void unit_palette::draw_item(SDL_Rect& dstrect, const unit_type& u, std::stringstream& tooltip_text) { surface screen = gui_.video().getSurface(); const std::string filename = u.image(); surface image(image::get_image(filename)); if(image == NULL) { tooltip_text << "IMAGE NOT FOUND\n"; ERR_ED << "image for terrain: '" << filename << "' not found\n"; image = image::get_image(game_config::images::missing); if (image == NULL) { ERR_ED << "Placeholder image not found\n"; return; } } if(image->w != item_size_ || image->h != item_size_) { image.assign(scale_surface(image, item_size_, item_size_)); } sdl_blit(image, NULL, screen, &dstrect); tooltip_text << u.type_name(); }
int ai_default_recruitment_stage::compare_unit_types(const unit_type& a, const unit_type& b) const { const int a_effectiveness_vs_b = average_resistance_against(b,a); const int b_effectiveness_vs_a = average_resistance_against(a,b); LOG_AI << "comparison of '" << a.id() << " vs " << b.id() << ": " << a_effectiveness_vs_b << " - " << b_effectiveness_vs_a << " = " << (a_effectiveness_vs_b - b_effectiveness_vs_a) << '\n'; return a_effectiveness_vs_b - b_effectiveness_vs_a; }
bool recruit_result::test_enough_gold(const team &my_team, const unit_type &type, bool) { if (my_team.gold() < type.cost()) { set_error(E_NO_GOLD); return false; } return true; }
void mouse_action_unit::set_unit_mouse_overlay(editor_display& disp, const unit_type& u) { std::stringstream filename; filename << u.image() << "~RC(" << u.flag_rgb() << '>' << team::get_side_color_index(disp.viewing_side()) << ')'; surface image(image::get_image(filename.str())); Uint8 alpha = 196; //TODO don't hardcode int size = 72; //int size = image->w; int zoom = static_cast<int>(size * disp.get_zoom_factor()); // Add the alpha factor and scale the image image = scale_surface(adjust_surface_alpha(image, alpha), zoom, zoom); disp.set_mouseover_hex_overlay(image); }
void tcore::generate_utype_tree_internal(const unit_type& current, std::vector<node>& advances_to, bool& to_branch) { for (std::vector<node>::iterator it2 = advances_to.begin(); it2 != advances_to.end(); ++ it2) { const std::vector<std::string>& advances_to = it2->current->advances_to(); if (std::find(advances_to.begin(), advances_to.end(), current.id()) != advances_to.end()) { it2->advances_to.push_back(node(¤t)); to_branch = true; } generate_utype_tree_internal(current, it2->advances_to, to_branch); } }
void ai_default_recruitment_stage::get_combat_score_vs(const unit_type& ut, const std::string &enemy_type_id, int &score, int &weighting, int hitpoints, int max_hitpoints) const { const unit_type *enemy_info = unit_types.find(enemy_type_id); VALIDATE(enemy_info, "Unknown unit type : " + enemy_type_id + " while scoring units."); int weight = ut.cost(); if ((hitpoints>0) && (max_hitpoints>0)) { weight = weight * hitpoints / max_hitpoints; } weighting += weight; score += compare_unit_types(ut, *enemy_info) * weight; }
void unit_palette::draw_item(const unit_type& u, surface& image, std::stringstream& tooltip_text) { std::stringstream filename; filename << u.image() << "~RC(" << u.flag_rgb() << '>' << team::get_side_color_id(gui_.viewing_side()) << ')'; image = image::get_image(filename.str()); if(image == nullptr) { tooltip_text << "IMAGE NOT FOUND\n"; ERR_ED << "image for unit type: '" << filename.str() << "' not found" << std::endl; image = image::get_image(game_config::images::missing); if(image == nullptr) { ERR_ED << "Placeholder image not found" << std::endl; return; } } if(image->w != item_size_ || image->h != item_size_) { image.assign(scale_surface(image, item_size_, item_size_)); } tooltip_text << u.type_name(); }
void unit_type_data::add_advancement(unit_type& to_unit) const { const config& cfg = to_unit.get_cfg(); for (const config &af : cfg.child_range("advancefrom")) { const std::string &from = af["unit"]; int xp = af["experience"]; unit_type_data::unit_type_map::iterator from_unit = types_.find(from); if (from_unit == types_.end()) { std::ostringstream msg; msg << "unit type '" << from << "' not found when resolving [advancefrom] tag for '" << to_unit.log_id() << "'"; throw config::error(msg.str()); } // Fix up advance_from references from_unit->second.add_advancement(to_unit, xp); DBG_UT << "Added advancement ([advancefrom]) from " << from << " to " << to_unit.log_id() << "\n"; } }
void show_unit_description(CVideo& video, const unit_type &t) { std::string var_id = t.get_cfg()["variation_id"].str(); if (var_id.empty()) var_id = t.get_cfg()["variation_name"].str(); bool hide_help = t.hide_help(); bool use_variation = false; if (!var_id.empty()) { const unit_type *parent = unit_types.find(t.id()); assert(parent); if (hide_help) { hide_help = parent->hide_help(); } else { use_variation = true; } } if (use_variation) help::show_variation_help(video, t.id(), var_id, hide_help); else help::show_unit_help(video, t.id(), t.show_variations_in_help(), hide_help); }
void unit_type::add_advancement(const unit_type &to_unit,int xp) { const std::string &to_id = to_unit.id_; // Add extra advancement path to this unit type LOG_CONFIG << "adding advancement from " << log_id() << " to " << to_unit.log_id() << "\n"; if(std::find(advances_to_.begin(), advances_to_.end(), to_id) == advances_to_.end()) { advances_to_.push_back(to_id); } else { LOG_CONFIG << "advancement from " << log_id() << " to " << to_unit.log_id() << " already known, ignoring.\n"; return; } if(xp > 0) { //xp is 0 in case experience= wasn't given. if(!in_advancefrom_) { //This function is called for and only for an [advancefrom] tag in a unit_type referencing this unit_type. in_advancefrom_ = true; experience_needed_ = xp; DBG_UT << "Changing experience_needed from " << experience_needed_ << " to " << xp << " due to (first) [advancefrom] of " << to_unit.log_id() << "\n"; } else if(experience_needed_ > xp) { experience_needed_ = xp; DBG_UT << "Lowering experience_needed from " << experience_needed_ << " to " << xp << " due to (multiple, lower) [advancefrom] of " << to_unit.log_id() << "\n"; } else DBG_UT << "Ignoring experience_needed change from " << experience_needed_ << " to " << xp << " due to (multiple, higher) [advancefrom] of " << to_unit.log_id() << "\n"; } // Add advancements to gendered subtypes, if supported by to_unit for(int gender=0; gender<=1; ++gender) { if(gender_types_[gender] == nullptr) continue; if(to_unit.gender_types_[gender] == nullptr) { WRN_CF << to_unit.log_id() << " does not support gender " << gender << std::endl; continue; } LOG_CONFIG << "gendered advancement " << gender << ": "; gender_types_[gender]->add_advancement(*(to_unit.gender_types_[gender]),xp); } if ( cfg_.has_child("variation") ) { // Make sure the variations are created. unit_types.build_unit_type(*this, VARIATIONS); // Add advancements to variation subtypes. // Since these are still a rare and special-purpose feature, // we assume that the unit designer knows what they're doing, // and don't block advancements that would remove a variation. for(variations_map::iterator v=variations_.begin(); v!=variations_.end(); ++v) { LOG_CONFIG << "variation advancement: "; v->second->add_advancement(to_unit,xp); } } }
int ai_default_recruitment_stage::average_resistance_against(const unit_type& a, const unit_type& b) const { int weighting_sum = 0, defense = 0; const std::map<t_translation::t_terrain, size_t>& terrain = resources::gameboard->map().get_weighted_terrain_frequencies(); for (std::map<t_translation::t_terrain, size_t>::const_iterator j = terrain.begin(), j_end = terrain.end(); j != j_end; ++j) { // Use only reachable tiles when computing the average defense. if (a.movement_type().movement_cost(j->first) < movetype::UNREACHABLE) { defense += a.movement_type().defense_modifier(j->first) * j->second; weighting_sum += j->second; } } if (weighting_sum == 0) { // This unit can't move on this map, so just get the average weighted // of all available terrains. This still is a kind of silly // since the opponent probably can't recruit this unit and it's a static unit. for (std::map<t_translation::t_terrain, size_t>::const_iterator jj = terrain.begin(), jj_end = terrain.end(); jj != jj_end; ++jj) { defense += a.movement_type().defense_modifier(jj->first) * jj->second; weighting_sum += jj->second; } } if(weighting_sum != 0) { defense /= weighting_sum; } else { ERR_AI << "The weighting sum is 0 and is ignored." << std::endl; } LOG_AI << "average defense of '" << a.id() << "': " << defense << "\n"; int sum = 0, weight_sum = 0; // calculation of the average damage taken bool steadfast = a.has_ability_by_id("steadfast"); bool poisonable = !a.musthave_status("unpoisonable"); const std::vector<attack_type>& attacks = b.attacks(); for (std::vector<attack_type>::const_iterator i = attacks.begin(), i_end = attacks.end(); i != i_end; ++i) { int resistance = a.movement_type().resistance_against(*i); // Apply steadfast resistance modifier. if (steadfast && resistance < 100) resistance = std::max<int>(resistance * 2 - 100, 50); // Do not look for filters or values, simply assume 70% if CTH is customized. int cth = i->get_special_bool("chance_to_hit", true) ? 70 : defense; int weight = i->damage() * i->num_attacks(); // if cth == 0 the division will do 0/0 so don't execute this part if (poisonable && cth != 0 && i->get_special_bool("poison", true)) { // Compute the probability of not poisoning the unit. int prob = 100; for (int j = 0; j < i->num_attacks(); ++j) prob = prob * (100 - cth); // Assume poison works one turn. weight += game_config::poison_amount * (100 - prob) / 100; } sum += cth * resistance * weight * weight; // average damage * weight weight_sum += weight; } // normalize by HP sum /= std::max<int>(1,std::min<int>(a.hitpoints(),1000)); // avoid values really out of range // Catch division by zero here if the attacking unit // has zero attacks and/or zero damage. // If it has no attack at all, the ai shouldn't prefer // that unit anyway. if (weight_sum == 0) { return sum; } return sum/weight_sum; }
/// Makes sure the provided unit_type is built to the specified level. void build_unit_type(const unit_type & ut, unit_type::BUILD_STATUS status) const { ut.build(status, movement_types_, races_, unit_cfg_->child_range("trait")); }
void tunit_preview_pane::set_displayed_type(const unit_type& type) { // Sets the current type id for the profile button callback to use current_type_ = type.id(); if(icon_type_) { std::string mods; if(resources::controller) { mods = "~RC(" + type.flag_rgb() + ">" + team::get_side_color_index(resources::controller->current_side()) + ")"; } mods += "~SCALE_INTO_SHARP(144,144)" + image_mods_; icon_type_->set_label((type.icon().empty() ? type.image() : type.icon()) + mods); } if(label_name_) { label_name_->set_label("<big>" + type.type_name() + "</big>"); label_name_->set_use_markup(true); } if(label_level_) { std::string l_str = vgettext("Lvl $lvl", {{"lvl", std::to_string(type.level())}}); label_level_->set_label("<b>" + l_str + "</b>"); label_level_->set_use_markup(true); } if(icon_race_) { icon_race_->set_label("icons/unit-groups/race_" + type.race_id() + "_30.png"); icon_race_->set_tooltip(type.race()->name(type.genders().front())); } if(icon_alignment_) { const std::string& alignment_name = type.alignment().to_string(); icon_alignment_->set_label("icons/alignments/alignment_" + alignment_name + "_30.png"); icon_alignment_->set_tooltip(unit_type::alignment_description( type.alignment(), type.genders().front())); } if(tree_details_) { std::stringstream str; str << "<small>"; str << "<span color='#21e100'>" << "<b>" << _("HP: ") << "</b>" << type.hitpoints() << "</span>" << " | "; str << "<span color='#00a0e1'>" << "<b>" << _("XP: ") << "</b>" << type.experience_needed() << "</span>" << " | "; str << "<b>" << _("MP: ") << "</b>" << type.movement(); str << "</small>"; tree_details_->clear(); add_name_tree_node( tree_details_->get_root_node(), "item", str.str() ); // Print trait details { ttree_view_node* header_node = nullptr; for(const auto& tr : type.possible_traits()) { t_string name = tr[type.genders().front() == unit_race::FEMALE ? "female_name" : "male_name"]; if (tr["availability"] != "musthave" || name.empty()) { continue; } if (header_node == nullptr) { header_node = &add_name_tree_node( tree_details_->get_root_node(), "header", "<b>" + _("Traits") + "</b>" ); } add_name_tree_node( *header_node, "item", name ); } } // Print ability details if(!type.abilities().empty()) { auto& header_node = add_name_tree_node( tree_details_->get_root_node(), "header", "<b>" + _("Abilities") + "</b>" ); for(const auto& ab : zip(type.abilities() , type.ability_tooltips())) { add_name_tree_node( header_node, "item", boost::get<0>(ab), boost::get<1>(ab) ); } } print_attack_details(type.attacks(), tree_details_->get_root_node()); } }
void show_unit_description(const unit_type &t) { help::show_unit_help(*resources::screen, t.id(), t.hide_help()); }