示例#1
0
static config time_of_day_at(reports::context & rc, const map_location& mouseover_hex)
{
	std::ostringstream tooltip;
	time_of_day tod;
	const team &viewing_team = rc.teams()[rc.screen().viewing_team()];
	if (viewing_team.shrouded(mouseover_hex)) {
		// Don't show time on shrouded tiles.
		tod = rc.tod().get_time_of_day();
	} else if (viewing_team.fogged(mouseover_hex)) {
		// Don't show illuminated time on fogged tiles.
		tod = rc.tod().get_time_of_day(mouseover_hex);
	} else {
		tod = rc.tod().get_illuminated_time_of_day(rc.units(), rc.map(), mouseover_hex);
	}

	int b = tod.lawful_bonus;

	std::string  lawful_color("white");
	std::string chaotic_color("white");
	std::string liminal_color("white");

	if (b != 0) {
		lawful_color  = (b > 0) ? "green" : "red";
		chaotic_color = (b < 0) ? "green" : "red";
		liminal_color = "red";
	}
	tooltip << tod.name << '\n'
		<< _("Lawful units: ") << "<span foreground=\"" << lawful_color  << "\">"
		<< utils::signed_percent(b)  << "</span>\n"
		<< _("Neutral units: ") << utils::signed_percent(0)  << '\n'
		<< _("Chaotic units: ") << "<span foreground=\"" << chaotic_color << "\">"
		<< utils::signed_percent(-b) << "</span>\n"
		<< _("Liminal units: ") << "<span foreground=\"" << liminal_color << "\">"
		<< utils::signed_percent(-(abs(b))) << "</span>\n";

	std::string tod_image = tod.image;
	if (tod.bonus_modified > 0) tod_image += "~BRIGHTEN()";
	else if (tod.bonus_modified < 0) tod_image += "~DARKEN()";

	return image_report(tod_image, tooltip.str(), "time_of_day_" + tod.id);
}
示例#2
0
static config unit_alignment(reports::context & rc, const unit* u)
{
	if (!u) return config();
	std::ostringstream str, tooltip;
	const std::string align = unit_type::alignment_description(u->alignment(), u->gender());
	const std::string align_id = lexical_cast<std::string>(u->alignment());
	int cm = combat_modifier(rc.units(), rc.map(), rc.screen().displayed_unit_hex(), u->alignment(),
			u->is_fearless());

	SDL_Color color = font::weapon_color;
	if (cm != 0)
		color = (cm > 0) ? font::good_dmg_color : font::bad_dmg_color;

	str << align << " (" << span_color(color) << utils::signed_percent(cm)
		<< naps << ")";

	tooltip << _("Alignment: ") << "<b>" << align << "</b>\n"
		<< string_table[align_id + "_description"];

	return text_report(str.str(), tooltip.str(), "time_of_day");
}
示例#3
0
static config unit_weapons(reports::context & rc, const unit *attacker, const map_location &attacker_pos, const unit *defender, bool show_attacker)
{
	if (!attacker || !defender) return config();

	const unit* u = show_attacker ? attacker : defender;
	const map_location unit_loc = show_attacker ? attacker_pos : defender->get_location();

	std::ostringstream str, tooltip;
	config res;

	std::vector<battle_context> weapons;
	for (unsigned int i = 0; i < attacker->attacks().size(); i++) {
		// skip weapons with attack_weight=0
		if (attacker->attacks()[i].attack_weight() > 0) {
			battle_context weapon(rc.units(), attacker_pos, defender->get_location(), i, -1, 0.0, nullptr, attacker);
			weapons.push_back(weapon);
		}
	}

	for (const battle_context& weapon : weapons) {

		// Predict the battle outcome.
		combatant attacker_combatant(weapon.get_attacker_stats());
		combatant defender_combatant(weapon.get_defender_stats());
		attacker_combatant.fight(defender_combatant);

		const battle_context_unit_stats& context_unit_stats =
				show_attacker ? weapon.get_attacker_stats() : weapon.get_defender_stats();

		int total_damage = 0;
		int base_damage = 0;
		int num_blows = 0;
		int chance_to_hit = 0;
		t_string weapon_name = _("None");

		SDL_Color dmg_color = font::weapon_color;
		if (context_unit_stats.weapon) {
			base_damage = attack_info(rc, *context_unit_stats.weapon, res, *u, unit_loc);
			total_damage = context_unit_stats.damage;
			num_blows = context_unit_stats.num_blows;
			chance_to_hit = context_unit_stats.chance_to_hit;
			weapon_name = context_unit_stats.weapon->name();

			if ( total_damage > base_damage )
				dmg_color = font::good_dmg_color;
			else if ( total_damage < base_damage )
				dmg_color = font::bad_dmg_color;
		} else {
			str << span_color(font::weapon_color) << weapon_name << naps << "\n";
			tooltip << _("Weapon: ") << "<b>" << weapon_name << "</b>\n"
				<< _("Damage: ") << "<b>" << "0" << "</b>\n";
		}

		SDL_Color chance_color = int_to_color(game_config::red_to_green(chance_to_hit));

		// Total damage.
		str << "  " << span_color(dmg_color) << total_damage << naps << span_color(font::weapon_color)
			<< utils::unicode_en_dash << num_blows
			<< " (" << span_color(chance_color) << chance_to_hit << "%" << naps << ")"
			<< naps << "\n";

		tooltip << _("Weapon: ") << "<b>" << weapon_name << "</b>\n"
				<< _("Total damage") << "<b>" << total_damage << "</b>\n";

		// Create the hitpoints distribution.
		std::vector<std::pair<int, double> > hp_prob_vector;

		// First, we sort the probabilities in ascending order.
		std::vector<std::pair<double, int> > prob_hp_vector;
		int i;

		combatant* c = show_attacker ? &attacker_combatant : &defender_combatant;

		for(i = 0; i < static_cast<int>(c->hp_dist.size()); i++) {
			double prob = c->hp_dist[i];

			// We keep only values above 0.1%.
			if(prob > 0.001)
				prob_hp_vector.push_back(std::pair<double, int>(prob, i));
		}

		std::sort(prob_hp_vector.begin(), prob_hp_vector.end());

		//TODO fendrin -- make that dynamically
		int max_hp_distrib_rows_ = 10;

		// We store a few of the highest probability hitpoint values.
		int nb_elem = std::min<int>(max_hp_distrib_rows_, prob_hp_vector.size());

		for(i = prob_hp_vector.size() - nb_elem;
				i < static_cast<int>(prob_hp_vector.size()); i++) {

			hp_prob_vector.push_back(std::pair<int, double>
			(prob_hp_vector[i].second, prob_hp_vector[i].first));
		}

		// Then, we sort the hitpoint values in ascending order.
		std::sort(hp_prob_vector.begin(), hp_prob_vector.end());
		// And reverse the order. Might be doable in a better manor.
		std::reverse(hp_prob_vector.begin(), hp_prob_vector.end());

		for(i = 0;
				i < static_cast<int>(hp_prob_vector.size()); i++) {

			int hp = hp_prob_vector[i].first;
			double prob = hp_prob_vector[i].second;

			char prob_buf[10];
			format_prob(prob_buf, prob);
			char hp_buf[10];
			format_hp(hp_buf, hp);

			SDL_Color prob_color = int_to_color(game_config::blue_to_white(prob * 100.0, true));

			str		<< span_color(font::weapon_details_color) << "  " << "  "
					<< span_color(u->hp_color(hp)) << hp_buf << naps
					<< " " << font::weapon_numbers_sep << " "
					<< span_color(prob_color) << prob_buf << naps
					<< naps << "\n";
		}

		add_text(res, flush(str), flush(tooltip));
	}
	return res;
}
示例#4
0
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;
}
示例#5
0
static config unit_box_at(reports::context & rc, const map_location& mouseover_hex)
{
	std::ostringstream tooltip;
	time_of_day local_tod;
	time_of_day global_tod = rc.tod().get_time_of_day();
	const team &viewing_team = rc.teams()[rc.screen().viewing_team()];
	if (viewing_team.shrouded(mouseover_hex)) {
		// Don't show time on shrouded tiles.
		local_tod = global_tod;
	} else if (viewing_team.fogged(mouseover_hex)) {
		// Don't show illuminated time on fogged tiles.
		local_tod = rc.tod().get_time_of_day(mouseover_hex);
	} else {
		local_tod = rc.tod().get_illuminated_time_of_day(rc.units(), rc.map(),mouseover_hex);
	}

	int bonus = local_tod.lawful_bonus;

	std::string  lawful_color("white");
	std::string chaotic_color("white");
	std::string liminal_color("white");

	if (bonus != 0) {
		lawful_color  = (bonus > 0) ? "green" : "red";
		chaotic_color = (bonus < 0) ? "green" : "red";
		liminal_color = "red";
	}
	tooltip << local_tod.name << '\n'
		<< _("Lawful units: ") << "<span foreground=\"" << lawful_color  << "\">"
		<< utils::signed_percent(bonus)  << "</span>\n"
		<< _("Neutral units: ") << utils::signed_percent(0)  << '\n'
		<< _("Chaotic units: ") << "<span foreground=\"" << chaotic_color << "\">"
		<< utils::signed_percent(-bonus) << "</span>\n"
		<< _("Liminal units: ") << "<span foreground=\"" << liminal_color << "\">"
		<< utils::signed_percent(-(abs(bonus))) << "</span>\n";

	std::string local_tod_image  = "themes/classic/" + local_tod.image;
	std::string global_tod_image = "themes/classic/" + global_tod.image;
	if (local_tod.bonus_modified > 0) local_tod_image += "~BRIGHTEN()";
	else if (local_tod.bonus_modified < 0) local_tod_image += "~DARKEN()";

	const gamemap &map = rc.map();
	t_translation::t_terrain terrain = map.get_terrain(mouseover_hex);

	//if (terrain == t_translation::OFF_MAP_USER)
	//	return config();

	//if (map.is_keep(mouseover_hex)) {
	//	add_image(cfg, "icons/terrain/terrain_type_keep.png", "");
	//}

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

	std::string bg_terrain_image;

	for (const t_translation::t_terrain& underlying_terrain : underlying_terrains) {
		const std::string& terrain_id = map.get_terrain_info(underlying_terrain).id();
		bg_terrain_image = "~BLIT(unit_env/terrain/terrain-" + terrain_id + ".png)" + bg_terrain_image;
	}

	std::stringstream color;
	color << local_tod.color;

	bg_terrain_image = bg_terrain_image + "~CS(" + color.str() + ")";

	const unit *u = get_visible_unit(rc);
	std::string unit_image;
	if (u)
		unit_image = "~BLIT(" + u->absolute_image() + u->image_mods() + ",35,22)";

	std::string tod_image = global_tod_image + "~BLIT(" + local_tod_image  + ")";

	return image_report(tod_image + bg_terrain_image + unit_image, tooltip.str(), "time_of_day");
}