本文整理汇总了C++中CUnit::AssignWorkerToMine方法的典型用法代码示例。如果您正苦于以下问题:C++ CUnit::AssignWorkerToMine方法的具体用法?C++ CUnit::AssignWorkerToMine怎么用?C++ CUnit::AssignWorkerToMine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CUnit
的用法示例。
在下文中一共展示了CUnit::AssignWorkerToMine方法的3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: FindAnotherResource
bool COrder_Resource::FindAnotherResource(CUnit &unit)
{
if (this->CurrentResource) {
const ResourceInfo *resinfo = unit.Type->ResInfo[this->CurrentResource];
if (resinfo) {
//Wyrmgus start
// if (!resinfo.TerrainHarvester) {
if (!Map.Info.IsPointOnMap(this->goalPos)) {
//Wyrmgus end
CUnit *newGoal = UnitFindResource(unit, this->Resource.Mine ? *this->Resource.Mine : unit, 8, this->CurrentResource, 1);
if (newGoal) {
CUnit *mine = this->Resource.Mine;
if (mine) {
unit.DeAssignWorkerFromMine(*mine);
}
unit.AssignWorkerToMine(*newGoal);
this->Resource.Mine = newGoal;
this->goalPos.x = -1;
this->goalPos.y = -1;
this->State = SUB_MOVE_TO_RESOURCE;
this->SetGoal(newGoal);
return true;
}
} else {
Vec2i resPos;
//Wyrmgus start
// if (FindTerrainType(unit.Type->MovementMask, MapFieldForest, 8, *unit.Player, unit.tilePos, &resPos)) {
if ((this->CurrentResource == WoodCost && FindTerrainType(unit.Type->MovementMask, MapFieldForest, 8, *unit.Player, unit.tilePos, &resPos)) || (this->CurrentResource == StoneCost && FindTerrainType(unit.Type->MovementMask, MapFieldRocks, 8, *unit.Player, unit.tilePos, &resPos))) {
//Wyrmgus end
this->goalPos = resPos;
this->State = SUB_MOVE_TO_RESOURCE;
DebugPrint("Found a better place to harvest %d,%d\n" _C_ resPos.x _C_ resPos.y);
return true;
}
}
}
}
return false;
}
示例2: ActionResourceInit
/**
** Initialize
**
** return false if action is canceled, true otherwise.
*/
bool COrder_Resource::ActionResourceInit(CUnit &unit)
{
Assert(this->State == SUB_START_RESOURCE);
this->Range = 0;
CUnit *const goal = this->GetGoal();
CUnit *mine = this->Resource.Mine;
if (mine) {
unit.DeAssignWorkerFromMine(*mine);
this->Resource.Mine = NULL;
}
if (goal && goal->IsAlive() == false) {
return false;
}
if (goal && goal->CurrentAction() != UnitActionBuilt) {
unit.AssignWorkerToMine(*goal);
this->Resource.Mine = goal;
}
UnitGotoGoal(unit, goal, SUB_MOVE_TO_RESOURCE);
return true;
}
示例3: WaitInDepot
/**
** Wait in depot, for the resources stored.
**
** @param unit Pointer to unit.
**
** @return TRUE if ready, otherwise FALSE.
*/
bool COrder_Resource::WaitInDepot(CUnit &unit)
{
const ResourceInfo &resinfo = *unit.Type->ResInfo[this->CurrentResource];
const CUnit *depot = ResourceDepositOnMap(unit.tilePos, resinfo.ResourceId);
//Assert(depot);
// Range hardcoded. don't stray too far though
//Wyrmgus start
// if (resinfo.TerrainHarvester) {
if (!this->Resource.Mine) {
//Wyrmgus end
Vec2i pos = this->Resource.Pos;
//Wyrmgus start
// if (FindTerrainType(unit.Type->MovementMask, MapFieldForest, 10, *unit.Player, pos, &pos)) {
if ((this->CurrentResource == WoodCost && FindTerrainType(unit.Type->MovementMask, MapFieldForest, 10, *unit.Player, pos, &pos)) || (this->CurrentResource == StoneCost && FindTerrainType(unit.Type->MovementMask, MapFieldRocks, 10, *unit.Player, pos, &pos))) {
//Wyrmgus end
if (depot) {
DropOutNearest(unit, pos, depot);
}
this->goalPos = pos;
//Wyrmgus start
if (this->CurrentResource == WoodCost) { //tree tiles can regrow, so we need to check if any have regrown closer to the worker
Vec2i forestPos;
int max_forest_range = std::max<int>(abs(unit.tilePos.x - this->goalPos.x), abs(unit.tilePos.y - this->goalPos.y));
if (FindTerrainType(unit.Type->MovementMask, MapFieldForest, max_forest_range, *unit.Player, unit.tilePos, &forestPos)) {
if (PlaceReachable(unit, forestPos, 1, 1, 0, 1, max_forest_range * 4)) {
this->goalPos = forestPos;
}
}
}
//Wyrmgus end
} else {
if (depot) {
DropOutOnSide(unit, LookingW, depot);
}
this->Finished = true;
return false;
}
} else {
const unsigned int tooManyWorkers = 15;
CUnit *mine = this->Resource.Mine;
const int range = 15;
CUnit *newdepot = NULL;
CUnit *goal = NULL;
const bool longWay = unit.pathFinderData->output.Cycles > 500;
//Wyrmgus start
// if (unit.Player->AiEnabled && AiPlayer && AiPlayer->BuildDepots) {
if (depot && unit.Player->AiEnabled && AiPlayer && AiPlayer->BuildDepots) { //check if the depot is valid
//Wyrmgus end
// If the depot is overused, we need first to try to switch into another depot
// Use depot's ref counter for that
if (longWay || !mine || (depot->Refs > tooManyWorkers)) {
newdepot = AiGetSuitableDepot(unit, *depot, &goal);
if (newdepot == NULL && longWay) {
// We need a new depot
AiNewDepotRequest(unit);
}
}
}
// If goal is not NULL, then we got it in AiGetSuitableDepot
if (!goal) {
goal = UnitFindResource(unit, newdepot ? *newdepot : (mine ? *mine : unit), mine ? range : 1000,
this->CurrentResource, unit.Player->AiEnabled, newdepot ? newdepot : depot);
}
if (goal) {
if (depot) {
DropOutNearest(unit, goal->tilePos + goal->Type->GetHalfTileSize(), depot);
}
if (goal != mine) {
if (mine) {
unit.DeAssignWorkerFromMine(*mine);
}
unit.AssignWorkerToMine(*goal);
this->Resource.Mine = goal;
}
this->SetGoal(goal);
this->goalPos.x = this->goalPos.y = -1;
} else {
#ifdef DEBUG
const Vec2i &pos = mine ? mine->tilePos : unit.tilePos;
DebugPrint("%d: Worker %d report: [%d,%d] Resource gone near [%d,%d] in range %d. Sit and play dumb.\n"
_C_ unit.Player->Index _C_ UnitNumber(unit)
_C_ unit.tilePos.x _C_ unit.tilePos.y
_C_ pos.x _C_ pos.y _C_ range);
#endif // DEBUG
if (depot) {
DropOutOnSide(unit, LookingW, depot);
//.........这里部分代码省略.........