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C++ unit::is_fearless方法代码示例

本文整理汇总了C++中unit::is_fearless方法的典型用法代码示例。如果您正苦于以下问题:C++ unit::is_fearless方法的具体用法?C++ unit::is_fearless怎么用?C++ unit::is_fearless使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在unit的用法示例。


在下文中一共展示了unit::is_fearless方法的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: get_unit_strings

void battle_prediction_pane::get_unit_strings(const battle_context_unit_stats& stats,
										  const unit& u, const map_location& u_loc, float u_unscathed,
										  const unit& opp, const map_location& opp_loc, const attack_type *opp_weapon,
											  std::vector<std::string>& left_strings, std::vector<std::string>& right_strings,
									      int& left_strings_width, int& right_strings_width, int& strings_width)
{
	std::stringstream str;
	char str_buf[10];

	// With a weapon.
	if(stats.weapon != NULL) {

		// Set specials context (for safety, it should not have changed normally).
		const attack_type *weapon = stats.weapon;
		weapon->set_specials_context(u_loc, opp_loc, stats.is_attacker, opp_weapon);

		// Get damage modifiers.
		unit_ability_list dmg_specials = weapon->get_specials("damage");
		unit_abilities::effect dmg_effect(dmg_specials, weapon->damage(), stats.backstab_pos);

		// Get the SET damage modifier, if any.
		const unit_abilities::individual_effect *set_dmg_effect = NULL;
		unit_abilities::effect::const_iterator i;
		for(i = dmg_effect.begin(); i != dmg_effect.end(); ++i) {
			if(i->type == unit_abilities::SET) {
				set_dmg_effect = &*i;
				break;
			}
		}

		// Either user the SET modifier or the base weapon damage.
		if(set_dmg_effect == NULL) {
			left_strings.push_back(weapon->name());
			str.str("");
			str << weapon->damage();
			right_strings.push_back(str.str());
		} else {
			assert(set_dmg_effect->ability);

			left_strings.push_back((*set_dmg_effect->ability)["name"]);
			str.str("");
			str << set_dmg_effect->value;
			right_strings.push_back(str.str());
		}

		// Process the ADD damage modifiers.
		for(i = dmg_effect.begin(); i != dmg_effect.end(); ++i) {
			if(i->type == unit_abilities::ADD) {
				left_strings.push_back((*i->ability)["name"]);
				str.str("");
				if(i->value >= 0) str << "+" << i->value;
				else str << i->value;
				right_strings.push_back(str.str());
			}
		}

		// Process the MUL damage modifiers.
		for(i = dmg_effect.begin(); i != dmg_effect.end(); ++i) {
			if(i->type == unit_abilities::MUL) {
				left_strings.push_back((*i->ability)["name"]);
				str.str("");
				str << "* " << (i->value / 100);
				if(i->value % 100) {
					str << "." << ((i->value % 100) / 10);
					if(i->value % 10) str << (i->value % 10);
				}
				right_strings.push_back(str.str());
			}
		}

		// Time of day modifier.
		int tod_modifier = combat_modifier(resources::gameboard->units(), resources::gameboard->map(), u_loc, u.alignment(), u.is_fearless());
		if(tod_modifier != 0) {
			left_strings.push_back(_("Time of day"));
			str.str("");
			str << utils::signed_percent(tod_modifier);
			right_strings.push_back(str.str());
		}

		// Leadership bonus.
		int leadership_bonus = 0;
		under_leadership(*resources::units, u_loc, &leadership_bonus);
		if(leadership_bonus != 0) {
			left_strings.push_back(_("Leadership"));
			str.str("");
			str << utils::signed_percent(leadership_bonus);
			right_strings.push_back(str.str());
		}


		// Resistance modifier.
		int resistance_modifier = opp.damage_from(*weapon, !stats.is_attacker, opp_loc);
		if(resistance_modifier != 100) {
			str.str("");
			if(stats.is_attacker) str << _("Defender");
			else str << _("Attacker");
			if(resistance_modifier < 100) str << _(" resistance vs ");
			else str << _(" vulnerability vs ");
			str << string_table["type_" + weapon->type()];
			left_strings.push_back(str.str());
//.........这里部分代码省略.........
开发者ID:Spoffy,项目名称:wesnoth,代码行数:101,代码来源:attack_prediction_display.cpp

示例2: cth_effects

battle_context_unit_stats::battle_context_unit_stats(const unit &u,
		const map_location& u_loc, int u_attack_num, bool attacking,
		const unit &opp, const map_location& opp_loc,
		const attack_type *opp_weapon, const unit_map& units) :
	weapon(NULL),
	attack_num(u_attack_num),
	is_attacker(attacking),
	is_poisoned(u.get_state(unit::STATE_POISONED)),
	is_slowed(u.get_state(unit::STATE_SLOWED)),
	slows(false),
	drains(false),
	petrifies(false),
	plagues(false),
	poisons(false),
	backstab_pos(false),
	swarm(false),
	firststrike(false),
	experience(u.experience()),
	max_experience(u.max_experience()),
	level(u.level()),
	rounds(1),
	hp(0),
	max_hp(u.max_hitpoints()),
	chance_to_hit(0),
	damage(0),
	slow_damage(0),
	drain_percent(0),
	drain_constant(0),
	num_blows(0),
	swarm_min(0),
	swarm_max(0),
	plague_type()
{
	// Get the current state of the unit.
	if (attack_num >= 0) {
		weapon = &u.attacks()[attack_num];
	}
	if(u.hitpoints() < 0) {
		LOG_CF << "Unit with " << u.hitpoints() << " hitpoints found, set to 0 for damage calculations\n";
		hp = 0;
	} else if(u.hitpoints() > u.max_hitpoints()) {
		// If a unit has more hp than its maximum, the engine will fail
		// with an assertion failure due to accessing the prob_matrix
		// out of bounds.
		hp = u.max_hitpoints();
	} else {
		hp = u.hitpoints();
	}

	// Get the weapon characteristics, if any.
	if (weapon) {
		weapon->set_specials_context(u_loc, opp_loc, attacking, opp_weapon);
		if (opp_weapon)
			opp_weapon->set_specials_context(opp_loc, u_loc, !attacking, weapon);
		slows = weapon->get_special_bool("slow");
		drains = !opp.get_state("undrainable") && weapon->get_special_bool("drains");
		petrifies = weapon->get_special_bool("petrifies");
		poisons = !opp.get_state("unpoisonable") && weapon->get_special_bool("poison") && !opp.get_state(unit::STATE_POISONED);
		backstab_pos = is_attacker && backstab_check(u_loc, opp_loc, units, *resources::teams);
		rounds = weapon->get_specials("berserk").highest("value", 1).first;
		firststrike = weapon->get_special_bool("firststrike");

		// Handle plague.
		unit_ability_list plague_specials = weapon->get_specials("plague");
		plagues = !opp.get_state("unplagueable") && !plague_specials.empty() &&
			strcmp(opp.undead_variation().c_str(), "null") && !resources::game_map->is_village(opp_loc);

		if (plagues) {
			plague_type = (*plague_specials.front().first)["type"].str();
			if (plague_type.empty())
				plague_type = u.type().base_id();
		}

		// Compute chance to hit.
		chance_to_hit = opp.defense_modifier(
			resources::game_map->get_terrain(opp_loc)) + weapon->accuracy() -
			(opp_weapon ? opp_weapon->parry() : 0);
		if(chance_to_hit > 100) {
			chance_to_hit = 100;
		}

		unit_ability_list cth_specials = weapon->get_specials("chance_to_hit");
		unit_abilities::effect cth_effects(cth_specials, chance_to_hit, backstab_pos);
		chance_to_hit = cth_effects.get_composite_value();

		// Compute base damage done with the weapon.
		int base_damage = weapon->modified_damage(backstab_pos);

		// Get the damage multiplier applied to the base damage of the weapon.
		int damage_multiplier = 100;
		// Time of day bonus.
		damage_multiplier += combat_modifier(u_loc, u.alignment(), u.is_fearless());
		// Leadership bonus.
		int leader_bonus = 0;
		if (under_leadership(units, u_loc, &leader_bonus).valid())
			damage_multiplier += leader_bonus;
		// Resistance modifier.
		damage_multiplier *= opp.damage_from(*weapon, !attacking, opp_loc);

		// Compute both the normal and slowed damage.
//.........这里部分代码省略.........
开发者ID:Coffee--,项目名称:wesnoth-old,代码行数:101,代码来源:attack.cpp

示例3: attack_info

static int attack_info(reports::context & rc, const attack_type &at, config &res, const unit &u, const map_location &displayed_unit_hex)
{
	std::ostringstream str, tooltip;

	at.set_specials_context(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 = 0;
	if (under_leadership(rc.units(), displayed_unit_hex, &leader_bonus).valid())
		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).
	int 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);

	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);

	SDL_Color 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";

	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';
			}
		}
		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';
		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";

//.........这里部分代码省略.........
开发者ID:CliffsDover,项目名称:wesnoth,代码行数:101,代码来源:reports.cpp


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