/* * player_stats.cpp, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */ #include "StdInc.h" #include "BAI/v13/global_stats.h" #include "BAI/v13/player_stats.h" #include "schema/v13/constants.h" namespace MMAI::BAI::V13 { namespace S13 = Schema::V13; using Side = Schema::Side; using GA = Schema::V13::GlobalAttribute; using A = Schema::V13::PlayerAttribute; static_assert(EI(Side::LEFT) == EI(BattleSide::LEFT_SIDE)); static_assert(EI(Side::RIGHT) == EI(BattleSide::RIGHT_SIDE)); PlayerStats::PlayerStats(BattleSide side, int value, int hp) { // Fill with NA to guard against "forgotten" attrs // (all attrs are strict so encoder will throw if NAs are found) attrs.fill(S13::NULL_VALUE_UNENCODED); static_assert(EI(A::_count) == 23, "whistleblower in case attributes change"); setattr(A::BATTLE_SIDE, EI(side)); setattr(A::VALUE_KILLED_ACC_ABS, 0); setattr(A::VALUE_LOST_ACC_ABS, 0); setattr(A::DMG_DEALT_ACC_ABS, 0); setattr(A::DMG_RECEIVED_ACC_ABS, 0); }; void PlayerStats::update(const GlobalStats * gstats, int value, int hp, int dmgDealt, int dmgReceived, int valueKilled, int valueLost) { // ll (long long) ensures long is 64-bit even on 32-bit systems setattr(A::ARMY_VALUE_NOW_ABS, value); setattr(A::ARMY_VALUE_NOW_REL, 1000LL * value / gstats->attr(GA::BFIELD_VALUE_NOW_ABS)); setattr(A::ARMY_VALUE_NOW_REL0, 1000LL * value / gstats->attr(GA::BFIELD_VALUE_START_ABS)); setattr(A::ARMY_HP_NOW_ABS, hp); setattr(A::ARMY_HP_NOW_REL, 1000LL * hp / gstats->attr(GA::BFIELD_HP_NOW_ABS)); setattr(A::ARMY_HP_NOW_REL0, 1000LL * hp / gstats->attr(GA::BFIELD_HP_START_ABS)); setattr(A::VALUE_KILLED_NOW_ABS, valueKilled); setattr(A::VALUE_KILLED_NOW_REL, 1000LL * valueKilled / gstats->attr(GA::BFIELD_VALUE_NOW_ABS)); addattr(A::VALUE_KILLED_ACC_ABS, valueKilled); setattr(A::VALUE_KILLED_ACC_REL0, 1000LL * attr(A::VALUE_KILLED_ACC_ABS) / gstats->attr(GA::BFIELD_VALUE_START_ABS)); setattr(A::VALUE_LOST_NOW_ABS, valueLost); setattr(A::VALUE_LOST_NOW_REL, 1000LL * valueLost / gstats->attr(GA::BFIELD_VALUE_NOW_ABS)); addattr(A::VALUE_LOST_ACC_ABS, valueLost); setattr(A::VALUE_LOST_ACC_REL0, 1000LL * attr(A::VALUE_LOST_ACC_ABS) / gstats->attr(GA::BFIELD_VALUE_START_ABS)); setattr(A::DMG_DEALT_NOW_ABS, dmgDealt); setattr(A::DMG_DEALT_NOW_REL, 1000LL * dmgDealt / gstats->attr(GA::BFIELD_HP_NOW_ABS)); addattr(A::DMG_DEALT_ACC_ABS, dmgDealt); setattr(A::DMG_DEALT_ACC_REL0, 1000LL * attr(A::DMG_DEALT_ACC_ABS) / gstats->attr(GA::BFIELD_HP_START_ABS)); setattr(A::DMG_RECEIVED_NOW_ABS, dmgReceived); setattr(A::DMG_RECEIVED_NOW_REL, 1000LL * dmgReceived / gstats->attr(GA::BFIELD_HP_NOW_ABS)); addattr(A::DMG_RECEIVED_ACC_ABS, dmgReceived); setattr(A::DMG_RECEIVED_ACC_REL0, 1000LL * attr(A::DMG_RECEIVED_ACC_ABS) / gstats->attr(GA::BFIELD_HP_START_ABS)); } int PlayerStats::getAttr(PlayerAttribute a) const { return attr(a); } int PlayerStats::attr(PlayerAttribute a) const { return attrs.at(EI(a)); }; void PlayerStats::setattr(PlayerAttribute a, int value) { attrs.at(EI(a)) = value; }; void PlayerStats::addattr(PlayerAttribute a, int value) { attrs.at(EI(a)) += value; }; }