_hit, d_stats_->chance_to_hit);
1296 a_.orig_attacks_ = a_stats_->num_blows;
1297 d_.orig_attacks_ = d_stats_->num_blows;
1298 a_.n_attacks_ =
a_.orig_attacks_;
1299 d_.n_attacks_ = d_.orig_attacks_;
1303 bool defender_strikes_first = (d_stats_->firststrike && !a_stats_->firststrike);
1304 unsigned int rounds = std::max<unsigned int>(a_stats_->rounds, d_stats_->rounds) - 1;
1305 const int defender_side = d_.get_unit().side();
1307 LOG_NG <<
"Fight: (" <<
a_.loc_ <<
") vs (" << d_.loc_ <<
") ATT: " << a_stats_->weapon->name() <<
" "
1308 << a_stats_->damage <<
"-" << a_stats_->num_blows <<
"(" << a_stats_->chance_to_hit
1309 <<
"%) vs DEF: " << (d_stats_->weapon ? d_stats_->weapon->name() :
"none") <<
" " << d_stats_->damage <<
"-"
1310 << d_stats_->num_blows <<
"(" << d_stats_->chance_to_hit <<
"%)"
1311 << (defender_strikes_first ?
" defender first-strike" :
"");
1317 DBG_NG <<
"start of attack loop...";
1320 if(
a_.n_attacks_ > 0 && !defender_strikes_first) {
1321 if(!perform_hit(
true, attack_stats)) {
1322 DBG_NG <<
"broke from attack loop on attacker turn";
1328 defender_strikes_first =
false;
1331 if(d_.n_attacks_ > 0) {
1332 if(!perform_hit(
false, attack_stats)) {
1333 DBG_NG <<
"broke from attack loop on defender turn";
1340 if(rounds > 0 && d_.n_attacks_ == 0 &&
a_.n_attacks_ == 0) {
1341 a_.n_attacks_ =
a_.orig_attacks_;
1342 d_.n_attacks_ = d_.orig_attacks_;
1344 defender_strikes_first = (d_stats_->firststrike && !a_stats_->firststrike);
1347 if(
a_.n_attacks_ <= 0 && d_.n_attacks_ <= 0) {
1357 if(update_def_fog_) {
1362 if(update_minimap_ && update_display_) {
1373 unit& u = d_.get_unit();
1379 d_.loc_, d_.get_unit_ptr());
1381 if(update_display_) {
1392 void attack::check_replay_attack_result(
1393 bool& hits,
int ran_num,
int& damage,
config replay_results, unit_info& attacker)
1395 int results_chance = replay_results[
"chance"].to_int();
1396 bool results_hits = replay_results[
"hits"].to_bool();
1397 int results_damage = replay_results[
"damage"].to_int();
1400 errbuf_ <<
"SYNC: In attack " <<
a_.dump() <<
" vs " << d_.dump()
1401 <<
" replay data differs from local calculated data:"
1402 <<
" chance to hit in data source: " << results_chance
1403 <<
" chance to hit in calculated: " << attacker.cth_
1404 <<
" chance to hit in data source: " << results_chance
1405 <<
" chance to hit in calculated: " << attacker.cth_
1408 attacker.cth_ = results_chance;
1409 hits = results_hits;
1410 damage = results_damage;
1415 if(results_chance != attacker.cth_) {
1416 errbuf_ <<
"SYNC: In attack " <<
a_.dump() <<
" vs " << d_.dump()
1417 <<
": chance to hit is inconsistent. Data source: " << results_chance
1418 <<
"; Calculation: " << attacker.cth_ <<
" (over-riding game calculations with data source results)\n";
1419 attacker.cth_ = results_chance;
1423 if(results_hits != hits) {
1424 errbuf_ <<
"SYNC: In attack " <<
a_.dump() <<
" vs " << d_.dump() <<
": the data source says the hit was "
1425 << (results_hits ?
"successful" :
"unsuccessful") <<
", while in-game calculations say the hit was "
1426 << (hits ?
"successful" :
"unsuccessful") <<
" random number: " << ran_num <<
" = " << (ran_num % 100)
1427 <<
"/" << results_chance <<
" (over-riding game calculations with data source results)\n";
1428 hits = results_hits;
1432 if(results_damage != damage) {
1433 errbuf_ <<
"SYNC: In attack " <<
a_.dump() <<
" vs " << d_.dump() <<
": the data source says the hit did "
1434 << results_damage <<
" damage, while in-game calculations show the hit doing " << damage
1435 <<
" damage (over-riding game calculations with data source results)\n";
1436 damage = results_damage;
1451 bool update_display)
1453 attack
dummy(attacker, defender, attack_with, defend_with, update_display);
1461 bool update_display)
1463 attack_unit(attacker, defender, attack_with, defend_with, update_display);
1515 case unit_alignments::type::lawful:
1516 bonus = lawful_bonus;
1518 case unit_alignments::type::neutral:
1521 case unit_alignments::type::chaotic:
1522 bonus = -lawful_bonus;
1524 case unit_alignments::type::liminal:
1525 bonus = max_liminal_bonus-std::abs(lawful_bonus);
1532 bonus = std::max<int>(bonus, 0);
1541 const std::vector<team>& teams)
1544 if(defender == units.
end()) {
1551 for(
i = 0;
i < adj.size(); ++
i) {
1552 if(adj[
i] == attacker_loc) {
1564 if(opp == units.
end()) {
1568 if(opp->incapacitated()) {
1573 if(std::size_t(defender->side() - 1) >= teams.size() || std::size_t(opp->side() - 1) >= teams.size()) {
1578 if(teams[defender->side() - 1].is_enemy(opp->side())) {
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.
int under_leadership(const unit &u, const map_location &loc)
Tests if the unit at loc is currently affected by leadership.
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.
config & add_child(std::string_view key)
void insert(std::string_view key, T &&value)
Inserts an attribute into the config.
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.
terrain_code get_terrain(const map_location &loc) const
Looks up terrain at a particular location.
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)
active_ability_list get_abilities_weapons(const std::string &tag, const unit &un) const
static specials_context_t make(specials_combatant &&self, specials_combatant &&other, bool attacking)
bool is_enemy(int n) const
int get_max_liminal_bonus() const
time_of_day get_illuminated_time_of_day(const unit_map &units, const gamemap &map, const map_location &loc, int for_turn=0) const
Returns time of day object for the passed turn at a location.
int get_composite_value() const
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.
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)
active_ability_list get_abilities(const std::string &tag_name, const map_location &loc) const
Gets the unit's active abilities of a particular type if it were on a specified location.
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.
attack_itors attacks()
Gets an iterator over this unit's attacks.
int defense_modifier(const t_translation::terrain_code &terrain, const map_location &loc) const
The unit's defense on a given terrain.
unit_animation_component & anim_comp() const
bool is_fearless() const
Gets whether this unit is fearless - ie, unaffected by time of day.
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.
void get_adjacent_tiles(const map_location &a, utils::span< map_location, 6 > res)
Function which, given a location, will place all adjacent locations in res.
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.
const config & ability_cfg() const
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.
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)
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).
battle_context_unit_stats(nonempty_unit_const_ptr u, const map_location &u_loc, int u_attack_num, bool attacking, nonempty_unit_const_ptr opp, const map_location &opp_loc, const const_attack_ptr &opp_weapon, utils::optional< int > opp_terrain_defense={}, utils::optional< int > lawful_bonus={})
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.
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)
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.
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.