
collect info about allies/enemies/ambushers/failed_teleports/bugs/etc spotted during a move, for the AI to use
481 lines
16 KiB
C++
481 lines
16 KiB
C++
/* $Id$ */
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/*
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Copyright (C) 2003 - 2009 by David White <dave@whitevine.net>
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Part of the Battle for Wesnoth Project http://www.wesnoth.org/
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License version 2
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or at your option any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY.
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See the COPYING file for more details.
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*/
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/**
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* @file actions.hpp
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* Various functions which implement in-game events and commands.
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*/
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#ifndef ACTIONS_H_INCLUDED
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#define ACTIONS_H_INCLUDED
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class display;
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class tod_manager;
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class game_display;
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class replay;
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struct combatant;
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class unit;
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class attack_type;
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class team;
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class unit_type_data;
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#include "global.hpp"
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#include "map_location.hpp"
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#include "unit.hpp"
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#include "unit_map.hpp"
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#include "unit_types.hpp"
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#include "time_of_day.hpp"
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#include <deque>
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#include <sstream>
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#define RECRUIT_POS -2
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bool can_recruit_on(const gamemap& map, const map_location& leader, const map_location loc);
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struct end_level_exception;
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/**
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* Recruits a unit into the game.
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* A copy of @a u will be created and inserted as the new recruited unit.
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* If @a need_castle is true, then the new unit must be on the same castle
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* as the leader of the team is on the keep of.
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*
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* If @a preferred_location is a valid location, it will be used,
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* otherwise a valid location will be arbitrarily chosen.
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* If @a disp is not NULL, the new unit will be faded in.
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*
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* @return an empty string on success. Otherwise a human-readable message
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* describing the failure is returned.
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*/
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std::string recruit_unit(const gamemap& map, const int side, unit_map& units,
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unit u, map_location& recruit_location,const bool is_recall,
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const bool show=false,const bool need_castle=true,
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const bool full_movement=false,const bool wml_triggered=false);
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/** Computes the statistics of a battle between an attacker and a defender unit. */
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class battle_context
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{
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public:
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/** Structure describing the statistics of a unit involved in the battle. */
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struct unit_stats
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{
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const attack_type *weapon; /**< The weapon used by the unit to attack the opponent, or NULL if there is none. */
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int attack_num; /**< Index into unit->attacks() or -1 for none. */
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bool is_attacker; /**< True if the unit is the attacker. */
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bool is_poisoned; /**< True if the unit is poisoned at the beginning of the battle. */
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bool is_slowed; /**< True if the unit is slowed at the beginning of the battle. */
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bool slows; /**< Attack slows opponent when it hits. */
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bool drains; /**< Attack drains opponent when it hits. */
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bool petrifies; /**< Attack petrifies opponent when it hits. */
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bool plagues; /**< Attack turns opponent into a zombie when fatal. */
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bool poisons; /**< Attack poisons opponent when it hits. */
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bool backstab_pos; /**<
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* True if the attacker is in *position* to backstab the defender (this is used to
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* determine whether to apply the backstab bonus in case the attacker has backstab).
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*/
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bool swarm; /**< Attack has swarm special. */
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bool firststrike; /**< Attack has firststrike special. */
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unsigned int experience, max_experience;
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unsigned int level;
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unsigned int rounds; /**< Berserk special can force us to fight more than one round. */
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unsigned int hp; /**< Hitpoints of the unit at the beginning of the battle. */
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unsigned int max_hp; /**< Maximum hitpoints of the unit. */
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unsigned int chance_to_hit; /**< Effective chance to hit as a percentage (all factors accounted for). */
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int damage; /**< Effective damage of the weapon (all factors accounted for). */
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int slow_damage; /**< Effective damage if unit becomes slowed (== damage, if already slowed) */
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unsigned int num_blows; /**< Effective number of blows, takes swarm into account. */
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unsigned int swarm_min; /**< Minimum number of blows with swarm (equal to num_blows if swarm isn't used). */
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unsigned int swarm_max; /**< Maximum number of blows with swarm (equal to num_blows if swarm isn't used). */
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std::string plague_type; /**< The plague type used by the attack, if any. */
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unit_stats(const unit &u, const map_location& u_loc,
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int u_attack_num, bool attacking,
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const unit &opp, const map_location& opp_loc,
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const attack_type *opp_weapon,
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const unit_map& units,
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const std::vector<team>& teams,
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const tod_manager& tod_mng, const gamemap& map);
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~unit_stats();
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/** Dumps the statistics of a unit on stdout. Remove it eventually. */
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void dump() const;
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};
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/**
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* If no attacker_weapon is given, we select the best one,
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* based on harm_weight (1.0 means 1 hp lost counters 1 hp damage,
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* 0.0 means we ignore harm weight).
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* prev_def is for predicting multiple attacks against a defender.
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*/
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battle_context(const gamemap& map, const std::vector<team>& teams, const unit_map& units,
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const tod_manager& tod_mng,
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const map_location& attacker_loc, const map_location& defender_loc,
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int attacker_weapon = -1, int defender_weapon = -1, double aggression = 0.0, const combatant *prev_def = NULL, const unit* attacker_ptr=NULL);
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/** Used by the AI which caches unit_stats */
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battle_context(const unit_stats &att, const unit_stats &def);
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battle_context(const battle_context &other);
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~battle_context();
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battle_context& operator=(const battle_context &other);
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/** This method returns the statistics of the attacker. */
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const unit_stats& get_attacker_stats() const { return *attacker_stats_; }
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/** This method returns the statistics of the defender. */
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const unit_stats& get_defender_stats() const { return *defender_stats_; }
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/** Get the simulation results. */
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const combatant &get_attacker_combatant(const combatant *prev_def = NULL);
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const combatant &get_defender_combatant(const combatant *prev_def = NULL);
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/** Given this harm_weight, is this attack better than that? */
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bool better_attack(class battle_context &that, double harm_weight);
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private:
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bool better_combat(const combatant &us_a, const combatant &them_a,
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const combatant &us_b, const combatant &them_b,
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double harm_weight);
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int choose_attacker_weapon(const unit &attacker, const unit &defender,
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const gamemap& map, const std::vector<team>& teams, const unit_map& units,
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const tod_manager& tod_mng,
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const map_location& attacker_loc, const map_location& defender_loc,
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double harm_weight, int *defender_weapon, const combatant *prev_def);
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int choose_defender_weapon(const unit &attacker, const unit &defender, unsigned attacker_weapon,
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const gamemap& map, const std::vector<team>& teams, const unit_map& units,
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const tod_manager& tod_mng,
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const map_location& attacker_loc, const map_location& defender_loc, const combatant *prev_def);
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/** Statistics of the units. */
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unit_stats *attacker_stats_, *defender_stats_;
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/** Outcome of simulated fight. */
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combatant *attacker_combatant_, *defender_combatant_;
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};
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/** Executes an attack. */
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class attack {
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public:
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attack(game_display& gui, const gamemap& map,
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std::vector<team>& teams,
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map_location attacker,
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map_location defender,
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int attack_with,
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int defend_with,
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unit_map& units,
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const tod_manager& tod_mng,
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bool update_display = true);
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~attack();
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private:
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class attack_end_exception {};
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void fire_event(const std::string& n);
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void refresh_bc();
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game_display& gui_;
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const gamemap& map_;
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std::vector<team>& teams_;
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/** structure holding unit info used in the attack action */
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struct unit_info {
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const map_location loc_;
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int weapon_;
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const unit_map::unit_xy_iterator iter_;
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size_t id_; /**< unit.underlying_id() */
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std::string weap_id_;
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int orig_attacks_;
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int n_attacks_; /**< number of attacks left */
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int cth_;
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int damage_;
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int xp_;
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unit_info(const map_location& loc, int weapon, unit_map& units);
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unit& get_unit();
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bool valid();
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std::string dump();
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};
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battle_context* bc_;
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const battle_context::unit_stats* a_stats_;
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const battle_context::unit_stats* d_stats_;
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unit_info a_, d_;
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unit_map& units_;
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const tod_manager& tod_manager_;
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std::stringstream errbuf_;
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bool update_display_;
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bool OOS_error_;
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end_level_exception* delayed_exception;
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};
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class move_unit_spectator {
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public:
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/** add a location of a seen friend */
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void add_seen_friend(const unit_map::const_iterator &u);
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/** add the location of new seen enemy */
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void add_seen_enemy(const unit_map::const_iterator &u);
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/** get the location of an ambusher */
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const unit_map::const_iterator& get_ambusher() const;
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/** get the location of a failed teleport */
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const unit_map::const_iterator& get_failed_teleport() const;
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/** get the locations of seen enemies */
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const std::vector<unit_map::const_iterator>& get_seen_enemies() const;
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/** get the locations of seen friends */
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const std::vector<unit_map::const_iterator>& get_seen_friends() const;
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/** get new location of moved unit */
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const unit_map::const_iterator& get_unit() const;
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/** constructor */
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move_unit_spectator(const unit_map &units);
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/** destructor */
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virtual ~move_unit_spectator();
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/** reset all locations to empty values*/
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void reset(const unit_map &units);
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/** set the location of an ambusher */
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void set_ambusher(const unit_map::const_iterator &u);
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/** set the location of a failed teleport */
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void set_failed_teleport(const unit_map::const_iterator &u);
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/** set the iterator to moved unit*/
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void set_unit(const unit_map::const_iterator &u);
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private:
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unit_map::const_iterator ambusher_;
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unit_map::const_iterator failed_teleport_;
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std::vector<unit_map::const_iterator> seen_enemies_;
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std::vector<unit_map::const_iterator> seen_friends_;
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unit_map::const_iterator unit_;
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};
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/**
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* Given the location of a village, will return the 0-based index
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* of the team that currently owns it, and -1 if it is unowned.
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*/
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int village_owner(const map_location& loc, const std::vector<team>& teams);
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/**
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* Makes it so the village at the given location
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* is owned by the given 0-based team number.
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* Returns true if getting the village triggered a mutating event.
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*/
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bool get_village(const map_location& loc, game_display& disp,
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std::vector<team>& teams, size_t team_num,
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const unit_map& units, int *time_bonus = NULL);
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/**
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* Resets resting for all units on this side: should be called after calculate_healing().
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* @todo FIXME: Try moving this to unit::new_turn, then move it above calculate_healing().
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*/
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void reset_resting(unit_map& units, int side);
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/**
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* Calculates healing for all units for the given side.
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* Should be called at the beginning of a side's turn.
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*/
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void calculate_healing(game_display& disp, const gamemap& map,
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unit_map& units, int side,
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const std::vector<team>& teams, bool update_display);
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/**
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* Function which, given the location of a unit that is advancing,
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* and the name of the unit it is advancing to,
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* Will return the advanced version of this unit.
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* (with traits and items retained).
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*/
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unit get_advanced_unit(unit_map& units,
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const map_location& loc, const std::string& advance_to);
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/**
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* Function which will advance the unit at loc to 'advance_to'.
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* Note that 'loc' is not a reference, because if it were a reference,
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* we couldn't safely pass in a reference to the item in the map
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* that we're going to delete, since deletion would invalidate the reference.
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*/
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void advance_unit(unit_map& units,
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map_location loc, const std::string& advance_to);
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/**
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* function which tests if the unit at loc is currently affected by leadership.
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* (i.e. has a higher-level 'leadership' unit next to it).
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* If it does, then the location of the leader unit will be returned,
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* Otherwise map_location::null_location will be returned.
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* If 'bonus' is not NULL, the % bonus will be stored in it.
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*/
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map_location under_leadership(const unit_map& units,
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const map_location& loc, int* bonus=NULL);
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/**
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* Checks to see if a side has won, and will throw
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* an end_level_exception if one has.
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* Will also remove control of villages from sides with dead leaders.
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*/
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void check_victory(unit_map& units, std::vector<team>& teams, display& disp);
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/**
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* Gets the time of day at a certain tile.
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* Certain tiles may have a time of day that differs from 'the' time of day, if
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* a unit that illuminates is in that tile or adjacent.
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*/
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time_of_day timeofday_at(const tod_manager& status,
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const unit_map& units,
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const map_location& loc,
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const gamemap& map);
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/**
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* Returns the amount that a unit's damage should be multiplied by
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* due to the current time of day.
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*/
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int combat_modifier(const tod_manager& tod_mng,
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const unit_map& units,
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const map_location& loc,
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unit_type::ALIGNMENT alignment,
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bool is_fearless,
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const gamemap& map);
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/** Records information to be able to undo a movement. */
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struct undo_action {
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undo_action(const unit& u,
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const std::vector<map_location>& rt,
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int sm, int timebonus = 0, int orig = -1) :
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route(rt),
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starting_moves(sm),
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original_village_owner(orig),
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recall_loc(),
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recall_pos(-1),
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affected_unit(u),
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countdown_time_bonus(timebonus),
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is_dismiss(false)
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{}
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undo_action(const unit& u, const map_location& loc, const int pos, const bool dismiss=false) :
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route(),
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starting_moves(),
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original_village_owner(),
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recall_loc(loc),
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recall_pos(pos),
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affected_unit(u),
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countdown_time_bonus(1),
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is_dismiss(dismiss)
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{}
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std::vector<map_location> route;
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int starting_moves;
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int original_village_owner;
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map_location recall_loc;
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int recall_pos; // set to RECRUIT_POS for an undo-able recruit
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unit affected_unit;
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int countdown_time_bonus;
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bool is_dismiss; //set to true if the action is a dismissal of a recallable unit
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bool is_recall() const { return recall_pos >= 0; }
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bool is_recruit() const { return recall_pos == RECRUIT_POS; }
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};
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typedef std::deque<undo_action> undo_list;
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/**
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* function which moves a unit along the sequence of locations given by steps.
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* If the unit cannot make it completely along the path this turn,
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* a goto order will be set.
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* If move_recorder is not NULL, the move will be recorded in it.
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* If undos is not NULL, undo information will be added.
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*/
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size_t move_unit(game_display* disp,
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move_unit_spectator* move_spectator,
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const gamemap& map,
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unit_map& units, std::vector<team>& teams,
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std::vector<map_location> steps,
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replay* move_recorder, undo_list* undos,
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map_location *next_unit = NULL,
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bool continue_move = false, bool should_clear_shroud=true, bool is_replay=false);
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/** Function which recalculates the fog. */
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void recalculate_fog(const gamemap& map,
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unit_map& units, std::vector<team>& teams, int team);
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/**
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* Function which will clear shroud away for the given 0-based team
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* based on current unit positions.
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* Returns true if some shroud is actually cleared away.
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*/
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bool clear_shroud(game_display& disp,
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const gamemap& map,
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unit_map& units, std::vector<team>& teams, int team);
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/**
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* Function to apply pending shroud changes in the undo stack.
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* It needs tons of parameters because it calls clear_shroud(...) (see above)
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*/
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void apply_shroud_changes(undo_list& undos, game_display* disp, const gamemap& map,
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unit_map& units, std::vector<team>& teams, int team);
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/**
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* Will return true iff the unit at 'loc' has any possible moves
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* it can do (including attacking etc).
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*/
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bool unit_can_move(const map_location& loc, const unit& u, const unit_map& units,
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const gamemap& map, const std::vector<team>& teams);
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namespace victory_conditions {
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void set_victory_when_enemies_defeated(const bool on);
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void set_carryover_percentage(const int percentage);
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void set_carryover_add(const bool add);
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}
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/**
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* Function to check if an attack will satisfy the requirements for backstab.
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* Input:
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* - the location from which the attack will occur,
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* - the defending unit location,
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* - the list of units on the map and
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* - the list of teams.
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* The defender and opposite units should be in place already.
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* The attacking unit doesn't need to be, but if it isn't,
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* an external check should be made to make sure the opposite unit
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* isn't also the attacker.
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*/
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bool backstab_check(const map_location& attacker_loc,
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const map_location& defender_loc,
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const unit_map& units, const std::vector<team>& teams);
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#endif
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