本文整理汇总了C++中ActionSet::add方法的典型用法代码示例。如果您正苦于以下问题:C++ ActionSet::add方法的具体用法?C++ ActionSet::add怎么用?C++ ActionSet::add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ActionSet
的用法示例。
在下文中一共展示了ActionSet::add方法的8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: NSRLastDocItem
bb::cascades::VisualNode*
NSRLastDocItemFactory::createItem (bb::cascades::ListView* list,
const QString& type)
{
Q_UNUSED (type);
NSRLastDocsListView *listView = static_cast<NSRLastDocsListView *> (list);
NSRLastDocItem *item = new NSRLastDocItem ();
NSRTranslator *translator = item->getTranslator ();
ActionSet *actionSet = ActionSet::create ();
ActionItem *shareAction = ActionItem::create().title (trUtf8 ("Share"));
ActionItem *hideAction = ActionItem::create().title (trUtf8 ("Clear Recent", "Clear recent files"));
DeleteActionItem *removeAction = DeleteActionItem::create ();
shareAction->setImageSource (QUrl ("asset:///share.png"));
hideAction->setImageSource (QUrl ("asset:///list-remove.png"));
#if BBNDK_VERSION_AT_LEAST(10,2,0)
shareAction->accessibility()->setName (trUtf8 ("Share file with others"));
hideAction->accessibility()->setName (trUtf8 ("Remove file from the recent list only"));
translator->addTranslatable ((UIObject *) shareAction->accessibility (),
NSRTranslator::NSR_TRANSLATOR_TYPE_A11Y,
QString ("NSRLastDocItemFactory"),
QString ("Share file with others"));
translator->addTranslatable ((UIObject *) hideAction->accessibility (),
NSRTranslator::NSR_TRANSLATOR_TYPE_A11Y,
QString ("NSRLastDocItemFactory"),
QString ("Remove file from the recent list only"));
#endif
bool ok = connect (shareAction, SIGNAL (triggered ()), listView, SLOT (onShareActionTriggered ()));
Q_UNUSED (ok);
Q_ASSERT (ok);
ok = connect (removeAction, SIGNAL (triggered ()), listView, SLOT (onRemoveActionTriggered ()));
Q_ASSERT (ok);
ok = connect (hideAction, SIGNAL (triggered ()), listView, SLOT (onHideActionTriggered ()));
Q_ASSERT (ok);
actionSet->add (shareAction);
actionSet->add (hideAction);
actionSet->add (removeAction);
item->addActionSet (actionSet);
translator->addTranslatable ((UIObject *) shareAction,
NSRTranslator::NSR_TRANSLATOR_TYPE_ACTION,
QString ("NSRLastDocItemFactory"),
QString ("Share"));
translator->addTranslatable ((UIObject *) hideAction,
NSRTranslator::NSR_TRANSLATOR_TYPE_ACTION,
QString ("NSRLastDocItemFactory"),
QString ("Clear Recent"));
return item;
}
示例2: calculateRelevantActions
// builds the relevant action set for this search
ActionSet calculateRelevantActions()
{
// the initial mask is blank
ActionSet all;
// let's say that we will always allow workers and supply producers
all.add(DATA.getWorker());
all.add(DATA.getSupplyProvider());
// loop through each nonzero element of the goal
for (Action a(0); a<DATA.size(); ++a)
{
// if we want some of this action
if (params.goal.get(a) > 0)
{
//printf("GOAL HAS: %s\n", DATA[a].getName().c_str());
// add itself to the mask
all.add(a);
// if this action costs gas
if (DATA[a].gasPrice() > 0)
{
// extractors are now relevant
all.add(DATA.getRefinery());
}
// also add all recursive prerequisites of this action
calculateRecursivePrerequisites(a, all);
}
}
return all;
}
示例3: getAllActions
ActionSet getAllActions() const
{
ActionSet temp;
for (int i=0; i<size(); ++i)
{
temp.add(i);
}
return temp;
}
示例4: switch
ActionSet* Bb10Ui::generateActionSetForBuffer(BufferId bufId)
{
//const Network* net = Client::network(m_networkInfo.networkId);
ActionSet* actions = ActionSet::create();
BufferInfo::Type itemType = Client::networkModel()->bufferType(bufId);
switch (itemType) {
case BufferInfo::StatusBuffer:
{
ActionItem* listChannels = ActionItem::create().title("List Channels");
connect(listChannels, SIGNAL(triggered()), this, SLOT(listChannels()));
actions->add(listChannels);
break;
}
case BufferInfo::ChannelBuffer:
{
ActionItem* join = ActionItem::create().title("Join");
connect(join, SIGNAL(triggered()), this, SLOT(joinChannel()));
actions->add(join);
ActionItem* part = ActionItem::create().title("Part");
connect(part, SIGNAL(triggered()), this, SLOT(partChannel()));
actions->add(part);
ActionItem* del = ActionItem::create().title("Delete");
connect(del, SIGNAL(triggered()), this, SLOT(deleteBuffer()));
actions->add(del);
break;
}
case BufferInfo::QueryBuffer:
{
ActionItem* del = ActionItem::create().title("Delete");
connect(del, SIGNAL(triggered()), this, SLOT(deleteBuffer()));
actions->add(del);
break;
}
default:
delete actions;
return 0;
}
return actions->count() ? actions : 0;
}
示例5: getAllLegalActions
void GameState::getAllLegalActions(ActionSet & actions) const
{
const std::vector<ActionType> & allActions = ActionTypes::GetAllActionTypes(getRace());
for (ActionID i(0); i<allActions.size(); ++i)
{
const ActionType & action = allActions[i];
if (isLegal(action))
{
actions.add(action);
}
}
}
示例6: generateLegalActions
void DFBB_BuildOrderStackSearch::generateLegalActions(const GameState & state, ActionSet & legalActions)
{
legalActions.clear();
DFBB_BuildOrderSearchGoal & goal = _params.goal;
const ActionType & worker = ActionTypes::GetWorker(state.getRace());
// add all legal relevant actions that are in the goal
for (size_t a(0); a < _params.relevantActions.size(); ++a)
{
const ActionType & actionType = _params.relevantActions[a];
if (state.isLegal(actionType))
{
// if there's none of this action in the goal it's not legal
if (!goal.getGoal(actionType) && !goal.getGoalMax(actionType))
{
continue;
}
// if we alread have more than the goal it's not legal
if (goal.getGoal(actionType) && (state.getUnitData().getNumTotal(actionType) >= goal.getGoal(actionType)))
{
continue;
}
// if we already have more than the goal max it's not legal
if (goal.getGoalMax(actionType) && (state.getUnitData().getNumTotal(actionType) >= goal.getGoalMax(actionType)))
{
continue;
}
legalActions.add(_params.relevantActions[a]);
}
}
// don't make anything until we have 8 workers
if (state.getUnitData().getNumTotal(worker) < 8)
{
legalActions.clear();
legalActions.add(worker);
return;
}
// if we enabled the supply bounding flag
if (_params.useSupplyBounding)
{
UnitCountType supplySurplus = state.getUnitData().getMaxSupply() + state.getUnitData().getSupplyInProgress() - state.getUnitData().getCurrentSupply();
UnitCountType threshold = (UnitCountType)(ActionTypes::GetSupplyProvider(state.getRace()).supplyProvided() * _params.supplyBoundingThreshold);
if (supplySurplus >= threshold)
{
legalActions.remove(ActionTypes::GetSupplyProvider(state.getRace()));
}
}
// if we enabled the always make workers flag, and workers are legal
if (_params.useAlwaysMakeWorkers && legalActions.contains(worker))
{
bool actionLegalBeforeWorker = false;
ActionSet legalEqualWorker;
FrameCountType workerReady = state.whenCanPerform(worker);
for (size_t a(0); a < legalActions.size(); ++a)
{
const ActionType & actionType = legalActions[a];
const FrameCountType whenCanPerformAction = state.whenCanPerform(actionType);
if (whenCanPerformAction < workerReady)
{
actionLegalBeforeWorker = true;
break;
}
if ((whenCanPerformAction == workerReady) && (actionType.mineralPrice() == worker.mineralPrice()))
{
legalEqualWorker.add(actionType);
}
}
if (actionLegalBeforeWorker)
{
legalActions.remove(worker);
}
else
{
legalActions = legalEqualWorker;
}
}
}
示例7: calculatePrerequisites
// returns an ActionSet of prerequisites for a given action
ActionSet calculatePrerequisites(StarcraftAction & action)
{
ActionSet pre;
if (DEBUG_StarcraftData)
{
printf("DEBUG: Hello\n");
printf("DEBUG: %d \t%s \t%s\n", getAction(action), action.getName().c_str(), actions[getAction(action)].getName().c_str());
}
// if it's a UnitType
if (action.getType() == StarcraftAction::UnitType)
{
std::map<BWAPI::UnitType, int> requiredUnits = action.getUnitType().requiredUnits();
BWAPI::UnitType actionType = action.getUnitType();
// if it's a protoss building that isn't a Nexus or Assimilator, we need a pylon (indirectly)
if (actionType.getRace() == BWAPI::Races::Protoss && actionType.isBuilding() && !actionType.isResourceDepot() &&
!(actionType == BWAPI::UnitTypes::Protoss_Pylon) && !(actionType == BWAPI::UnitTypes::Protoss_Assimilator))
{
pre.add(getAction(BWAPI::UnitTypes::Protoss_Pylon));
}
// for each of the required UnitTypes
for (std::map<BWAPI::UnitType, int>::iterator unitIt = requiredUnits.begin(); unitIt != requiredUnits.end(); unitIt++)
{
if (DEBUG_StarcraftData) printf("\tPRE: %s\n", unitIt->first.getName().c_str());
BWAPI::UnitType type = unitIt->first;
// add the action to the ActionSet if it is not a larva
if (type != BWAPI::UnitTypes::Zerg_Larva)
{
//printf("\t\tAdding %s\n", type.getName().c_str());
pre.add(getAction(type));
}
}
// if there is a TechType required
if (action.getUnitType().requiredTech() != BWAPI::TechTypes::None)
{
if (DEBUG_StarcraftData) printf("\tPRE: %s\n", action.getUnitType().requiredTech().getName().c_str());
// add it to the ActionSet
pre.add(getAction(action.getUnitType().requiredTech()));
}
}
// if it's a TechType
if (action.getType() == StarcraftAction::TechType)
{
if (action.getTechType().whatResearches() != BWAPI::UnitTypes::None)
{
if (DEBUG_StarcraftData) printf("\tPRE: %s\n", action.getTechType().whatResearches().getName().c_str());
// add what researches it
pre.add(getAction(action.getTechType().whatResearches()));
}
}
// if it's an UpgradeType
if (action.getType() == StarcraftAction::UpgradeType)
{
if (action.getUpgradeType().whatUpgrades() != BWAPI::UnitTypes::None)
{
if (DEBUG_StarcraftData) printf("\tPRE: %s\n", action.getUpgradeType().whatUpgrades().getName().c_str());
// add what upgrades it
pre.add(getAction(action.getUpgradeType().whatUpgrades()));
}
}
//printf("Finish Prerequisites\n");
return pre;
}
示例8: DFBB
//.........这里部分代码省略.........
// only use relevant actions
legalActions = legalActions & relevantActions;
// if we enabled the supply bounding flag
if (params.useSupplyBounding)
{
// if we are more than 2 supply providers in the lead
if ((s.getMaxSupply() - s.getCurrentSupply()) >= params.supplyBoundingThreshold*DATA[DATA.getSupplyProvider()].supplyProvided())
{
// make supply providers illegal
legalActions.subtract(DATA.getSupplyProvider());
}
}
// if we enabled the always make workers flag, and workers are legal
if (params.useAlwaysMakeWorkers && !params.goal[DATA.getWorker()] && legalActions[DATA.getWorker()])
{
ActionSet tempLegal(legalActions);
ActionSet legalBeforeWorker;
// compute when the next worker will be trainable
int workerReady = s.resourcesReady(DATA.getWorker());
// for each other legal action
while (!tempLegal.isEmpty())
{
Action nextAction = tempLegal.popAction();
// if the action will be ready before the next worker
if (s.resourcesReady(nextAction) <= workerReady)
{
// it's legal
legalBeforeWorker.add(nextAction);
}
}
// update the legal actions
legalActions = legalBeforeWorker;
}
// if we enabled the use worker cutoff flag and we're above the cutoff
if (params.useWorkerCutoff && s.getCurrentFrame() > (params.workerCutoff * upperBound))
{
// workers are no longer legal
legalActions.subtract(DATA.getWorker());
// if we have enough supply for the remaining goal
if (s.hasEnoughSupplyForGoal(params.goal))
{
// make supply providers illegal
legalActions.subtract(DATA.getSupplyProvider());
}
}
// if we have children, update the counter
if (!legalActions.isEmpty())
{
numGenerations += 1;
numChildren += legalActions.numActions();
}
// load the save state if we are using it
if (params.useSaveState && !finishedLoadingSaveState)
{
// if we are under the saved depth, load accordingly