本文整理汇总了C++中ActionType::isWorker方法的典型用法代码示例。如果您正苦于以下问题:C++ ActionType::isWorker方法的具体用法?C++ ActionType::isWorker怎么用?C++ ActionType::isWorker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::isWorker方法的4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: recurseOverStrictDependencies
// recursively checks the tech tree of Action and sets each to have goalMax of 1
void DFBB_BuildOrderSmartSearch::recurseOverStrictDependencies(const ActionType & actionType)
{
if (actionType.isResourceDepot() || actionType.isWorker() || actionType.isSupplyProvider() || actionType.isRefinery())
{
return;
}
PrerequisiteSet recursivePrerequisites = actionType.getRecursivePrerequisites();
for (size_t a(0); a < recursivePrerequisites.size(); ++a)
{
const ActionType & actionType = recursivePrerequisites.getActionType(a);
if (actionType.isResourceDepot() ||actionType.isWorker() || actionType.isSupplyProvider() || actionType.isRefinery())
{
continue;
}
_goal.setGoalMax(actionType, std::max((UnitCountType)1, _goal.getGoalMax(actionType)));
}
}
示例2: removeCompletedAction
void UnitData::removeCompletedAction(const ActionType & action)
{
//Logger::LogAppendToFile(BOSS_LOGFILE, "Unit removed " + action.getName());
const static ActionType Lair = ActionTypes::GetActionType("Zerg_Lair");
const static ActionType Hive = ActionTypes::GetActionType("Zerg_Hive");
_numUnits[action.ID()] -= action.numProduced();
// a lair or hive from a hatchery don't produce additional supply
if (action != Lair && action != Hive)
{
_maxSupply -= action.supplyProvided();
}
if (action.isWorker())
{
if (_mineralWorkers > 0)
{
_mineralWorkers--;
}
else if (_gasWorkers > 0)
{
_gasWorkers--;
}
}
// if it's an extractor
if (action.isRefinery())
{
// take those workers from minerals and put them into it
_mineralWorkers += 3; _gasWorkers -= 3;
}
BOSS_ASSERT(_mineralWorkers >= 0, "Can't have negative mineral workers");
BOSS_ASSERT(_gasWorkers >= 0, "Can't have negative gas workers");
// if it's a building that can produce units, add it to the building data
if (action.isBuilding() && !action.isSupplyProvider())
{
if (!action.isMorphed())
{
_buildings.removeBuilding(action, ActionTypes::None);
}
}
// special case for hatcheries
if (action.isBuilding() && (action.getUnitType() == BWAPI::UnitTypes::Zerg_Hatchery))
{
_hatcheryData.removeHatchery();
}
}
示例3: morphUnit
void UnitData::morphUnit(const ActionType & from, const ActionType & to, const FrameCountType & completionFrame)
{
BOSS_ASSERT(getNumCompleted(from) > 0, "Must have the unit type to morph it");
_numUnits[from.ID()]--;
_currentSupply -= from.supplyRequired();
if (from.isWorker())
{
BOSS_ASSERT(_mineralWorkers > 0, "Need mineral worker");
_mineralWorkers--;
}
addActionInProgress(to, completionFrame);
}
示例4: addCompletedAction
void UnitData::addCompletedAction(const ActionType & action, bool wasBuilt)
{
const static ActionType Lair = ActionTypes::GetActionType("Zerg_Lair");
const static ActionType Hive = ActionTypes::GetActionType("Zerg_Hive");
_numUnits[action.ID()] += action.numProduced();
if (wasBuilt)
{
// a lair or hive from a hatchery don't produce additional supply
if (action != Lair && action != Hive)
{
_maxSupply += action.supplyProvided();
}
}
else
{
_maxSupply += action.supplyProvided();
}
if (action.isWorker())
{
_mineralWorkers++;
}
// if it's an extractor
if (action.isRefinery())
{
// take those workers from minerals and put them into it
_mineralWorkers -= 3; _gasWorkers += 3;
}
// if it's a building that can produce units, add it to the building data
if (action.isBuilding() && !action.isSupplyProvider())
{
if (!action.isMorphed())
{
_buildings.addBuilding(action, ActionTypes::None);
}
}
// special case for hatcheries
if (action.isBuilding() && (action.getUnitType() == BWAPI::UnitTypes::Zerg_Hatchery))
{
_hatcheryData.addHatchery(wasBuilt ? 1 : 3);
}
}