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#include "martialarts.h"
#include <algorithm>
#include <cstdlib>
#include <functional>
#include <iterator>
#include <map>
#include <memory>
#include <string>
#include <utility>
#include "bodypart.h"
#include "character.h"
#include "character_martial_arts.h"
#include "color.h"
#include "cursesdef.h"
#include "damage.h"
#include "debug.h"
#include "effect.h"
#include "enums.h"
#include "game_constants.h"
#include "generic_factory.h"
#include "input.h"
#include "item.h"
#include "item_factory.h"
#include "itype.h"
#include "json.h"
#include "localized_comparator.h"
#include "map.h"
#include "output.h"
#include "pimpl.h"
#include "point.h"
#include "skill.h"
#include "string_formatter.h"
#include "translations.h"
#include "ui_manager.h"
#include "value_ptr.h"
static const bionic_id bio_armor_arms( "bio_armor_arms" );
static const bionic_id bio_armor_legs( "bio_armor_legs" );
static const bionic_id bio_cqb( "bio_cqb" );
static const flag_id json_flag_PROVIDES_TECHNIQUES( "PROVIDES_TECHNIQUES" );
static const json_character_flag json_flag_ALWAYS_BLOCK( "ALWAYS_BLOCK" );
static const json_character_flag json_flag_NONSTANDARD_BLOCK( "NONSTANDARD_BLOCK" );
static const limb_score_id limb_score_block( "block" );
static const matec_id tec_none( "tec_none" );
static const skill_id skill_unarmed( "unarmed" );
static const weapon_category_id weapon_category_OTHER_INVALID_WEAP_CAT( "OTHER_INVALID_WEAP_CAT" );
namespace
{
generic_factory<weapon_category> weapon_category_factory( "weapon category" );
generic_factory<ma_technique> ma_techniques( "martial art technique" );
generic_factory<martialart> martialarts( "martial art style" );
generic_factory<ma_buff> ma_buffs( "martial art buff" );
} // namespace
template<>
const weapon_category &weapon_category_id::obj() const
{
return weapon_category_factory.obj( *this );
}
/** @relates string_id */
template<>
bool weapon_category_id::is_valid() const
{
return weapon_category_factory.is_valid( *this );
}
void weapon_category::load_weapon_categories( const JsonObject &jo, const std::string &src )
{
weapon_category_factory.load( jo, src );
}
void weapon_category::reset()
{
weapon_category_factory.reset();
}
void weapon_category::load( const JsonObject &jo, const std::string_view )
{
mandatory( jo, was_loaded, "name", name_ );
}
const std::vector<weapon_category> &weapon_category::get_all()
{
return weapon_category_factory.get_all();
}
matype_id martial_art_learned_from( const itype &type )
{
if( !type.can_use( "MA_MANUAL" ) ) {
return {};
}
if( !type.book || type.book->martial_art.is_null() ) {
debugmsg( "Item '%s' which claims to teach a martial art is missing martial_art",
type.get_id().str() );
return {};
}
return type.book->martial_art;
}
void load_technique( const JsonObject &jo, const std::string &src )
{
ma_techniques.load( jo, src );
}
// To avoid adding empty entries
template <typename Container>
void add_if_exists( const JsonObject &jo, Container &cont, bool was_loaded,
const std::string &json_key, const typename Container::key_type &id )
{
if( jo.has_member( json_key ) ) {
mandatory( jo, was_loaded, json_key, cont[id] );
}
}
class ma_skill_reader : public generic_typed_reader<ma_skill_reader>
{
public:
std::pair<skill_id, int> get_next( const JsonObject &jo ) const {
return std::pair<skill_id, int>( skill_id( jo.get_string( "name" ) ), jo.get_int( "level" ) );
}
template<typename C>
void erase_next( std::string &&skill_id_str, C &container ) const {
const skill_id id = skill_id( std::move( skill_id_str ) );
reader_detail::handler<C>().erase_if( container, [&id]( const std::pair<skill_id, int> &e ) {
return e.first == id;
} );
}
};
class ma_weapon_damage_reader : public generic_typed_reader<ma_weapon_damage_reader>
{
public:
std::pair<damage_type_id, int> get_next( const JsonObject &jo ) const {
return std::pair<damage_type_id, int>( jo.get_string( "type" ), jo.get_int( "min" ) );
}
template<typename C>
void erase_next( const JsonObject &jo, C &container ) const {
damage_type_id id( jo.get_string( "type" ) );
reader_detail::handler<C>().erase_if( container,
[&id]( const std::pair<const damage_type_id, int> &e ) {
return e.first == id;
} );
}
};
tech_effect_data load_tech_effect_data( const JsonObject &e )
{
return tech_effect_data( efftype_id( e.get_string( "id" ) ), e.get_int( "duration", 0 ),
e.get_bool( "permanent", false ), e.get_bool( "on_damage", true ),
e.get_int( "chance", 100 ), e.get_string( "message", "" ),
json_character_flag( e.get_string( "req_flag", "NULL" ) ) );
}
class tech_effect_reader : public generic_typed_reader<tech_effect_reader>
{
public:
tech_effect_data get_next( JsonValue &jv ) const {
JsonObject e = jv.get_object();
return load_tech_effect_data( e );
}
template<typename C>
void erase_next( std::string &&eff_str, C &container ) const {
const efftype_id id = efftype_id( std::move( eff_str ) );
reader_detail::handler<C>().erase_if( container, [&id]( const tech_effect_data & e ) {
return e.id == id;
} );
}
};
void ma_requirements::load( const JsonObject &jo, const std::string_view )
{
optional( jo, was_loaded, "unarmed_allowed", unarmed_allowed, false );
optional( jo, was_loaded, "melee_allowed", melee_allowed, false );
optional( jo, was_loaded, "unarmed_weapons_allowed", unarmed_weapons_allowed, true );
if( jo.has_string( "weapon_categories_allowed" ) ) {
weapon_category_id tmp_id;
mandatory( jo, was_loaded, "weapon_categories_allowed", tmp_id );
weapon_categories_allowed.emplace_back( tmp_id );
} else {
optional( jo, was_loaded, "weapon_categories_allowed", weapon_categories_allowed );
}
optional( jo, was_loaded, "strictly_unarmed", strictly_unarmed, false );
optional( jo, was_loaded, "wall_adjacent", wall_adjacent, false );
optional( jo, was_loaded, "required_buffs_all", req_buffs_all, string_id_reader<::ma_buff> {} );
optional( jo, was_loaded, "required_buffs_any", req_buffs_any, string_id_reader<::ma_buff> {} );
optional( jo, was_loaded, "forbidden_buffs_all", forbid_buffs_all, string_id_reader<::ma_buff> {} );
optional( jo, was_loaded, "forbidden_buffs_any", forbid_buffs_any, string_id_reader<::ma_buff> {} );
optional( jo, was_loaded, "req_flags", req_flags, string_id_reader<::json_flag> {} );
optional( jo, was_loaded, "required_char_flags", req_char_flags );
optional( jo, was_loaded, "required_char_flags_all", req_char_flags_all );
optional( jo, was_loaded, "forbidden_char_flags", forbidden_char_flags );
optional( jo, was_loaded, "skill_requirements", min_skill, ma_skill_reader {} );
optional( jo, was_loaded, "weapon_damage_requirements", min_damage, ma_weapon_damage_reader {} );
}
void ma_technique::load( const JsonObject &jo, const std::string &src )
{
mandatory( jo, was_loaded, "name", name );
optional( jo, was_loaded, "description", description, translation() );
if( jo.has_member( "messages" ) ) {
JsonArray jsarr = jo.get_array( "messages" );
jsarr.read( 0, avatar_message );
jsarr.read( 1, npc_message );
}
optional( jo, was_loaded, "crit_tec", crit_tec, false );
optional( jo, was_loaded, "crit_ok", crit_ok, false );
optional( jo, was_loaded, "attack_override", attack_override, false );
optional( jo, was_loaded, "wall_adjacent", wall_adjacent, false );
optional( jo, was_loaded, "reach_tec", reach_tec, false );
optional( jo, was_loaded, "reach_ok", reach_ok, false );
optional( jo, was_loaded, "needs_ammo", needs_ammo, false );
optional( jo, was_loaded, "defensive", defensive, false );
optional( jo, was_loaded, "disarms", disarms, false );
optional( jo, was_loaded, "take_weapon", take_weapon, false );
optional( jo, was_loaded, "side_switch", side_switch, false );
optional( jo, was_loaded, "dummy", dummy, false );
optional( jo, was_loaded, "dodge_counter", dodge_counter, false );
optional( jo, was_loaded, "block_counter", block_counter, false );
optional( jo, was_loaded, "miss_recovery", miss_recovery, false );
optional( jo, was_loaded, "grab_break", grab_break, false );
optional( jo, was_loaded, "weighting", weighting, 1 );
optional( jo, was_loaded, "repeat_min", repeat_min, 1 );
optional( jo, was_loaded, "repeat_max", repeat_max, 1 );
optional( jo, was_loaded, "down_dur", down_dur, 0 );
optional( jo, was_loaded, "stun_dur", stun_dur, 0 );
optional( jo, was_loaded, "knockback_dist", knockback_dist, 0 );
optional( jo, was_loaded, "knockback_spread", knockback_spread, 0 );
optional( jo, was_loaded, "knockback_follow", knockback_follow, false );
optional( jo, was_loaded, "aoe", aoe, "" );
optional( jo, was_loaded, "flags", flags, auto_flags_reader<> {} );
optional( jo, was_loaded, "tech_effects", tech_effects, tech_effect_reader{} );
optional( jo, was_loaded, "attack_vectors", attack_vectors, {} );
optional( jo, was_loaded, "attack_vectors_random", attack_vectors_random, {} );
for( JsonValue jv : jo.get_array( "eocs" ) ) {
eocs.push_back( effect_on_conditions::load_inline_eoc( jv, src ) );
}
if( jo.has_member( "condition" ) ) {
read_condition( jo, "condition", condition, false );
optional( jo, was_loaded, "condition_desc", condition_desc );
has_condition = true;
}
reqs.load( jo, src );
bonuses.load( jo );
}
// Not implemented on purpose (martialart objects have no integer id)
// int_id<T> string_id<mabuff>::id() const;
/** @relates string_id */
template<>
const ma_technique &string_id<ma_technique>::obj() const
{
return ma_techniques.obj( *this );
}
/** @relates string_id */
template<>
bool string_id<ma_technique>::is_valid() const
{
return ma_techniques.is_valid( *this );
}
void ma_buff::load( const JsonObject &jo, const std::string_view src )
{
mandatory( jo, was_loaded, "name", name );
mandatory( jo, was_loaded, "description", description );
optional( jo, was_loaded, "buff_duration", buff_duration, 2_turns );
optional( jo, was_loaded, "max_stacks", max_stacks, 1 );
optional( jo, was_loaded, "persists", persists, false );
optional( jo, was_loaded, "bonus_dodges", dodges_bonus, 0 );
optional( jo, was_loaded, "bonus_blocks", blocks_bonus, 0 );
optional( jo, was_loaded, "quiet", quiet, false );
optional( jo, was_loaded, "stealthy", stealthy, false );
optional( jo, was_loaded, "melee_bash_damage_cap_bonus", melee_bash_damage_cap_bonus, false );
optional( jo, was_loaded, "flags", flags );
reqs.load( jo, src );
bonuses.load( jo );
}
// Not implemented on purpose (martialart objects have no integer id)
// int_id<T> string_id<mabuff>::id() const;
/** @relates string_id */
template<>
const ma_buff &string_id<ma_buff>::obj() const
{
return ma_buffs.obj( *this );
}
/** @relates string_id */
template<>
bool string_id<ma_buff>::is_valid() const
{
return ma_buffs.is_valid( *this );
}
void load_martial_art( const JsonObject &jo, const std::string &src )
{
martialarts.load( jo, src );
}
class ma_buff_reader : public generic_typed_reader<ma_buff_reader>
{
public:
mabuff_id get_next( const JsonValue &jin ) const {
if( jin.test_string() ) {
return mabuff_id( jin.get_string() );
}
JsonObject jsobj = jin.get_object();
ma_buffs.load( jsobj, "" );
return mabuff_id( jsobj.get_string( "id" ) );
}
};
void martialart::load( const JsonObject &jo, const std::string &src )
{
mandatory( jo, was_loaded, "name", name );
mandatory( jo, was_loaded, "description", description );
mandatory( jo, was_loaded, "initiate", initiate );
for( JsonArray skillArray : jo.get_array( "autolearn" ) ) {
std::string skill_name = skillArray.get_string( 0 );
int skill_level = skillArray.get_int( 1 );
autolearn_skills.emplace_back( skill_name, skill_level );
}
optional( jo, was_loaded, "priority", priority, 0 );
optional( jo, was_loaded, "primary_skill", primary_skill, skill_unarmed );
optional( jo, was_loaded, "learn_difficulty", learn_difficulty );
optional( jo, was_loaded, "teachable", teachable, true );
optional( jo, was_loaded, "static_buffs", static_buffs, ma_buff_reader{} );
optional( jo, was_loaded, "onmove_buffs", onmove_buffs, ma_buff_reader{} );
optional( jo, was_loaded, "onpause_buffs", onpause_buffs, ma_buff_reader{} );
optional( jo, was_loaded, "onhit_buffs", onhit_buffs, ma_buff_reader{} );
optional( jo, was_loaded, "onattack_buffs", onattack_buffs, ma_buff_reader{} );
optional( jo, was_loaded, "ondodge_buffs", ondodge_buffs, ma_buff_reader{} );
optional( jo, was_loaded, "onblock_buffs", onblock_buffs, ma_buff_reader{} );
optional( jo, was_loaded, "ongethit_buffs", ongethit_buffs, ma_buff_reader{} );
optional( jo, was_loaded, "onmiss_buffs", onmiss_buffs, ma_buff_reader{} );
optional( jo, was_loaded, "oncrit_buffs", oncrit_buffs, ma_buff_reader{} );
optional( jo, was_loaded, "onkill_buffs", onkill_buffs, ma_buff_reader{} );
for( JsonValue jv : jo.get_array( "static_eocs" ) ) {
static_eocs.push_back( effect_on_conditions::load_inline_eoc( jv, src ) );
}
for( JsonValue jv : jo.get_array( "onmove_eocs" ) ) {
onmove_eocs.push_back( effect_on_conditions::load_inline_eoc( jv, src ) );
}
for( JsonValue jv : jo.get_array( "onpause_eocs" ) ) {
onpause_eocs.push_back( effect_on_conditions::load_inline_eoc( jv, src ) );
}
for( JsonValue jv : jo.get_array( "onhit_eocs" ) ) {
onhit_eocs.push_back( effect_on_conditions::load_inline_eoc( jv, src ) );
}
for( JsonValue jv : jo.get_array( "onattack_eocs" ) ) {
onattack_eocs.push_back( effect_on_conditions::load_inline_eoc( jv, src ) );
}
for( JsonValue jv : jo.get_array( "ondodge_eocs" ) ) {
ondodge_eocs.push_back( effect_on_conditions::load_inline_eoc( jv, src ) );
}
for( JsonValue jv : jo.get_array( "onblock_eocs" ) ) {
onblock_eocs.push_back( effect_on_conditions::load_inline_eoc( jv, src ) );
}
for( JsonValue jv : jo.get_array( "ongethit_eocs" ) ) {
ongethit_eocs.push_back( effect_on_conditions::load_inline_eoc( jv, src ) );
}
for( JsonValue jv : jo.get_array( "onmiss_eocs" ) ) {
onmiss_eocs.push_back( effect_on_conditions::load_inline_eoc( jv, src ) );
}
for( JsonValue jv : jo.get_array( "oncrit_eocs" ) ) {
oncrit_eocs.push_back( effect_on_conditions::load_inline_eoc( jv, src ) );
}
for( JsonValue jv : jo.get_array( "onkill_eocs" ) ) {
onkill_eocs.push_back( effect_on_conditions::load_inline_eoc( jv, src ) );
}
optional( jo, was_loaded, "techniques", techniques, string_id_reader<::ma_technique> {} );
optional( jo, was_loaded, "weapons", weapons, string_id_reader<::itype> {} );
optional( jo, was_loaded, "weapon_category", weapon_category, auto_flags_reader<weapon_category_id> {} );
optional( jo, was_loaded, "strictly_melee", strictly_melee, false );
optional( jo, was_loaded, "strictly_unarmed", strictly_unarmed, false );
optional( jo, was_loaded, "allow_all_weapons", allow_all_weapons, false );
optional( jo, was_loaded, "force_unarmed", force_unarmed, false );
optional( jo, was_loaded, "prevent_weapon_blocking", prevent_weapon_blocking, false );
optional( jo, was_loaded, "leg_block", leg_block, 99 );
optional( jo, was_loaded, "arm_block", arm_block, 99 );
optional( jo, was_loaded, "nonstandard_block", nonstandard_block, 99 );
optional( jo, was_loaded, "arm_block_with_bio_armor_arms", arm_block_with_bio_armor_arms, false );
optional( jo, was_loaded, "leg_block_with_bio_armor_legs", leg_block_with_bio_armor_legs, false );
}
// Not implemented on purpose (martialart objects have no integer id)
// int_id<T> string_id<martialart>::id() const;
/** @relates string_id */
template<>
const martialart &string_id<martialart>::obj() const
{
return martialarts.obj( *this );
}
/** @relates string_id */
template<>
bool string_id<martialart>::is_valid() const
{
return martialarts.is_valid( *this );
}
std::vector<matype_id> all_martialart_types()
{
std::vector<matype_id> result;
for( const martialart &ma : martialarts.get_all() ) {
result.push_back( ma.id );
}
return result;
}
std::vector<matype_id> autolearn_martialart_types()
{
std::vector<matype_id> result;
for( const martialart &ma : martialarts.get_all() ) {
if( ma.autolearn_skills.empty() ) {
continue;
}
result.push_back( ma.id );
}
return result;
}
static void check( const ma_requirements &req, const std::string &display_text )
{
for( const mabuff_id &r : req.req_buffs_all ) {
if( !r.is_valid() ) {
debugmsg( "ma buff %s of %s does not exist", r.c_str(), display_text );
}
}
for( const mabuff_id &r : req.req_buffs_any ) {
if( !r.is_valid() ) {
debugmsg( "ma buff %s of %s does not exist", r.c_str(), display_text );
}
}
for( const mabuff_id &r : req.forbid_buffs_all ) {
if( !r.is_valid() ) {
debugmsg( "ma buff %s of %s does not exist", r.c_str(), display_text );
}
}
for( const mabuff_id &r : req.forbid_buffs_any ) {
if( !r.is_valid() ) {
debugmsg( "ma buff %s of %s does not exist", r.c_str(), display_text );
}
}
}
void check_martialarts()
{
for( const martialart &ma : martialarts.get_all() ) {
for( auto technique = ma.techniques.cbegin();
technique != ma.techniques.cend(); ++technique ) {
if( !technique->is_valid() ) {
debugmsg( "Technique with id %s in style %s doesn't exist.",
technique->c_str(), ma.name );
}
}
for( auto weapon = ma.weapons.cbegin();
weapon != ma.weapons.cend(); ++weapon ) {
if( !item::type_is_defined( *weapon ) ) {
debugmsg( "Weapon %s in style %s doesn't exist.",
weapon->c_str(), ma.name );
}
}
}
for( const ma_technique &t : ma_techniques.get_all() ) {
::check( t.reqs, string_format( "technique %s", t.id.c_str() ) );
}
for( const ma_buff &b : ma_buffs.get_all() ) {
::check( b.reqs, string_format( "buff %s", b.id.c_str() ) );
}
}
/**
* This is a wrapper class to get access to the protected members of effect_type, it creates
* the @ref effect_type that is used to store a @ref ma_buff in the creatures effect map.
* Note: this class must not contain any new members, it will be converted to a plain
* effect_type later and that would slice the new members of.
*/
class ma_buff_effect_type : public effect_type
{
public:
explicit ma_buff_effect_type( const ma_buff &buff ) {
id = buff.get_effect_id();
max_intensity = buff.max_stacks;
// add_effect add the duration to an existing effect, but it must never be
// above buff_duration, this keeps the old ma_buff behavior
max_duration = buff.buff_duration;
dur_add_perc = 100;
show_intensity = true;
// each add_effect call increases the intensity by 1
int_add_val = 1;
// effect intensity increases by -1 each turn.
int_decay_step = -1;
int_decay_tick = 1;
int_dur_factor = 0_turns;
int_decay_remove = false;
name.push_back( buff.name );
desc.push_back( buff.description );
apply_msgs.emplace_back( no_translation( "" ), m_good );
}
};
void finalize_martial_arts()
{
// This adds an effect type for each ma_buff, so we can later refer to it and don't need a
// redundant definition of those effects in json.
for( const ma_buff &buff : ma_buffs.get_all() ) {
const ma_buff_effect_type new_eff( buff );
// Note the slicing here: new_eff is converted to a plain effect_type, but this doesn't
// bother us because ma_buff_effect_type does not have any members that can be sliced.
effect_type::register_ma_buff_effect( new_eff );
}
}
std::string martialart_difficulty( const matype_id &mstyle )
{
std::string diff;
if( mstyle->learn_difficulty <= 2 ) {
diff = _( "easy" );
} else if( mstyle->learn_difficulty <= 4 ) {
diff = _( "moderately hard" );
} else if( mstyle->learn_difficulty <= 6 ) {
diff = _( "hard" );
} else if( mstyle->learn_difficulty <= 8 ) {
diff = _( "very hard" );
} else {
diff = _( "extremely hard" );
}
return diff;
}
void clear_techniques_and_martial_arts()
{
martialarts.reset();
ma_buffs.reset();
ma_techniques.reset();
}
bool ma_requirements::buff_requirements_satisfied( const Character &u ) const
{
const auto having_buff = [&u]( const mabuff_id & buff_id ) {
return u.has_mabuff( buff_id );
};
if( std::any_of( forbid_buffs_any.begin(), forbid_buffs_any.end(), having_buff ) ) {
return false;
}
if( !forbid_buffs_all.empty() ) {
if( std::all_of( forbid_buffs_all.begin(), forbid_buffs_all.end(), having_buff ) ) {
return false;
}
}
return std::all_of( req_buffs_all.begin(), req_buffs_all.end(), having_buff ) &&
( req_buffs_any.empty() || std::any_of( req_buffs_any.begin(), req_buffs_any.end(), having_buff ) );
}
bool ma_requirements::is_valid_character( const Character &u ) const
{
if( !buff_requirements_satisfied( u ) ) {
add_msg_debug( debugmode::DF_MELEE, "Buff requirements not satisfied, attack discarded" );
return false;
}
//A technique is valid if it applies to unarmed strikes, if it applies generally
//to all weapons (such as Ninjutsu sneak attacks or innate weapon techniques like RAPID)
//or if the weapon is flagged as being compatible with the style. Some techniques have
//further restrictions on required weapon properties (is_valid_weapon).
bool cqb = u.has_active_bionic( bio_cqb );
// There are 4 different cases of "armedness":
// Truly unarmed, unarmed weapon, style-allowed weapon, generic weapon
const item_location weapon = u.get_wielded_item();
bool melee_style = u.martial_arts_data->selected_strictly_melee();
bool is_armed = u.is_armed();
bool forced_unarmed = u.martial_arts_data->selected_force_unarmed();
bool weapon_ok = melee_allowed && weapon && is_valid_weapon( *weapon );
bool style_weapon = weapon && u.martial_arts_data->selected_has_weapon( weapon->typeId() );
bool all_weapons = u.martial_arts_data->selected_allow_all_weapons();
bool melee_ok = weapon_ok && ( style_weapon || all_weapons );
bool valid_unarmed = !melee_style && unarmed_allowed && !is_armed;
bool valid_melee = !strictly_unarmed && ( forced_unarmed || melee_ok );
if( !valid_unarmed && !valid_melee ) {
return false;
}
if( wall_adjacent && !get_map().is_wall_adjacent( u.pos() ) ) {
return false;
}
for( const auto &pr : min_skill ) {
if( ( cqb ? 5 : static_cast<int>( u.get_skill_level( pr.first ) ) ) < pr.second ) {
add_msg_debug( debugmode::DF_MELEE, "Skill level requirement %d not satisfied, attack discarded",
pr.second );
return false;
}
}
if( !req_char_flags.empty() ) {
bool has_flag = false;
for( const json_character_flag &flag : req_char_flags ) {
if( u.has_flag( flag ) ) {
has_flag = true;
}
}
if( !has_flag ) {
add_msg_debug( debugmode::DF_MELEE, "Required flag(any) not found, attack discarded" );
return false;
}
}
for( const json_character_flag &flag : req_char_flags_all ) {
if( !u.has_flag( flag ) ) {
add_msg_debug( debugmode::DF_MELEE, "Required flags(all) not found, attack discarded" );
return false;
}
}
if( !forbidden_char_flags.empty() ) {
bool has_flag = false;
for( const json_character_flag &flag : forbidden_char_flags ) {
if( u.has_flag( flag ) ) {
has_flag = true;
}
}
if( has_flag ) {
add_msg_debug( debugmode::DF_MELEE, "Forbidden flag found, attack discarded" );
return false;
}
}
if( !weapon_categories_allowed.empty() ) {
bool valid_weap_cat = false;
for( const weapon_category_id &w_cat : weapon_categories_allowed ) {
if( u.used_weapon() && u.used_weapon()->typeId()->weapon_category.count( w_cat ) > 0 ) {
valid_weap_cat = true;
}
}
if( !valid_weap_cat ) {
add_msg_debug( debugmode::DF_MELEE, "Not using weapon from a valid category, attack discarded" );
return false;
}
}
return true;
}
bool ma_requirements::is_valid_weapon( const item &i ) const
{
for( const flag_id &flag : req_flags ) {
if( !i.has_flag( flag ) ) {
return false;
}
}
for( const auto &pr : min_damage ) {
if( i.damage_melee( pr.first ) < pr.second ) {
return false;
}
}
return true;
}
std::string ma_requirements::get_description( bool buff ) const
{
std::string dump;
if( std::any_of( min_skill.begin(), min_skill.end(), []( const std::pair<skill_id, int> &pr ) {
return pr.second > 0;
} ) ) {
dump += n_gettext( "<bold>Skill required: </bold>",
"<bold>Skills required: </bold>", min_skill.size() );
dump += enumerate_as_string( min_skill.begin(),
min_skill.end(), []( const std::pair<skill_id, int> &pr ) {
Character &u = get_player_character();
int player_skill = u.get_skill_level( skill_id( pr.first ) );
if( u.has_active_bionic( bio_cqb ) ) {
player_skill = BIO_CQB_LEVEL;
}
return string_format( "%s: <stat>%d</stat>/<stat>%d</stat>", pr.first->name(), player_skill,
pr.second );
}, enumeration_conjunction::none ) + "\n";
}
if( std::any_of( min_damage.begin(),
min_damage.end(), []( const std::pair<const damage_type_id, int> &pr ) {
return pr.second > 0;
} ) ) {
dump += n_gettext( "<bold>Damage type required: </bold>",
"<bold>Damage types required: </bold>", min_damage.size() );
dump += enumerate_as_string( min_damage.begin(),
min_damage.end(), []( const std::pair<const damage_type_id, int> &pr ) {
return string_format( _( "%s: <stat>%d</stat>" ), pr.first->name.translated(), pr.second );
}, enumeration_conjunction::none ) + "\n";
}
if( !weapon_categories_allowed.empty() ) {
dump += n_gettext( "<bold>Weapon category required: </bold>",
"<bold>Weapon categories required: </bold>", weapon_categories_allowed.size() );
dump += enumerate_as_string( weapon_categories_allowed.begin(),
weapon_categories_allowed.end(), []( const weapon_category_id & w_cat ) {
if( !w_cat.is_valid() ) {
return w_cat.str();
}
return w_cat->name().translated();
} ) + "\n";
}
if( !req_buffs_all.empty() ) {
dump += _( "<bold>Requires (all):</bold> " );
dump += enumerate_as_string( req_buffs_all.begin(),
req_buffs_all.end(), []( const mabuff_id & bid ) {
return bid->name.translated();
}, enumeration_conjunction::none ) + "\n";
}
if( !req_buffs_any.empty() ) {
dump += _( "<bold>Requires (any):</bold> " );
dump += enumerate_as_string( req_buffs_any.begin(),
req_buffs_any.end(), []( const mabuff_id & bid ) {
return bid->name.translated();
}, enumeration_conjunction::none ) + "\n";
}
if( !forbid_buffs_all.empty() ) {
dump += _( "<bold>Forbidden (all):</bold> " );
dump += enumerate_as_string( forbid_buffs_all.begin(),
forbid_buffs_all.end(), []( const mabuff_id & bid ) {
return bid->name.translated();
}, enumeration_conjunction::none ) + "\n";
}
if( !forbid_buffs_any.empty() ) {
dump += _( "<bold>Forbidden (any):</bold> " );
dump += enumerate_as_string( forbid_buffs_any.begin(),
forbid_buffs_any.end(), []( const mabuff_id & bid ) {
return bid->name.translated();
}, enumeration_conjunction::none ) + "\n";
}
const std::string type = buff ? _( "activate" ) : _( "be used" );
if( unarmed_allowed && melee_allowed ) {
dump += string_format( _( "* Can %s while <info>armed</info> or <info>unarmed</info>" ),
type ) + "\n";
if( unarmed_weapons_allowed ) {
dump += string_format( _( "* Can %s while using <info>any unarmed weapon</info>" ),
type ) + "\n";
}
} else if( unarmed_allowed ) {
dump += string_format( _( "* Can <info>only</info> %s while <info>unarmed</info>" ),
type ) + "\n";
if( unarmed_weapons_allowed ) {
dump += string_format( _( "* Can %s while using <info>any unarmed weapon</info>" ),
type ) + "\n";
}
} else if( melee_allowed ) {
dump += string_format( _( "* Can <info>only</info> %s while <info>armed</info>" ),
type ) + "\n";
}
if( wall_adjacent ) {
dump += string_format( _( "* Can %s while <info>near</info> to a <info>wall</info>" ),
type ) + "\n";
}
return dump;
}
ma_technique::ma_technique()
{
crit_tec = false;
crit_ok = false;
defensive = false;
side_switch = false; // moves the target behind user
dummy = false;
down_dur = 0;
stun_dur = 0;
knockback_dist = 0;
knockback_spread = 0; // adding randomness to knockback, like tec_throw
knockback_follow = false; // player follows the knocked-back party into their former tile
// offensive
disarms = false; // like tec_disarm
take_weapon = false; // disarms and equips weapon if hands are free
dodge_counter = false; // like tec_grab
block_counter = false; // like tec_counter
// conditional
wall_adjacent = false; // only works near a wall
needs_ammo = false; // technique only works if the item is loaded with ammo
miss_recovery = false; // reduces the total move cost of a miss by 50%, post stumble modifier
grab_break = false; // allows grab_breaks, like tec_break
}
bool ma_technique::is_valid_character( const Character &u ) const
{
return reqs.is_valid_character( u );
}
ma_buff::ma_buff()
: buff_duration( 1_turns )
{
max_stacks = 1; // total number of stacks this buff can have
dodges_bonus = 0; // extra dodges, like karate
blocks_bonus = 0; // extra blocks, like karate
}
efftype_id ma_buff::get_effect_id() const
{
return efftype_id( std::string( "mabuff:" ) + id.str() );
}
const ma_buff *ma_buff::from_effect( const effect &eff )
{
const std::string &id = eff.get_effect_type()->id.str();
// Same as in get_effect_id!
if( id.compare( 0, 7, "mabuff:" ) != 0 ) {
return nullptr;
}
return &mabuff_id( id.substr( 7 ) ).obj();
}
void ma_buff::apply_buff( Character &u ) const
{
u.add_effect( get_effect_id(), time_duration::from_turns( buff_duration ) );
}
bool ma_buff::is_valid_character( const Character &u ) const
{
return reqs.is_valid_character( u );
}
void ma_buff::apply_character( Character &u ) const
{
u.mod_num_dodges_bonus( dodges_bonus );
u.set_num_blocks_bonus( u.get_num_blocks_bonus() + blocks_bonus );
}
int ma_buff::hit_bonus( const Character &u ) const
{
return bonuses.get_flat( u, affected_stat::HIT );
}
int ma_buff::critical_hit_chance_bonus( const Character &u ) const
{
return bonuses.get_flat( u, affected_stat::CRITICAL_HIT_CHANCE );
}
int ma_buff::dodge_bonus( const Character &u ) const
{
return bonuses.get_flat( u, affected_stat::DODGE );
}
int ma_buff::block_bonus( const Character &u ) const
{
return bonuses.get_flat( u, affected_stat::BLOCK );
}
int ma_buff::arpen_bonus( const Character &u, const damage_type_id &dt ) const
{
return bonuses.get_flat( u, affected_stat::ARMOR_PENETRATION, dt );
}
int ma_buff::block_effectiveness_bonus( const Character &u ) const
{
return bonuses.get_flat( u, affected_stat::BLOCK_EFFECTIVENESS );
}
int ma_buff::speed_bonus( const Character &u ) const
{
return bonuses.get_flat( u, affected_stat::SPEED );
}
int ma_buff::armor_bonus( const Character &guy, const damage_type_id &dt ) const
{
return bonuses.get_flat( guy, affected_stat::ARMOR, dt );
}
float ma_buff::damage_bonus( const Character &u, const damage_type_id &dt ) const
{
return bonuses.get_flat( u, affected_stat::DAMAGE, dt );
}
float ma_buff::damage_mult( const Character &u, const damage_type_id &dt ) const
{
return bonuses.get_mult( u, affected_stat::DAMAGE, dt );
}
bool ma_buff::is_melee_bash_damage_cap_bonus() const
{
return melee_bash_damage_cap_bonus;
}
bool ma_buff::is_quiet() const
{
return quiet;
}
bool ma_buff::is_stealthy() const
{
return stealthy;
}
bool ma_buff::has_flag( const json_character_flag &flag ) const
{
for( const json_character_flag &q : flags ) {
if( q == flag ) {
return true;
}
}
return false;
}
bool ma_buff::can_melee() const
{
return melee_allowed;
}
std::string ma_buff::get_description( bool passive ) const
{
std::string dump;
dump += string_format( _( "<bold>Buff technique:</bold> %s" ), name ) + "\n";
std::string temp = bonuses.get_description();
if( !temp.empty() ) {
dump += std::string( npgettext( "martial arts buff desc", "<bold>Bonus:</bold> ",
"<bold>Bonus/stack:</bold> ", max_stacks ) ) + "\n" + temp;
}
dump += reqs.get_description( true );
if( max_stacks > 1 ) {
dump += string_format( _( "* Will <info>stack</info> up to <stat>%d</stat> times" ),
max_stacks ) + "\n";
}
const int turns = to_turns<int>( buff_duration );
if( !passive && turns ) {
dump += string_format( n_gettext( "* Will <info>last</info> for <stat>%d turn</stat>",
"* Will <info>last</info> for <stat>%d turns</stat>",
turns ),
turns ) + "\n";
}
if( dodges_bonus > 0 ) {
dump += string_format(
n_gettext( "* Will give a <good>+%s</good> bonus to <info>dodge</info> for the stack",
"* Will give a <good>+%s</good> bonus to <info>dodge</info> per stack",
max_stacks ),
dodges_bonus ) + "\n";
} else if( dodges_bonus < 0 ) {
dump += string_format(
n_gettext( "* Will give a <bad>%s</bad> penalty to <info>dodge</info> for the stack",
"* Will give a <bad>%s</bad> penalty to <info>dodge</info> per stack",
max_stacks ),
dodges_bonus ) + "\n";
}
if( blocks_bonus > 0 ) {
dump += string_format(
n_gettext( "* Will give a <good>+%s</good> bonus to <info>block</info> for the stack",
"* Will give a <good>+%s</good> bonus to <info>block</info> per stack",
max_stacks ),
blocks_bonus ) + "\n";
} else if( blocks_bonus < 0 ) {
dump += string_format(
n_gettext( "* Will give a <bad>%s</bad> penalty to <info>block</info> for the stack",
"* Will give a <bad>%s</bad> penalty to <info>block</info> per stack",
max_stacks ),
blocks_bonus ) + "\n";
}
if( quiet ) {
dump += _( "* Attacks will be completely <info>silent</info>" ) + std::string( "\n" );
}
if( stealthy ) {
dump += _( "* Movement will make <info>less noise</info>" ) + std::string( "\n" );
}
return dump;
}
martialart::martialart()
{
leg_block = -1;
arm_block = -1;
}
// simultaneously check and add all buffs. this is so that buffs that have
// buff dependencies added by the same event trigger correctly
static void simultaneous_add( Character &u, const std::vector<mabuff_id> &buffs )
{
std::vector<const ma_buff *> buffer; // hey get it because it's for buffs????
for( const mabuff_id &buffid : buffs ) {
const ma_buff &buff = buffid.obj();
if( buff.is_valid_character( u ) ) {
buffer.push_back( &buff );
}
}
for( const ma_buff *&elem : buffer ) {
elem->apply_buff( u );
}
}
void martialart::remove_all_buffs( Character &u ) const
{
// Remove static buffs
for( const auto &elem : static_buffs ) {
const efftype_id eff_id = elem->get_effect_id();
if( u.has_effect( eff_id ) && !elem->persists ) {
u.remove_effect( eff_id );
}
}
// Remove onmove buffs
for( const auto &elem : onmove_buffs ) {
const efftype_id eff_id = elem->get_effect_id();
if( u.has_effect( eff_id ) && !elem->persists ) {
u.remove_effect( eff_id );
}
}
// Remove onpause buffs
for( const auto &elem : onpause_buffs ) {
const efftype_id eff_id = elem->get_effect_id();
if( u.has_effect( eff_id ) && !elem->persists ) {
u.remove_effect( eff_id );
}
}
// Remove onhit buffs
for( const auto &elem : onhit_buffs ) {
const efftype_id eff_id = elem->get_effect_id();
if( u.has_effect( eff_id ) && !elem->persists ) {
u.remove_effect( eff_id );
}
}
// Remove onattack buffs
for( const auto &elem : onattack_buffs ) {
const efftype_id eff_id = elem->get_effect_id();
if( u.has_effect( eff_id ) && !elem->persists ) {
u.remove_effect( eff_id );
}
}
// Remove ondodge buffs
for( const auto &elem : ondodge_buffs ) {
const efftype_id eff_id = elem->get_effect_id();
if( u.has_effect( eff_id ) && !elem->persists ) {
u.remove_effect( eff_id );
}
}
// Remove onblock buffs
for( const auto &elem : onblock_buffs ) {
const efftype_id eff_id = elem->get_effect_id();
if( u.has_effect( eff_id ) && !elem->persists ) {
u.remove_effect( eff_id );
}
}
// Remove ongethit buffs
for( const auto &elem : ongethit_buffs ) {
const efftype_id eff_id = elem->get_effect_id();
if( u.has_effect( eff_id ) && !elem->persists ) {
u.remove_effect( eff_id );
}
}
// Remove onmiss buffs
for( const auto &elem : onmiss_buffs ) {
const efftype_id eff_id = elem->get_effect_id();
if( u.has_effect( eff_id ) && !elem->persists ) {
u.remove_effect( eff_id );
}
}
// Remove oncrit buffs
for( const auto &elem : oncrit_buffs ) {
const efftype_id eff_id = elem->get_effect_id();
if( u.has_effect( eff_id ) && !elem->persists ) {
u.remove_effect( eff_id );
}
}
// Remove onkill buffs
for( const auto &elem : onkill_buffs ) {
const efftype_id eff_id = elem->get_effect_id();
if( u.has_effect( eff_id ) && !elem->persists ) {
u.remove_effect( eff_id );
}
}
}
void martialart::apply_static_buffs( Character &u ) const
{
simultaneous_add( u, static_buffs );
}
void martialart::apply_onmove_buffs( Character &u ) const
{
simultaneous_add( u, onmove_buffs );
}
void martialart::apply_onpause_buffs( Character &u ) const
{
simultaneous_add( u, onpause_buffs );
}
void martialart::apply_onhit_buffs( Character &u ) const
{
simultaneous_add( u, onhit_buffs );
}
void martialart::apply_onattack_buffs( Character &u ) const
{
simultaneous_add( u, onattack_buffs );
}
void martialart::apply_ondodge_buffs( Character &u ) const
{
simultaneous_add( u, ondodge_buffs );
}
void martialart::apply_onblock_buffs( Character &u ) const
{
simultaneous_add( u, onblock_buffs );
}
void martialart::apply_ongethit_buffs( Character &u ) const
{
simultaneous_add( u, ongethit_buffs );
}
void martialart::apply_onmiss_buffs( Character &u ) const
{
simultaneous_add( u, onmiss_buffs );
}
void martialart::apply_oncrit_buffs( Character &u ) const
{
simultaneous_add( u, oncrit_buffs );
}
void martialart::apply_onkill_buffs( Character &u ) const
{
simultaneous_add( u, onkill_buffs );
}
void martialart::activate_eocs( Character &u,
const std::vector<effect_on_condition_id> &eocs ) const
{
for( const effect_on_condition_id &eoc : eocs ) {
dialogue d( get_talker_for( u ), nullptr );
if( eoc->type == eoc_type::ACTIVATION ) {
eoc->activate( d );
} else {
debugmsg( "Must use an activation eoc for a martial art activation. If you don't want the effect_on_condition to happen on its own (without the martial art being activated), remove the recurrence min and max. Otherwise, create a non-recurring effect_on_condition for this martial art with its condition and effects, then have a recurring one queue it." );
}
}
}
void martialart::apply_static_eocs( Character &u ) const
{
activate_eocs( u, static_eocs );
}
void martialart::apply_onmove_eocs( Character &u ) const
{
activate_eocs( u, onmove_eocs );
}
void martialart::apply_onpause_eocs( Character &u ) const
{
activate_eocs( u, onpause_eocs );
}
void martialart::apply_onhit_eocs( Character &u ) const
{
activate_eocs( u, onhit_eocs );
}
void martialart::apply_onattack_eocs( Character &u ) const
{
activate_eocs( u, onattack_eocs );
}
void martialart::apply_ondodge_eocs( Character &u ) const
{
activate_eocs( u, ondodge_eocs );
}
void martialart::apply_onblock_eocs( Character &u ) const
{
activate_eocs( u, onblock_eocs );
}
void martialart::apply_ongethit_eocs( Character &u ) const
{
activate_eocs( u, ongethit_eocs );
}
void martialart::apply_onmiss_eocs( Character &u ) const
{
activate_eocs( u, onmiss_eocs );
}
void martialart::apply_oncrit_eocs( Character &u ) const
{
activate_eocs( u, oncrit_eocs );
}
void martialart::apply_onkill_eocs( Character &u ) const
{
activate_eocs( u, onkill_eocs );
}
bool martialart::has_technique( const Character &u, const matec_id &tec_id ) const
{
for( const matec_id &elem : techniques ) {
const ma_technique &tec = elem.obj();
if( tec.is_valid_character( u ) && tec.id == tec_id ) {
return true;
}
}
return false;
}
bool martialart::has_weapon( const itype_id &itt ) const
{
return weapons.count( itt ) > 0 ||
std::any_of( itt->weapon_category.begin(), itt->weapon_category.end(),
[&]( const weapon_category_id & weap ) {
return weapon_category.count( weap ) > 0;
} );
}
bool martialart::weapon_valid( const item_location &it ) const
{
if( allow_all_weapons ) {
return true;
}
if( !it && !strictly_melee ) {
return true;
}
if( it && has_weapon( it->typeId() ) ) {
return true;
}
return false;
}
std::string martialart::get_initiate_avatar_message() const
{
return initiate[0].translated();
}
std::string martialart::get_initiate_npc_message() const
{
return initiate[1].translated();
}
// Player stuff
// technique
std::vector<matec_id> character_martial_arts::get_all_techniques( const item_location &weap,
const Character &u ) const
{
std::vector<matec_id> tecs;
const martialart &style = style_selected.obj();
// Grab individual item techniques if the style allows them
if( weap && !style.force_unarmed ) {
const auto &weapon_techs = weap->get_techniques();
tecs.insert( tecs.end(), weapon_techs.begin(), weapon_techs.end() );
}
// If we have any items that also provide techniques
const std::vector<const item *> tech_providing_items = u.cache_get_items_with(
json_flag_PROVIDES_TECHNIQUES );
for( const item *it : tech_providing_items ) {
const std::set<matec_id> &item_techs = it->get_techniques();
tecs.insert( tecs.end(), item_techs.begin(), item_techs.end() );
}
// and martial art techniques
tecs.insert( tecs.end(), style.techniques.begin(), style.techniques.end() );
// And limb techniques
const auto &limb_techs = u.get_limb_techs();
tecs.insert( tecs.end(), limb_techs.begin(), limb_techs.end() );
return tecs;
}
// defensive technique-related
static ma_technique get_valid_technique( const Character &owner, bool ma_technique::* purpose )
{
const auto &ma_data = owner.martial_arts_data;
for( const matec_id &candidate_id : ma_data->get_all_techniques( owner.get_wielded_item(),
owner ) ) {
ma_technique candidate = candidate_id.obj();
if( candidate.*purpose && candidate.is_valid_character( owner ) ) {
return candidate;
}
}
return tec_none.obj();
}
ma_technique character_martial_arts::get_grab_break( const Character &owner ) const
{
return get_valid_technique( owner, &ma_technique::grab_break );
}
ma_technique character_martial_arts::get_miss_recovery( const Character &owner ) const
{
return get_valid_technique( owner, &ma_technique::miss_recovery );
}
std::string character_martial_arts::get_valid_attack_vector( const Character &user,
const std::vector<std::string> &attack_vectors ) const
{
for( auto av : attack_vectors ) {
if( can_use_attack_vector( user, av ) ) {
return av;
}
}
return "NONE";
}
bool character_martial_arts::can_use_attack_vector( const Character &user,
const std::string &av ) const
{
martialart ma = style_selected.obj();
bool valid_weapon = ma.weapon_valid( user.get_wielded_item() );
int arm_r_hp = user.get_part_hp_cur( bodypart_id( "arm_r" ) );
int arm_l_hp = user.get_part_hp_cur( bodypart_id( "arm_l" ) );
int leg_r_hp = user.get_part_hp_cur( bodypart_id( "leg_r" ) );
int leg_l_hp = user.get_part_hp_cur( bodypart_id( "leg_l" ) );
bool healthy_arm = arm_r_hp > 0 || arm_l_hp > 0;
bool healthy_arms = arm_r_hp > 0 && arm_l_hp > 0;
bool healthy_legs = leg_r_hp > 0 && leg_l_hp > 0;
bool always_ok = av == "HEAD" || av == "TORSO";
bool weapon_ok = av == "WEAPON" && valid_weapon && healthy_arm;
bool arm_ok = ( av == "HAND" || av == "FINGER" || av == "WRIST" || av == "ARM" || av == "ELBOW" ||
av == "HAND_BACK" || av == "PALM" || av == "SHOULDER" ) && healthy_arm;
bool arms_ok = ( av == "GRAPPLE" || av == "THROW" ) && healthy_arms;
bool legs_ok = ( av == "FOOT" || av == "LOWER_LEG" || av == "KNEE" || av == "HIP" ) && healthy_legs;
return always_ok || weapon_ok || arm_ok || arms_ok || legs_ok;
}
bool character_martial_arts::can_leg_block( const Character &owner ) const
{
const martialart &ma = style_selected.obj();
///\EFFECT_UNARMED increases ability to perform leg block
const int unarmed_skill = owner.has_active_bionic( bio_cqb ) ? 5 : owner.get_skill_level(
skill_unarmed );
// Before we check our legs, can you block at all?
const bool block_with_skill = unarmed_skill >= ma.leg_block;
const bool block_with_bio_armor = ma.leg_block_with_bio_armor_legs &&
owner.has_bionic( bio_armor_legs );
if( !( block_with_skill || block_with_bio_armor ) ) {
return false;
}
// Success conditions.
// Do we have boring human anatomy? Use the basic calculation
// Legs are harder to block with, so the score thresholds stay the same
if( !owner.has_flag( json_flag_NONSTANDARD_BLOCK ) ) {
return owner.get_limb_score( limb_score_block, body_part_type::type::leg ) >= 0.5f;
} else {
// Check all standard legs for the score threshold
for( const bodypart_id &bp : owner.get_all_body_parts_of_type( body_part_type::type::leg ) ) {
if( !bp->has_flag( json_flag_NONSTANDARD_BLOCK ) &&
owner.get_part( bp )->get_limb_score( limb_score_block ) * bp->limbtypes.at(
body_part_type::type::leg ) >= 0.25f ) {
return true;
}
}
}
// if not above, can't block.
return false;
}
bool character_martial_arts::can_arm_block( const Character &owner ) const
{
const martialart &ma = style_selected.obj();
///\EFFECT_UNARMED increases ability to perform arm block
const int unarmed_skill = owner.has_active_bionic( bio_cqb ) ? 5 : owner.get_skill_level(
skill_unarmed );
// before we check our arms, can you block at all?
const bool block_with_skill = unarmed_skill >= ma.arm_block;
const bool block_with_bio_armor = ma.arm_block_with_bio_armor_arms &&
owner.has_bionic( bio_armor_arms );
if( !( block_with_skill || block_with_bio_armor ) ) {
return false;
}
// Success conditions.
// Do we have boring human anatomy? Use the basic calculation
if( !owner.has_flag( json_flag_NONSTANDARD_BLOCK ) ) {
return owner.get_limb_score( limb_score_block, body_part_type::type::arm ) >= 0.5f;
} else {
// Check all standard arms for the score threshold
for( const bodypart_id &bp : owner.get_all_body_parts_of_type( body_part_type::type::arm ) ) {
if( !bp->has_flag( json_flag_NONSTANDARD_BLOCK ) &&
owner.get_part( bp )->get_limb_score( limb_score_block ) * bp->limbtypes.at(
body_part_type::type::arm ) >= 0.25f ) {
return true;
}
}
}
// if not above, can't block.
return false;
}
bool character_martial_arts::can_nonstandard_block( const Character &owner ) const
{
// No nonstandard limb that blocks
if( !owner.has_flag( json_flag_NONSTANDARD_BLOCK ) && !owner.has_flag( json_flag_ALWAYS_BLOCK ) ) {
return false;
}
const martialart &ma = style_selected.obj();
// Bionic combatives won't help with nonstandard anatomy
const int unarmed_skill = owner.get_skill_level(
skill_unarmed );
const bool block_with_skill = unarmed_skill >= ma.nonstandard_block;
// Filter out the case where the flagged BP is overencumbered/broken but blocking score is contributed by arms/legs
// Success conditions
// Return true if the limbs which would always block can block
if( owner.has_flag( json_flag_ALWAYS_BLOCK ) ) {
for( const bodypart_id &bp : owner.get_all_body_parts_with_flag( json_flag_ALWAYS_BLOCK ) ) {
if( owner.get_part( bp )->get_limb_score( limb_score_block ) >= 0.25f ) {
return true;
}
}
}
// Return true if we're skilled enough to block and we have at least one limb ready to block
if( block_with_skill ) {
for( const bodypart_id &bp : owner.get_all_body_parts_with_flag( json_flag_NONSTANDARD_BLOCK ) ) {
if( owner.get_part( bp )->get_limb_score( limb_score_block ) >= 0.25f ) {
return true;
}
}
}
return false;
}
bool character_martial_arts::is_force_unarmed() const
{
return style_selected->force_unarmed;
}
bool character_martial_arts::can_weapon_block() const
{
return !style_selected->prevent_weapon_blocking;
}
void character_martial_arts::clear_all_effects( Character &owner )
{
style_selected->remove_all_buffs( owner );
}
// event handlers
void character_martial_arts::ma_static_effects( Character &owner )
{
style_selected->apply_static_buffs( owner );
style_selected->apply_static_eocs( owner );
}
void character_martial_arts::ma_onmove_effects( Character &owner )
{
style_selected->apply_onmove_buffs( owner );
style_selected->apply_onmove_eocs( owner );
}
void character_martial_arts::ma_onpause_effects( Character &owner )
{
style_selected->apply_onpause_buffs( owner );
style_selected->apply_onpause_eocs( owner );
}
void character_martial_arts::ma_onhit_effects( Character &owner )
{
style_selected->apply_onhit_buffs( owner );
style_selected->apply_onhit_eocs( owner );
}
void character_martial_arts::ma_onattack_effects( Character &owner )
{
style_selected->apply_onattack_buffs( owner );
style_selected->apply_onattack_eocs( owner );
}
void character_martial_arts::ma_ondodge_effects( Character &owner )
{
style_selected->apply_ondodge_buffs( owner );
style_selected->apply_ondodge_eocs( owner );
}
void character_martial_arts::ma_onblock_effects( Character &owner )
{
style_selected->apply_onblock_buffs( owner );
style_selected->apply_onblock_eocs( owner );
}
void character_martial_arts::ma_ongethit_effects( Character &owner )
{
style_selected->apply_ongethit_buffs( owner );
style_selected->apply_ongethit_eocs( owner );
}
void character_martial_arts::ma_onmiss_effects( Character &owner )
{
style_selected->apply_onmiss_buffs( owner );
style_selected->apply_onmiss_eocs( owner );
}
void character_martial_arts::ma_oncrit_effects( Character &owner )
{
style_selected->apply_oncrit_buffs( owner );
style_selected->apply_oncrit_eocs( owner );
}
void character_martial_arts::ma_onkill_effects( Character &owner )
{
style_selected->apply_onkill_buffs( owner );
style_selected->apply_onkill_eocs( owner );
}
template<typename C, typename F>
static void accumulate_ma_buff_effects( const C &container, F f )
{
for( auto &elem : container ) {
for( auto &eff : elem.second ) {
if( auto buff = ma_buff::from_effect( eff.second ) ) {
f( *buff, eff.second );
}
}
}
}
template<typename C, typename F>
static bool search_ma_buff_effect( const C &container, F f )
{
for( auto &elem : container ) {
for( auto &eff : elem.second ) {
if( auto buff = ma_buff::from_effect( eff.second ) ) {
if( f( *buff, eff.second ) ) {
return true;
}
}
}
}
return false;
}
// bonuses
float Character::mabuff_tohit_bonus() const
{
float ret = 0.0f;
accumulate_ma_buff_effects( *effects, [&ret, this]( const ma_buff & b, const effect & ) {
ret += b.hit_bonus( *this );
} );
return ret;
}
float Character::mabuff_critical_hit_chance_bonus() const
{
float ret = 0.0f;
accumulate_ma_buff_effects( *effects, [&ret, this]( const ma_buff & b, const effect & d ) {
ret += d.get_intensity() * b.critical_hit_chance_bonus( *this );
} );
return ret;
}
float Character::mabuff_dodge_bonus() const
{
float ret = 0.0f;
accumulate_ma_buff_effects( *effects, [&ret, this]( const ma_buff & b, const effect & d ) {
ret += d.get_intensity() * b.dodge_bonus( *this );
} );
return ret;
}
int Character::mabuff_block_bonus() const
{
int ret = 0;
accumulate_ma_buff_effects( *effects, [&ret, this]( const ma_buff & b, const effect & d ) {
ret += d.get_intensity() * b.block_bonus( *this );
} );
return ret;
}
int Character::mabuff_block_effectiveness_bonus( ) const
{
int ret = 0;
accumulate_ma_buff_effects( *effects, [&ret, this]( const ma_buff & b, const effect & d ) {
ret += d.get_intensity() * b.block_effectiveness_bonus( *this );
} );
return ret;
}
int Character::mabuff_speed_bonus() const
{
int ret = 0;
accumulate_ma_buff_effects( *effects, [&ret, this]( const ma_buff & b, const effect & d ) {
ret += d.get_intensity() * b.speed_bonus( *this );
} );
return ret;
}
int Character::mabuff_arpen_bonus( const damage_type_id &type ) const
{
int ret = 0;
accumulate_ma_buff_effects( *effects, [&ret, type, this]( const ma_buff & b, const effect & d ) {
ret += d.get_intensity() * b.arpen_bonus( *this, type );
} );
return ret;
}
int Character::mabuff_armor_bonus( const damage_type_id &type ) const
{
int ret = 0;
accumulate_ma_buff_effects( *effects, [&ret, type, this]( const ma_buff & b, const effect & d ) {
ret += d.get_intensity() * b.armor_bonus( *this, type );
} );
return ret;
}
float Character::mabuff_damage_mult( const damage_type_id &type ) const
{
float ret = 1.f;
accumulate_ma_buff_effects( *effects, [&ret, type, this]( const ma_buff & b, const effect & d ) {
// This is correct, so that a 20% buff (1.2) plus a 20% buff (1.2)
// becomes 1.4 instead of 2.4 (which would be a 240% buff)
ret *= d.get_intensity() * ( b.damage_mult( *this, type ) - 1 ) + 1;
} );
return ret;
}
int Character::mabuff_damage_bonus( const damage_type_id &type ) const
{
int ret = 0;
accumulate_ma_buff_effects( *effects, [&ret, type, this]( const ma_buff & b, const effect & d ) {
ret += d.get_intensity() * b.damage_bonus( *this, type );
} );
return ret;
}
int Character::mabuff_attack_cost_penalty() const
{
int ret = 0;
accumulate_ma_buff_effects( *effects, [&ret, this]( const ma_buff & b, const effect & d ) {
ret += d.get_intensity() * b.bonuses.get_flat( *this, affected_stat::MOVE_COST );
} );
return ret;
}
float Character::mabuff_attack_cost_mult() const
{
float ret = 1.0f;
accumulate_ma_buff_effects( *effects, [&ret, this]( const ma_buff & b, const effect & d ) {
// This is correct, so that a 20% buff (1.2) plus a 20% buff (1.2)
// becomes 1.4 instead of 2.4 (which would be a 240% buff)
ret *= d.get_intensity() * ( b.bonuses.get_mult( *this,
affected_stat::MOVE_COST ) - 1 ) + 1;
} );
return ret;
}
bool Character::has_mabuff_flag( const json_character_flag &flag ) const
{
return search_ma_buff_effect( *effects, [flag]( const ma_buff & b, const effect & ) {
return b.has_flag( flag );
} );
}
int Character::count_mabuff_flag( const json_character_flag &flag ) const
{
int ret = 0;
accumulate_ma_buff_effects( *effects, [&ret, flag]( const ma_buff & b, const effect & ) {
ret += b.has_flag( flag );
} );
return ret;
}
bool Character::is_melee_bash_damage_cap_bonus() const
{
return search_ma_buff_effect( *effects, []( const ma_buff & b, const effect & ) {
return b.is_melee_bash_damage_cap_bonus();
} );
}
bool Character::is_quiet() const
{
return search_ma_buff_effect( *effects, []( const ma_buff & b, const effect & ) {
return b.is_quiet();
} );
}
bool Character::is_stealthy() const
{
return search_ma_buff_effect( *effects, []( const ma_buff & b, const effect & ) {
return b.is_stealthy();
} );
}
bool Character::can_melee() const
{
return search_ma_buff_effect( *effects, []( const ma_buff & b, const effect & ) {
return b.can_melee();
} );
}
bool Character::has_mabuff( const mabuff_id &id ) const
{
return search_ma_buff_effect( *effects, [&id]( const ma_buff & b, const effect & ) {
return b.id == id;
} );
}
bool Character::has_grab_break_tec() const
{
return martial_arts_data->get_grab_break( *this ).id != tec_none;
}
bool character_martial_arts::has_martialart( const matype_id &ma ) const
{
return std::find( ma_styles.begin(), ma_styles.end(), ma ) != ma_styles.end();
}
void character_martial_arts::add_martialart( const matype_id &ma_id )
{
if( has_martialart( ma_id ) ) {
return;
}
ma_styles.emplace_back( ma_id );
}
bool Character::can_autolearn( const matype_id &ma_id ) const
{
if( ma_id.obj().autolearn_skills.empty() ) {
return false;
}
for( const std::pair<std::string, int> &elem : ma_id.obj().autolearn_skills ) {
const skill_id skill_req( elem.first );
const int required_level = elem.second;
if( required_level > static_cast<int>( get_skill_level( skill_req ) ) ) {
return false;
}
}
return true;
}
void character_martial_arts::martialart_use_message( const Character &owner ) const
{
martialart ma = style_selected.obj();
if( ma.force_unarmed || ma.weapon_valid( owner.get_wielded_item() ) ) {
owner.add_msg_if_player( m_info, "%s", ma.get_initiate_avatar_message() );
} else if( ma.strictly_melee && !owner.is_armed() ) {
owner.add_msg_if_player( m_bad, _( "%s cannot be used unarmed." ), ma.name );
} else if( ma.strictly_unarmed && owner.is_armed() ) {
owner.add_msg_if_player( m_bad, _( "%s cannot be used with weapons." ), ma.name );
} else {
owner.add_msg_if_player( m_bad, _( "The %1$s is not a valid %2$s weapon." ),
owner.get_wielded_item()->tname( 1, false ), ma.name );
}
}
float ma_technique::damage_bonus( const Character &u, const damage_type_id &type ) const
{
return bonuses.get_flat( u, affected_stat::DAMAGE, type );
}
float ma_technique::damage_multiplier( const Character &u, const damage_type_id &type ) const
{
return bonuses.get_mult( u, affected_stat::DAMAGE, type );
}
float ma_technique::move_cost_multiplier( const Character &u ) const
{
return bonuses.get_mult( u, affected_stat::MOVE_COST );
}
float ma_technique::move_cost_penalty( const Character &u ) const
{
return bonuses.get_flat( u, affected_stat::MOVE_COST );
}
float ma_technique::armor_penetration( const Character &u, const damage_type_id &type ) const
{
return bonuses.get_flat( u, affected_stat::ARMOR_PENETRATION, type );
}
std::string ma_technique::get_description() const
{
std::string dump;
std::string type;
if( block_counter ) {
type = _( "Block Counter" );
} else if( dodge_counter ) {
type = _( "Dodge Counter" );
} else if( miss_recovery ) {
type = _( "Miss Recovery" );
} else if( grab_break ) {
type = _( "Grab Break" );
} else if( defensive ) {
type = _( "Defensive" );
} else {
type = _( "Offensive" );
}
dump += string_format( _( "<bold>Type:</bold> %s" ), type ) + "\n";
std::string temp = bonuses.get_description();
if( !temp.empty() ) {
dump += _( "<bold>Bonus:</bold> " ) + std::string( "\n" ) + temp;
}
dump += reqs.get_description();
dump += string_format( _( condition_desc ) ) + "\n";
if( weighting > 1 ) {
dump += string_format( _( "* <info>Greater chance</info> to activate: <stat>+%s%%</stat>" ),
( 100 * ( weighting - 1 ) ) ) + "\n";
} else if( weighting < -1 ) {
dump += string_format( _( "* <info>Lower chance</info> to activate: <stat>1/%s</stat>" ),
std::abs( weighting ) ) + "\n";
}
if( crit_ok ) {
dump += _( "* Can activate on a <info>normal</info> or a <info>crit</info> hit" ) +
std::string( "\n" );
} else if( crit_tec ) {
dump += _( "* Will only activate on a <info>crit</info>" ) + std::string( "\n" );
}
if( reach_ok ) {
dump += _( "* Can activate on a <info>normal</info> or a <info>reach attack</info> hit" ) +
std::string( "\n" );
} else if( reach_tec ) {
dump += _( "* Will only activate on a <info>reach attack</info>" ) + std::string( "\n" );
}
if( side_switch ) {
dump += _( "* Moves target <info>behind</info> you" ) + std::string( "\n" );
}
if( wall_adjacent ) {
dump += _( "* Will only activate while <info>near</info> to a <info>wall</info>" ) +
std::string( "\n" );
}
if( dodge_counter ) {
dump += _( "* Will <info>counterattack</info> when you <info>dodge</info>" ) + std::string( "\n" );
}
if( block_counter ) {
dump += _( "* Will <info>counterattack</info> when you <info>block</info>" ) + std::string( "\n" );
}
if( miss_recovery ) {
dump += _( "* Reduces the time of a <info>miss</info> by <info>half</info>" ) +
std::string( "\n" );
}
if( grab_break ) {
dump += _( "* Will <info>break</info> a <info>grab</info>" ) + std::string( "\n" );
}
if( aoe == "wide" ) {
dump += _( "* Will attack in a <info>wide arc</info> in front of you" ) + std::string( "\n" );
} else if( aoe == "spin" ) {
dump += _( "* Will attack <info>adjacent</info> enemies around you" ) + std::string( "\n" );
} else if( aoe == "impale" ) {
dump += _( "* Will <info>attack</info> your target and another <info>one behind</info> it" ) +
std::string( "\n" );
}
if( knockback_dist ) {
dump += string_format( n_gettext( "* Will <info>knock back</info> enemies <stat>%d tile</stat>",
"* Will <info>knock back</info> enemies <stat>%d tiles</stat>",
knockback_dist ),
knockback_dist ) + "\n";
}
if( knockback_follow ) {
dump += _( "* Will <info>follow</info> enemies after knockback." ) + std::string( "\n" );
}
if( down_dur ) {
dump += string_format( n_gettext( "* Will <info>down</info> enemies for <stat>%d turn</stat>",
"* Will <info>down</info> enemies for <stat>%d turns</stat>",
down_dur ),
down_dur ) + "\n";
}
if( stun_dur ) {
dump += string_format( n_gettext( "* Will <info>stun</info> target for <stat>%d turn</stat>",
"* Will <info>stun</info> target for <stat>%d turns</stat>",
stun_dur ),
stun_dur ) + "\n";
}
if( disarms ) {
dump += _( "* Will <info>disarm</info> the target" ) + std::string( "\n" );
}
if( take_weapon ) {
dump += _( "* Will <info>disarm</info> the target and <info>take their weapon</info>" ) +
std::string( "\n" );
}
return dump;
}
bool ma_style_callback::key( const input_context &ctxt, const input_event &event, int entnum,
uilist * )
{
const std::string &action = ctxt.input_to_action( event );
if( action != "SHOW_DESCRIPTION" ) {
return false;
}
matype_id style_selected;
const size_t index = entnum;
if( index >= offset && index - offset < styles.size() ) {
style_selected = styles[index - offset];
}
if( !style_selected.str().empty() ) {
const martialart &ma = style_selected.obj();
std::string buffer;
if( ma.force_unarmed ) {
buffer += _( "<bold>This style forces you to use unarmed strikes, even if wielding a weapon.</bold>" );
buffer += "\n";
} else if( ma.allow_all_weapons ) {
buffer += _( "<bold>This style can be used with all weapons.</bold>" );
buffer += "\n";
} else if( ma.strictly_melee ) {
buffer += _( "<bold>This is an armed combat style.</bold>" );
buffer += "\n";
}
buffer += "--\n";
if( ma.arm_block_with_bio_armor_arms || ma.arm_block != 99 ||
ma.leg_block_with_bio_armor_legs || ma.leg_block != 99 ||
ma.nonstandard_block != 99 ) {
Character &u = get_player_character();
int unarmed_skill = u.get_skill_level( skill_unarmed );
if( u.has_active_bionic( bio_cqb ) ) {
unarmed_skill = BIO_CQB_LEVEL;
}
if( ma.arm_block_with_bio_armor_arms ) {
buffer += _( "You can <info>arm block</info> by installing the <info>Arms Alloy Plating CBM</info>" );
buffer += "\n";
} else if( ma.arm_block != 99 ) {
buffer += string_format(
_( "You can <info>arm block</info> at <info>unarmed combat:</info> <stat>%s</stat>/<stat>%s</stat>" ),
unarmed_skill, ma.arm_block ) + "\n";
}
if( ma.leg_block_with_bio_armor_legs ) {
buffer += _( "You can <info>leg block</info> by installing the <info>Legs Alloy Plating CBM</info>" );
buffer += "\n";
} else if( ma.leg_block != 99 ) {
buffer += string_format(
_( "You can <info>leg block</info> at <info>unarmed combat:</info> <stat>%s</stat>/<stat>%s</stat>" ),
unarmed_skill, ma.leg_block );
buffer += "\n";
}
if( ma.nonstandard_block != 99 ) {
buffer += string_format(
_( "You can <info>block with mutated limbs</info> at <info>unarmed combat:</info> <stat>%s</stat>/<stat>%s</stat>" ),
unarmed_skill, ma.nonstandard_block );
buffer += "\n";
}
buffer += "--\n";
}
auto buff_desc = [&]( const std::string & title, const std::vector<mabuff_id> &buffs,
bool passive = false ) {
if( !buffs.empty() ) {
buffer += string_format( _( "<header>%s buffs:</header>" ), title );
for( const auto &buff : buffs ) {
buffer += "\n" + buff->get_description( passive );
}
buffer += "--\n";
}
};
buff_desc( _( "Passive" ), ma.static_buffs, true );
buff_desc( _( "Move" ), ma.onmove_buffs );
buff_desc( _( "Pause" ), ma.onpause_buffs );
buff_desc( _( "Hit" ), ma.onhit_buffs );
buff_desc( _( "Miss" ), ma.onmiss_buffs );
buff_desc( _( "Attack" ), ma.onattack_buffs );
buff_desc( _( "Crit" ), ma.oncrit_buffs );
buff_desc( _( "Kill" ), ma.onkill_buffs );
buff_desc( _( "Dodge" ), ma.ondodge_buffs );
buff_desc( _( "Block" ), ma.onblock_buffs );
buff_desc( _( "Get hit" ), ma.ongethit_buffs );
for( const auto &tech : ma.techniques ) {
buffer += string_format( _( "<header>Technique:</header> <bold>%s</bold> " ),
tech.obj().name ) + "\n";
buffer += tech.obj().get_description() + "--\n";
}
// Copy set to vector for sorting
std::vector<itype_id> valid_ma_weapons;
std::copy( ma.weapons.begin(), ma.weapons.end(), std::back_inserter( valid_ma_weapons ) );
for( const itype *itp : item_controller->all() ) {
const itype_id &weap_id = itp->get_id();
if( ma.has_weapon( weap_id ) ) {
valid_ma_weapons.emplace_back( weap_id );
}
}
if( !valid_ma_weapons.empty() ) {
Character &player = get_player_character();
std::map<weapon_category_id, std::vector<std::string>> weaps_by_cat;
std::sort( valid_ma_weapons.begin(), valid_ma_weapons.end(),
[]( const itype_id & w1, const itype_id & w2 ) {
return localized_compare( item::nname( w1 ), item::nname( w2 ) );
} );
for( const itype_id &w : valid_ma_weapons ) {
bool carrying = player.has_item_with( [&w]( const item & it ) {
return it.typeId() == w;
} );
// Wielded weapon in cyan, weapons in player inventory in yellow
std::string wname = player.get_wielded_item() && player.get_wielded_item()->typeId() == w ?
colorize( item::nname( w ) + _( " (wielded)" ), c_light_cyan ) :
carrying ? colorize( item::nname( w ), c_yellow ) : item::nname( w );
bool cat_found = false;
for( const weapon_category_id &w_cat : w->weapon_category ) {
// If martial art does not define a weapon category, include all valid categories
// If martial art defines one or more weapon categories, only include those categories
if( ma.weapon_category.empty() || ma.weapon_category.count( w_cat ) > 0 ) {
weaps_by_cat[w_cat].push_back( wname );
cat_found = true;
}
}
if( !cat_found ) {
// Weapons that are uncategorized or not in the martial art's weapon categories
weaps_by_cat[weapon_category_OTHER_INVALID_WEAP_CAT].push_back( wname );
}
}
buffer += std::string( "<bold>" ) + _( "Weapons" ) + std::string( "</bold>" ) + "\n";
bool has_other_cat = false;
for( auto &weaps : weaps_by_cat ) {
if( weaps.first == weapon_category_OTHER_INVALID_WEAP_CAT ) {
// Print "OTHER" category at the end
has_other_cat = true;
continue;
}
weaps.second.erase( std::unique( weaps.second.begin(), weaps.second.end() ), weaps.second.end() );
std::string w_cat;
if( weaps.first.is_valid() ) {
w_cat = weaps.first->name().translated();
} else {
// MISSING JSON DEFINITION intentionally not translated
w_cat = weaps.first.str() + " - MISSING JSON DEFINITION";
}
buffer += std::string( "<header>" ) + w_cat + std::string( ":</header> " );
buffer += enumerate_as_string( weaps.second ) + "\n";
}
if( has_other_cat ) {
std::vector<std::string> &weaps = weaps_by_cat[weapon_category_OTHER_INVALID_WEAP_CAT];
weaps.erase( std::unique( weaps.begin(), weaps.end() ), weaps.end() );
buffer += std::string( "<header>" ) + _( "OTHER" ) + std::string( ":</header> " );
buffer += enumerate_as_string( weaps ) + "\n";
}
buffer += "--\n";
}
catacurses::window w;
const std::string text = replace_colors( buffer );
int width = 0;
int height = 0;
int iLines = 0;
int selected = 0;
ui_adaptor ui;
ui.on_screen_resize( [&]( ui_adaptor & ui ) {
w = catacurses::newwin( TERMY * 0.9, FULL_SCREEN_WIDTH,
point( TERMX - FULL_SCREEN_WIDTH, TERMY * 0.1 ) / 2 );
width = catacurses::getmaxx( w ) - 4;
height = catacurses::getmaxy( w ) - 2;
const auto vFolded = foldstring( text, width );
iLines = vFolded.size();
if( iLines < height ) {
selected = 0;
} else if( selected >= iLines - height ) {
selected = iLines - height;
}
ui.position_from_window( w );
} );
ui.mark_resize();
scrollbar sb;
input_context ctxt;
sb.set_draggable( ctxt );
ctxt.register_navigate_ui_list();
ctxt.register_action( "QUIT" );
ctxt.register_action( "HELP_KEYBINDINGS" );
ui.on_redraw( [&]( const ui_adaptor & ) {
werase( w );
fold_and_print_from( w, point( 2, 1 ), width, selected, c_light_gray, text );
draw_border( w, BORDER_COLOR, string_format( _( " Style: %s " ), ma.name ) );
sb.offset_x( 0 )
.offset_y( 1 )
.content_size( iLines )
.viewport_pos( selected )
.viewport_size( height )
.slot_color( BORDER_COLOR )
.scroll_to_last( false )
.apply( w );
wnoutrefresh( w );
} );
do {
ui_manager::redraw();
const size_t scroll_lines = catacurses::getmaxy( w ) - 3;
std::string action = ctxt.handle_input();
if( action == "QUIT" ) {
break;
} else if( sb.handle_dragging( action, ctxt.get_coordinates_text( catacurses::stdscr ),
selected )
|| navigate_ui_list( action, selected, scroll_lines, iLines - height + 1, false ) ) {
// NO FURTHER ACTION REQUIRED
}
} while( true );
}
return true;
}
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