Re-indent attack_info report function

This commit is contained in:
Celtic Minstrel 2018-03-11 01:33:27 -05:00
parent afc60b9cc6
commit 6bda3a9b6f

View File

@ -660,182 +660,182 @@ static int attack_info(reports::context & rc, const attack_type &at, config &res
int damage = 0;
{
auto ctx = at.specials_context(unit_const_ptr(&u), 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 = under_leadership(rc.units(), displayed_unit_hex).first;
if (leader_bonus != 0)
damage_multiplier += leader_bonus;
auto ctx = at.specials_context(unit_const_ptr(&u), 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 = under_leadership(rc.units(), displayed_unit_hex).first;
if (leader_bonus != 0)
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).
damage = round_damage(specials_damage, damage_multiplier * 100, damage_divisor);
bool slowed = u.get_state(unit::STATE_SLOWED);
int damage_divisor = slowed ? 20000 : 10000;
// Assume no specific resistance (i.e. multiply by 100).
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);
// 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);
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);
color_t 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;
color_t 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";
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';
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';
}
}
else {
// Regular swarm
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';
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";
tooltip << '\t' << _("With specials: ") << num_attacks << '\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.dc().get_team(u.side());
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, rc.dc())))
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_with_resistance = round_damage(specials_damage, damage_multiplier * resist.first, damage_divisor);
tooltip << "<b>" << damage_with_resistance << "</b> "
<< "<span color='" << attack_info_percent_color(resist.first-100).to_hex_string() << "'>"
<< "<i>(" << utils::signed_percent(resist.first-100) << ")</i>"
<< naps
<< " : \t" // spaces to align the tab to a multiple of 8
<< utils::join(resist.second, " " + font::unicode_bullet + " ") << '\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));
}
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.dc().get_team(u.side());
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, rc.dc())))
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_with_resistance = round_damage(specials_damage, damage_multiplier * resist.first, damage_divisor);
tooltip << "<b>" << damage_with_resistance << "</b> "
<< "<span color='" << attack_info_percent_color(resist.first-100).to_hex_string() << "'>"
<< "<i>(" << utils::signed_percent(resist.first-100) << ")</i>"
<< naps
<< " : \t" // spaces to align the tab to a multiple of 8
<< utils::join(resist.second, " " + font::unicode_bullet + " ") << '\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));
}
}
{
auto ctx = at.specials_context_for_listing();
boost::dynamic_bitset<> 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 color_t &details_color = active[i] ? font::weapon_details_color :
font::inactive_details_color;
auto ctx = at.specials_context_for_listing();
boost::dynamic_bitset<> 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 color_t &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;
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);
}
add_text(res, flush(str), flush(tooltip), help_page);
}
}
return damage;
}