Exemplo n.º 1
0
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);
	}
}
Exemplo n.º 2
0
void battle_prediction_pane::get_unit_strings(const battle_context_unit_stats& stats,
										  const unit& u, const map_location& u_loc, float u_unscathed,
										  const unit& opp, const map_location& opp_loc, const attack_type *opp_weapon,
											  std::vector<std::string>& left_strings, std::vector<std::string>& right_strings,
									      int& left_strings_width, int& right_strings_width, int& strings_width)
{
	std::stringstream str;
	char str_buf[10];

	// With a weapon.
	if(stats.weapon != NULL) {

		// Set specials context (for safety, it should not have changed normally).
		const attack_type *weapon = stats.weapon;
		weapon->set_specials_context(u_loc, opp_loc, stats.is_attacker, opp_weapon);

		// Get damage modifiers.
		unit_ability_list dmg_specials = weapon->get_specials("damage");
		unit_abilities::effect dmg_effect(dmg_specials, weapon->damage(), stats.backstab_pos);

		// Get the SET damage modifier, if any.
		const unit_abilities::individual_effect *set_dmg_effect = NULL;
		unit_abilities::effect::const_iterator i;
		for(i = dmg_effect.begin(); i != dmg_effect.end(); ++i) {
			if(i->type == unit_abilities::SET) {
				set_dmg_effect = &*i;
				break;
			}
		}

		// Either user the SET modifier or the base weapon damage.
		if(set_dmg_effect == NULL) {
			left_strings.push_back(weapon->name());
			str.str("");
			str << weapon->damage();
			right_strings.push_back(str.str());
		} else {
			assert(set_dmg_effect->ability);

			left_strings.push_back((*set_dmg_effect->ability)["name"]);
			str.str("");
			str << set_dmg_effect->value;
			right_strings.push_back(str.str());
		}

		// Process the ADD damage modifiers.
		for(i = dmg_effect.begin(); i != dmg_effect.end(); ++i) {
			if(i->type == unit_abilities::ADD) {
				left_strings.push_back((*i->ability)["name"]);
				str.str("");
				if(i->value >= 0) str << "+" << i->value;
				else str << i->value;
				right_strings.push_back(str.str());
			}
		}

		// Process the MUL damage modifiers.
		for(i = dmg_effect.begin(); i != dmg_effect.end(); ++i) {
			if(i->type == unit_abilities::MUL) {
				left_strings.push_back((*i->ability)["name"]);
				str.str("");
				str << "* " << (i->value / 100);
				if(i->value % 100) {
					str << "." << ((i->value % 100) / 10);
					if(i->value % 10) str << (i->value % 10);
				}
				right_strings.push_back(str.str());
			}
		}

		// Time of day modifier.
		int tod_modifier = combat_modifier(resources::gameboard->units(), resources::gameboard->map(), u_loc, u.alignment(), u.is_fearless());
		if(tod_modifier != 0) {
			left_strings.push_back(_("Time of day"));
			str.str("");
			str << utils::signed_percent(tod_modifier);
			right_strings.push_back(str.str());
		}

		// Leadership bonus.
		int leadership_bonus = 0;
		under_leadership(*resources::units, u_loc, &leadership_bonus);
		if(leadership_bonus != 0) {
			left_strings.push_back(_("Leadership"));
			str.str("");
			str << utils::signed_percent(leadership_bonus);
			right_strings.push_back(str.str());
		}


		// Resistance modifier.
		int resistance_modifier = opp.damage_from(*weapon, !stats.is_attacker, opp_loc);
		if(resistance_modifier != 100) {
			str.str("");
			if(stats.is_attacker) str << _("Defender");
			else str << _("Attacker");
			if(resistance_modifier < 100) str << _(" resistance vs ");
			else str << _(" vulnerability vs ");
			str << string_table["type_" + weapon->type()];
			left_strings.push_back(str.str());
			str.str("");
			str << "* " << (resistance_modifier / 100) << "." << ((resistance_modifier % 100) / 10);
			right_strings.push_back(str.str());
		}

		// Slowed penalty.
		if(stats.is_slowed) {
			left_strings.push_back(_("Slowed"));
			right_strings.push_back("/ 2");
		}

		// Total damage.
		left_strings.push_back(_("Total damage"));
		str.str("");
		str << stats.damage << utils::unicode_en_dash << stats.num_blows << " (" << stats.chance_to_hit << "%)";
		right_strings.push_back(str.str());

	// Without a weapon.
	} else {
		left_strings.push_back(_("No usable weapon"));
		right_strings.push_back("");
	}

	// Unscathed probability.
	left_strings.push_back(_("Chance of being unscathed"));
	format_prob(str_buf, u_unscathed);
	right_strings.push_back(str_buf);

#if 0 // might not be in English!
	// Fix capitalization of left strings.
	for(int i = 0; i < (int) left_strings.size(); i++)
		if(left_strings[i].size() > 0) left_strings[i][0] = toupper(left_strings[i][0]);
#endif

	// Compute the width of the strings.
	left_strings_width = get_strings_max_length(left_strings);
	right_strings_width = get_strings_max_length(right_strings);
	strings_width = left_strings_width + inter_column_gap_ + right_strings_width;
}