mirror of
https://github.com/wesnoth/wesnoth
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129 lines
3.4 KiB
C++
129 lines
3.4 KiB
C++
/* $Id$ */
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/*
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Copyright (C) 2003 - 2008 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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/** @file statistics.hpp */
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#ifndef STATISTICS_HPP_INCLUDED
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#define STATISTICS_HPP_INCLUDED
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class config;
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class config_writer;
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class unit;
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//#include "actions.hpp"
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#include <string>
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#include <map>
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#include <vector>
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namespace statistics
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{
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struct stats
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{
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stats();
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explicit stats(const config& cfg);
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config write() const;
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void write(config_writer &out) const;
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void read(const config& cfg);
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typedef std::map<std::string,int> str_int_map;
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str_int_map recruits, recalls, advanced_to, deaths, killed;
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int recruit_cost, recall_cost;
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/*
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* A type that will map a string of hit/miss to the number of times
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* that sequence has occurred.
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*/
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typedef str_int_map battle_sequence_frequency_map;
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/** A type that will map different % chances to hit to different results. */
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typedef std::map<int,battle_sequence_frequency_map> battle_result_map;
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battle_result_map attacks, defends;
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long long damage_inflicted, damage_taken;
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long long turn_damage_inflicted, turn_damage_taken;
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static const long long desimal_shift = 1000;
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// Expected value for damage inflicted/taken * 1000, based on
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// probability to hit,
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// Use this long term to see how lucky a side is.
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/**
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* @todo FIXME: Since integers are used, rounding errors accumulate.
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* Also, slow isn't accounted for properly. Rusty's simulator could be
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* used obtain valid values.
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*/
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long long expected_damage_inflicted, expected_damage_taken;
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long long turn_expected_damage_inflicted, turn_expected_damage_taken;
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long long new_expected_damage_inflicted, new_expected_damage_taken;
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long long new_turn_expected_damage_inflicted, new_turn_expected_damage_taken;
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};
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int sum_str_int_map(const stats::str_int_map& m);
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struct disabler
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{
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disabler();
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~disabler();
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};
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struct scenario_context
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{
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scenario_context(const std::string& name);
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~scenario_context();
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};
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struct attack_context
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{
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attack_context(const unit& a, const unit& d, int a_cth, int d_cth);
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~attack_context();
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enum ATTACK_RESULT { MISSES, HITS, KILLS };
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void attack_excepted_damage(double attacker_inflict, double defender_inflict);
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void attack_result(ATTACK_RESULT res, long long damage, long long drain);
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void defend_result(ATTACK_RESULT res, long long damage, long long drain);
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private:
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std::string attacker_type, defender_type;
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int attacker_side, defender_side;
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int chance_to_hit_defender, chance_to_hit_attacker;
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std::string attacker_res, defender_res;
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stats& attacker_stats();
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stats& defender_stats();
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};
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void recruit_unit(const unit& u);
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void recall_unit(const unit& u);
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void un_recall_unit(const unit& u);
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void un_recruit_unit(const unit& u);
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void advance_unit(const unit& u);
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config write_stats();
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void write_stats(config_writer &out);
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void read_stats(const config& cfg);
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void fresh_stats();
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void clear_current_scenario();
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void reset_turn_stats(int side);
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stats calculate_stats(int category, int side);
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} // end namespace statistics
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#endif
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