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; }
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); } }
static int attack_info(reports::context & rc, const attack_type &at, config &res, const unit &u, const map_location &displayed_unit_hex) { std::ostringstream str, tooltip; at.set_specials_context(displayed_unit_hex, u.side() == rc.screen().playing_side()); int base_damage = at.damage(); int specials_damage = at.modified_damage(false); int damage_multiplier = 100; int tod_bonus = combat_modifier(rc.units(), rc.map(), displayed_unit_hex, u.alignment(), u.is_fearless()); damage_multiplier += tod_bonus; int leader_bonus = 0; if (under_leadership(rc.units(), displayed_unit_hex, &leader_bonus).valid()) damage_multiplier += leader_bonus; bool slowed = u.get_state(unit::STATE_SLOWED); int damage_divisor = slowed ? 20000 : 10000; // Assume no specific resistance (i.e. multiply by 100). int damage = round_damage(specials_damage, damage_multiplier * 100, damage_divisor); // Hit points are used to calculate swarm, so they need to be bounded. unsigned max_hp = u.max_hitpoints(); unsigned cur_hp = std::min<unsigned>(std::max(0, u.hitpoints()), max_hp); unsigned base_attacks = at.num_attacks(); unsigned min_attacks, max_attacks; at.modified_attacks(false, min_attacks, max_attacks); unsigned num_attacks = swarm_blows(min_attacks, max_attacks, cur_hp, max_hp); SDL_Color dmg_color = font::weapon_color; if ( damage > specials_damage ) dmg_color = font::good_dmg_color; else if ( damage < specials_damage ) dmg_color = font::bad_dmg_color; str << span_color(dmg_color) << " " << damage << naps << span_color(font::weapon_color) << font::weapon_numbers_sep << num_attacks << ' ' << at.name() << "</span>\n"; tooltip << _("Weapon: ") << "<b>" << at.name() << "</b>\n" << _("Damage: ") << "<b>" << damage << "</b>\n"; if ( tod_bonus || leader_bonus || slowed || specials_damage != base_damage ) { tooltip << '\t' << _("Base damage: ") << base_damage << '\n'; if ( specials_damage != base_damage ) { tooltip << '\t' << _("With specials: ") << specials_damage << '\n'; } if (tod_bonus) { tooltip << '\t' << _("Time of day: ") << utils::signed_percent(tod_bonus) << '\n'; } if (leader_bonus) { tooltip << '\t' << _("Leadership: ") << utils::signed_percent(leader_bonus) << '\n'; } if (slowed) { tooltip << '\t' << _("Slowed: ") << "/ 2" << '\n'; } } tooltip << _("Attacks: ") << "<b>" << num_attacks << "</b>\n"; if ( max_attacks != min_attacks && cur_hp != max_hp ) { if ( max_attacks < min_attacks ) { // "Reverse swarm" tooltip << '\t' << _("Max swarm bonus: ") << (min_attacks-max_attacks) << '\n'; tooltip << '\t' << _("Swarm: ") << "* "<< (100 - cur_hp*100/max_hp) << "%\n"; tooltip << '\t' << _("Base attacks: ") << '+' << base_attacks << '\n'; // The specials line will not necessarily match up with how the // specials are calculated, but for an unusual case, simple brevity // trumps complexities. if ( max_attacks != base_attacks ) { int attack_diff = int(max_attacks) - int(base_attacks); tooltip << '\t' << _("Specials: ") << utils::signed_value(attack_diff) << '\n'; } } else { // Regular swarm tooltip << '\t' << _("Base attacks: ") << base_attacks << '\n'; if ( max_attacks != base_attacks ) { tooltip << '\t' << _("With specials: ") << max_attacks << '\n'; } if ( min_attacks != 0 ) { tooltip << '\t' << _("Subject to swarm: ") << (max_attacks-min_attacks) << '\n'; } tooltip << '\t' << _("Swarm: ") << "* "<< (cur_hp*100/max_hp) << "%\n"; } } else if ( num_attacks != base_attacks ) { tooltip << '\t' << _("Base attacks: ") << base_attacks << '\n'; tooltip << '\t' << _("With specials: ") << num_attacks << '\n'; } add_text(res, flush(str), flush(tooltip)); std::string range = string_table["range_" + at.range()]; std::string lang_type = string_table["type_" + at.type()]; str << span_color(font::weapon_details_color) << " " << " " << range << font::weapon_details_sep << lang_type << "</span>\n"; tooltip << _("Weapon range: ") << "<b>" << range << "</b>\n" << _("Damage type: ") << "<b>" << lang_type << "</b>\n" << _("Damage versus: ") << '\n'; // Show this weapon damage and resistance against all the different units. // We want weak resistances (= good damage) first. std::map<int, std::set<std::string>, std::greater<int> > resistances; std::set<std::string> seen_types; const team &unit_team = rc.teams()[u.side() - 1]; const team &viewing_team = rc.teams()[rc.screen().viewing_team()]; for (const unit &enemy : rc.units()) { if (enemy.incapacitated()) //we can't attack statues so don't display them in this tooltip continue; if (!unit_team.is_enemy(enemy.side())) continue; const map_location &loc = enemy.get_location(); if (viewing_team.fogged(loc) || (viewing_team.is_enemy(enemy.side()) && enemy.invisible(loc))) continue; bool new_type = seen_types.insert(enemy.type_id()).second; if (new_type) { int resistance = enemy.resistance_against(at, false, loc); resistances[resistance].insert(enemy.type_name()); } } typedef std::pair<int, std::set<std::string> > resist_units; for (const resist_units &resist : resistances) { int damage = round_damage(specials_damage, damage_multiplier * resist.first, damage_divisor); tooltip << "<b>" << damage << "</b> " << "<i>(" << utils::signed_percent(resist.first-100) << ")</i> : " << utils::join(resist.second, ", ") << '\n'; } add_text(res, flush(str), flush(tooltip)); const std::string &accuracy_parry = at.accuracy_parry_description(); if (!accuracy_parry.empty()) { str << span_color(font::weapon_details_color) << " " << accuracy_parry << "</span>\n"; int accuracy = at.accuracy(); if (accuracy) { tooltip << _("Accuracy:") << "<b>" << utils::signed_percent(accuracy) << "</b>\n"; } int parry = at.parry(); if (parry) { tooltip << _("Parry:") << "<b>" << utils::signed_percent(parry) << "</b>\n"; } add_text(res, flush(str), flush(tooltip)); } at.set_specials_context_for_listing(); std::vector<bool> active; const std::vector<std::pair<t_string, t_string> > &specials = at.special_tooltips(&active); const size_t specials_size = specials.size(); for ( size_t i = 0; i != specials_size; ++i ) { // Aliases for readability: const t_string &name = specials[i].first; const t_string &description = specials[i].second; const SDL_Color &details_color = active[i] ? font::weapon_details_color : font::inactive_details_color; str << span_color(details_color) << " " << " " << name << naps << '\n'; std::string help_page = "weaponspecial_" + name.base_str(); tooltip << _("Weapon special: ") << "<b>" << name << "</b>"; if ( !active[i] ) tooltip << "<i>" << _(" (inactive)") << "</i>"; tooltip << '\n' << description; add_text(res, flush(str), flush(tooltip), help_page); } return damage; }