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https://github.com/wesnoth/wesnoth
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Add labels in sidebar's tooltips
- Add 'Traits:' and 'Weapon:' - Move unit type title from level to type's description - terrain def has now a tooltip with terrain's name and a label "Chance to be hit" (explaining the meaning of the %)
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@ -87,9 +87,15 @@ report generate_report(TYPE type,
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case UNIT_NAME:
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str << "<b>" << u->name() << "</b>";
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return report(str.str(), "", u->name());
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case UNIT_TYPE:
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case UNIT_TYPE: {
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str << span_color(font::unit_type_color) << u->type_name() << naps;
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return report(str.str(), "", u->unit_description());
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std::ostringstream tooltip;
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tooltip << u->type_name() << ":\n";
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tooltip << u->unit_description();
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return report(str.str(), "", tooltip.str());
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}
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case UNIT_RACE:
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str << span_color(font::race_color)
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<< u->race()->name(u->gender()) << naps;
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@ -110,13 +116,10 @@ report generate_report(TYPE type,
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case UNIT_LEVEL: {
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str << u->level();
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std::ostringstream tooltip;
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tooltip << u->type_name() << "\n";
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tooltip << _("Advances to:") << "\n";
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const std::vector<std::string>& adv_to = u->advances_to();
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if(!adv_to.empty()) {
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tooltip << _("Advances to:") << "\n";
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foreach (const std::string& s, adv_to){
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tooltip << "\t" << s << "\n";
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}
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foreach (const std::string& s, adv_to){
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tooltip << "\t" << s << "\n";
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}
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return report(str.str(), "", tooltip.str());
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}
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@ -128,9 +131,12 @@ report generate_report(TYPE type,
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}
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return(res);
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}
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case UNIT_TRAITS:
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return report(u->traits_description(), "", u->modification_description("trait"));
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case UNIT_TRAITS: {
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std::ostringstream tooltip;
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tooltip << _("Traits:") << "\n";
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tooltip << u->modification_description("trait");
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return report(u->traits_description(), "", tooltip.str());
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}
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case UNIT_STATUS: {
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report res;
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if (map.on_board(displayed_unit_hex) &&
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@ -238,7 +244,12 @@ report generate_report(TYPE type,
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int def = 100 - u->defense_modifier(terrain);
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SDL_Color color = int_to_color(game_config::red_to_green(def));
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str << span_color(color) << def << "%</span>";
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break;
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std::ostringstream tooltip;
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tooltip << _("Terrain: ") << map.get_terrain_info(terrain).description() << "\n";
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tooltip << _("Chance to be hit: ") << def << "%\n";
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return report(str.str(), "", tooltip.str());
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}
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case UNIT_MOVES: {
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float movement_frac = 1.0;
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@ -307,7 +318,7 @@ report generate_report(TYPE type,
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str << ' ' << at.name() << ' ' << at.accuracy_parry_description();
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str << "</span>\n";
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tooltip << at.name() << "\n";
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tooltip << _("Weapon: ") << at.name() << "\n";
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tooltip << _("Damage: ") << damage << "\n";
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// Damage calculations details:
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if(tod_bonus || leader_bonus || slowed) {
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@ -350,8 +361,8 @@ report generate_report(TYPE type,
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str << span_color(font::weapon_details_color) << " "
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<< range << "--" << lang_type << "</span>\n";
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tooltip << _("weapon range: ") << range <<"\n";
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tooltip << _("damage type: ") << lang_type << "\n";
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tooltip << _("Weapon range: ") << range <<"\n";
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tooltip << _("Damage type: ") << lang_type << "\n";
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// Find all the unit types on the map, and
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// show this weapon's bonus against all the different units.
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// Don't show invisible units, except if they are in our team or allied.
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