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C++ CGroup::firstUnit方法代码示例

本文整理汇总了C++中CGroup::firstUnit方法的典型用法代码示例。如果您正苦于以下问题:C++ CGroup::firstUnit方法的具体用法?C++ CGroup::firstUnit怎么用?C++ CGroup::firstUnit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CGroup的用法示例。


在下文中一共展示了CGroup::firstUnit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: addUnitOnCreated

void CEconomy::addUnitOnCreated(CUnit& unit) {
	unitCategory c = unit.type->cats;
	if ((c&MEXTRACTOR).any()) {
		CGroup *group = requestGroup();
		group->addUnit(unit);
		takenMexes[group->key] = group->pos();
		CUnit *builder = ai->unittable->getUnit(group->firstUnit()->builtBy);
		if (builder) {
			assert(group->key != builder->group->key);
			takenMexes.erase(builder->group->key);
		}
	}
	else if(unit.type->def->needGeo) {
		CGroup *group = requestGroup();
		group->addUnit(unit);
		takenGeo[group->key] = group->pos();	
		CUnit *builder = ai->unittable->getUnit(group->firstUnit()->builtBy);
		if (builder) {
			assert(group->key != builder->group->key);
			takenGeo.erase(builder->group->key);
		}
	}
}
开发者ID:slogic,项目名称:E323AI,代码行数:23,代码来源:CEconomy.cpp

示例2: update

void CMilitary::update(int frame) {
	int busyScoutGroups = 0;
	std::vector<int> keys;
	std::vector<int> occupied;
	std::map<int, bool> isOccupied;
	std::map<int, ATask*>::iterator itTask;
	std::map<MilitaryGroupBehaviour, std::map<int, CGroup*>* >::iterator itGroup;
	TargetsFilter tf;

	// NOTE: we store occupied targets in two formats because vector is used
	// for list of targets (which can be used if no suitable primary
	// targets are found), second one is used for TargetFilter to filter out 
	// occupied targets when searching for primary targets
	for (itTask = ai->tasks->activeTasks[TASK_ATTACK].begin(); itTask != ai->tasks->activeTasks[TASK_ATTACK].end(); ++itTask) {
		AttackTask *task = (AttackTask*)itTask->second;
		occupied.push_back(task->target);
		isOccupied[task->target] = true;
	}
	
	for(itGroup = groups.begin(); itGroup != groups.end(); itGroup++) {
		int target = -2;
		MilitaryGroupBehaviour behaviour = itGroup->first;
		
		// setup common target filter params per behaviour...
		tf.reset();
		switch(behaviour) {
			case SCOUT:
				tf.threatRadius = 300.0f;
				tf.threatFactor = 1000.0f;
				break;
			case ENGAGE:
				tf.threatFactor = 0.001f;
				break;
			case BOMBER:
				tf.threatFactor = 100.0f;
				// TODO: replace constant with maneuvering radius of plane?
				tf.threatRadius = 1000.0f;
				break;
			case AIRFIGHTER:
				tf.threatFactor = 100.0f;
				break;
		}

		// NOTE: start with random group ID because some groups can't reach the 
		// target (e.g. Fleas); this helps to overcome the problem when there 
		// is a target, but first group can't reach it, and AI constantly 
		// trying to add same task again and again which leads to attack stall
		keys.clear();
		util::GetShuffledKeys<int, CGroup*>(keys, *(itGroup->second));
		
		const std::vector<CategoryMatcher>& targetBlocks = ai->intel->targets[behaviour];

		for (int i = 0; i < keys.size(); ++i) {
			CGroup *group = (*(itGroup->second))[keys[i]];

			// if group is busy, don't bother...
			if (group->busy || !group->canPerformTasks()) {
				if (group->busy) {
					if (behaviour == SCOUT)
						busyScoutGroups++;
				
    				if (drawTasks)
    					visualizeTasks(group);
				}

				continue;
			}

			// NOTE: each group can have different score on the same target
			// because of their disposition, strength etc.
			tf.scoreCeiling = std::numeric_limits<float>::max();
			tf.excludeId = &isOccupied;

			// setup custom target filter params per current group...
			switch(behaviour) {
				case SCOUT:
					if ((group->cats&AIR).any())
						tf.threatCeiling = 1.1f;
					else
						tf.threatCeiling = (std::max<float>((float)MAX_SCOUTS_IN_GROUP / group->units.size(), 1.0f)) * group->strength - EPS;
					break;
				case BOMBER:
					tf.threatCeiling = group->strength + group->firstUnit()->type->dps;
					break;
			}

			// basic target selection...
			if (target != -1) {
				for(int b = 0; b < targetBlocks.size(); b++) {
					target = group->selectTarget(ai->intel->enemies.getUnits(targetBlocks[b]), tf);
				}
			}

			bool isAssembling = isAssemblingGroup(group);
			
			if ((!isAssembling && behaviour == SCOUT) || target < 0) {
				// scan for better target among existing targets...
				tf.excludeId = NULL;
				int assistTarget = group->selectTarget(occupied, tf);
				if (assistTarget >= 0 && assistTarget != target) {
//.........这里部分代码省略.........
开发者ID:slogic,项目名称:E323AI,代码行数:101,代码来源:CMilitary.cpp

示例3: update

void CEconomy::update() {
	int buildersCount = 0;
	int assistersCount = 0;
	int maxTechLevel = ai->cfgparser->getMaxTechLevel();

	/* See if we can improve our eco by controlling metalmakers */
	controlMetalMakers();

	/* If we are stalling, do something about it */
	preventStalling();

	/* Update idle worker groups */
	std::map<int, CGroup*>::iterator i;
	for (i = activeGroups.begin(); i != activeGroups.end(); ++i) {
		CGroup *group = i->second;
		CUnit *unit = group->firstUnit();

		if ((group->cats&MOBILE).any() && (group->cats&BUILDER).any())
			buildersCount++;
		if ((group->cats&MOBILE).any() && (group->cats&ASSISTER).any() && (group->cats&BUILDER).none())
			assistersCount++;

		if (group->busy || !group->canPerformTasks())
			continue;

		if ((group->cats&FACTORY).any()) {
			ai->tasks->addTask(new FactoryTask(ai, *group));
			continue;
		}
		
		if ((group->cats&STATIC).any() && (group->cats&BUILDER).none()) {
			// we don't have a task for current unit type yet (these types are:
			// MEXTRACTOR & geoplant)
			continue;
		}

		float3 pos = group->pos();

		// NOTE: we're using special algo for commander to prevent
		// it walking outside the base
		if ((unit->type->cats&COMMANDER).any()) {
			tryFixingStall(group);
			if (group->busy) continue;
			
			/* If we don't have a factory, build one */
			if (ai->unittable->factories.empty() || mexceeding) {
				unitCategory factory = getNextTypeToBuild(unit, FACTORY, maxTechLevel);
				if (factory.any())
					buildOrAssist(*group, BUILD_FACTORY, factory);
				if (group->busy) continue;
			}

			/* If we are exceeding and don't have estorage yet, build estorage */
			if (eexceeding && !ai->unittable->factories.empty()) {
				if (ai->unittable->energyStorages.size() < ai->cfgparser->getMaxTechLevel())
					buildOrAssist(*group, BUILD_ESTORAGE, ESTORAGE);
				if (group->busy) continue;
			}
			
			// NOTE: in NOTA only static commanders can build TECH1 factories
			if ((unit->type->cats&STATIC).any()) {
				/* See if this unit can build desired factory */
				unitCategory factory = getNextTypeToBuild(unit, FACTORY, maxTechLevel);
				if (factory.any())
					buildOrAssist(*group, BUILD_FACTORY, factory);
				if (group->busy) continue;

				factory = getNextTypeToBuild(unit, BUILDER|STATIC, maxTechLevel);
				if (factory.any())
					// TODO: invoke BUILD_ASSISTER building algo instead of
					// BUILD_FACTORY to properly place static builders?
					buildOrAssist(*group, BUILD_FACTORY, factory);
				if (group->busy) continue;
			}
			
			// build nearby metal extractors if possible...
			if (mstall && !ai->gamemap->IsMetalMap()) {
				// NOTE: there is a special hack withing buildOrAssist() 
				// to prevent building unnecessary MMAKERS
				buildOrAssist(*group, BUILD_MPROVIDER, MEXTRACTOR);
				if (group->busy) continue;
			}
			
			// see if we can build defense
			tryBuildingDefense(group);
			if (group->busy) continue;
			
			tryAssistingFactory(group);
			if (group->busy) continue;
		}
		else if ((unit->type->cats&BUILDER).any()) {
			tryFixingStall(group);
			if (group->busy) continue;
    		
    		/* See if this unit can build desired factory */
    		unitCategory factory = getNextTypeToBuild(unit, FACTORY, maxTechLevel);
    		if (factory.any())
    			buildOrAssist(*group, BUILD_FACTORY, factory);
    		if (group->busy) continue;
    		
//.........这里部分代码省略.........
开发者ID:slogic,项目名称:E323AI,代码行数:101,代码来源:CEconomy.cpp

示例4: buildOrAssist

void CEconomy::buildOrAssist(CGroup& group, buildType bt, unitCategory include, unitCategory exclude) {
	ATask* task = canAssist(bt, group);
	if (task != NULL) {
		ai->tasks->addTask(new AssistTask(ai, *task, group));
		return;
	}
	
	if ((group.cats&BUILDER).none())
		return;

	float3 pos = group.pos();
	float3 goal = pos;
	unitCategory catsWhere = canBuildWhere(group.cats);
	unitCategory catsWhereStrict = canBuildWhere(group.cats, true);

	if (bt == BUILD_EPROVIDER) {
		if (!windmap)
			exclude |= WIND;
		if (!worthBuildingTidal)
			exclude |= TIDAL;
	}
	else if (bt == BUILD_MPROVIDER) {
		if ((include&MEXTRACTOR).any()) {
			goal = getClosestOpenMetalSpot(group);
			if (goal != ERRORVECTOR)
				if (goal.y < 0.0f)
					exclude |= (LAND|AIR);
				else
					exclude |= (SEA|SUB);
		}
	}

	const CUnit* unit = group.firstUnit();
	bool isComm = (unit->type->cats&COMMANDER).any();
	std::multimap<float, UnitType*> candidates;
	
	// retrieve the allowed buildable units...
	if ((include&MEXTRACTOR).any())
		ai->unittable->getBuildables(unit->type, include|catsWhereStrict, exclude, candidates);
	else		
		ai->unittable->getBuildables(unit->type, include|catsWhere, exclude, candidates);
	
   	std::multimap<float, UnitType*>::iterator i = candidates.begin();
   	int iterations = candidates.size() / (ai->cfgparser->getTotalStates() - state + 1);
   	bool affordable = false;

	if (!candidates.empty()) {
    	/* Determine which of these we can afford */
    	while(iterations >= 0) {
    		if (canAffordToBuild(unit->type, i->second))
    			affordable = true;
    		else
    			break;

    		if (i == --candidates.end())
    			break;
    		iterations--;
    		i++;
    	}
	}
	else if (bt != BUILD_MPROVIDER) {
		return;
	}
	else {
		goal = ERRORVECTOR;
	}
	
	/* Perform the build */
	switch(bt) {
		case BUILD_EPROVIDER: {
			if (i->second->def->needGeo) {
				goal = getClosestOpenGeoSpot(group);
				if (goal != ERRORVECTOR) {
					// TODO: prevent commander walking?
					if (!eRequest && ai->pathfinder->getETA(group, goal) > 450.0f) {
						goal = ERRORVECTOR;
					}
				}
			}
			else if ((i->second->cats&EBOOSTER).any()) {
				goal = ai->coverage->getNextClosestBuildSite(unit, i->second);
			}

			if (goal == ERRORVECTOR) {
				goal = pos;
				if (i != candidates.begin())
					--i;
				else
					++i;
			}
			
			if (i != candidates.end())
				ai->tasks->addTask(new BuildTask(ai, bt, i->second, group, goal));

			break;
		}

		case BUILD_MPROVIDER: {
			bool canBuildMMaker = (eIncome - eUsage) >= METAL2ENERGY || eexceeding;
			
//.........这里部分代码省略.........
开发者ID:slogic,项目名称:E323AI,代码行数:101,代码来源:CEconomy.cpp


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