本文整理汇总了C++中reports::context::units方法的典型用法代码示例。如果您正苦于以下问题:C++ context::units方法的具体用法?C++ context::units怎么用?C++ context::units使用的例子?那么, 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类reports::context
的用法示例。
在下文中一共展示了context::units方法的5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: time_of_day_at
static config time_of_day_at(reports::context & rc, const map_location& mouseover_hex)
{
std::ostringstream tooltip;
time_of_day tod;
const team &viewing_team = rc.teams()[rc.screen().viewing_team()];
if (viewing_team.shrouded(mouseover_hex)) {
// Don't show time on shrouded tiles.
tod = rc.tod().get_time_of_day();
} else if (viewing_team.fogged(mouseover_hex)) {
// Don't show illuminated time on fogged tiles.
tod = rc.tod().get_time_of_day(mouseover_hex);
} else {
tod = rc.tod().get_illuminated_time_of_day(rc.units(), rc.map(), mouseover_hex);
}
int b = tod.lawful_bonus;
std::string lawful_color("white");
std::string chaotic_color("white");
std::string liminal_color("white");
if (b != 0) {
lawful_color = (b > 0) ? "green" : "red";
chaotic_color = (b < 0) ? "green" : "red";
liminal_color = "red";
}
tooltip << tod.name << '\n'
<< _("Lawful units: ") << "<span foreground=\"" << lawful_color << "\">"
<< utils::signed_percent(b) << "</span>\n"
<< _("Neutral units: ") << utils::signed_percent(0) << '\n'
<< _("Chaotic units: ") << "<span foreground=\"" << chaotic_color << "\">"
<< utils::signed_percent(-b) << "</span>\n"
<< _("Liminal units: ") << "<span foreground=\"" << liminal_color << "\">"
<< utils::signed_percent(-(abs(b))) << "</span>\n";
std::string tod_image = tod.image;
if (tod.bonus_modified > 0) tod_image += "~BRIGHTEN()";
else if (tod.bonus_modified < 0) tod_image += "~DARKEN()";
return image_report(tod_image, tooltip.str(), "time_of_day_" + tod.id);
}
示例2: unit_alignment
static config unit_alignment(reports::context & rc, const unit* u)
{
if (!u) return config();
std::ostringstream str, tooltip;
const std::string align = unit_type::alignment_description(u->alignment(), u->gender());
const std::string align_id = lexical_cast<std::string>(u->alignment());
int cm = combat_modifier(rc.units(), rc.map(), rc.screen().displayed_unit_hex(), u->alignment(),
u->is_fearless());
SDL_Color color = font::weapon_color;
if (cm != 0)
color = (cm > 0) ? font::good_dmg_color : font::bad_dmg_color;
str << align << " (" << span_color(color) << utils::signed_percent(cm)
<< naps << ")";
tooltip << _("Alignment: ") << "<b>" << align << "</b>\n"
<< string_table[align_id + "_description"];
return text_report(str.str(), tooltip.str(), "time_of_day");
}
示例3: unit_weapons
static config unit_weapons(reports::context & rc, const unit *attacker, const map_location &attacker_pos, const unit *defender, bool show_attacker)
{
if (!attacker || !defender) return config();
const unit* u = show_attacker ? attacker : defender;
const map_location unit_loc = show_attacker ? attacker_pos : defender->get_location();
std::ostringstream str, tooltip;
config res;
std::vector<battle_context> weapons;
for (unsigned int i = 0; i < attacker->attacks().size(); i++) {
// skip weapons with attack_weight=0
if (attacker->attacks()[i].attack_weight() > 0) {
battle_context weapon(rc.units(), attacker_pos, defender->get_location(), i, -1, 0.0, nullptr, attacker);
weapons.push_back(weapon);
}
}
for (const battle_context& weapon : weapons) {
// Predict the battle outcome.
combatant attacker_combatant(weapon.get_attacker_stats());
combatant defender_combatant(weapon.get_defender_stats());
attacker_combatant.fight(defender_combatant);
const battle_context_unit_stats& context_unit_stats =
show_attacker ? weapon.get_attacker_stats() : weapon.get_defender_stats();
int total_damage = 0;
int base_damage = 0;
int num_blows = 0;
int chance_to_hit = 0;
t_string weapon_name = _("None");
SDL_Color dmg_color = font::weapon_color;
if (context_unit_stats.weapon) {
base_damage = attack_info(rc, *context_unit_stats.weapon, res, *u, unit_loc);
total_damage = context_unit_stats.damage;
num_blows = context_unit_stats.num_blows;
chance_to_hit = context_unit_stats.chance_to_hit;
weapon_name = context_unit_stats.weapon->name();
if ( total_damage > base_damage )
dmg_color = font::good_dmg_color;
else if ( total_damage < base_damage )
dmg_color = font::bad_dmg_color;
} else {
str << span_color(font::weapon_color) << weapon_name << naps << "\n";
tooltip << _("Weapon: ") << "<b>" << weapon_name << "</b>\n"
<< _("Damage: ") << "<b>" << "0" << "</b>\n";
}
SDL_Color chance_color = int_to_color(game_config::red_to_green(chance_to_hit));
// Total damage.
str << " " << span_color(dmg_color) << total_damage << naps << span_color(font::weapon_color)
<< utils::unicode_en_dash << num_blows
<< " (" << span_color(chance_color) << chance_to_hit << "%" << naps << ")"
<< naps << "\n";
tooltip << _("Weapon: ") << "<b>" << weapon_name << "</b>\n"
<< _("Total damage") << "<b>" << total_damage << "</b>\n";
// Create the hitpoints distribution.
std::vector<std::pair<int, double> > hp_prob_vector;
// First, we sort the probabilities in ascending order.
std::vector<std::pair<double, int> > prob_hp_vector;
int i;
combatant* c = show_attacker ? &attacker_combatant : &defender_combatant;
for(i = 0; i < static_cast<int>(c->hp_dist.size()); i++) {
double prob = c->hp_dist[i];
// We keep only values above 0.1%.
if(prob > 0.001)
prob_hp_vector.push_back(std::pair<double, int>(prob, i));
}
std::sort(prob_hp_vector.begin(), prob_hp_vector.end());
//TODO fendrin -- make that dynamically
int max_hp_distrib_rows_ = 10;
// We store a few of the highest probability hitpoint values.
int nb_elem = std::min<int>(max_hp_distrib_rows_, prob_hp_vector.size());
for(i = prob_hp_vector.size() - nb_elem;
i < static_cast<int>(prob_hp_vector.size()); i++) {
hp_prob_vector.push_back(std::pair<int, double>
(prob_hp_vector[i].second, prob_hp_vector[i].first));
}
// Then, we sort the hitpoint values in ascending order.
std::sort(hp_prob_vector.begin(), hp_prob_vector.end());
// And reverse the order. Might be doable in a better manor.
std::reverse(hp_prob_vector.begin(), hp_prob_vector.end());
//.........这里部分代码省略.........
示例4: 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.........
示例5: unit_box_at
static config unit_box_at(reports::context & rc, const map_location& mouseover_hex)
{
std::ostringstream tooltip;
time_of_day local_tod;
time_of_day global_tod = rc.tod().get_time_of_day();
const team &viewing_team = rc.teams()[rc.screen().viewing_team()];
if (viewing_team.shrouded(mouseover_hex)) {
// Don't show time on shrouded tiles.
local_tod = global_tod;
} else if (viewing_team.fogged(mouseover_hex)) {
// Don't show illuminated time on fogged tiles.
local_tod = rc.tod().get_time_of_day(mouseover_hex);
} else {
local_tod = rc.tod().get_illuminated_time_of_day(rc.units(), rc.map(),mouseover_hex);
}
int bonus = local_tod.lawful_bonus;
std::string lawful_color("white");
std::string chaotic_color("white");
std::string liminal_color("white");
if (bonus != 0) {
lawful_color = (bonus > 0) ? "green" : "red";
chaotic_color = (bonus < 0) ? "green" : "red";
liminal_color = "red";
}
tooltip << local_tod.name << '\n'
<< _("Lawful units: ") << "<span foreground=\"" << lawful_color << "\">"
<< utils::signed_percent(bonus) << "</span>\n"
<< _("Neutral units: ") << utils::signed_percent(0) << '\n'
<< _("Chaotic units: ") << "<span foreground=\"" << chaotic_color << "\">"
<< utils::signed_percent(-bonus) << "</span>\n"
<< _("Liminal units: ") << "<span foreground=\"" << liminal_color << "\">"
<< utils::signed_percent(-(abs(bonus))) << "</span>\n";
std::string local_tod_image = "themes/classic/" + local_tod.image;
std::string global_tod_image = "themes/classic/" + global_tod.image;
if (local_tod.bonus_modified > 0) local_tod_image += "~BRIGHTEN()";
else if (local_tod.bonus_modified < 0) local_tod_image += "~DARKEN()";
const gamemap &map = rc.map();
t_translation::t_terrain terrain = map.get_terrain(mouseover_hex);
//if (terrain == t_translation::OFF_MAP_USER)
// return config();
//if (map.is_keep(mouseover_hex)) {
// add_image(cfg, "icons/terrain/terrain_type_keep.png", "");
//}
const t_translation::t_list& underlying_terrains = map.underlying_union_terrain(terrain);
std::string bg_terrain_image;
for (const t_translation::t_terrain& underlying_terrain : underlying_terrains) {
const std::string& terrain_id = map.get_terrain_info(underlying_terrain).id();
bg_terrain_image = "~BLIT(unit_env/terrain/terrain-" + terrain_id + ".png)" + bg_terrain_image;
}
std::stringstream color;
color << local_tod.color;
bg_terrain_image = bg_terrain_image + "~CS(" + color.str() + ")";
const unit *u = get_visible_unit(rc);
std::string unit_image;
if (u)
unit_image = "~BLIT(" + u->absolute_image() + u->image_mods() + ",35,22)";
std::string tod_image = global_tod_image + "~BLIT(" + local_tod_image + ")";
return image_report(tod_image + bg_terrain_image + unit_image, tooltip.str(), "time_of_day");
}