int default_ai_context_impl::rate_terrain(const unit& u, const map_location& loc) const { const gamemap &map_ = resources::gameboard->map(); const t_translation::terrain_code terrain = map_.get_terrain(loc); const int defense = u.defense_modifier(terrain); int rating = 100 - defense; const int healing_value = 10; const int friendly_village_value = 5; const int neutral_village_value = 10; const int enemy_village_value = 15; if(map_.gives_healing(terrain) && u.get_ability_bool("regenerate", loc, *resources::gameboard) == false) { rating += healing_value; } if(map_.is_village(terrain)) { int owner = resources::gameboard->village_owner(loc) + 1; if(owner == get_side()) { rating += friendly_village_value; } else if(owner == 0) { rating += neutral_village_value; } else { rating += enemy_village_value; } } return rating; }
int aspect_attacks::rate_terrain(const unit& u, const map_location& loc) { gamemap &map_ = *resources::game_map; const t_translation::t_terrain terrain = map_.get_terrain(loc); const int defense = u.defense_modifier(terrain); int rating = 100 - defense; const int healing_value = 10; const int friendly_village_value = 5; const int neutral_village_value = 10; const int enemy_village_value = 15; if(map_.gives_healing(terrain) && u.get_ability_bool("regenerate",loc) == false) { rating += healing_value; } if(map_.is_village(terrain)) { int owner = village_owner(loc, *resources::teams) + 1; if(owner == u.side()) { rating += friendly_village_value; } else if(owner == 0) { rating += neutral_village_value; } else { rating += enemy_village_value; } } return rating; }
battle_context_unit_stats::battle_context_unit_stats(const unit &u, const map_location& u_loc, int u_attack_num, bool attacking, const unit &opp, const map_location& opp_loc, const attack_type *opp_weapon, const unit_map& units) : weapon(NULL), attack_num(u_attack_num), is_attacker(attacking), is_poisoned(u.get_state(unit::STATE_POISONED)), is_slowed(u.get_state(unit::STATE_SLOWED)), slows(false), drains(false), petrifies(false), plagues(false), poisons(false), backstab_pos(false), swarm(false), firststrike(false), experience(u.experience()), max_experience(u.max_experience()), level(u.level()), rounds(1), hp(0), max_hp(u.max_hitpoints()), chance_to_hit(0), damage(0), slow_damage(0), drain_percent(0), drain_constant(0), num_blows(0), swarm_min(0), swarm_max(0), plague_type() { // Get the current state of the unit. if (attack_num >= 0) { weapon = &u.attacks()[attack_num]; } if(u.hitpoints() < 0) { LOG_CF << "Unit with " << u.hitpoints() << " hitpoints found, set to 0 for damage calculations\n"; hp = 0; } else if(u.hitpoints() > u.max_hitpoints()) { // If a unit has more hp than its maximum, the engine will fail // with an assertion failure due to accessing the prob_matrix // out of bounds. hp = u.max_hitpoints(); } else { hp = u.hitpoints(); } // Get the weapon characteristics, if any. if (weapon) { weapon->set_specials_context(u_loc, opp_loc, attacking, opp_weapon); if (opp_weapon) opp_weapon->set_specials_context(opp_loc, u_loc, !attacking, weapon); slows = weapon->get_special_bool("slow"); drains = !opp.get_state("undrainable") && weapon->get_special_bool("drains"); petrifies = weapon->get_special_bool("petrifies"); poisons = !opp.get_state("unpoisonable") && weapon->get_special_bool("poison") && !opp.get_state(unit::STATE_POISONED); backstab_pos = is_attacker && backstab_check(u_loc, opp_loc, units, *resources::teams); rounds = weapon->get_specials("berserk").highest("value", 1).first; firststrike = weapon->get_special_bool("firststrike"); // Handle plague. unit_ability_list plague_specials = weapon->get_specials("plague"); plagues = !opp.get_state("unplagueable") && !plague_specials.empty() && strcmp(opp.undead_variation().c_str(), "null") && !resources::game_map->is_village(opp_loc); if (plagues) { plague_type = (*plague_specials.front().first)["type"].str(); if (plague_type.empty()) plague_type = u.type().base_id(); } // Compute chance to hit. chance_to_hit = opp.defense_modifier( resources::game_map->get_terrain(opp_loc)) + weapon->accuracy() - (opp_weapon ? opp_weapon->parry() : 0); if(chance_to_hit > 100) { chance_to_hit = 100; } unit_ability_list cth_specials = weapon->get_specials("chance_to_hit"); unit_abilities::effect cth_effects(cth_specials, chance_to_hit, backstab_pos); chance_to_hit = cth_effects.get_composite_value(); // Compute base damage done with the weapon. int base_damage = weapon->modified_damage(backstab_pos); // Get the damage multiplier applied to the base damage of the weapon. int damage_multiplier = 100; // Time of day bonus. damage_multiplier += combat_modifier(u_loc, u.alignment(), u.is_fearless()); // Leadership bonus. int leader_bonus = 0; if (under_leadership(units, u_loc, &leader_bonus).valid()) damage_multiplier += leader_bonus; // Resistance modifier. damage_multiplier *= opp.damage_from(*weapon, !attacking, opp_loc); // Compute both the normal and slowed damage. damage = round_damage(base_damage, damage_multiplier, 10000); slow_damage = round_damage(base_damage, damage_multiplier, 20000); if (is_slowed) damage = slow_damage; // Compute drain amounts only if draining is possible. if(drains) { unit_ability_list drain_specials = weapon->get_specials("drains"); // Compute the drain percent (with 50% as the base for backward compatibility) unit_abilities::effect drain_percent_effects(drain_specials, 50, backstab_pos); drain_percent = drain_percent_effects.get_composite_value(); } // Add heal_on_hit (the drain constant) unit_ability_list heal_on_hit_specials = weapon->get_specials("heal_on_hit"); unit_abilities::effect heal_on_hit_effects(heal_on_hit_specials, 0, backstab_pos); drain_constant += heal_on_hit_effects.get_composite_value(); drains = drain_constant || drain_percent; // Compute the number of blows and handle swarm. weapon->modified_attacks(backstab_pos, swarm_min, swarm_max); swarm = swarm_min != swarm_max; num_blows = calc_blows(hp); } }
bool basic_unit_filter_impl::internal_matches_filter(const unit & u, const map_location& loc, const unit* u2) const { if (!vcfg["name"].blank() && vcfg["name"].t_str() != u.name()) { return false; } if (!vcfg["id"].empty()) { std::vector<std::string> id_list = utils::split(vcfg["id"]); if (std::find(id_list.begin(), id_list.end(), u.id()) == id_list.end()) { return false; } } // Allow 'speaker' as an alternative to id, since people use it so often if (!vcfg["speaker"].blank() && vcfg["speaker"].str() != u.id()) { return false; } if (vcfg.has_child("filter_location")) { if (vcfg.count_children("filter_location") > 1) { FAIL("Encountered multiple [filter_location] children of a standard unit filter. " "This is not currently supported and in all versions of wesnoth would have " "resulted in the later children being ignored. You must use [and] or similar " "to achieve the desired result."); } terrain_filter filt(vcfg.child("filter_location"), &fc_, use_flat_tod_); if (!filt.match(loc)) { return false; } } if(vcfg.has_child("filter_side")) { if (vcfg.count_children("filter_side") > 1) { FAIL("Encountered multiple [filter_side] children of a standard unit filter. " "This is not currently supported and in all versions of wesnoth would have " "resulted in the later children being ignored. You must use [and] or similar " "to achieve the desired result."); } side_filter filt(vcfg.child("filter_side"), &fc_); if(!filt.match(u.side())) return false; } // Also allow filtering on location ranges outside of the location filter if (!vcfg["x"].blank() || !vcfg["y"].blank()){ if(vcfg["x"] == "recall" && vcfg["y"] == "recall") { //locations on the map are considered to not be on a recall list if (fc_.get_disp_context().map().on_board(loc)) { return false; } } else if(vcfg["x"].empty() && vcfg["y"].empty()) { return false; } else if(!loc.matches_range(vcfg["x"], vcfg["y"])) { return false; } } // The type could be a comma separated list of types if (!vcfg["type"].empty()) { std::vector<std::string> types = utils::split(vcfg["type"]); if (std::find(types.begin(), types.end(), u.type_id()) == types.end()) { return false; } } // Shorthand for all advancements of a given type if (!vcfg["type_tree"].empty()) { std::set<std::string> types; for(const std::string type : utils::split(vcfg["type_tree"])) { if(types.count(type)) { continue; } if(const unit_type* ut = unit_types.find(type)) { const auto& tree = ut->advancement_tree(); types.insert(tree.begin(), tree.end()); types.insert(type); } } if(types.find(u.type_id()) == types.end()) { return false; } } // The variation_type could be a comma separated list of types if (!vcfg["variation"].empty()) { std::vector<std::string> types = utils::split(vcfg["variation"]); if (std::find(types.begin(), types.end(), u.variation()) == types.end()) { return false; } } // The has_variation_type could be a comma separated list of types if (!vcfg["has_variation"].empty()) { bool match = false; // If this unit is a variation itself then search in the base unit's variations. const unit_type* const type = u.variation().empty() ? &u.type() : unit_types.find(u.type().base_id()); assert(type); for (const std::string& variation_id : utils::split(vcfg["has_variation"])) { if (type->has_variation(variation_id)) { match = true; break; } } if (!match) return false; } if (!vcfg["ability"].empty()) { bool match = false; for (const std::string& ability_id : utils::split(vcfg["ability"])) { if (u.has_ability_by_id(ability_id)) { match = true; break; } } if (!match) return false; } if (!vcfg["race"].empty()) { std::vector<std::string> races = utils::split(vcfg["race"]); if (std::find(races.begin(), races.end(), u.race()->id()) == races.end()) { return false; } } if (!vcfg["gender"].blank() && string_gender(vcfg["gender"]) != u.gender()) { return false; } if (!vcfg["side"].empty() && vcfg["side"].to_int(-999) != u.side()) { std::vector<std::string> sides = utils::split(vcfg["side"]); const std::string u_side = std::to_string(u.side()); if (std::find(sides.begin(), sides.end(), u_side) == sides.end()) { return false; } } // handle statuses list if (!vcfg["status"].empty()) { bool status_found = false; for (const std::string status : utils::split(vcfg["status"])) { if(u.get_state(status)) { status_found = true; break; } } if(!status_found) { return false; } } if (vcfg.has_child("has_attack")) { const vconfig& weap_filter = vcfg.child("has_attack"); bool has_weapon = false; for(const attack_type& a : u.attacks()) { if(a.matches_filter(weap_filter.get_parsed_config())) { has_weapon = true; break; } } if(!has_weapon) { return false; } } else if (!vcfg["has_weapon"].blank()) { std::string weapon = vcfg["has_weapon"]; bool has_weapon = false; for(const attack_type& a : u.attacks()) { if(a.id() == weapon) { has_weapon = true; break; } } if(!has_weapon) { return false; } } if (!vcfg["role"].blank() && vcfg["role"].str() != u.get_role()) { return false; } if (!vcfg["ai_special"].blank() && ((vcfg["ai_special"].str() == "guardian") != u.get_state(unit::STATE_GUARDIAN))) { return false; } if (!vcfg["canrecruit"].blank() && vcfg["canrecruit"].to_bool() != u.can_recruit()) { return false; } if (!vcfg["recall_cost"].blank() && vcfg["recall_cost"].to_int(-1) != u.recall_cost()) { return false; } if (!vcfg["level"].blank() && vcfg["level"].to_int(-1) != u.level()) { return false; } if (!vcfg["defense"].blank() && vcfg["defense"].to_int(-1) != u.defense_modifier(fc_.get_disp_context().map().get_terrain(loc))) { return false; } if (!vcfg["movement_cost"].blank() && vcfg["movement_cost"].to_int(-1) != u.movement_cost(fc_.get_disp_context().map().get_terrain(loc))) { return false; } // Now start with the new WML based comparison. // If a key is in the unit and in the filter, they should match // filter only => not for us // unit only => not filtered config unit_cfg; // No point in serializing the unit once for each [filter_wml]! for (const vconfig& wmlcfg : vcfg.get_children("filter_wml")) { config fwml = wmlcfg.get_parsed_config(); /* Check if the filter only cares about variables. If so, no need to serialize the whole unit. */ config::all_children_itors ci = fwml.all_children_range(); if (fwml.all_children_count() == 1 && fwml.attribute_count() == 1 && ci.front().key == "variables") { if (!u.variables().matches(ci.front().cfg)) return false; } else { if (unit_cfg.empty()) u.write(unit_cfg); if (!unit_cfg.matches(fwml)) return false; } } for (const vconfig& vision : vcfg.get_children("filter_vision")) { std::set<int> viewers; // Use standard side filter side_filter ssf(vision, &fc_); std::vector<int> sides = ssf.get_teams(); viewers.insert(sides.begin(), sides.end()); bool found = false; for (const int viewer : viewers) { bool fogged = fc_.get_disp_context().teams()[viewer - 1].fogged(loc); bool hiding = u.invisible(loc, fc_.get_disp_context()); bool unit_hidden = fogged || hiding; if (vision["visible"].to_bool(true) != unit_hidden) { found = true; break; } } if (!found) {return false;} } if (vcfg.has_child("filter_adjacent")) { const unit_map& units = fc_.get_disp_context().units(); map_location adjacent[6]; get_adjacent_tiles(loc, adjacent); for (const vconfig& adj_cfg : vcfg.get_children("filter_adjacent")) { int match_count=0; unit_filter filt(adj_cfg, &fc_, use_flat_tod_); config::attribute_value i_adjacent = adj_cfg["adjacent"]; std::vector<map_location::DIRECTION> dirs; if (i_adjacent.blank()) { dirs = map_location::default_dirs(); } else { dirs = map_location::parse_directions(i_adjacent); } std::vector<map_location::DIRECTION>::const_iterator j, j_end = dirs.end(); for (j = dirs.begin(); j != j_end; ++j) { unit_map::const_iterator unit_itor = units.find(adjacent[*j]); if (unit_itor == units.end() || !filt(*unit_itor, u)) { continue; } boost::optional<bool> is_enemy; if (!adj_cfg["is_enemy"].blank()) { is_enemy = adj_cfg["is_enemy"].to_bool(); } if (!is_enemy || *is_enemy == fc_.get_disp_context().teams()[u.side() - 1].is_enemy(unit_itor->side())) { ++match_count; } } static std::vector<std::pair<int,int> > default_counts = utils::parse_ranges("1-6"); config::attribute_value i_count = adj_cfg["count"]; if(!in_ranges(match_count, !i_count.blank() ? utils::parse_ranges(i_count) : default_counts)) { return false; } } } if (!vcfg["find_in"].blank()) { // Allow filtering by searching a stored variable of units if (const game_data * gd = fc_.get_game_data()) { try { variable_access_const vi = gd->get_variable_access_read(vcfg["find_in"]); bool found_id = false; for (const config& c : vi.as_array()) { if(c["id"] == u.id()) found_id = true; } if(!found_id) { return false; } } catch(const invalid_variablename_exception&) { return false; } } } if (!vcfg["formula"].blank()) { try { const unit_callable main(loc,u); game_logic::map_formula_callable callable(&main); if (u2) { std::shared_ptr<unit_callable> secondary(new unit_callable(*u2)); callable.add("other", variant(secondary.get())); // It's not destroyed upon scope exit because the variant holds a reference } const game_logic::formula form(vcfg["formula"]); if(!form.evaluate(callable).as_bool()) { return false; } return true; } catch(game_logic::formula_error& e) { lg::wml_error() << "Formula error in unit filter: " << e.type << " at " << e.filename << ':' << e.line << ")\n"; // Formulae with syntax errors match nothing return false; } } if (!vcfg["lua_function"].blank()) { if (game_lua_kernel * lk = fc_.get_lua_kernel()) { bool b = lk->run_filter(vcfg["lua_function"].str().c_str(), u); if (!b) return false; } } return true; }