예제 #1
0
void ai_testing::log_turn(const char* msg, unsigned int side)
{
    assert(side>=1);
    team& current_team = (*resources::teams)[side-1];

    int _turn_number = resources::tod_manager->turn();
    int _units = side_units(side);
    int _units_cost = side_units_cost(side);
    int _gold = current_team.gold();
    int _villages = current_team.villages().size();
    int _income = current_team.total_income();

    DBG_AI_TESTING << msg <<                  side << ": " << _turn_number << std::endl;
    DBG_AI_TESTING << msg << "_UNITS"      << side << ": " << _units << std::endl;
    DBG_AI_TESTING << msg << "_UNITS_COST" << side << ": " << _units_cost << std::endl;
    DBG_AI_TESTING << msg << "_GOLD"       << side << ": " << _gold << std::endl;
    DBG_AI_TESTING << msg << "_VILLAGES"   << side << ": " << _villages << std::endl;
    DBG_AI_TESTING << msg << "_INCOME"     << side << ": " << _income << std::endl;

    config c;
    c["side"] = int(side);
    c["turn"] = _turn_number;
    c["event"] = msg;
    c["units"] = _units;
    c["units_cost"] = _units_cost;
    c["gold"] = _gold;
    c["villages"] = _villages;
    recorder.add_log_data("ai_log","turn_info",c);
}
예제 #2
0
void ai_testing::log_game_end()
{
    LOG_AI_TESTING << "GAME_END_TURN: "<< resources::tod_manager->turn() <<std::endl;
    recorder.add_log_data("ai_log","end_turn",
                          str_cast(resources::tod_manager->turn()));
    for (std::vector<team>::const_iterator tm = resources::teams->begin(); tm != resources::teams->end(); ++tm) {
        int side = tm-resources::teams->begin()+1;
        recorder.add_log_data("ai_log","end_gold"+str_cast(side),str_cast(tm->gold()));
        recorder.add_log_data("ai_log","end_units"+str_cast(side),str_cast(side_units(side)));
    }
}
예제 #3
0
team_data display_context::calculate_team_data(const team& tm) const
{
	team_data res;
	res.units = side_units(tm.side());
	res.upkeep = side_upkeep(tm.side());
	res.villages = tm.villages().size();
	res.expenses = std::max<int>(0,res.upkeep - tm.support());
	res.net_income = tm.total_income() - res.expenses;
	res.gold = tm.gold();
	res.teamname = tm.user_team_name();
	return res;
}
// @save: It isn't mean this is loaded game. it mean whether execute auto-save. 
//        false: this is first turn of loaded game, true: this isn't first turn or this isn't loaded game.
void playsingle_controller::play_turn(bool save)
{
	gui_->new_turn();
	gui_->invalidate_game_status();
	events::raise_draw_event();

	for (player_number_ = first_player_; player_number_ <= int(teams_.size()); ++player_number_) {
		unit_display::player_number_ = player_number_;
		// If a side is empty skip over it.
		if (current_team().is_empty()) continue;
		try {
			save_blocker blocker;
			init_side(player_number_ - 1, false, save || (player_number_ != first_player_));
		} catch (end_turn_exception) {
			if (current_team().is_network() == false) {
				turn_info turn_data(player_number_, replay_sender_, undo_stack_);
				recorder.end_turn();
				turn_data.sync_network();
			}
			continue;
		}

		// If a side is dead end the turn.
		if (current_team().is_human() && side_units(player_number_) == 0) {
			turn_info turn_data(player_number_, replay_sender_, undo_stack_);
			recorder.end_turn();
			turn_data.sync_network();
			continue;
		}

		play_side(player_number_, save);

		finish_side_turn();

		check_victory();

		//if loading a savegame, network turns might not have reset this yet
		loading_game_ = false;
	}

	// Time has run out
	check_time_over();

	finish_turn();
}
예제 #5
0
void playsingle_controller::play_turn(bool save)
{
	resources::whiteboard->on_gamestate_change();
	gui_->new_turn();
	gui_->invalidate_game_status();
	events::raise_draw_event();

	LOG_NG << "turn: " << turn() << "\n";

	if(non_interactive())
		std::cout << "Turn " << turn() << ":" << std::endl;


	for (player_number_ = first_player_; player_number_ <= int(teams_.size()); ++player_number_)
	{
		// If a side is empty skip over it.
		if (current_team().is_empty()) continue;
		try {
			save_blocker blocker;
			init_side(player_number_ - 1);
		} catch (end_turn_exception) {
			if (current_team().is_network() == false) {
				turn_info turn_data(player_number_, replay_sender_);
				recorder.end_turn();
				turn_data.sync_network();
			}
			continue;
		}

		if (replaying_) {
			LOG_NG << "doing replay " << player_number_ << "\n";
			replaying_ = ::do_replay(player_number_);
			LOG_NG << "result of replay: " << (replaying_?"true":"false") << "\n";
		} else {
			// If a side is dead end the turn, but play at least side=1's
			// turn in case all sides are dead
			if (current_team().is_human() && side_units(player_number_) == 0
				&& (resources::units->size() != 0 || player_number_ != 1))
			{
				turn_info turn_data(player_number_, replay_sender_);
				recorder.end_turn();
				turn_data.sync_network();
				continue;
			}
			ai_testing::log_turn_start(player_number_);
			play_side(player_number_, save);
		}

		finish_side_turn();

		if(non_interactive()) {
			std::cout << " Player " << player_number_ << ": " <<
				current_team().villages().size() << " Villages" <<
				std::endl;
			ai_testing::log_turn_end(player_number_);
		}

		check_victory();

		//if loading a savegame, network turns might not have reset this yet
		loading_game_ = false;
	}

	finish_turn();

	// Time has run out
	check_time_over();
}
예제 #6
0
report generate_report(TYPE type,
                       std::map<reports::TYPE, std::string> report_contents,
                       const team &current_team, int current_side, int playing_side,
                       const map_location& loc, const map_location& mouseover, const map_location& displayed_unit_hex,
                       const std::set<std::string> &observers,
                       const config& level, bool show_everything)
{
	unit_map &units = *resources::units;
	gamemap &map = *resources::game_map;
	std::vector<team> &teams = *resources::teams;

	const unit *u = NULL;

	if((int(type) >= int(UNIT_REPORTS_BEGIN) && int(type) < int(UNIT_REPORTS_END)) || type == POSITION){
		u = get_visible_unit(units, displayed_unit_hex, current_team, show_everything);
		if (!u && type != POSITION) {
			return report();
		}
	}

	std::ostringstream str;

	switch(type) {
	case UNIT_NAME:
		str << "<b>" << u->name() << "</b>";
		return report(str.str(), "", u->name());
	case UNIT_TYPE:
		str << span_color(font::unit_type_color) << u->type_name() << naps;
		return report(str.str(), "", u->unit_description());
	case UNIT_RACE:
		str << span_color(font::race_color)
			<< u->race()->name(u->gender()) << naps;
		break;
	case UNIT_SIDE: {
		std::string flag_icon = teams[u->side() - 1].flag_icon();
		std::string old_rgb = game_config::flag_rgb;
		std::string new_rgb = team::get_side_colour_index(u->side());
		std::string mods = "~RC(" + old_rgb + ">" + new_rgb + ")";

		if(flag_icon.empty()) {
			flag_icon = game_config::flag_icon_image;
		}

		image::locator flag_icon_img(flag_icon, mods);
		return report("", flag_icon_img, teams[u->side() - 1].current_player());
	}
	case UNIT_LEVEL:
		str << u->level();
		break;
	case UNIT_AMLA: {
	  report res;
		const std::vector<std::pair<std::string,std::string> > &amla_icons=u->amla_icons();
	  for(std::vector<std::pair<std::string,std::string> >::const_iterator i=amla_icons.begin();i!=amla_icons.end();i++){
	    res.add_image(i->first,i->second);
	  }
	  return(res);
	}
	case UNIT_TRAITS:
		return report(u->traits_description(), "", u->modification_description("trait"));

	case UNIT_STATUS: {
		report res;
		if (map.on_board(displayed_unit_hex) &&
		    u->invisible(displayed_unit_hex, units, teams))
		{
			add_status(res, "misc/invisible.png", N_("invisible: "),
				N_("This unit is invisible. It cannot be seen or attacked by enemy units."));
		}
		if (u->get_state(unit::STATE_SLOWED)) {
			add_status(res, "misc/slowed.png", N_("slowed: "),
				N_("This unit has been slowed. It will only deal half its normal damage when attacking and its movement cost is doubled."));
		}
		if (u->get_state(unit::STATE_POISONED)) {
			add_status(res, "misc/poisoned.png", N_("poisoned: "),
				N_("This unit is poisoned. It will lose 8 HP every turn until it can seek a cure to the poison in a village or from a friendly unit with the 'cures' ability.\n\nUnits cannot be killed by poison alone. The poison will not reduce it below 1 HP."));
		}
		if (u->get_state(unit::STATE_PETRIFIED)) {
			add_status(res, "misc/petrified.png", N_("petrified: "),
				N_("This unit has been petrified. It may not move or attack."));
		}
		return res;
	}

	case UNIT_ALIGNMENT: {
		const std::string &align = unit_type::alignment_description(u->alignment(), u->gender());
		const std::string &align_id = unit_type::alignment_id(u->alignment());
		std::stringstream ss;
		int cm = combat_modifier(units, displayed_unit_hex, u->alignment(), u->is_fearless());
		ss << align << " (" << (cm >= 0 ? "+" : "−") << abs(cm) << "%)";
		return report(ss.str(), "", string_table[align_id + "_description"]);
	}
	case UNIT_ABILITIES: {
		report res;
		const std::vector<std::string> &abilities = u->ability_tooltips();
		for(std::vector<std::string>::const_iterator i = abilities.begin(); i != abilities.end(); ++i) {
			str << gettext(i->c_str());
			if(i+2 != abilities.end())
				str << ",";
			++i;
			res.add_text(flush(str), *i);
		}

		return res;
	}
	case UNIT_HP: {
		std::ostringstream tooltip;
		str << span_color(u->hp_color()) << u->hitpoints()
			<< '/' << u->max_hitpoints() << naps;

		std::set<std::string> resistances_table;

		string_map resistances = u->get_base_resistances();

		bool att_def_diff = false;
		for(string_map::iterator resist = resistances.begin();
				resist != resistances.end(); ++resist) {
			std::ostringstream line;
			line << gettext(resist->first.c_str()) << ": ";

			// Some units have different resistances when
			// attacking or defending.
			int res_att = 100 - u->resistance_against(resist->first, true, displayed_unit_hex);
			int res_def = 100 - u->resistance_against(resist->first, false, displayed_unit_hex);
			if (res_att == res_def) {
				line << res_def << "%\n";
			} else {
				line << res_att << "% / " << res_def << "%\n";
				att_def_diff = true;
			}
			resistances_table.insert(line.str());
		}

		tooltip << _("Resistances: ");
		if (att_def_diff)
			tooltip << _("(Att / Def)");
		tooltip << "\n";

		// the STL set will give alphabetical sorting
		for(std::set<std::string>::iterator line = resistances_table.begin();
				line != resistances_table.end(); ++line) {
			tooltip << (*line);
		}

		return report(str.str(), "", tooltip.str());
	}
	case UNIT_XP: {
		std::ostringstream tooltip;

		str << span_color(u->xp_color()) << u->experience()
			<< '/' << u->max_experience() << naps;

		tooltip << _("Experience Modifier: ") << ((level["experience_modifier"] != "") ? level["experience_modifier"] : "100") << "%";
		return report(str.str(), "", tooltip.str());
	}
	case UNIT_ADVANCEMENT_OPTIONS: {
		report res;
		const std::map<std::string,std::string> &adv_icons = u->advancement_icons();
		for(std::map<std::string,std::string>::const_iterator i=adv_icons.begin();i!=adv_icons.end();i++){
			res.add_image(i->first,i->second);
		}
		return res;
	}
	case UNIT_DEFENSE: {
		const t_translation::t_terrain terrain = map[displayed_unit_hex];
		int def = 100 - u->defense_modifier(terrain);
		SDL_Color color = int_to_color(game_config::red_to_green(def));
		str << span_color(color) << def << "%</span>";
		break;
	}
	case UNIT_MOVES: {
		float movement_frac = 1.0;
		if (u->side() == playing_side) {
			movement_frac = static_cast<float>(u->movement_left()) / std::max(1.0f, static_cast<float>(u->total_movement()));
			if (movement_frac > 1.0)
				movement_frac = 1.0;
		}

		int grey = 128 + static_cast<int>((255-128) * movement_frac);
		SDL_Color c = { grey, grey, grey, 0 };
		str << span_color(c) << u->movement_left()
			<< '/' << u->total_movement() << naps;
		break;
	}
	case UNIT_WEAPONS: {
		report res;
		std::ostringstream tooltip;

		size_t team_index = u->side() - 1;
		if(team_index >= teams.size()) {
			std::cerr << "illegal team index in reporting: " << team_index << "\n";
			return res;
		}

		foreach (const attack_type &at, u->attacks())
		{
			at.set_specials_context(displayed_unit_hex, map_location(), *u);
			std::string lang_type = gettext(at.type().c_str());
			str << span_color(font::weapon_color);
			if (u->get_state(unit::STATE_SLOWED)) {
				str << round_damage(at.damage(), 1, 2) << '-';
			} else {
				str << at.damage() << '-';
			}
			int nattacks = at.num_attacks();
			// Compute swarm attacks:
			unit_ability_list swarm = at.get_specials("swarm");
			if(!swarm.empty()) {
				int swarm_max_attacks = swarm.highest("swarm_attacks_max",nattacks).first;
				int swarm_min_attacks = swarm.highest("swarm_attacks_min").first;
				int hitp = u->hitpoints();
				int mhitp = u->max_hitpoints();

				nattacks = swarm_min_attacks + (swarm_max_attacks - swarm_min_attacks) * hitp / mhitp;

			}
			str << nattacks;
			str << ' ' << at.name() << ' ' << at.accuracy_parry_description();
			tooltip << at.name() << "\n";
			int effdmg;
			if (u->get_state(unit::STATE_SLOWED)) {
				effdmg = round_damage(at.damage(),1,2);
			} else {
				effdmg = at.damage();
			}
			tooltip << effdmg   << ' ' << _n("tooltip^damage", "damage",  effdmg) << ", ";
			tooltip << nattacks << ' ' << _n("tooltip^attack", "attacks", nattacks);

			int accuracy = at.accuracy();
			if(accuracy) {
				// Help xgettext with a directive to recognise the string as a non C printf-like string
				// xgettext:no-c-format
				tooltip << " " << (accuracy > 0 ? "+" : "") << accuracy << _("tooltip^% accuracy");
			}

			int parry = at.parry();
			if(parry) {
				// xgettext:no-c-format
				tooltip << " " << (parry > 0 ? "+" : "") << parry << _("tooltip^% parry");
			}

			str << "</span>\n";
			res.add_text(flush(str), flush(tooltip));

			std::string range = gettext(at.range().c_str());
			str << span_color(font::weapon_details_color) << "  "
				<< range << "--" << lang_type << "</span>\n";

			tooltip << _("weapon range: ") << range <<"\n";
			tooltip << _("damage type: ")  << lang_type << "\n";
			// Find all the unit types on the map, and
			// show this weapon's bonus against all the different units.
			// Don't show invisible units, except if they are in our team or allied.
			std::set<std::string> seen_units;
			std::map<int,std::vector<std::string> > resistances;
			for(unit_map::const_iterator u_it = units.begin(); u_it != units.end(); ++u_it) {
				if(teams[team_index].is_enemy(u_it->second.side()) &&
				   !current_team.fogged(u_it->first) &&
				   seen_units.count(u_it->second.type_id()) == 0 &&
				   ( !current_team.is_enemy(u_it->second.side()) ||
				     !u_it->second.invisible(u_it->first,units,teams)))
				{
					seen_units.insert(u_it->second.type_id());
					int resistance = u_it->second.resistance_against(at, false, u_it->first) - 100;
					resistances[resistance].push_back(u_it->second.type_name());
				}
			}

			for(std::map<int,std::vector<std::string> >::reverse_iterator resist = resistances.rbegin(); resist != resistances.rend(); ++resist) {
				std::sort(resist->second.begin(),resist->second.end());
				tooltip << (resist->first >= 0 ? "+" : "") << resist->first << "% " << _("vs") << " ";
				for(std::vector<std::string>::const_iterator i = resist->second.begin(); i != resist->second.end(); ++i) {
					if(i != resist->second.begin()) {
						tooltip << ", ";
					}

					tooltip << *i;
				}
				tooltip << "\n";
			}

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


			const std::vector<t_string> &specials = at.special_tooltips();

			if(! specials.empty()) {
				for(std::vector<t_string>::const_iterator sp_it = specials.begin(); sp_it != specials.end(); ++sp_it) {
					str << span_color(font::weapon_details_color)
						<< "  " << *sp_it << "</span>\n";
					++sp_it;
					tooltip << *sp_it << '\n';
				}
				res.add_text(flush(str), flush(tooltip));
			}
		}

		return res;
	}
	case UNIT_IMAGE:
	{
//		const std::vector<Uint32>& old_rgb = u->second.team_rgb_range();
//		color_range new_rgb = team::get_side_color_range(u->second.side());
		return report("", image::locator(u->absolute_image(), u->image_mods()), "");
	}
	case UNIT_PROFILE:
		return report("", u->profile(), "");
	case TIME_OF_DAY: {
		time_of_day tod = resources::tod_manager->time_of_day_at(units, mouseover, *resources::game_map);
		const std::string tod_image = tod.image + (preferences::flip_time() ? "~FL(horiz)" : "");

		// Don't show illuminated time on fogged/shrouded tiles
		if (current_team.fogged(mouseover) || current_team.shrouded(mouseover)) {
			tod = resources::tod_manager->get_time_of_day(false, mouseover);
		}
		std::stringstream tooltip;

		tooltip << tod.name << "\n"
				<< _("Lawful units: ")
				<< (tod.lawful_bonus > 0 ? "+" : "") << tod.lawful_bonus << "%\n"
				<< _("Neutral units: ") << "0%\n"
				<< _("Chaotic units: ")
				<< (tod.lawful_bonus < 0 ? "+" : "") << (tod.lawful_bonus*-1) << "%";

		return report("",tod_image,tooltip.str());
	}
	case TURN: {
		str << resources::tod_manager->turn();
		int nb = resources::tod_manager->number_of_turns();
		if (nb != -1) str << '/' << nb;
		break;
	}
	// For the following status reports, show them in gray text
	// when it is not the active player's turn.
	case GOLD: {
		char const *end = naps;
		if (current_side != playing_side)
			str << span_color(font::GRAY_COLOUR);
		else if (current_team.gold() < 0)
			str << span_color(font::BAD_COLOUR);
		else
			end = "";
		str << current_team.gold() << end;
		break;
	}
	case VILLAGES: {
		const team_data data = calculate_team_data(current_team,current_side,units);
		if (current_side != playing_side)
			str << span_color(font::GRAY_COLOUR);
		str << data.villages << '/';
		if (current_team.uses_shroud()) {
			int unshrouded_villages = 0;
			std::vector<map_location>::const_iterator i = map.villages().begin();
			for (; i != map.villages().end(); i++) {
				if (!current_team.shrouded(*i))
					unshrouded_villages++;
			}
			str << unshrouded_villages;
		} else {
			str << map.villages().size();
		}
		if (current_side != playing_side)
			str << naps;
		break;
	}
	case NUM_UNITS: {
		if (current_side != playing_side)
			str << span_color(font::GRAY_COLOUR);
		str << side_units(units, current_side);
		if (current_side != playing_side)
			str << naps;
		break;
	}
	case UPKEEP: {
		const team_data data = calculate_team_data(current_team,current_side,units);
		if (current_side != playing_side)
			str << span_color(font::GRAY_COLOUR);
		str << data.expenses << " (" << data.upkeep << ")";
		if (current_side != playing_side)
			str << naps;
		break;
	}
	case EXPENSES: {
		const team_data data = calculate_team_data(current_team,current_side,units);
		if (current_side != playing_side)
			str << span_color(font::GRAY_COLOUR);
		str << data.expenses;
		if (current_side != playing_side)
			str << naps;
		break;
	}
	case INCOME: {
		team_data data = calculate_team_data(current_team, current_side, units);
		char const *end = naps;
		if (current_side != playing_side)
			str << span_color(font::GRAY_COLOUR);
		else if (data.net_income < 0)
			str << span_color(font::BAD_COLOUR);
		else
			end = "";
		str << data.net_income << end;
		break;
	}
	case TERRAIN: {
		if(!map.on_board(mouseover) || current_team.shrouded(mouseover))
			break;

		const t_translation::t_terrain terrain = map.get_terrain(mouseover);
		if (terrain == t_translation::OFF_MAP_USER)
			break;

		const t_translation::t_list& underlying = map.underlying_union_terrain(terrain);

		if(map.is_village(mouseover)) {
			int owner = village_owner(mouseover, teams) + 1;
			if(owner == 0 || current_team.fogged(mouseover)) {
				str << map.get_terrain_info(terrain).income_description();
			} else if(owner == current_side) {
				str << map.get_terrain_info(terrain).income_description_own();
			} else if(current_team.is_enemy(owner)) {
				str << map.get_terrain_info(terrain).income_description_enemy();
			} else {
				str << map.get_terrain_info(terrain).income_description_ally();
			}
			str << " ";
		} else {
		        str << map.get_terrain_info(terrain).description();
		}

		if(underlying.size() != 1 || underlying.front() != terrain) {
			str << " (";

			for(t_translation::t_list::const_iterator i =
					underlying.begin(); i != underlying.end(); ++i) {

			str << map.get_terrain_info(*i).name();
				if(i+1 != underlying.end()) {
					str << ",";
				}
			}
			str << ")";
		}
		break;
	}
	case POSITION: {
		if(!map.on_board(mouseover)) {
			break;
		}

		const t_translation::t_terrain terrain = map[mouseover];

		if (terrain == t_translation::OFF_MAP_USER)
			break;

		str << mouseover;

		if (!u)
			break;
		if(displayed_unit_hex != mouseover && displayed_unit_hex != loc)
			break;
		if(current_team.shrouded(mouseover))
			break;

		int move_cost = u->movement_cost(terrain);
		int defense = 100 - u->defense_modifier(terrain);

		if(move_cost < unit_movement_type::UNREACHABLE) {
			str << " (" << defense << "%," << move_cost << ")";
		} else if (mouseover == displayed_unit_hex) {
			str << " (" << defense << "%,-)";
		} else {
			str << " (-)";
		}

		break;
	}

	case SIDE_PLAYING: {
		std::string flag_icon = teams[playing_side-1].flag_icon();
		std::string old_rgb = game_config::flag_rgb;
		std::string new_rgb = team::get_side_colour_index(playing_side);
		std::string mods = "~RC(" + old_rgb + ">" + new_rgb + ")";

		if(flag_icon.empty()) {
			flag_icon = game_config::flag_icon_image;
		}

		image::locator flag_icon_img(flag_icon, mods);
		return report("",flag_icon_img,teams[playing_side-1].current_player());
	}

	case OBSERVERS: {
		if(observers.empty()) {
			return report();
		}

		str << _("Observers:") << "\n";

		for(std::set<std::string>::const_iterator i = observers.begin(); i != observers.end(); ++i) {
			str << *i << "\n";
		}

		return report("",game_config::observer_image,str.str());
	}
	case SELECTED_TERRAIN: {
		std::map<TYPE, std::string>::const_iterator it =
			report_contents.find(SELECTED_TERRAIN);
		if (it != report_contents.end()) {
			return report(it->second);
		}
		else {
			return report();
		}
	}
	case EDIT_LEFT_BUTTON_FUNCTION: {
		std::map<TYPE, std::string>::const_iterator it =
			report_contents.find(EDIT_LEFT_BUTTON_FUNCTION);
		if (it != report_contents.end()) {
			return report(it->second);
		}
		else {
			return report();
		}
	}
	case REPORT_COUNTDOWN: {
		int min;
		int sec;
		if (current_team.countdown_time() > 0){
			sec = current_team.countdown_time() / 1000;
			char const *end = naps;
			if (current_side != playing_side)
				str << span_color(font::GRAY_COLOUR);
			else if (sec < 60)
				str << "<span foreground=\"#c80000\">";
			else if (sec < 120)
				str << "<span foreground=\"#c8c800\">";
			else
				end = "";

			min = sec / 60;
			str << min << ":";
			sec = sec % 60;
			if (sec < 10) {
				str << "0";
			}
			str << sec << end;
			break;
		} // Intentional fall-through to REPORT_CLOCK
		  // if the time countdown isn't valid.
		  // If there is no turn time limit,
		  // then we display the clock instead.
		}
	case REPORT_CLOCK: {
		time_t t = std::time(NULL);
		struct tm *lt = std::localtime(&t);
		if (lt) {
			char temp[10];
			size_t s = std::strftime(temp, 10, preferences::clock_format().c_str(), lt);
			if(s>0) {
				return report(temp);
			} else {
				return report();
			}
		} else {
			return report();
		}
	}
	default:
		assert(false);
		break;
	}
	return report(str.str());
}