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";
140 auto ctx =
weapon->specials_context(up, oppp, u_loc, opp_loc, attacking, opp_weapon);
141 utils::optional<decltype(ctx)> opp_ctx;
144 opp_ctx.emplace(opp_weapon->specials_context(oppp, up, opp_loc, u_loc, !attacking,
weapon));
151 rounds =
weapon->get_specials_and_abilities(
"berserk").highest(
"value", 1).first;
157 const bool out_of_range = distance >
weapon->max_range() || distance <
weapon->min_range();
158 disable =
weapon->has_special_or_ability(
"disable") || out_of_range;
177 signed int cth =
weapon->modified_chance_to_hit(opp_base_cth);
186 double base_damage =
weapon->modified_damage();
189 int damage_multiplier = 100;
210 const auto [damage_type, resistance_modifier] =
weapon->effective_damage_type();
211 damage_multiplier *= resistance_modifier;
252 , attacker_combatant_()
253 , defender_combatant_()
255 std::size_t a_wep_uindex =
static_cast<std::size_t
>(a_wep_index);
256 std::size_t d_wep_uindex =
static_cast<std::size_t
>(d_wep_index);
287 : attacker_stats_(nullptr)
288 , defender_stats_(nullptr)
289 , attacker_combatant_(nullptr)
290 , defender_combatant_(nullptr)
302 const double harm_weight = 1.0 - aggression;
304 if(attacker_weapon == -1) {
306 n_attacker, n_defender, attacker_loc, defender_loc, harm_weight, prev_def
309 else if(defender_weapon == -1) {
311 n_attacker, n_defender, attacker_weapon, attacker_loc, defender_loc, prev_def
315 *
this =
battle_context(n_attacker, attacker_loc, attacker_weapon, n_defender, defender_loc, defender_weapon);
325 , attacker_combatant_(nullptr)
326 , defender_combatant_(nullptr)
398 double attack_weight_a = us_a.
u_.
weapon->attack_weight();
399 double attack_weight_b = us_b.
u_.
weapon->attack_weight();
400 double damage_a = (them_a.
u_.
hp - them_a.
average_hp()) * attack_weight_a;
401 double damage_b = (them_b.
u_.
hp - them_b.
average_hp()) * attack_weight_b;
404 a = (us_a.
average_hp() - poison_a_us) * harm_weight + damage_a + poison_a_them;
405 b = (us_b.
average_hp() - poison_b_us) * harm_weight + damage_b + poison_b_them;
416 return damage_a >= damage_b;
427 std::vector<battle_context> choices;
441 choices.emplace_back(std::move(bc));
444 if(choices.empty()) {
445 return battle_context(attacker, attacker_loc, -1, defender, defender_loc, -1);
448 if(choices.size() == 1) {
449 return std::move(choices[0]);
454 for(
auto& choice : choices) {
458 if(!best_choice || choice.
better_attack(*best_choice, harm_weight)) {
459 best_choice = &choice;
464 return std::move(*best_choice);
467 return battle_context(attacker, attacker_loc, -1, defender, defender_loc, -1);
474 unsigned attacker_weapon,
480 VALIDATE(attacker_weapon < attacker->attacks().
size(),
_(
"An invalid attacker weapon got selected."));
483 auto no_weapon = [&]() {
return battle_context(attacker, attacker_loc, attacker_weapon, defender, defender_loc, -1); };
484 std::vector<battle_context> choices;
493 battle_context bc(attacker, attacker_loc, attacker_weapon, defender, defender_loc,
i);
502 choices.emplace_back(std::move(bc));
505 if(choices.empty()) {
509 if(choices.size() == 1) {
511 return std::move(choices[0]);
521 double max_weight = 0.0;
523 for(
const auto& choice : choices) {
524 const double d_weight = choice.defender_stats_->weapon->defense_weight();
526 if(d_weight >= max_weight) {
529 max_weight = d_weight;
530 int rating =
static_cast<int>(
533 if(d_weight > max_weight || rating < min_rating) {
542 for(
auto& choice : choices) {
543 const double d_weight = choice.
defender_stats_->weapon->defense_weight();
545 choice.simulate(prev_def);
548 int simple_rating =
static_cast<int>(
549 choice.defender_stats_->num_blows * choice.defender_stats_->damage * choice.defender_stats_->chance_to_hit * d_weight);
552 if(simple_rating >= min_rating && (!best_choice || choice.
better_defense(*best_choice, 1.0))) {
553 best_choice = &choice;
557 return best_choice ? std::move(*best_choice) : no_weapon();
567 void refresh_weapon_index(
int& weap_index,
const std::string& weap_id,
const attack_itors& attacks)
570 if(attacks.empty()) {
576 if(weap_index >= 0 && weap_index <
static_cast<int>(attacks.size()) && attacks[weap_index].id() == weap_id) {
581 if(!weap_id.empty()) {
582 for(
int i = 0; i < static_cast<int>(attacks.size()); ++
i) {
583 if(attacks[
i].
id() == weap_id) {
603 bool update_display =
true);
608 class attack_end_exception
614 void fire_event_impl(
const std::string&
n,
bool reversed);
624 std::string weap_id_;
643 void check_replay_attack_result(
bool&,
int,
int&,
config, unit_info&);
648 std::unique_ptr<battle_context> bc_;
653 int abs_n_attack_, abs_n_defend_;
655 bool update_att_fog_, update_def_fog_, update_minimap_;
659 std::ostringstream errbuf_;
661 bool update_display_;
666 std::vector<bool> prng_attacker_;
667 std::vector<bool> prng_defender_;
687 id_ =
i->underlying_id();
690 unit& attack::unit_info::get_unit()
693 assert(
i.valid() &&
i->underlying_id() == id_);
697 unit_ptr attack::unit_info::get_unit_ptr()
700 if(
i.valid() &&
i->underlying_id() == id_) {
701 return i.get_shared_ptr();
706 bool attack::unit_info::valid()
709 return i.valid() &&
i->underlying_id() == id_;
712 std::string attack::unit_info::dump()
715 s << get_unit().type_id() <<
" (" << loc_.wml_x() <<
',' << loc_.wml_y() <<
')';
729 , update_att_fog_(false)
730 , update_def_fog_(false)
731 , update_minimap_(false)
736 , update_display_(update_display)
745 LOG_NG <<
"Using experimental PRNG for combat";
751 fire_event_impl(
n,
false);
754 void attack::fire_event_impl(
const std::string&
n,
bool reverse)
756 LOG_NG <<
"attack: firing '" <<
n <<
"' event";
766 utils::optional<attack_type::specials_context_t> a_ctx, d_ctx;
768 if(a_stats_->weapon !=
nullptr &&
a_.valid()) {
769 if(d_stats_->weapon !=
nullptr && d_.valid()) {
770 a_ctx.emplace(a_stats_->weapon->specials_context(
nullptr,
nullptr,
a_.loc_, d_.loc_,
true, d_stats_->weapon));
772 a_ctx.emplace(a_stats_->weapon->specials_context(
nullptr,
a_.loc_,
true));
774 a_stats_->weapon->write(a_weapon_cfg);
777 if(d_stats_->weapon !=
nullptr && d_.valid()) {
778 if(a_stats_->weapon !=
nullptr &&
a_.valid()) {
779 d_ctx.emplace(d_stats_->weapon->specials_context(
nullptr,
nullptr, d_.loc_,
a_.loc_,
false, a_stats_->weapon));
781 d_ctx.emplace(d_stats_->weapon->specials_context(
nullptr, d_.loc_,
false));
783 d_stats_->weapon->write(d_weapon_cfg);
786 if(a_weapon_cfg[
"name"].empty()) {
787 a_weapon_cfg[
"name"] =
"none";
790 if(d_weapon_cfg[
"name"].empty()) {
791 d_weapon_cfg[
"name"] =
"none";
794 if(
n ==
"attack_end") {
802 if(
n ==
"attacker_hits" ||
n ==
"defender_hits" ||
n ==
"unit_hits") {
806 const int defender_side = d_.get_unit().side();
817 if(wml_aborted || !
a_.valid() || !d_.valid()
822 if(update_display_) {
827 throw attack_end_exception();
831 void attack::refresh_bc()
835 refresh_weapon_index(
a_.weapon_,
a_.weap_id_,
a_.get_unit().attacks());
839 refresh_weapon_index(d_.weapon_, d_.weap_id_, d_.get_unit().attacks());
842 if(!
a_.valid() || !d_.valid()) {
845 =
a_.valid() &&
a_.weapon_ >= 0 ?
a_.get_unit().attacks()[
a_.weapon_].shared_from_this() :
nullptr;
848 = d_.valid() && d_.weapon_ >= 0 ? d_.get_unit().attacks()[d_.weapon_].shared_from_this() :
nullptr;
855 a_stats_ = &bc_->get_attacker_stats();
856 d_stats_ = &bc_->get_defender_stats();
858 a_.cth_ = a_stats_->chance_to_hit;
859 d_.cth_ = d_stats_->chance_to_hit;
860 a_.damage_ = a_stats_->damage;
861 d_.damage_ = d_stats_->damage;
866 unit_info& attacker = attacker_turn ?
a_ : d_;
867 unit_info& defender = attacker_turn ? d_ :
a_;
874 int& abs_n = attacker_turn ? abs_n_attack_ : abs_n_defend_;
875 bool& update_fog = attacker_turn ? update_def_fog_ : update_att_fog_;
881 std::vector<bool>& prng_seq = attacker_turn ? prng_attacker_ : prng_defender_;
883 if(prng_seq.empty()) {
884 const int ntotal = attacker.cth_*attacker.n_attacks_;
885 int num_hits = ntotal/100;
886 const int additional_hit_chance = ntotal%100;
887 if(additional_hit_chance > 0 &&
randomness::generator->get_random_int(0, 99) < additional_hit_chance) {
891 std::vector<int> indexes;
892 for(
int i = 0;
i != attacker.n_attacks_; ++
i) {
893 prng_seq.push_back(
false);
894 indexes.push_back(
i);
897 for(
int i = 0;
i != num_hits; ++
i) {
899 prng_seq[indexes[
n]] =
true;
900 indexes.erase(indexes.begin() +
n);
904 bool does_hit = prng_seq.back();
906 ran_num = does_hit ? 0 : 99;
910 bool hits = (ran_num < attacker.cth_);
914 damage = attacker.damage_;
920 const config local_results {
"chance", attacker.cth_,
"hits", hits,
"damage", damage};
926 check_replay_attack_result(hits, ran_num, damage, replay_results, attacker);
930 int damage_done = std::min<int>(defender.get_unit().hitpoints(), attacker.damage_);
933 double expected_damage = damage_done * attacker.cth_ * 0.01;
941 int drains_damage = 0;
942 if(hits && attacker_stats->
drains) {
947 std::min<int>(drains_damage, attacker.get_unit().max_hitpoints() - attacker.get_unit().hitpoints());
950 drains_damage = std::max<int>(drains_damage, 1 - attacker.get_unit().hitpoints());
953 if(update_display_) {
954 std::ostringstream float_text;
955 std::vector<std::string> extra_hit_sounds;
958 const unit& defender_unit = defender.get_unit();
979 if(
prefs::get().show_attack_miss_indicator()) {
980 float_text <<
_(
"attack^miss");
987 attacker.loc_, defender.loc_,
990 abs_n, float_text.str(), drains_damage,
"",
991 &extra_hit_sounds, attacker_turn
995 bool dies = defender.get_unit().take_hit(damage);
996 LOG_NG <<
"defender took " << damage << (dies ?
" and died\n" :
"\n");
1004 attacker.cth_, damage_done, drains_damage
1012 attacker.cth_, damage_done, drains_damage
1016 replay_results.
clear();
1021 if(!equals_replay) {
1022 bool results_dies = replay_results[
"dies"].to_bool();
1024 errbuf_ <<
"SYNC: In attack " <<
a_.dump() <<
" vs " << d_.dump() <<
": the data source says the "
1025 << (attacker_turn ?
"defender" :
"attacker") <<
' ' << (results_dies ?
"perished" :
"survived")
1026 <<
" while in-game calculations show it " << (dies ?
"perished" :
"survived")
1027 <<
" (over-riding game calculations with data source results)\n";
1029 dies = results_dies;
1033 defender.get_unit().set_hitpoints(0);
1041 fire_event(attacker_turn ?
"attacker_hits" :
"defender_hits");
1042 fire_event_impl(
"unit_hits", !attacker_turn);
1043 }
catch(
const attack_end_exception&) {
1049 fire_event(attacker_turn ?
"attacker_misses" :
"defender_misses");
1050 fire_event_impl(
"unit_misses", !attacker_turn);
1051 }
catch(
const attack_end_exception&) {
1059 bool attacker_dies =
false;
1061 if(drains_damage > 0) {
1062 attacker.get_unit().heal(drains_damage);
1063 }
else if(drains_damage < 0) {
1064 attacker_dies = attacker.get_unit().take_hit(-drains_damage);
1068 unit_killed(attacker, defender, attacker_stats, defender_stats,
false);
1073 unit_killed(defender, attacker, defender_stats, attacker_stats,
true);
1074 (attacker_turn ? update_att_fog_ : update_def_fog_) =
true;
1078 update_minimap_ =
true;
1083 unit& defender_unit = defender.get_unit();
1087 LOG_NG <<
"defender poisoned";
1094 LOG_NG <<
"defender slowed";
1101 attacker.n_attacks_ = 0;
1102 defender.n_attacks_ = -1;
1110 update_minimap_ =
true;
1114 --attacker.n_attacks_;
1118 if (attacker_stats->
weapon ==
nullptr){
1119 attacker.n_attacks_ = 0;
1120 attacker.orig_attacks_ = 0;
1122 if (defender_stats->
weapon ==
nullptr){
1123 defender.n_attacks_ = 0;
1124 defender.orig_attacks_ = 0;
1130 void attack::unit_killed(unit_info& attacker,
1131 unit_info& defender,
1144 std::string undead_variation = defender.get_unit().undead_variation();
1154 if(a_weapon_cfg[
"name"].empty()) {
1155 a_weapon_cfg[
"name"] =
"none";
1158 if(d_weapon_cfg[
"name"].empty()) {
1159 d_weapon_cfg[
"name"] =
"none";
1169 if(!defender.valid() || defender.get_unit().hitpoints() > 0) {
1173 if(!attacker.valid()) {
1176 defender.get_unit(),
1183 defender.get_unit(),
1187 attacker.get_unit_ptr()
1194 if(!defender.valid() || defender.get_unit().hitpoints() > 0) {
1199 units_.erase(defender.loc_);
1203 if(attacker.valid() && attacker_stats->
plagues && !drain_killed) {
1207 LOG_NG <<
"found unit type:" << reanimator->id();
1210 newunit->set_attacks(0);
1211 newunit->set_movement(0,
true);
1215 if(undead_variation !=
"null") {
1218 variation[
"apply_to"] =
"variation";
1219 variation[
"name"] = undead_variation;
1220 newunit->add_modification(
"variation", mod);
1221 newunit->heal_fully();
1224 newunit->set_location(death_loc);
1232 if(update_display_) {
1237 LOG_NG <<
"unit not reanimated";
1241 void attack::perform()
1246 if(!
a_.valid() || !d_.valid()) {
1251 if(
a_.weapon_ < 0) {
1252 a_.get_unit().set_attacks(
a_.get_unit().attacks_left() - 1);
1253 a_.get_unit().set_movement(-1,
true);
1257 if(
a_.get_unit().attacks_left() <= 0) {
1258 LOG_NG <<
"attack::perform(): not enough ap.";
1264 a_stats_ = &bc_->get_attacker_stats();
1265 d_stats_ = &bc_->get_defender_stats();
1267 if(a_stats_->weapon) {
1268 a_.weap_id_ = a_stats_->weapon->id();
1271 if(d_stats_->weapon) {
1272 d_.weap_id_ = d_stats_->weapon->id();
1275 a_.get_unit().set_facing(
a_.loc_.get_relative_dir(d_.loc_));
1276 d_.get_unit().set_facing(d_.loc_.get_relative_dir(
a_.loc_));
1280 }
catch(
const attack_end_exception&) {
1284 VALIDATE(
a_.weapon_ <
static_cast<int>(
a_.get_unit().attacks().size()),
1285 _(
"An invalid attacker weapon got selected."));
1287 a_.get_unit().set_attacks(
a_.get_unit().attacks_left() -
a_.get_unit().attacks()[
a_.weapon_].attacks_used());
1288 a_.get_unit().set_movement(
a_.get_unit().movement_left() -
a_.get_unit().attacks()[
a_.weapon_].movement_used(),
true);
1290 a_.get_unit().set_resting(
false);
1291 d_.get_unit().set_resting(
false);
1296 if(a_stats_->disable) {
1297 LOG_NG <<
"attack::perform(): tried to attack with a disabled attack.";
1303 }
catch(
const attack_end_exception&) {
1307 DBG_NG <<
"getting attack statistics";
1309 a_.get_unit(), d_.get_unit(), a_stats_->chance_to_hit, d_stats_->chance_to_hit);
1311 a_.orig_attacks_ = a_stats_->num_blows;
1312 d_.orig_attacks_ = d_stats_->num_blows;
1313 a_.n_attacks_ =
a_.orig_attacks_;
1314 d_.n_attacks_ = d_.orig_attacks_;
1318 bool defender_strikes_first = (d_stats_->firststrike && !a_stats_->firststrike);
1319 unsigned int rounds = std::max<unsigned int>(a_stats_->rounds, d_stats_->rounds) - 1;
1320 const int defender_side = d_.get_unit().side();
1322 LOG_NG <<
"Fight: (" <<
a_.loc_ <<
") vs (" << d_.loc_ <<
") ATT: " << a_stats_->weapon->name() <<
" "
1323 << a_stats_->damage <<
"-" << a_stats_->num_blows <<
"(" << a_stats_->chance_to_hit
1324 <<
"%) vs DEF: " << (d_stats_->weapon ? d_stats_->weapon->name() :
"none") <<
" " << d_stats_->damage <<
"-"
1325 << d_stats_->num_blows <<
"(" << d_stats_->chance_to_hit <<
"%)"
1326 << (defender_strikes_first ?
" defender first-strike" :
"");
1332 DBG_NG <<
"start of attack loop...";
1335 if(
a_.n_attacks_ > 0 && !defender_strikes_first) {
1336 if(!perform_hit(
true, attack_stats)) {
1337 DBG_NG <<
"broke from attack loop on attacker turn";
1343 defender_strikes_first =
false;
1346 if(d_.n_attacks_ > 0) {
1347 if(!perform_hit(
false, attack_stats)) {
1348 DBG_NG <<
"broke from attack loop on defender turn";
1355 if(rounds > 0 && d_.n_attacks_ == 0 &&
a_.n_attacks_ == 0) {
1356 a_.n_attacks_ =
a_.orig_attacks_;
1357 d_.n_attacks_ = d_.orig_attacks_;
1359 defender_strikes_first = (d_stats_->firststrike && !a_stats_->firststrike);
1362 if(
a_.n_attacks_ <= 0 && d_.n_attacks_ <= 0) {
1372 if(update_def_fog_) {
1377 if(update_minimap_ && update_display_) {
1388 unit& u = d_.get_unit();
1394 d_.loc_, d_.get_unit_ptr());
1396 if(update_display_) {
1407 void attack::check_replay_attack_result(
1408 bool& hits,
int ran_num,
int& damage,
config replay_results, unit_info& attacker)
1410 int results_chance = replay_results[
"chance"].to_int();
1411 bool results_hits = replay_results[
"hits"].to_bool();
1412 int results_damage = replay_results[
"damage"].to_int();
1415 errbuf_ <<
"SYNC: In attack " <<
a_.dump() <<
" vs " << d_.dump()
1416 <<
" replay data differs from local calculated data:"
1417 <<
" chance to hit in data source: " << results_chance
1418 <<
" chance to hit in calculated: " << attacker.cth_
1419 <<
" chance to hit in data source: " << results_chance
1420 <<
" chance to hit in calculated: " << attacker.cth_
1423 attacker.cth_ = results_chance;
1424 hits = results_hits;
1425 damage = results_damage;
1430 if(results_chance != attacker.cth_) {
1431 errbuf_ <<
"SYNC: In attack " <<
a_.dump() <<
" vs " << d_.dump()
1432 <<
": chance to hit is inconsistent. Data source: " << results_chance
1433 <<
"; Calculation: " << attacker.cth_ <<
" (over-riding game calculations with data source results)\n";
1434 attacker.cth_ = results_chance;
1438 if(results_hits != hits) {
1439 errbuf_ <<
"SYNC: In attack " <<
a_.dump() <<
" vs " << d_.dump() <<
": the data source says the hit was "
1440 << (results_hits ?
"successful" :
"unsuccessful") <<
", while in-game calculations say the hit was "
1441 << (hits ?
"successful" :
"unsuccessful") <<
" random number: " << ran_num <<
" = " << (ran_num % 100)
1442 <<
"/" << results_chance <<
" (over-riding game calculations with data source results)\n";
1443 hits = results_hits;
1447 if(results_damage != damage) {
1448 errbuf_ <<
"SYNC: In attack " <<
a_.dump() <<
" vs " << d_.dump() <<
": the data source says the hit did "
1449 << results_damage <<
" damage, while in-game calculations show the hit doing " << damage
1450 <<
" damage (over-riding game calculations with data source results)\n";
1451 damage = results_damage;
1466 bool update_display)
1468 attack
dummy(attacker, defender, attack_with, defend_with, update_display);
1476 bool update_display)
1478 attack_unit(attacker, defender, attack_with, defend_with, update_display);
1523 case unit_alignments::type::lawful:
1524 bonus = lawful_bonus;
1526 case unit_alignments::type::neutral:
1529 case unit_alignments::type::chaotic:
1530 bonus = -lawful_bonus;
1532 case unit_alignments::type::liminal:
1533 bonus = max_liminal_bonus-std::abs(lawful_bonus);
1540 bonus = std::max<int>(bonus, 0);
1549 const std::vector<team>& teams)
1552 if(defender == units.
end()) {
1559 for(
i = 0;
i < adj.size(); ++
i) {
1560 if(adj[
i] == attacker_loc) {
1572 if(opp == units.
end()) {
1576 if(opp->incapacitated()) {
1581 if(std::size_t(defender->side() - 1) >= teams.size() || std::size_t(opp->side() - 1) >= teams.size()) {
1586 if(teams[defender->side() - 1].is_enemy(opp->side())) {
int under_leadership(const unit &u, const map_location &loc, const_attack_ptr weapon, const_attack_ptr opp_weapon)
Tests if the unit at loc is currently affected by leadership.
int generic_combat_modifier(int lawful_bonus, unit_alignments::type alignment, bool is_fearless, int max_liminal_bonus)
Returns the amount that a unit's damage should be multiplied by due to a given lawful_bonus.
static lg::log_domain log_engine("engine")
bool backstab_check(const map_location &attacker_loc, const map_location &defender_loc, const unit_map &units, const std::vector< team > &teams)
Function to check if an attack will satisfy the requirements for backstab.
int combat_modifier(const unit_map &units, const gamemap &map, const map_location &loc, unit_alignments::type alignment, bool is_fearless)
Returns the amount that a unit's damage should be multiplied by due to the current time of day.
void attack_unit_and_advance(const map_location &attacker, const map_location &defender, int attack_with, int defend_with, bool update_display)
Performs an attack, and advanced the units afterwards.
void attack_unit(const map_location &attacker, const map_location &defender, int attack_with, int defend_with, bool update_display)
Performs an attack.
static lg::log_domain log_attack("engine/attack")
static lg::log_domain log_config("config")
Various functions that implement attacks and attack calculations.
void advance_unit_at(const advance_unit_params ¶ms)
Various functions that implement advancements of units.
boost::iterator_range< boost::indirect_iterator< attack_list::iterator > > attack_itors
double defense_weight() const
double attack_weight() const
const std::string & range() const
Computes the statistics of a battle between an attacker and a defender unit.
std::unique_ptr< battle_context_unit_stats > defender_stats_
std::unique_ptr< combatant > defender_combatant_
std::unique_ptr< battle_context_unit_stats > attacker_stats_
Statistics of the units.
static battle_context choose_attacker_weapon(nonempty_unit_const_ptr attacker, const nonempty_unit_const_ptr &defender, const map_location &attacker_loc, const map_location &defender_loc, double harm_weight, const combatant *prev_def)
std::unique_ptr< combatant > attacker_combatant_
Outcome of simulated fight.
void simulate(const combatant *prev_def)
const combatant & get_attacker_combatant(const combatant *prev_def=nullptr)
Get the simulation results.
const combatant & get_defender_combatant(const combatant *prev_def=nullptr)
static bool better_combat(const combatant &us_a, const combatant &them_a, const combatant &us_b, const combatant &them_b, double harm_weight)
static battle_context choose_defender_weapon(nonempty_unit_const_ptr attacker, nonempty_unit_const_ptr defender, unsigned attacker_weapon, const map_location &attacker_loc, const map_location &defender_loc, const combatant *prev_def)
battle_context(const unit_map &units, const map_location &attacker_loc, const map_location &defender_loc, int attacker_weapon=-1, int defender_weapon=-1, double aggression=0.0, const combatant *prev_def=nullptr, unit_const_ptr attacker_ptr=unit_const_ptr(), unit_const_ptr defender_ptr=unit_const_ptr())
If no attacker_weapon is given, we select the best one, based on harm_weight (1.0 means 1 hp lost cou...
bool better_defense(class battle_context &that, double harm_weight)
Given this harm_weight, is this attack better than that?
bool better_attack(class battle_context &that, double harm_weight)
Given this harm_weight, is this attack better than that?
virtual bool local_checkup(const config &expected_data, config &real_data)=0
Compares data to the results calculated during the original game.
A config object defines a single node in a WML file, with access to child nodes.
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)
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_weapons(const std::string &tag_name, const map_location &loc, const_attack_ptr weapon=nullptr, const_attack_ptr opp_weapon=nullptr) const
int max_hitpoints() const
The max number of hitpoints this unit can have.
unit_alignments::type alignment() const
The alignment of this unit.
void set_state(const std::string &state, bool value)
Set whether the unit is affected by a status effect.
int hitpoints() const
The current number of hitpoints this unit has.
bool get_state(const std::string &state) const
Check if the unit is affected by a status effect.
const std::string & undead_variation() const
const unit_type & type() const
This unit's type, accounting for gender and variation.
int experience() const
The current number of experience points this unit has.
void set_experience(int xp)
Sets the current experience point amount.
unit_race::GENDER gender() const
The gender of this unit.
@ STATE_NOT_MOVED
The unit is uncovered - it was hiding but has been spotted.
@ STATE_PETRIFIED
The unit is poisoned - it loses health each turn.
@ STATE_POISONED
The unit is slowed - it moves slower and does less damage.
@ STATE_UNCOVERED
The unit is petrified - it cannot move or be attacked.
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.