doxygen, comments

This commit is contained in:
Hans Joachim Gurt 2007-08-25 23:22:46 +00:00
parent f29c88a5b5
commit cf12e95a7e
2 changed files with 21 additions and 13 deletions

View file

@ -12,6 +12,9 @@
See the COPYING file for more details.
*/
//! @file statistics.cpp
//! Manage statistics: recruitments, recalls, kills, losses, etc.
#include "global.hpp"
#include "config.hpp"
#include "statistics.hpp"
@ -24,8 +27,8 @@
namespace {
//this variable is true whenever the statistics are mid-scenario. This means
//a new scenario shouldn't be added to the master stats record.
// This variable is true whenever the statistics are mid-scenario.
// This means a new scenario shouldn't be added to the master stats record.
bool mid_scenario = false;
typedef statistics::stats stats;
@ -78,7 +81,7 @@ void scenario_stats::write(config_writer &out) const
std::vector<scenario_stats> master_stats;
}
} // end anon namespace
static stats& get_stats(int team)
{
@ -545,4 +548,5 @@ int sum_str_int_map(const stats::str_int_map& m)
return res;
}
}
} // end namespace statistics

View file

@ -12,6 +12,9 @@
See the COPYING file for more details.
*/
//! @file statistics.hpp
//!
#ifndef STATISTICS_HPP_INCLUDED
#define STATISTICS_HPP_INCLUDED
@ -38,22 +41,23 @@ namespace statistics
str_int_map recruits, recalls, advanced_to, deaths, killed;
int recruit_cost, recall_cost;
//a type that will map a string of hit/miss to the number of times
//that sequence has occurred
//! A type that will map a string of hit/miss
//! to the number of times that sequence has occurred.
typedef str_int_map battle_sequence_frequency_map;
//a type that will map different % chances to hit to different results
//! A type that will map different % chances to hit to different results.
typedef std::map<int,battle_sequence_frequency_map> battle_result_map;
battle_result_map attacks, defends;
int damage_inflicted, damage_taken;
//expected value for damage inflicted/taken * 100, based on probability
//to hit, Use this long term to see how lucky a side is
// FIXME: Since integers are used, rounding errors accumulate. Also,
// slow isn't accounted for properly. Rusty's simulator could be used
// obtain valid values.
// Expected value for damage inflicted/taken * 100, based on
// probability to hit,
// Use this long term to see how lucky a side is.
//! @todo FIXME: Since integers are used, rounding errors accumulate.
// Also, slow isn't accounted for properly.
// Rusty's simulator could be used obtain valid values.
int expected_damage_inflicted, expected_damage_taken;
};
@ -107,6 +111,6 @@ namespace statistics
void clear_current_scenario();
stats calculate_stats(int category, int side);
}
} // end namespace statistics
#endif