27 #include "formula/callable_objects.hpp"
61 #define DBG_NG LOG_STREAM(debug, log_engine)
62 #define LOG_NG LOG_STREAM(info, log_engine)
63 #define WRN_NG LOG_STREAM(err, log_engine)
64 #define ERR_NG LOG_STREAM(err, log_engine)
67 #define DBG_AT LOG_STREAM(debug, log_attack)
68 #define LOG_AT LOG_STREAM(info, log_attack)
69 #define WRN_AT LOG_STREAM(err, log_attack)
70 #define ERR_AT LOG_STREAM(err, log_attack)
73 #define LOG_CF LOG_STREAM(info, log_config)
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))
99 , experience(up->experience())
100 , max_experience(up->max_experience())
104 , max_hp(up->max_hitpoints())
116 const unit& opp = *oppp;
123 LOG_CF <<
"Unit with " << u.
hitpoints() <<
" hitpoints found, set to 0 for damage calculations";
139 auto ctx =
weapon->specials_context(up, oppp, u_loc, opp_loc, attacking, opp_weapon);
140 std::optional<decltype(ctx)> opp_ctx;
143 opp_ctx.emplace(opp_weapon->specials_context(oppp, up, opp_loc, u_loc, !attacking,
weapon));
150 rounds =
weapon->get_specials_and_abilities(
"berserk").highest(
"value", 1).first;
156 const bool out_of_range = distance >
weapon->max_range() || distance <
weapon->min_range();
175 - (opp_weapon ? opp_weapon->parry() : 0);
177 cth = std::clamp(cth, 0, 100);
179 cth =
weapon->composite_value(
weapon->get_specials_and_abilities(
"chance_to_hit"), cth);
189 int base_damage =
weapon->modified_damage();
192 int damage_multiplier = 100;
200 if(leader_bonus != 0) {
201 damage_multiplier += leader_bonus;
237 unsigned int opp_terrain_defense,
241 , is_attacker(attacking)
268 if(!u_type || !opp_type) {
290 std::optional<decltype(ctx)> opp_ctx;
300 rounds =
weapon->get_specials(
"berserk").highest(
"value", 1).first;
315 signed int cth = 100 - opp_terrain_defense +
weapon->accuracy() - (opp_weapon ? opp_weapon->parry() : 0);
316 cth = std::clamp(cth, 0, 100);
318 cth =
weapon->composite_value(
weapon->get_specials(
"chance_to_hit"), cth);
322 int base_damage =
weapon->modified_damage();
323 int damage_multiplier = 100;
361 , attacker_combatant_()
362 , defender_combatant_()
364 size_t a_wep_uindex =
static_cast<size_t>(a_wep_index);
365 size_t d_wep_uindex =
static_cast<size_t>(d_wep_index);
367 const_attack_ptr a_wep(a_wep_uindex < attacker->attacks().
size() ? attacker->attacks()[a_wep_index].shared_from_this() :
nullptr);
368 const_attack_ptr d_wep(d_wep_uindex < defender->attacks().
size() ? defender->attacks()[d_wep_index].shared_from_this() :
nullptr);
396 : attacker_stats_(nullptr)
397 , defender_stats_(nullptr)
398 , attacker_combatant_(nullptr)
399 , defender_combatant_(nullptr)
411 const double harm_weight = 1.0 - aggression;
413 if(attacker_weapon == -1) {
415 n_attacker, n_defender, attacker_loc, defender_loc, harm_weight, prev_def
418 else if(defender_weapon == -1) {
420 n_attacker, n_defender, attacker_weapon, attacker_loc, defender_loc, prev_def
424 *
this =
battle_context(n_attacker, attacker_loc, attacker_weapon, n_defender, defender_loc, defender_weapon);
434 , attacker_combatant_(nullptr)
435 , defender_combatant_(nullptr)
531 std::vector<battle_context> choices;
534 for(
size_t i = 0;
i < attacker->attacks().
size(); ++
i) {
545 choices.emplace_back(std::move(bc));
548 if(choices.empty()) {
549 return battle_context(attacker, attacker_loc, -1, defender, defender_loc, -1);
552 if(choices.size() == 1) {
553 return std::move(choices[0]);
558 for(
auto& choice : choices) {
562 if(!best_choice || choice.
better_attack(*best_choice, harm_weight)) {
563 best_choice = &choice;
568 return std::move(*best_choice);
571 return battle_context(attacker, attacker_loc, -1, defender, defender_loc, -1);
578 unsigned attacker_weapon,
584 VALIDATE(attacker_weapon < attacker->attacks().
size(),
_(
"An invalid attacker weapon got selected."));
586 const attack_type& att = attacker->attacks()[attacker_weapon];
587 auto no_weapon = [&]() {
return battle_context(attacker, attacker_loc, attacker_weapon, defender, defender_loc, -1); };
588 std::vector<battle_context> choices;
591 for(
size_t i = 0;
i < defender->attacks().
size(); ++
i) {
597 battle_context bc(attacker, attacker_loc, attacker_weapon, defender, defender_loc,
i);
606 choices.emplace_back(std::move(bc));
609 if(choices.empty()) {
613 if(choices.size() == 1) {
615 return std::move(choices[0]);
625 double max_weight = 0.0;
627 for(
const auto& choice : choices) {
628 const attack_type& def = defender->attacks()[choice.defender_stats_->attack_num];
634 int rating =
static_cast<int>(
646 for(
auto& choice : choices) {
647 const attack_type& def = defender->attacks()[choice.defender_stats_->attack_num];
649 choice.simulate(prev_def);
652 int simple_rating =
static_cast<int>(
653 choice.defender_stats_->num_blows * choice.defender_stats_->damage * choice.defender_stats_->chance_to_hit * def.
defense_weight());
656 if(simple_rating >= min_rating && (!best_choice || choice.
better_defense(*best_choice, 1.0))) {
657 best_choice = &choice;
661 return best_choice ? std::move(*best_choice) : no_weapon();
671 void refresh_weapon_index(
int& weap_index,
const std::string& weap_id,
attack_itors attacks)
674 if(attacks.empty()) {
680 if(weap_index >= 0 && weap_index <
static_cast<int>(attacks.size()) && attacks[weap_index].id() == weap_id) {
685 if(!weap_id.empty()) {
686 for(
int i = 0; i < static_cast<int>(attacks.size()); ++
i) {
687 if(attacks[
i].
id() == weap_id) {
707 bool update_display =
true);
712 class attack_end_exception
727 std::string weap_id_;
746 void check_replay_attack_result(
bool&,
int,
int&,
config, unit_info&);
751 std::unique_ptr<battle_context> bc_;
756 int abs_n_attack_, abs_n_defend_;
758 bool update_att_fog_, update_def_fog_, update_minimap_;
762 std::ostringstream errbuf_;
764 bool update_display_;
769 std::vector<bool> prng_attacker_;
770 std::vector<bool> prng_defender_;
790 id_ =
i->underlying_id();
793 unit& attack::unit_info::get_unit()
796 assert(
i.valid() &&
i->underlying_id() == id_);
800 unit_ptr attack::unit_info::get_unit_ptr()
803 if(
i.valid() &&
i->underlying_id() == id_) {
804 return i.get_shared_ptr();
809 bool attack::unit_info::valid()
812 return i.valid() &&
i->underlying_id() == id_;
815 std::string attack::unit_info::dump()
832 , update_att_fog_(false)
833 , update_def_fog_(false)
834 , update_minimap_(false)
839 , update_display_(update_display)
848 LOG_NG <<
"Using experimental PRNG for combat";
854 LOG_NG <<
"attack: firing '" <<
n <<
"' event";
862 std::optional<attack_type::specials_context_t> a_ctx, d_ctx;
864 if(a_stats_->weapon !=
nullptr &&
a_.valid()) {
865 if(d_stats_->weapon !=
nullptr && d_.valid()) {
866 a_ctx.emplace(a_stats_->weapon->specials_context(
nullptr,
nullptr,
a_.loc_, d_.loc_,
true, d_stats_->weapon));
868 a_ctx.emplace(a_stats_->weapon->specials_context(
nullptr,
a_.loc_,
true));
870 a_stats_->weapon->write(a_weapon_cfg);
873 if(d_stats_->weapon !=
nullptr && d_.valid()) {
874 if(a_stats_->weapon !=
nullptr &&
a_.valid()) {
875 d_ctx.emplace(d_stats_->weapon->specials_context(
nullptr,
nullptr, d_.loc_,
a_.loc_,
false, a_stats_->weapon));
877 d_ctx.emplace(d_stats_->weapon->specials_context(
nullptr, d_.loc_,
false));
879 d_stats_->weapon->write(d_weapon_cfg);
882 if(a_weapon_cfg[
"name"].empty()) {
883 a_weapon_cfg[
"name"] =
"none";
886 if(d_weapon_cfg[
"name"].empty()) {
887 d_weapon_cfg[
"name"] =
"none";
890 if(
n ==
"attack_end") {
898 if(
n ==
"attacker_hits" ||
n ==
"defender_hits") {
902 const int defender_side = d_.get_unit().side();
913 if(wml_aborted || !
a_.valid() || !d_.valid()
918 if(update_display_) {
923 throw attack_end_exception();
927 void attack::refresh_bc()
931 refresh_weapon_index(
a_.weapon_,
a_.weap_id_,
a_.get_unit().attacks());
935 refresh_weapon_index(d_.weapon_, d_.weap_id_, d_.get_unit().attacks());
938 if(!
a_.valid() || !d_.valid()) {
941 =
a_.valid() &&
a_.weapon_ >= 0 ?
a_.get_unit().attacks()[
a_.weapon_].shared_from_this() :
nullptr;
944 = d_.valid() && d_.weapon_ >= 0 ? d_.get_unit().attacks()[d_.weapon_].shared_from_this() :
nullptr;
951 a_stats_ = &bc_->get_attacker_stats();
952 d_stats_ = &bc_->get_defender_stats();
954 a_.cth_ = a_stats_->chance_to_hit;
955 d_.cth_ = d_stats_->chance_to_hit;
956 a_.damage_ = a_stats_->damage;
957 d_.damage_ = d_stats_->damage;
962 unit_info& attacker = attacker_turn ?
a_ : d_;
963 unit_info& defender = attacker_turn ? d_ :
a_;
970 int& abs_n = attacker_turn ? abs_n_attack_ : abs_n_defend_;
971 bool& update_fog = attacker_turn ? update_def_fog_ : update_att_fog_;
977 std::vector<bool>& prng_seq = attacker_turn ? prng_attacker_ : prng_defender_;
979 if(prng_seq.empty()) {
980 const int ntotal = attacker.cth_*attacker.n_attacks_;
981 int num_hits = ntotal/100;
982 const int additional_hit_chance = ntotal%100;
983 if(additional_hit_chance > 0 &&
randomness::generator->get_random_int(0, 99) < additional_hit_chance) {
987 std::vector<int> indexes;
988 for(
int i = 0;
i != attacker.n_attacks_; ++
i) {
989 prng_seq.push_back(
false);
990 indexes.push_back(
i);
993 for(
int i = 0;
i != num_hits; ++
i) {
995 prng_seq[indexes[
n]] =
true;
996 indexes.erase(indexes.begin() +
n);
1000 bool does_hit = prng_seq.back();
1001 prng_seq.pop_back();
1002 ran_num = does_hit ? 0 : 99;
1006 bool hits = (ran_num < attacker.cth_);
1010 damage = attacker.damage_;
1016 const config local_results {
"chance", attacker.cth_,
"hits", hits,
"damage", damage};
1021 if(!equals_replay) {
1022 check_replay_attack_result(hits, ran_num, damage, replay_results, attacker);
1026 int damage_done = std::min<int>(defender.get_unit().hitpoints(), attacker.damage_);
1029 double expected_damage = damage_done * attacker.cth_ * 0.01;
1037 int drains_damage = 0;
1038 if(hits && attacker_stats->
drains) {
1043 std::min<int>(drains_damage, attacker.get_unit().max_hitpoints() - attacker.get_unit().hitpoints());
1046 drains_damage = std::max<int>(drains_damage, 1 - attacker.get_unit().hitpoints());
1049 if(update_display_) {
1050 std::ostringstream float_text;
1051 std::vector<std::string> extra_hit_sounds;
1054 const unit& defender_unit = defender.get_unit();
1079 attacker.loc_, defender.loc_,
1082 abs_n, float_text.str(), drains_damage,
"",
1083 &extra_hit_sounds, attacker_turn
1087 bool dies = defender.get_unit().take_hit(damage);
1088 LOG_NG <<
"defender took " << damage << (dies ?
" and died\n" :
"\n");
1096 attacker.cth_, damage_done, drains_damage
1104 attacker.cth_, damage_done, drains_damage
1108 replay_results.
clear();
1113 if(!equals_replay) {
1114 bool results_dies = replay_results[
"dies"].to_bool();
1116 errbuf_ <<
"SYNC: In attack " <<
a_.dump() <<
" vs " << d_.dump() <<
": the data source says the "
1117 << (attacker_turn ?
"defender" :
"attacker") <<
' ' << (results_dies ?
"perished" :
"survived")
1118 <<
" while in-game calculations show it " << (dies ?
"perished" :
"survived")
1119 <<
" (over-riding game calculations with data source results)\n";
1121 dies = results_dies;
1125 defender.get_unit().set_hitpoints(0);
1133 fire_event(attacker_turn ?
"attacker_hits" :
"defender_hits");
1134 }
catch(
const attack_end_exception&) {
1140 fire_event(attacker_turn ?
"attacker_misses" :
"defender_misses");
1141 }
catch(
const attack_end_exception&) {
1149 bool attacker_dies =
false;
1151 if(drains_damage > 0) {
1152 attacker.get_unit().heal(drains_damage);
1153 }
else if(drains_damage < 0) {
1154 attacker_dies = attacker.get_unit().take_hit(-drains_damage);
1158 unit_killed(attacker, defender, attacker_stats, defender_stats,
false);
1163 unit_killed(defender, attacker, defender_stats, attacker_stats,
true);
1164 (attacker_turn ? update_att_fog_ : update_def_fog_) =
true;
1168 update_minimap_ =
true;
1173 unit& defender_unit = defender.get_unit();
1177 LOG_NG <<
"defender poisoned";
1184 LOG_NG <<
"defender slowed";
1191 attacker.n_attacks_ = 0;
1192 defender.n_attacks_ = -1;
1200 update_minimap_ =
true;
1204 --attacker.n_attacks_;
1208 if (attacker_stats->
weapon ==
nullptr){
1209 attacker.n_attacks_ = 0;
1211 if (defender_stats->
weapon ==
nullptr){
1212 defender.n_attacks_ = 0;
1218 void attack::unit_killed(unit_info& attacker,
1219 unit_info& defender,
1232 std::string undead_variation = defender.get_unit().undead_variation();
1242 if(a_weapon_cfg[
"name"].empty()) {
1243 a_weapon_cfg[
"name"] =
"none";
1246 if(d_weapon_cfg[
"name"].empty()) {
1247 d_weapon_cfg[
"name"] =
"none";
1257 if(!defender.valid() || defender.get_unit().hitpoints() > 0) {
1261 if(!attacker.valid()) {
1264 defender.get_unit(),
1271 defender.get_unit(),
1275 attacker.get_unit_ptr()
1282 if(!defender.valid() || defender.get_unit().hitpoints() > 0) {
1287 units_.erase(defender.loc_);
1291 if(attacker.valid() && attacker_stats->
plagues && !drain_killed) {
1295 LOG_NG <<
"found unit type:" << reanimator->id();
1298 newunit->set_attacks(0);
1299 newunit->set_movement(0,
true);
1303 if(undead_variation !=
"null") {
1306 variation[
"apply_to"] =
"variation";
1307 variation[
"name"] = undead_variation;
1308 newunit->add_modification(
"variation", mod);
1309 newunit->heal_fully();
1312 newunit->set_location(death_loc);
1320 if(update_display_) {
1325 LOG_NG <<
"unit not reanimated";
1329 void attack::perform()
1334 if(!
a_.valid() || !d_.valid()) {
1339 if(
a_.weapon_ < 0) {
1340 a_.get_unit().set_attacks(
a_.get_unit().attacks_left() - 1);
1341 a_.get_unit().set_movement(-1,
true);
1345 if(
a_.get_unit().attacks_left() <= 0) {
1346 LOG_NG <<
"attack::perform(): not enough ap.";
1352 a_stats_ = &bc_->get_attacker_stats();
1353 d_stats_ = &bc_->get_defender_stats();
1355 if(a_stats_->weapon) {
1356 a_.weap_id_ = a_stats_->weapon->id();
1359 if(d_stats_->weapon) {
1360 d_.weap_id_ = d_stats_->weapon->id();
1363 a_.get_unit().set_facing(
a_.loc_.get_relative_dir(d_.loc_));
1364 d_.get_unit().set_facing(d_.loc_.get_relative_dir(
a_.loc_));
1368 }
catch(
const attack_end_exception&) {
1372 VALIDATE(
a_.weapon_ <
static_cast<int>(
a_.get_unit().attacks().size()),
1373 _(
"An invalid attacker weapon got selected."));
1375 a_.get_unit().set_attacks(
a_.get_unit().attacks_left() -
a_.get_unit().attacks()[
a_.weapon_].attacks_used());
1376 a_.get_unit().set_movement(
a_.get_unit().movement_left() -
a_.get_unit().attacks()[
a_.weapon_].movement_used(),
true);
1378 a_.get_unit().set_resting(
false);
1379 d_.get_unit().set_resting(
false);
1384 if(a_stats_->disable) {
1385 LOG_NG <<
"attack::perform(): tried to attack with a disabled attack.";
1391 }
catch(
const attack_end_exception&) {
1395 DBG_NG <<
"getting attack statistics";
1397 a_.get_unit(), d_.get_unit(), a_stats_->chance_to_hit, d_stats_->chance_to_hit);
1399 a_.orig_attacks_ = a_stats_->num_blows;
1400 d_.orig_attacks_ = d_stats_->num_blows;
1401 a_.n_attacks_ =
a_.orig_attacks_;
1402 d_.n_attacks_ = d_.orig_attacks_;
1406 bool defender_strikes_first = (d_stats_->firststrike && !a_stats_->firststrike);
1407 unsigned int rounds = std::max<unsigned int>(a_stats_->rounds, d_stats_->rounds) - 1;
1408 const int defender_side = d_.get_unit().side();
1410 LOG_NG <<
"Fight: (" <<
a_.loc_ <<
") vs (" << d_.loc_ <<
") ATT: " << a_stats_->weapon->name() <<
" "
1411 << a_stats_->damage <<
"-" << a_stats_->num_blows <<
"(" << a_stats_->chance_to_hit
1412 <<
"%) vs DEF: " << (d_stats_->weapon ? d_stats_->weapon->name() :
"none") <<
" " << d_stats_->damage <<
"-"
1413 << d_stats_->num_blows <<
"(" << d_stats_->chance_to_hit <<
"%)"
1414 << (defender_strikes_first ?
" defender first-strike" :
"");
1420 DBG_NG <<
"start of attack loop...";
1423 if(
a_.n_attacks_ > 0 && !defender_strikes_first) {
1424 if(!perform_hit(
true, attack_stats)) {
1425 DBG_NG <<
"broke from attack loop on attacker turn";
1431 defender_strikes_first =
false;
1434 if(d_.n_attacks_ > 0) {
1435 if(!perform_hit(
false, attack_stats)) {
1436 DBG_NG <<
"broke from attack loop on defender turn";
1443 if(rounds > 0 && d_.n_attacks_ == 0 &&
a_.n_attacks_ == 0) {
1444 a_.n_attacks_ =
a_.orig_attacks_;
1445 d_.n_attacks_ = d_.orig_attacks_;
1447 defender_strikes_first = (d_stats_->firststrike && !a_stats_->firststrike);
1450 if(
a_.n_attacks_ <= 0 && d_.n_attacks_ <= 0) {
1460 if(update_def_fog_) {
1465 if(update_minimap_ && update_display_) {
1476 unit& u = d_.get_unit();
1482 d_.loc_, d_.get_unit_ptr());
1484 if(update_display_) {
1495 void attack::check_replay_attack_result(
1496 bool& hits,
int ran_num,
int& damage,
config replay_results, unit_info& attacker)
1498 int results_chance = replay_results[
"chance"];
1499 bool results_hits = replay_results[
"hits"].to_bool();
1500 int results_damage = replay_results[
"damage"];
1503 errbuf_ <<
"SYNC: In attack " <<
a_.dump() <<
" vs " << d_.dump()
1504 <<
" replay data differs from local calculated data:"
1505 <<
" chance to hit in data source: " << results_chance
1506 <<
" chance to hit in calculated: " << attacker.cth_
1507 <<
" chance to hit in data source: " << results_chance
1508 <<
" chance to hit in calculated: " << attacker.cth_
1511 attacker.cth_ = results_chance;
1512 hits = results_hits;
1513 damage = results_damage;
1518 if(results_chance != attacker.cth_) {
1519 errbuf_ <<
"SYNC: In attack " <<
a_.dump() <<
" vs " << d_.dump()
1520 <<
": chance to hit is inconsistent. Data source: " << results_chance
1521 <<
"; Calculation: " << attacker.cth_ <<
" (over-riding game calculations with data source results)\n";
1522 attacker.cth_ = results_chance;
1526 if(results_hits != hits) {
1527 errbuf_ <<
"SYNC: In attack " <<
a_.dump() <<
" vs " << d_.dump() <<
": the data source says the hit was "
1528 << (results_hits ?
"successful" :
"unsuccessful") <<
", while in-game calculations say the hit was "
1529 << (hits ?
"successful" :
"unsuccessful") <<
" random number: " << ran_num <<
" = " << (ran_num % 100)
1530 <<
"/" << results_chance <<
" (over-riding game calculations with data source results)\n";
1531 hits = results_hits;
1535 if(results_damage != damage) {
1536 errbuf_ <<
"SYNC: In attack " <<
a_.dump() <<
" vs " << d_.dump() <<
": the data source says the hit did "
1537 << results_damage <<
" damage, while in-game calculations show the hit doing " << damage
1538 <<
" damage (over-riding game calculations with data source results)\n";
1539 damage = results_damage;
1554 bool update_display)
1556 attack dummy(attacker, defender, attack_with, defend_with, update_display);
1564 bool update_display)
1566 attack_unit(attacker, defender, attack_with, defend_with, update_display);
1611 case unit_alignments::type::lawful:
1612 bonus = lawful_bonus;
1614 case unit_alignments::type::neutral:
1617 case unit_alignments::type::chaotic:
1618 bonus = -lawful_bonus;
1620 case unit_alignments::type::liminal:
1621 bonus = max_liminal_bonus-std::abs(lawful_bonus);
1628 bonus = std::max<int>(bonus, 0);
1637 const std::vector<team>& teams)
1640 if(defender == units.
end()) {
1647 for(
i = 0;
i < adj.size(); ++
i) {
1648 if(adj[
i] == attacker_loc) {
1660 if(opp == units.
end()) {
1664 if(opp->incapacitated()) {
1669 if(std::size_t(defender->side() - 1) >= teams.size() || std::size_t(opp->side() - 1) >= teams.size()) {
1674 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.
std::unique_ptr< combatant > attacker_combatant_
Outcome of simulated fight.
void simulate(const combatant *prev_def)
static battle_context choose_attacker_weapon(nonempty_unit_const_ptr attacker, nonempty_unit_const_ptr defender, const map_location &attacker_loc, const map_location &defender_loc, double harm_weight, const combatant *prev_def)
const combatant & get_attacker_combatant(const combatant *prev_def=nullptr)
Get the simulation results.
const combatant & get_defender_combatant(const combatant *prev_def=nullptr)
static bool better_combat(const combatant &us_a, const combatant &them_a, const combatant &us_b, const combatant &them_b, double harm_weight)
static battle_context choose_defender_weapon(nonempty_unit_const_ptr attacker, nonempty_unit_const_ptr defender, unsigned attacker_weapon, const map_location &attacker_loc, const map_location &defender_loc, const combatant *prev_def)
battle_context(const unit_map &units, const map_location &attacker_loc, const map_location &defender_loc, int attacker_weapon=-1, int defender_weapon=-1, double aggression=0.0, const combatant *prev_def=nullptr, unit_const_ptr attacker_ptr=unit_const_ptr(), unit_const_ptr defender_ptr=unit_const_ptr())
If no attacker_weapon is given, we select the best one, based on harm_weight (1.0 means 1 hp lost cou...
bool better_defense(class battle_context &that, double harm_weight)
Given this harm_weight, is this attack better than that?
bool better_attack(class battle_context &that, double harm_weight)
Given this harm_weight, is this attack better than that?
virtual bool local_checkup(const config &expected_data, config &real_data)=0
Compares data to the results calculated during the original game.
A config object defines a single node in a WML file, with access to child nodes.
void insert(config_key_type key, T &&value)
Inserts an attribute into the config.
config & add_child(config_key_type key)
void redraw_minimap()
Schedule the minimap to be redrawn.
bool invalidate(const map_location &loc)
Function to invalidate a specific tile for redrawing.
static display * get_singleton()
Returns the display object if a display object exists.
virtual const unit_map & units() const override
virtual const gamemap & map() const override
void clear_variable(const std::string &varname)
Clears attributes config children does nothing if varname is no valid variable name.
config::attribute_value & get_variable(const std::string &varname)
throws invalid_variablename_exception if varname is no valid variable name.
void invalidate_unit()
Function to invalidate that unit status displayed on the sidebar.
static game_display * get_singleton()
game_events::wml_event_pump & pump()
pump_result_t fire(const std::string &event, const entity_location &loc1=entity_location::null_entity, const entity_location &loc2=entity_location::null_entity, const config &data=config())
Function to fire an event.
Encapsulates the map of the game.
bool is_village(const map_location &loc) const
int get_random_int(int min, int max)
static void process_error(const std::string &msg)
bool is_enemy(int n) const
int get_max_liminal_bonus() const
const time_of_day get_illuminated_time_of_day(const unit_map &units, const gamemap &map, const map_location &loc, int for_turn=0) const
Returns time of day object for the passed turn at a location.
int get_composite_value() const
void set_standing(bool with_bars=true)
Sets the animation state to standing.
Container associating units to locations.
unit_iterator find(std::size_t id)
const unit_type * find(const std::string &key, unit_type::BUILD_STATUS status=unit_type::FULL) const
Finds a unit_type by its id() and makes sure it is built to the specified level.
A single unit type that the player may recruit.
const std::string & parent_id() const
The id of the original type from which this (variation) descended.
int resistance_against(const std::string &damage_name, bool attacker) const
Gets resistance while considering custom WML abilities.
int experience_needed(bool with_acceleration=true) const
bool musthave_status(const std::string &status) const
const std::string & undead_variation() const
Info on the type of unit that the unit reanimates as.
unit_alignments::type alignment() const
This class represents a single unit of a specific type.
static unit_ptr create(const config &cfg, bool use_traits=false, const vconfig *vcfg=nullptr)
Initializes a unit from a config.
static std::string _(const char *str)
unit_ability_list get_abilities_weapons(const std::string &tag_name, const map_location &loc, const_attack_ptr weapon=nullptr, const_attack_ptr opp_weapon=nullptr) const
int max_hitpoints() const
The max number of hitpoints this unit can have.
unit_alignments::type alignment() const
The alignment of this unit.
void set_state(const std::string &state, bool value)
Set whether the unit is affected by a status effect.
int hitpoints() const
The current number of hitpoints this unit has.
bool get_state(const std::string &state) const
Check if the unit is affected by a status effect.
const std::string & undead_variation() const
const unit_type & type() const
This unit's type, accounting for gender and variation.
int experience() const
The current number of experience points this unit has.
void set_experience(int xp)
Sets the current experience point amount.
unit_race::GENDER gender() const
The gender of this unit.
@ STATE_NOT_MOVED
The unit is uncovered - it was hiding but has been spotted.
@ STATE_PETRIFIED
The unit is poisoned - it loses health each turn.
@ STATE_POISONED
The unit is slowed - it moves slower and does less damage.
@ STATE_UNCOVERED
The unit is petrified - it cannot move or be attacked.
int damage_from(const attack_type &attack, bool attacker, const map_location &loc, const_attack_ptr weapon=nullptr) const
Calculates the damage this unit would take from a certain attack.
int defense_modifier(const t_translation::terrain_code &terrain) const
The unit's defense on a given terrain.
attack_itors attacks()
Gets an iterator over this unit's attacks.
unit_animation_component & anim_comp() const
bool is_fearless() const
Gets whether this unit is fearless - ie, unaffected by time of day.
void get_adjacent_tiles(const map_location &a, map_location *res)
Function which, given a location, will place all adjacent locations in res.
std::size_t distance_between(const map_location &a, const map_location &b)
Function which gives the number of hexes between two tiles (i.e.
Standard logging facilities (interface).
#define log_scope2(domain, description)
constexpr int round_damage(int 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.
std::set< std::string > & encountered_units()
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_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.
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.
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.
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 'a' attack the unit on tile 'b'.
std::size_t size(const std::string &str)
Length in characters of a UTF-8 string.
std::shared_ptr< const unit > unit_const_ptr
std::shared_ptr< const attack_type > const_attack_ptr
std::shared_ptr< unit > unit_ptr
Define the game's event mechanism.
advances the unit at loc if it has enough experience, maximum 20 times.
Structure describing the statistics of a unit involved in the battle.
bool slows
Attack slows opponent when it hits.
unsigned int num_blows
Effective number of blows, takes swarm into account.
std::string plague_type
The plague type used by the attack, if any.
bool petrifies
Attack petrifies opponent when it hits.
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)
int drain_percent
Percentage of damage recovered as health.
unsigned int hp
Hitpoints of the unit at the beginning of the battle.
int slow_damage
Effective damage if unit becomes slowed (== damage, if already slowed)
unsigned int max_experience
bool drains
Attack drains opponent when it hits.
unsigned int swarm_min
Minimum number of blows with swarm (equal to num_blows if swarm isn't used).
bool swarm
Attack has swarm special.
const_attack_ptr weapon
The weapon used by the unit to attack the opponent, or nullptr if there is none.
bool is_slowed
True if the unit is slowed at the beginning of the battle.
unsigned int rounds
Berserk special can force us to fight more than one round.
unsigned int swarm_max
Maximum number of blows with swarm (equal to num_blows if swarm isn't used).
unsigned int calc_blows(unsigned new_hp) const
Calculates the number of blows we would have if we had new_hp instead of the recorded hp.
unsigned int max_hp
Maximum hitpoints of the unit.
int damage
Effective damage of the weapon (all factors accounted for).
bool disable
Attack has disable special.
bool poisons
Attack poisons opponent when it hits.
unsigned int chance_to_hit
Effective chance to hit as a percentage (all factors accounted for).
int drain_constant
Base HP drained regardless of damage dealt.
bool firststrike
Attack has firststrike special.
int attack_num
Index into unit->attacks() or -1 for none.
bool plagues
Attack turns opponent into a zombie when fatal.
std::vector< double > hp_dist
Resulting probability distribution (might be not as large as max_hp)
double poisoned
Resulting chance we are poisoned.
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 const map_location & null_location()
static DIRECTION get_opposite_dir(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.
const config * ability_cfg
The contents of the ability tag, never nullptr.
pointer get_shared_ptr() const
This is exactly the same as operator-> but it's slightly more readable, and can replace &*iter syntax...
checkup * checkup_instance
static map_location::DIRECTION n
static map_location::DIRECTION s
unit_type_data unit_types
Display units performing various actions: moving, attacking, and dying.
Various functions implementing vision (through fog of war and shroud).
Add a special kind of assert to validate whether the input from WML doesn't contain any problems that...
#define VALIDATE(cond, message)
The macro to use for the validation of WML.