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feat(UI): make empty-handed unarmed damage bonus more visible #4241

Merged
merged 9 commits into from
Feb 22, 2024
Merged
2 changes: 1 addition & 1 deletion data/json/skills.json
Original file line number Diff line number Diff line change
Expand Up @@ -269,7 +269,7 @@
"type": "skill",
"id": "unarmed",
"name": { "str": "unarmed combat" },
"description": "Your skill in hand-to-hand fighting. For the unskilled, it's a good way to get hurt, but those with enough practice can perform special blows and techniques to quickly dispatch enemies.",
"description": "Your skill in hand-to-hand fighting, with unarmed weapons or empty-handed. Skill increases attack accuracy and unlocks techniques in many martial arts, while also providing a bonus to bare-handed damage.",
"tags": [ "combat_skill", "weapon_skill" ],
"companion_combat_rank_factor": 1,
"companion_survival_rank_factor": 1,
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59 changes: 59 additions & 0 deletions src/character_display.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -36,6 +36,7 @@
#include "weather.h"

static const skill_id skill_swimming( "swimming" );
static const skill_id skill_unarmed( "unarmed" );

static const std::string title_STATS = translate_marker( "STATS" );
static const std::string title_ENCUMB = translate_marker( "ENCUMBRANCE AND WARMTH" );
Expand All @@ -45,6 +46,9 @@
static const std::string title_BIONICS = translate_marker( "BIONICS" );
static const std::string title_TRAITS = translate_marker( "TRAITS" );

static const trait_flag_str_id trait_flag_NEED_ACTIVE_TO_MELEE( "NEED_ACTIVE_TO_MELEE" );
static const trait_flag_str_id trait_flag_UNARMED_BONUS( "UNARMED_BONUS" );

// use this instead of having to type out 26 spaces like before
static const std::string header_spaces( 26, ' ' );

Expand Down Expand Up @@ -642,6 +646,57 @@
}
};

int display_empty_handed_base_damage( Character &you )

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no previous declaration for ‘int display_empty_handed_base_damage(Character&)’ [-Werror=missing-declarations]
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{
int empty_hand_base_damage = you.get_skill_level( skill_unarmed ) * 2;
const bool left_empty = !you.natural_attack_restricted_on( bodypart_id( "hand_l" ) );
const bool right_empty = !you.natural_attack_restricted_on( bodypart_id( "hand_r" ) );

if( !left_empty && !right_empty ) {
// Mutation and bionic bonuses don't matter so just print unarmed bonus
return empty_hand_base_damage;
} else {

// Mutation and bionic bonuses double if both hands are free
int per_hand = 0;
if( you.has_bionic( bionic_id( "bio_razors" ) ) ) {
per_hand += 4;
}
for( const trait_id &mut : you.get_mutations() ) {
if( mut->flags.count( trait_flag_NEED_ACTIVE_TO_MELEE ) > 0 &&
!you.has_active_mutation( mut ) ) {
continue;
}
// Fixed bonuses are nice and simple
per_hand += mut->bash_dmg_bonus + mut->cut_dmg_bonus + mut->pierce_dmg_bonus;

// Random bonuses are more fiddly, since we want baseline numbers let's just report the minimum
const std::pair<int, int> rand_bash = mut->rand_bash_bonus;
const std::pair<int, int> rand_cut = mut->rand_cut_bonus;
per_hand += rand_bash.first + rand_cut.first;

// Extra skill bonus is also fairly simple, but each type of fixed bonus can trigger it separately
if( mut->flags.count( trait_flag_UNARMED_BONUS ) > 0 ) {
if( mut->bash_dmg_bonus > 0 ) {
per_hand += std::min( you.get_skill_level( skill_unarmed ) / 2, 4 );
}
if( mut->cut_dmg_bonus > 0 ) {
per_hand += std::min( you.get_skill_level( skill_unarmed ) / 2, 4 );
}
if( mut->pierce_dmg_bonus > 0 ) {
per_hand += std::min( you.get_skill_level( skill_unarmed ) / 2, 4 );
}
}
}
empty_hand_base_damage += per_hand; // First hand
if( left_empty && right_empty ) {
// Second hand
empty_hand_base_damage += per_hand;
}
return empty_hand_base_damage;
}
}

static void draw_skills_tab( const catacurses::window &w_skills,
Character &you, unsigned int line, const player_display_tab curtab,
std::vector<HeaderSkill> &skillslist,
Expand Down Expand Up @@ -723,6 +778,10 @@
if( aSkill->ident() == skill_id( "dodge" ) ) {
mvwprintz( w_skills, point( 14, y_pos ), cstatus, "%4.1f/%-2d(%2d%%)",
you.get_dodge(), level_num, exercise < 0 ? 0 : exercise );
}
if( aSkill->ident() == skill_id( "unarmed" ) ) {
mvwprintz( w_skills, point( 15, y_pos ), cstatus, "%3d/%-2d(%2d%%)",
display_empty_handed_base_damage( you ), level_num, exercise < 0 ? 0 : exercise );
} else {
mvwprintz( w_skills, point( 19, y_pos ), cstatus, "%-2d(%2d%%)",
level_num,
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4 changes: 4 additions & 0 deletions src/character_display.h
Original file line number Diff line number Diff line change
Expand Up @@ -35,6 +35,10 @@ void disp_info( Character &ch );
*/
void upgrade_stat_prompt( avatar &you, const character_stat &stat );

/** Gets the minimum combined bare-handed damage from skill, bionics, and mutations for display functions */
int display_empty_handed_base_damage( Character &you );
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} // namespace character_display


#endif // CATA_SRC_CHARACTER_DISPLAY_H
4 changes: 4 additions & 0 deletions src/player.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -18,6 +18,7 @@
#include "bionics.h"
#include "cata_utility.h"
#include "catacharset.h"
#include "character_display.h"
#include "character_functions.h"
#include "character_effects.h"
#include "character_martial_arts.h"
Expand Down Expand Up @@ -222,8 +223,11 @@
"\n"
"STR: <color_white>%d</color>, DEX: <color_white>%d</color>, "
"PER: <color_white>%d</color>, INT: <color_white>%d</color>\n"
"Base empty-handed damage: %3d\n"
"Effective dodge rating: %4.1f\n"
"Press [<color_yellow>%s</color>] for more info.\n" ),
you.get_str(), you.get_dex(), you.get_per(), you.get_int(),
character_display::display_empty_handed_base_damage( you ), you.get_dodge(),

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binding reference of type 'Character' to value of type 'const avatar' drops 'const' qualifier [clang-diagnostic-error]
ctxt.get_desc( "SHOW_DESCRIPTION" ) );
ma_style_callback callback( static_cast<size_t>( STYLE_OFFSET ), selectable_styles );
kmenu.callback = &callback;
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