Beispiel #1
0
/**
 * Returns whether or not *this matches the given @a filter, ignoring the
 * complexities introduced by [and], [or], and [not].
 */
static bool matches_simple_filter(const attack_type & attack, const config & filter)
{
	const std::vector<std::string>& filter_range = utils::split(filter["range"]);
	const std::string& filter_damage = filter["damage"];
	const std::vector<std::string> filter_name = utils::split(filter["name"]);
	const std::vector<std::string> filter_type = utils::split(filter["type"]);
	const std::string filter_special = filter["special"];

	if ( !filter_range.empty() && std::find(filter_range.begin(), filter_range.end(), attack.range()) == filter_range.end() )
		return false;

	if ( !filter_damage.empty() && !in_ranges(attack.damage(), utils::parse_ranges(filter_damage)) )
		return false;

	if ( !filter_name.empty() && std::find(filter_name.begin(), filter_name.end(), attack.id()) == filter_name.end() )
		return false;

	if ( !filter_type.empty() && std::find(filter_type.begin(), filter_type.end(), attack.type()) == filter_type.end() )
		return false;

	if ( !filter_special.empty() && !attack.get_special_bool(filter_special, true) )
		return false;

	// Passed all tests.
	return true;
}
Beispiel #2
0
/**
 * Returns whether or not *this matches the given @a filter, ignoring the
 * complexities introduced by [and], [or], and [not].
 */
static bool matches_simple_filter(const attack_type & attack, const config & filter)
{
	const std::vector<std::string>& filter_range = utils::split(filter["range"]);
	const std::string& filter_damage = filter["damage"];
	const std::string& filter_attacks = filter["number"];
	const std::string& filter_accuracy = filter["accuracy"];
	const std::string& filter_parry = filter["parry"];
	const std::string& filter_movement = filter["movement_used"];
	const std::vector<std::string> filter_name = utils::split(filter["name"]);
	const std::vector<std::string> filter_type = utils::split(filter["type"]);
	const std::string filter_special = filter["special"];
	const std::string filter_formula = filter["formula"];

	if ( !filter_range.empty() && std::find(filter_range.begin(), filter_range.end(), attack.range()) == filter_range.end() )
		return false;

	if ( !filter_damage.empty() && !in_ranges(attack.damage(), utils::parse_ranges(filter_damage)) )
		return false;

	if (!filter_attacks.empty() && !in_ranges(attack.num_attacks(), utils::parse_ranges(filter_attacks)))
		return false;
	
	if (!filter_accuracy.empty() && !in_ranges(attack.accuracy(), utils::parse_ranges(filter_accuracy)))
		return false;
	
	if (!filter_parry.empty() && !in_ranges(attack.parry(), utils::parse_ranges(filter_parry)))
		return false;
	
	if (!filter_movement.empty() && !in_ranges(attack.movement_used(), utils::parse_ranges(filter_movement)))
		return false;

	if ( !filter_name.empty() && std::find(filter_name.begin(), filter_name.end(), attack.id()) == filter_name.end() )
		return false;

	if ( !filter_type.empty() && std::find(filter_type.begin(), filter_type.end(), attack.type()) == filter_type.end() )
		return false;

	if ( !filter_special.empty() && !attack.get_special_bool(filter_special, true) )
		return false;
	
	if (!filter_formula.empty()) {
		try {
			const attack_type_callable callable(attack);
			const game_logic::formula form(filter_formula);
			if(!form.evaluate(callable).as_bool()) {
				return false;
			}
		} catch(game_logic::formula_error& e) {
			lg::wml_error() << "Formula error in weapon filter: " << e.type << " at " << e.filename << ':' << e.line << ")\n";
			// Formulae with syntax errors match nothing
			return false;
		}
	}

	// Passed all tests.
	return true;
}
Beispiel #3
0
	int resistance_against(const attack_type& damage_type,bool attacker,const map_location& loc) const
	{ return resistance_against(damage_type.type(), attacker, loc); }
Beispiel #4
0
	bool resistance_filter_matches(const config& cfg,bool attacker,const attack_type& damage_type) const
	{return resistance_filter_matches(cfg, attacker, damage_type.type()); };
Beispiel #5
0
static int attack_info(reports::context & rc, const attack_type &at, config &res, const unit &u, const map_location &displayed_unit_hex)
{
	std::ostringstream str, tooltip;

	at.set_specials_context(displayed_unit_hex, u.side() == rc.screen().playing_side());
	int base_damage = at.damage();
	int specials_damage = at.modified_damage(false);
	int damage_multiplier = 100;
	int tod_bonus = combat_modifier(rc.units(), rc.map(), displayed_unit_hex, u.alignment(), u.is_fearless());
	damage_multiplier += tod_bonus;
	int leader_bonus = 0;
	if (under_leadership(rc.units(), displayed_unit_hex, &leader_bonus).valid())
		damage_multiplier += leader_bonus;

	bool slowed = u.get_state(unit::STATE_SLOWED);
	int damage_divisor = slowed ? 20000 : 10000;
	// Assume no specific resistance (i.e. multiply by 100).
	int damage = round_damage(specials_damage, damage_multiplier * 100, damage_divisor);

	// Hit points are used to calculate swarm, so they need to be bounded.
	unsigned max_hp = u.max_hitpoints();
	unsigned cur_hp = std::min<unsigned>(std::max(0, u.hitpoints()), max_hp);

	unsigned base_attacks = at.num_attacks();
	unsigned min_attacks, max_attacks;
	at.modified_attacks(false, min_attacks, max_attacks);
	unsigned num_attacks = swarm_blows(min_attacks, max_attacks, cur_hp, max_hp);

	SDL_Color dmg_color = font::weapon_color;
	if ( damage > specials_damage )
		dmg_color = font::good_dmg_color;
	else if ( damage < specials_damage )
		dmg_color = font::bad_dmg_color;

	str << span_color(dmg_color) << "  " << damage << naps << span_color(font::weapon_color)
		<< font::weapon_numbers_sep << num_attacks << ' ' << at.name()
		<< "</span>\n";
	tooltip << _("Weapon: ") << "<b>" << at.name() << "</b>\n"
		<< _("Damage: ") << "<b>" << damage << "</b>\n";

	if ( tod_bonus || leader_bonus || slowed || specials_damage != base_damage )
	{
		tooltip << '\t' << _("Base damage: ") << base_damage << '\n';
		if ( specials_damage != base_damage ) {
			tooltip << '\t' << _("With specials: ") << specials_damage << '\n';
		}
		if (tod_bonus) {
			tooltip << '\t' << _("Time of day: ")
				<< utils::signed_percent(tod_bonus) << '\n';
		}
		if (leader_bonus) {
			tooltip << '\t' << _("Leadership: ")
				<< utils::signed_percent(leader_bonus) << '\n';
		}
		if (slowed) {
			tooltip << '\t' << _("Slowed: ") << "/ 2" << '\n';
		}
	}

	tooltip << _("Attacks: ") << "<b>" << num_attacks << "</b>\n";
	if ( max_attacks != min_attacks  &&  cur_hp != max_hp ) {
		if ( max_attacks < min_attacks ) {
			// "Reverse swarm"
			tooltip << '\t' << _("Max swarm bonus: ") << (min_attacks-max_attacks) << '\n';
			tooltip << '\t' << _("Swarm: ") << "* "<< (100 - cur_hp*100/max_hp) << "%\n";
			tooltip << '\t' << _("Base attacks: ") << '+' << base_attacks << '\n';
			// The specials line will not necessarily match up with how the
			// specials are calculated, but for an unusual case, simple brevity
			// trumps complexities.
			if ( max_attacks != base_attacks ) {
				int attack_diff = int(max_attacks) - int(base_attacks);
				tooltip << '\t' << _("Specials: ") << utils::signed_value(attack_diff) << '\n';
			}
		}
		else {
			// Regular swarm
			tooltip << '\t' << _("Base attacks: ") << base_attacks << '\n';
			if ( max_attacks != base_attacks ) {
				tooltip << '\t' << _("With specials: ") << max_attacks << '\n';
			}
			if ( min_attacks != 0 ) {
				tooltip << '\t' << _("Subject to swarm: ") << (max_attacks-min_attacks) << '\n';
			}
			tooltip << '\t' << _("Swarm: ") << "* "<< (cur_hp*100/max_hp) << "%\n";
		}
	}
	else if ( num_attacks != base_attacks ) {
		tooltip << '\t' << _("Base attacks: ") << base_attacks << '\n';
		tooltip << '\t' << _("With specials: ") << num_attacks << '\n';
	}

	add_text(res, flush(str), flush(tooltip));

	std::string range = string_table["range_" + at.range()];
	std::string lang_type = string_table["type_" + at.type()];

	str << span_color(font::weapon_details_color) << "  " << "  "
		<< range << font::weapon_details_sep
		<< lang_type << "</span>\n";

	tooltip << _("Weapon range: ") << "<b>" << range << "</b>\n"
		<< _("Damage type: ")  << "<b>" << lang_type << "</b>\n"
		<< _("Damage versus: ") << '\n';

	// Show this weapon damage and resistance against all the different units.
	// We want weak resistances (= good damage) first.
	std::map<int, std::set<std::string>, std::greater<int> > resistances;
	std::set<std::string> seen_types;
	const team &unit_team = rc.teams()[u.side() - 1];
	const team &viewing_team = rc.teams()[rc.screen().viewing_team()];
	for (const unit &enemy : rc.units())
	{
		if (enemy.incapacitated()) //we can't attack statues so don't display them in this tooltip
			continue;
		if (!unit_team.is_enemy(enemy.side()))
			continue;
		const map_location &loc = enemy.get_location();
		if (viewing_team.fogged(loc) ||
		    (viewing_team.is_enemy(enemy.side()) && enemy.invisible(loc)))
			continue;
		bool new_type = seen_types.insert(enemy.type_id()).second;
		if (new_type) {
			int resistance = enemy.resistance_against(at, false, loc);
			resistances[resistance].insert(enemy.type_name());
		}
	}

	typedef std::pair<int, std::set<std::string> > resist_units;
	for (const resist_units &resist : resistances) {
		int damage = round_damage(specials_damage, damage_multiplier * resist.first, damage_divisor);
		tooltip << "<b>" << damage << "</b>  "
			<< "<i>(" << utils::signed_percent(resist.first-100) << ")</i> : "
			<< utils::join(resist.second, ", ") << '\n';
	}
	add_text(res, flush(str), flush(tooltip));

	const std::string &accuracy_parry = at.accuracy_parry_description();
	if (!accuracy_parry.empty())
	{
		str << span_color(font::weapon_details_color)
			<< "  " << accuracy_parry << "</span>\n";
		int accuracy = at.accuracy();
		if (accuracy) {
			tooltip << _("Accuracy:") << "<b>"
				<< utils::signed_percent(accuracy) << "</b>\n";
		}
		int parry = at.parry();
		if (parry) {
			tooltip << _("Parry:") << "<b>"
				<< utils::signed_percent(parry) << "</b>\n";
			}
		add_text(res, flush(str), flush(tooltip));
	}

	at.set_specials_context_for_listing();
	std::vector<bool> active;
	const std::vector<std::pair<t_string, t_string> > &specials = at.special_tooltips(&active);
	const size_t specials_size = specials.size();
	for ( size_t i = 0; i != specials_size; ++i )
	{
		// Aliases for readability:
		const t_string &name = specials[i].first;
		const t_string &description = specials[i].second;
		const SDL_Color &details_color = active[i] ? font::weapon_details_color :
		                                             font::inactive_details_color;

		str << span_color(details_color) << "  " << "  " << name << naps << '\n';
		std::string help_page = "weaponspecial_" + name.base_str();
		tooltip << _("Weapon special: ") << "<b>" << name << "</b>";
		if ( !active[i] )
			tooltip << "<i>" << _(" (inactive)") << "</i>";
		tooltip << '\n' << description;

		add_text(res, flush(str), flush(tooltip), help_page);
	}
	return damage;
}
Beispiel #6
0
/**
 * Returns the resistance against the indicated attack.
 */
int movetype::resistances::resistance_against(const attack_type & attack) const
{
	return cfg_[attack.type()].to_int(100);
}