本文整理汇总了C++中CSystem::GetWorker方法的典型用法代码示例。如果您正苦于以下问题:C++ CSystem::GetWorker方法的具体用法?C++ CSystem::GetWorker怎么用?C++ CSystem::GetWorker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CSystem
的用法示例。
在下文中一共展示了CSystem::GetWorker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: DecrementDueToWastedIndustry
//removes workers from factories until they are the minimum number to finish the current project
//in still the same number of turns (as at the start of the function)
int DecrementDueToWastedIndustry(bool max_industry)
{
m_pSystem->CalculateVariables();
const CAssemblyList& assembly_list = *m_pSystem->GetAssemblyList();
int unset = 0;
if(assembly_list.IsEmpty() || assembly_list.GetWasBuildingBought())
return unset;
const int min_rounds = m_pSystem->NeededRoundsToBuild(0, true);
AssertBotE(min_rounds >= 1);
if(max_industry && min_rounds > 1 || m_pSystem->GetWorker(WORKER::INDUSTRY_WORKER) == 0)
return unset;
while(true)
{
SetWorker(WORKER::INDUSTRY_WORKER, CSystem::SET_WORKER_MODE_DECREMENT);
++unset;
m_pSystem->CalculateVariables();
const int current_rounds = m_pSystem->NeededRoundsToBuild(0, true, false);
if(m_pSystem->GetWorker(WORKER::INDUSTRY_WORKER) == 0)
{
if(min_rounds < current_rounds)
OnBestIndustryWorkerCountFound(unset);
return unset;
}
if(min_rounds < current_rounds)
{
OnBestIndustryWorkerCountFound(unset);
return unset;
}
}
}
示例2: SafeMoral
//puts an additional worker into industry, to prevent not finishing the project because
//industry prod decreased due to loss of moral
void SafeMoral()
{
const CAssemblyList& assembly_list = *m_pSystem->GetAssemblyList();
AssertBotE(m_WorkersLeftToSet >= 0);
if(assembly_list.IsEmpty() || m_WorkersLeftToSet == 0)
return;
const int max_buildings = m_pSystem->GetNumberOfWorkbuildings(WORKER::INDUSTRY_WORKER, 0);
if(m_pSystem->GetWorker(WORKER::INDUSTRY_WORKER) < max_buildings)
SetWorker(WORKER::INDUSTRY_WORKER, CSystem::SET_WORKER_MODE_INCREMENT);
}
示例3: FillRemainingSlots
//fills all remaining empty buildings of the given cathegory, only considering available workers and buildings
bool FillRemainingSlots(WORKER::Typ type)
{
AssertBotE(m_WorkersLeftToSet >= 0);
if(m_WorkersLeftToSet == 0)
return false;
m_WorkersLeftToSet += m_pSystem->GetWorker(type);
m_pSystem->SetWorker(type, CSystem::SET_WORKER_MODE_SET, 0);
const int buildings = m_pSystem->GetNumberOfWorkbuildings(type, 0);
const int to_set = min(buildings, m_WorkersLeftToSet);
SetWorker(type, CSystem::SET_WORKER_MODE_SET,to_set);
return true;
}
示例4: DecrementDueToFullStore
//removes workers from a cathegory which has a store until production + store <= store,
//so that nothing will be wasted on next turn change
int DecrementDueToFullStore(WORKER::Typ type)
{
int unset = 0;
if(!m_pSystem->HasStore(type))
return unset;
const int store = m_pSystem->GetResourceStore(type);
while(true)
{
const int workers = m_pSystem->GetWorker(type);
if(workers == 0)
break;
m_pSystem->CalculateVariables();
const int prod = m_pSystem->GetProduction()->GetXProd(type);
if(store + prod <= m_pSystem->GetXStoreMax(type))
break;
SetWorker(type, CSystem::SET_WORKER_MODE_DECREMENT);
++unset;
}
return unset;
}
示例5: IncreaseWorkersUntilSufficient
//Indreases workers in cathegories energy and food until we produce enough to suffice for the consumption we have
bool IncreaseWorkersUntilSufficient(WORKER::Typ type, bool allow_insufficient)
{
AssertBotE(type == WORKER::ENERGY_WORKER || type == WORKER::FOOD_WORKER);
if(m_pSystem->GetDisabledProductions()[type])
return true;
while(true)
{
const int value = (type == WORKER::ENERGY_WORKER) ? m_pProd->GetEnergyProd() : m_pProd->GetFoodProd();
if(value >= 0)
return true;
if(m_WorkersLeftToSet <= 0)
return allow_insufficient;
const int number_of_buildings = m_pSystem->GetNumberOfWorkbuildings(type, 0);
const int workers_set = m_pSystem->GetWorker(type);
AssertBotE(workers_set <= number_of_buildings);
if(workers_set == number_of_buildings)
return allow_insufficient;
SetWorker(type, CSystem::SET_WORKER_MODE_INCREMENT);
m_pSystem->CalculateVariables();
}
}
示例6:
CWorkersDistributionCalculator(CSystem& system) :
m_pSystem(&system),
m_pProd(system.GetProduction()),
m_WorkersLeftToSet(system.GetWorker(WORKER::ALL_WORKER))
{
}