17 #ifndef STATISTICS_HPP_INCLUDED
18 #define STATISTICS_HPP_INCLUDED
115 typedef std::vector< std::pair<const std::string *, const stats *> >
levels;
int chance_to_hit_defender
long long damage_inflicted
scenario_context(const std::string &name)
battle_result_map defends
int sum_str_int_map(const stats::str_int_map &m)
void un_recall_unit(const unit &u)
long long turn_damage_taken
int sum_cost_str_int_map(const stats::str_int_map &m)
std::string attacker_type
void defend_result(hit_result res, int damage, int drain)
void reset_turn_stats(const std::string &save_id)
void recruit_unit(const unit &u)
std::vector< std::pair< const std::string *, const stats * > > levels
Stats (and name) for each scenario. The pointers are never nullptr.
long long expected_damage_taken
long long turn_expected_damage_inflicted
std::string defender_side
int chance_to_hit_attacker
static const int decimal_shift
Class for writing a config out to a file in pieces.
std::map< int, battle_sequence_frequency_map > battle_result_map
A type that will map different % chances to hit to different results.
int un_recall_unit_cost(const unit &u)
GLboolean GLboolean GLboolean GLboolean a
levels level_stats(const std::string &save_id)
Returns a list of names and stats for each scenario in the current campaign.
void read_stats(const config &cfg)
void read(const config &cfg)
void advance_unit(const unit &u)
stats calculate_stats(const std::string &save_id)
long long turn_damage_inflicted
std::string attacker_side
void recall_unit(const unit &u)
attack_context(const unit &a, const unit &d, int a_cth, int d_cth)
GLuint const GLchar * name
long long expected_damage_inflicted
std::string defender_type
str_int_map battle_sequence_frequency_map
void attack_expected_damage(double attacker_inflict, double defender_inflict)
std::map< std::string, int > str_int_map
void attack_result(hit_result res, int damage, int drain)
long long turn_expected_damage_taken
battle_result_map attacks
void un_recruit_unit(const unit &u)
A config object defines a single node in a WML file, with access to child nodes.
void clear_current_scenario()
GLsizei const GLcharARB ** string