本文整理汇总了C++中ActionType::isAddon方法的典型用法代码示例。如果您正苦于以下问题:C++ ActionType::isAddon方法的具体用法?C++ ActionType::isAddon怎么用?C++ ActionType::isAddon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ActionType
的用法示例。
在下文中一共展示了ActionType::isAddon方法的6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: finishNextActionInProgress
ActionType UnitData::finishNextActionInProgress()
{
// get the actionUnit from the progress data
ActionType action = _progress.nextAction();
// add the unit to the unit counter
addCompletedAction(action);
// pop it from the progress vector
_progress.popNextAction();
if (getRace() == Races::Terran)
{
// if it's a building, release the worker back
if (action.isBuilding() && !action.isAddon())
{
releaseBuildingWorker();
}
}
else if (getRace() == Races::Zerg)
{
const static ActionType hatchery = ActionTypes::GetActionType("Zerg_Hatchery");
}
return action;
}
示例2: canBuildNow
const bool BuildingStatus::canBuildNow(const ActionType & action) const
{
if (_timeRemaining > 0)
{
return false;
}
if (!_type.canBuild(action))
{
return false;
}
if (action.isAddon() && (_addon != ActionTypes::None))
{
return false;
}
if (action.requiresAddon() && (_addon != action.requiredAddonType()))
{
return false;
}
return true;
}
示例3: canBuildEventually
const bool BuildingStatus::canBuildEventually(const ActionType & action) const
{
if (!_type.canBuild(action))
{
return false;
}
// if the type is an addon
if (action.isAddon())
{
// if we already have an addon we can't build it
if (_addon != ActionTypes::None)
{
return false;
}
// if we are building an addon we can't ever build it
if (_timeRemaining > 0 && _isConstructing.isAddon())
{
return false;
}
}
if (action.requiresAddon() && (_addon != action.requiredAddonType()))
{
if (_isConstructing != action.requiredAddonType())
{
return false;
}
}
// if the built type is morphed and we are morphing something, we won't be able to build it
if (action.isMorphed() && (_timeRemaining > 0) && (_isConstructing.isMorphed()))
{
return false;
}
return true;
}
示例4: elapsed
// do an action, action must be legal for this not to break
std::vector<ActionType> GameState::doAction(const ActionType & action)
{
BOSS_ASSERT(action.getRace() == _race, "Race of action does not match race of the state");
_actionsPerformed.push_back(ActionPerformed());
_actionsPerformed[_actionsPerformed.size()-1].actionType = action;
BOSS_ASSERT(isLegal(action), "Trying to perform an illegal action: %s %s", action.getName().c_str(), getActionsPerformedString().c_str());
// set the actionPerformed
_actionPerformed = action;
_actionPerformedK = 1;
FrameCountType workerReadyTime = whenWorkerReady(action);
FrameCountType ffTime = whenCanPerform(action);
BOSS_ASSERT(ffTime >= 0 && ffTime < 1000000, "FFTime is very strange: %d", ffTime);
auto actionsFinished=fastForward(ffTime);
_actionsPerformed[_actionsPerformed.size()-1].actionQueuedFrame = _currentFrame;
_actionsPerformed[_actionsPerformed.size()-1].gasWhenQueued = _gas;
_actionsPerformed[_actionsPerformed.size()-1].mineralsWhenQueued = _minerals;
// how much time has elapsed since the last action was queued?
FrameCountType elapsed(_currentFrame - _lastActionFrame);
_lastActionFrame = _currentFrame;
BOSS_ASSERT(canAffordMinerals(action), "Minerals less than price: %ld < %d, ffTime=%d %s", _minerals, action.mineralPrice(), (int)elapsed, action.getName().c_str());
BOSS_ASSERT(canAffordGas(action), "Gas less than price: %ld < %d, ffTime=%d %s", _gas, action.gasPrice(), (int)elapsed, action.getName().c_str());
// modify our resources
_minerals -= action.mineralPrice();
_gas -= action.gasPrice();
// do race specific things here
if (getRace() == Races::Protoss)
{
_units.addActionInProgress(action, _currentFrame + action.buildTime());
}
else if (getRace() == Races::Terran)
{
if (action.isBuilding() && !action.isAddon())
{
if (getNumMineralWorkers() == 0)
{
std::cout << toString() << std::endl;
}
BOSS_ASSERT(getNumMineralWorkers() > 0, "Don't have any mineral workers to assign");
_units.setBuildingWorker();
}
_units.addActionInProgress(action, _currentFrame + action.buildTime());
}
else if (getRace() == Races::Zerg)
{
// zerg must subtract a larva if the action was unit creation
if (action.isUnit() && !action.isBuilding())
{
if (action.isMorphed())
{
_units.morphUnit(action.whatBuildsActionType(), action, _currentFrame + action.buildTime());
}
else
{
BOSS_ASSERT(getHatcheryData().numLarva() > 0, "We should have a larva to use");
_units.getHatcheryData().useLarva();
_units.addActionInProgress(action, _currentFrame + action.buildTime());
}
}
else if (action.isBuilding())
{
_units.morphUnit(action.whatBuildsActionType(), action, _currentFrame + action.buildTime());
}
else
{
// if it's not a unit or a building it's a tech so we queue it normally
_units.addActionInProgress(action, _currentFrame + action.buildTime());
}
}
return actionsFinished;
}
示例5: isLegal
bool GameState::isLegal(const ActionType & action) const
{
const size_t numRefineries = _units.getNumTotal(ActionTypes::GetRefinery(getRace()));
const size_t numDepots = _units.getNumTotal(ActionTypes::GetResourceDepot(getRace()));
const size_t refineriesInProgress = _units.getNumInProgress(ActionTypes::GetRefinery(getRace()));
// we can never build a larva
static const ActionType & Zerg_Larva = ActionTypes::GetActionType("Zerg_Larva");
if (action == Zerg_Larva)
{
return false;
}
// check if the tech requirements are met
if (!_units.hasPrerequisites(action.getPrerequisites()))
{
return false;
}
// if it's a unit and we are out of supply and aren't making an overlord, it's not legal
if (!action.isMorphed() && !action.isSupplyProvider() && ((_units.getCurrentSupply() + action.supplyRequired()) > (_units.getMaxSupply() + _units.getSupplyInProgress())))
{
return false;
}
// TODO: require an extra for refineries byt not buildings
// rules for buildings which are built by workers
if (action.isBuilding() && !action.isMorphed() && !action.isAddon())
{
// be very strict about when we can make refineries to ensure we have enough workers to go in gas
if (action.isRefinery() && (getNumMineralWorkers() <= (4 + 3*refineriesInProgress)))
{
return false;
}
int workersPerRefinery = 3;
int workersRequiredToBuild = getRace() == Races::Protoss ? 0 : 1;
int buildingIsRefinery = action.isRefinery() ? 1 : 0;
int candidateWorkers = getNumMineralWorkers() + _units.getNumInProgress(ActionTypes::GetWorker(getRace())) + getNumBuildingWorkers();
int workersToBeUsed = workersRequiredToBuild + workersPerRefinery*(refineriesInProgress);
if (candidateWorkers < workersToBeUsed)
{
return false;
}
}
// if we have no gas income we can't make a gas unit
if (!canAffordGas(action) && !_units.hasGasIncome())
{
return false;
}
// if we have no mineral income we'll never have a minerla unit
if (!canAffordMinerals(action) && !_units.hasMineralIncome())
{
return false;
}
// don't build more refineries than resource depots
if (action.isRefinery() && (numRefineries >= numDepots))
{
return false;
}
// we don't need to go over the maximum supply limit with supply providers
if (action.isSupplyProvider() && (_units.getMaxSupply() + _units.getSupplyInProgress() > 400))
{
return false;
}
// can only build one of a tech type
if (action.isTech() && getUnitData().getNumTotal(action) > 0)
{
return false;
}
// check to see if an addon can ever be built
if (action.isAddon() && !_units.getBuildingData().canBuildEventually(action) && (_units.getNumInProgress(action.whatBuildsActionType()) == 0))
{
return false;
}
return true;
}
示例6: runBuildOrderVisualizationExperiment
void BOSSExperiments::runBuildOrderVisualizationExperiment(const rapidjson::Value & val)
{
BOSS_ASSERT(val.HasMember("scenarios") && val["scenarios"].IsArray(), "BOVis has no scenarios");
std::vector< GameState > states;
std::vector< std::vector<ActionType> > buildOrders;
std::vector< std::vector<FrameCountType> > startTimes(val["scenarios"].Size(), std::vector<FrameCountType>());
std::vector< std::vector<FrameCountType> > finishTimes(val["scenarios"].Size(), std::vector<FrameCountType>());;
std::vector< size_t > nextActionIndexes(val["scenarios"].Size(), 0);
double frameDelayMS = 0;
if (val.HasMember("fps") && val["fps"].IsInt())
{
frameDelayMS = 1000.0 / val["fps"].GetInt();
}
const rapidjson::Value & scenarios = val["scenarios"];
for (size_t i(0); i < scenarios.Size(); ++i)
{
const rapidjson::Value & scenario = scenarios[i];
BOSS_ASSERT(scenario.HasMember("state") && scenario["state"].IsString(), "Scenario has no 'state' string");
BOSS_ASSERT(scenario.HasMember("buildOrder") && scenario["buildOrder"].IsString(), "Scenario has no 'buildOrder' string");
states.push_back(getState(scenario["state"].GetString()));
buildOrders.push_back(getBuildOrder(scenario["buildOrder"].GetString()));
}
BOSS::GUI::Instance().OnStart();
while (true)
{
Timer t;
t.start();
for (size_t s(0); s < states.size(); ++s)
{
bool didAction = false;
if (nextActionIndexes[s] < buildOrders[s].size())
{
FrameCountType nextActionFrame = states[s].whenCanPerform(buildOrders[s][nextActionIndexes[s]]);
if (nextActionFrame == states[s].getCurrentFrame())
{
ActionType type = buildOrders[s][nextActionIndexes[s]];
FrameCountType finish = states[s].getCurrentFrame() + buildOrders[s][nextActionIndexes[s]].buildTime();
if (type.isBuilding() && !type.isAddon() && !type.isMorphed())
{
finish += Constants::BUILDING_PLACEMENT;
}
startTimes[s].push_back(states[s].getCurrentFrame());
finishTimes[s].push_back(finish);
states[s].doAction(buildOrders[s][nextActionIndexes[s]]);
didAction = true;
//std::cout << states[s].getCurrentFrame() << " Action Performed: " << buildOrder[nextActionIndex].getName() << std::endl;
nextActionIndexes[s]++;
}
}
if (!didAction)
{
states[s].fastForward(states[s].getCurrentFrame() + 1);
}
BOSS::GUI::Instance().AddState(states[s]);
BOSS::GUI::Instance().AddActionTimes(startTimes[s], finishTimes[s]);
BOSS::GUI::Instance().AddBuildOrder(buildOrders[s], nextActionIndexes[s]);
}
BOSS::GUI::Instance().OnFrame();
while (t.getElapsedTimeInMilliSec() < frameDelayMS) {}
bool anyLess = false;
for (size_t i(0); i < states.size(); ++i)
{
if (nextActionIndexes[i] < buildOrders[i].size() || states[i].getCurrentFrame() < states[i].getLastActionFinishTime())
{
anyLess = true;
break;
}
}
if (!anyLess)
{
break;
}
}
}