Пример #1
0
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;
}
Пример #2
0
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());
	}
}