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C++ CvCity::getDamage方法代码示例

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


在下文中一共展示了CvCity::getDamage方法的5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: PrioritizeZones

/// Establish order of zone processing for the turn
void CvTacticalAnalysisMap::PrioritizeZones()
{
	// Loop through the dominance zones
	for(unsigned int iI = 0; iI < m_DominanceZones.size(); iI++)
	{
		// Find the zone and compute dominance here
		CvTacticalDominanceZone* pZone = &m_DominanceZones[iI];
		eTacticalDominanceFlags eDominance = ComputeDominance(pZone);

		// Establish a base value for the region
		int iBaseValue = 1;
		int iMultiplier = 1;

		// Temporary zone?
		if(pZone->GetTerritoryType() == TACTICAL_TERRITORY_TEMP_ZONE)
		{
			iMultiplier = 1000;
		}
		else
		{
			CvCity* pClosestCity = pZone->GetZoneCity();
			if(pClosestCity && pClosestCity->isAdjacentToArea(pZone->GetAreaID()))
			{
				iBaseValue += (1 + (int)sqrt((float)pClosestCity->getPopulation()));

				if(GET_PLAYER(m_ePlayer).GetTacticalAI()->IsTemporaryZoneCity(pClosestCity))
				{
					iBaseValue *= 2;
				}

				else if (pClosestCity->isVisible( GET_PLAYER(m_ePlayer).getTeam(), false))
				{
					iBaseValue *= 4;

					// How damaged is this visible city?
					int iMaxDamageMultiplier = 10;
					int iDamage = pClosestCity->getDamage();
					if (iDamage > (pClosestCity->GetMaxHitPoints() / iMaxDamageMultiplier))
					{
						iBaseValue *= (int)((iDamage + 1) * 10 / pClosestCity->GetMaxHitPoints());
					}
				}

#if defined(MOD_BALANCE_CORE)
				if (GET_PLAYER(m_ePlayer).IsCityAlreadyTargeted(pClosestCity) || GET_PLAYER(m_ePlayer).GetMilitaryAI()->IsCurrentAttackTarget(pClosestCity) )
				{
					iBaseValue *= 2;
				}

				if (pClosestCity->GetPlayer()->isMinorCiv())
				{
					//At war with ally of this minor? Greatly reduce priority.
					PlayerTypes eAlly = pClosestCity->GetPlayer()->GetMinorCivAI()->GetAlly();
					if (eAlly != NO_PLAYER && GET_TEAM(GET_PLAYER(m_ePlayer).getTeam()).isAtWar(GET_PLAYER(eAlly).getTeam()))
					{
						iBaseValue = 1;
					}
				}
#endif
			}

			if(!pZone->IsWater())
			{
				iBaseValue *= 3;
			}

			// Now compute a multiplier based on current conditions here
			if(eDominance == TACTICAL_DOMINANCE_ENEMY)
			{
				if(pZone->GetTerritoryType() == TACTICAL_TERRITORY_ENEMY)
				{
					iMultiplier = 1;
				}
				else if(pZone->GetTerritoryType() == TACTICAL_TERRITORY_FRIENDLY)
				{
					iMultiplier = 8;
				}
			}
			else if(eDominance == TACTICAL_DOMINANCE_EVEN)
			{
				if(pZone->GetTerritoryType() == TACTICAL_TERRITORY_ENEMY)
				{
					iMultiplier = 4;
				}
				else if(pZone->GetTerritoryType() == TACTICAL_TERRITORY_FRIENDLY)
				{
					iMultiplier = 4;
				}
			}
			else if(eDominance == TACTICAL_DOMINANCE_FRIENDLY)
			{
				if(pZone->GetTerritoryType() == TACTICAL_TERRITORY_ENEMY)
				{
					iMultiplier = 8;
				}
				else if(pZone->GetTerritoryType() == TACTICAL_TERRITORY_FRIENDLY)
				{
					iMultiplier = 1;
				}
//.........这里部分代码省略.........
开发者ID:kawyua,项目名称:Community-Patch-DLL,代码行数:101,代码来源:CvTacticalAnalysisMap.cpp

示例2: CalculateMilitaryStrengths

/// Calculate military presences in each owned dominance zone
void CvTacticalAnalysisMap::CalculateMilitaryStrengths()
{
	TeamTypes eTeam = GET_PLAYER(m_ePlayer).getTeam();

	// Loop through the dominance zones
	for(unsigned int iI = 0; iI < m_DominanceZones.size(); iI++)
	{
		CvTacticalDominanceZone* pZone = &m_DominanceZones[iI];
		CvCity *pClosestCity = pZone->GetZoneCity();
		if(pClosestCity)
		{
			// Start with strength of the city itself
			int iCityHitPoints = pClosestCity->GetMaxHitPoints() - pClosestCity->getDamage();
			int iStrength = pClosestCity->getStrengthValue() * iCityHitPoints / GC.getMAX_CITY_HIT_POINTS();

			if(pZone->GetTerritoryType() == TACTICAL_TERRITORY_FRIENDLY)
			{
				pZone->AddFriendlyMeleeStrength(iStrength);
				pZone->AddFriendlyRangedStrength(pClosestCity->getStrengthValue(true));
			}
			else if(pZone->GetTerritoryType() == TACTICAL_TERRITORY_ENEMY)
			{
				pZone->AddEnemyMeleeStrength(iStrength);
				pZone->AddEnemyRangedStrength(pClosestCity->getStrengthValue(true));
			}
			else
			{ 
				pZone->AddNeutralStrength(iStrength);
			}
		}

		// check all units in the world
		for(int iPlayerLoop = 0; iPlayerLoop < MAX_PLAYERS; iPlayerLoop++)
		{
			CvPlayer& kPlayer = GET_PLAYER((PlayerTypes) iPlayerLoop);
			bool bEnemy = GET_TEAM(eTeam).isAtWar(kPlayer.getTeam());
			bool bFriendly = (eTeam==kPlayer.getTeam());

			int iLoop;
			for(CvUnit* pLoopUnit = kPlayer.firstUnit(&iLoop); pLoopUnit != NULL; pLoopUnit = kPlayer.nextUnit(&iLoop))
			{
				if(!pLoopUnit->IsCombatUnit())
					continue;

				bool bUnitMayBeRelevant = (pLoopUnit->getDomainType() == DOMAIN_AIR ||
						pLoopUnit->isRanged() || //ranged power is cross-domain!
						(pLoopUnit->getDomainType() == DOMAIN_LAND && !pZone->IsWater()) ||
						((pLoopUnit->getDomainType() == DOMAIN_SEA || (pLoopUnit->isEmbarked() && pClosestCity) && pZone->IsWater())));
						//embarked melee still count in water zone if there's a city to attack/defend

				if (!bUnitMayBeRelevant)
					continue;

				CvPlot* pPlot = pLoopUnit->plot();
				if(!pPlot)
					continue;

				//a little cheating for AI - invisible units still count with reduced strength
				bool bVisible = pPlot->isVisible(eTeam) || pPlot->isAdjacentVisible(eTeam, false);
				bool bZoneTypeMismatch = (pLoopUnit->getDomainType() == DOMAIN_LAND && pZone->IsWater()) || (pLoopUnit->getDomainType() == DOMAIN_SEA && !pZone->IsWater());

				//embarked units and crossdomain count only partially
				bool bReducedStrength = pLoopUnit->isEmbarked() || bZoneTypeMismatch;

				//if there is a city, units in adjacent zones can also count
				int iDistance = 0;
				if (pClosestCity)
				{
					iDistance = plotDistance(pLoopUnit->getX(), pLoopUnit->getY(), pClosestCity->getX(), pClosestCity->getY());
					if (iDistance > m_iTacticalRange)
						continue;
					else if (iDistance > (m_iTacticalRange / 2))
					{
						if (bZoneTypeMismatch)
							continue;
						else
							bReducedStrength = true;
					}
					else
					{
						//if on another continent, they can't easily take part in the fight
						if (!pClosestCity->isMatchingArea(pLoopUnit->plot()))
							bReducedStrength = true;
					}
				}
				else
				{
					//if there is no city, the unit must be in the zone itself
					if ( GetCell(pLoopUnit->plot()->GetPlotIndex())->GetDominanceZone() != pZone->GetDominanceZoneID() )
						continue;
				}

				int iMultiplier = m_iTacticalRange + MIN(3 - iDistance, 0);  // 3 because action may still be spread out over the zone
				if(iMultiplier > 0)
				{
					int iUnitStrength = pLoopUnit->GetBaseCombatStrengthConsideringDamage();

					//unit might disembark ... so don't count it for water zone, but for adjacent land
					if(iUnitStrength == 0 && pLoopUnit->isEmbarked() && !pZone->IsWater())
//.........这里部分代码省略.........
开发者ID:kawyua,项目名称:Community-Patch-DLL,代码行数:101,代码来源:CvTacticalAnalysisMap.cpp

示例3: CalculateMilitaryStrengths

/// Calculate military presences in each owned dominance zone
void CvTacticalAnalysisMap::CalculateMilitaryStrengths()
{
	// Loop through the dominance zones
	CvTacticalDominanceZone* pZone;
	CvCity* pClosestCity = NULL;
	int iDistance;
	int iMultiplier;
	int iLoop;
	CvUnit* pLoopUnit;
	TeamTypes eTeam;

	eTeam = m_pPlayer->getTeam();

	for(unsigned int iI = 0; iI < m_DominanceZones.size(); iI++)
	{
		pZone = &m_DominanceZones[iI];

		if(pZone->GetTerritoryType() != TACTICAL_TERRITORY_NO_OWNER)
		{
			pClosestCity = pZone->GetClosestCity();
			if(pClosestCity)
			{
				// Start with strength of the city itself
				int iCityHitPoints = pClosestCity->GetMaxHitPoints() - pClosestCity->getDamage();
				int iStrength = m_iTacticalRange * pClosestCity->getStrengthValue() * iCityHitPoints / GC.getMAX_CITY_HIT_POINTS();
				if(pZone->GetTerritoryType() == TACTICAL_TERRITORY_FRIENDLY)
				{
					pZone->AddFriendlyStrength(iStrength);
#if defined(MOD_AI_SMART_V3)
					pZone->AddFriendlyRangedStrength(pClosestCity->getStrengthValue(MOD_AI_SMART_V3));
#else
					pZone->AddFriendlyRangedStrength(pClosestCity->getStrengthValue());
#endif
				}
#if defined(MOD_AI_SMART_V3)
				else if(!MOD_AI_SMART_V3 || pZone->GetTerritoryType() == TACTICAL_TERRITORY_ENEMY)
#else
				else
#endif
				{
					pZone->AddEnemyStrength(iStrength);
#if defined(MOD_AI_SMART_V3)
					pZone->AddEnemyRangedStrength(pClosestCity->getStrengthValue(MOD_AI_SMART_V3));
#else
					pZone->AddEnemyRangedStrength(pClosestCity->getStrengthValue());
#endif
				}

				// Loop through all of OUR units first
				for(pLoopUnit = m_pPlayer->firstUnit(&iLoop); pLoopUnit != NULL; pLoopUnit = m_pPlayer->nextUnit(&iLoop))
				{
					if(pLoopUnit->IsCombatUnit())
					{
						if(pLoopUnit->getDomainType() == DOMAIN_AIR ||
#if defined(MOD_AI_SMART_V3)
								//ranged power is cross-domain!
								(MOD_AI_SMART_V3 && pLoopUnit->isRanged()) ||
#endif
						        (pLoopUnit->getDomainType() == DOMAIN_LAND && !pZone->IsWater()) ||
						        (pLoopUnit->getDomainType() == DOMAIN_SEA && pZone->IsWater()))
						{
							iDistance = plotDistance(pLoopUnit->getX(), pLoopUnit->getY(), pClosestCity->getX(), pClosestCity->getY());
							if (iDistance <= m_iTacticalRange)
							{
#if defined(MOD_AI_SMART_V3)
								int iRange = MOD_AI_SMART_V3 ? MIN(4 - iDistance, 0) : 4 - iDistance;
								iMultiplier = m_iTacticalRange + iRange;
#else
								iMultiplier = (m_iTacticalRange + 4 - iDistance);  // "4" so unit strength isn't totally dominated by proximity to city
#endif
								if(iMultiplier > 0)
								{
									int iUnitStrength = pLoopUnit->GetBaseCombatStrengthConsideringDamage();
									if(iUnitStrength == 0 && pLoopUnit->isEmbarked() && !pZone->IsWater())
									{
										iUnitStrength = pLoopUnit->GetBaseCombatStrength(true);
									}
									pZone->AddFriendlyStrength(iUnitStrength * iMultiplier * m_iUnitStrengthMultiplier);
									pZone->AddFriendlyRangedStrength(pLoopUnit->GetMaxRangedCombatStrength(NULL, /*pCity*/ NULL, true, true));
									if(pLoopUnit->GetRange() > GetBestFriendlyRange())
									{
										SetBestFriendlyRange(pLoopUnit->GetRange());
									}
									if(pLoopUnit->IsRangeAttackIgnoreLOS())
									{
										SetIgnoreLOS(true);
									}
									pZone->AddFriendlyUnitCount(1);
									if(pLoopUnit->isRanged())
									{
										pZone->AddFriendlyRangedUnitCount(1);
									}
								}
							}
						}
					}
				}

				// Repeat for all visible enemy units (or adjacent to visible)
//.........这里部分代码省略.........
开发者ID:QuinaryLogician,项目名称:DLL-VMC,代码行数:101,代码来源:CvTacticalAnalysisMap.cpp

示例4: GetDanger

// Get the maximum damage unit could receive at this plot in the next turn (update this with CvUnitCombat changes!)
int CvDangerPlotContents::GetDanger(const CvUnit* pUnit, AirActionType iAirAction)
{
	if (!m_pPlot || !pUnit)
		return 0;

	// Air units only take damage from interceptions
	if (pUnit->getDomainType() == DOMAIN_AIR)
		return GetAirUnitDamage(pUnit, iAirAction);

	//simple caching for speedup
	SUnitStats unitStats(pUnit);
	if (unitStats==m_lastUnit)
		return m_lastResult;

	//otherwise calculate from scratch
	int iPlotDamage = 0;

	CvCity* pFriendlyCity = NULL;
	if ( m_pPlot->isFriendlyCity(*pUnit,true) )
		pFriendlyCity = m_pPlot->getPlotCity();

	// Civilians can be captured - unless they would need to be embarked on this plot
	if (!pUnit->IsCombatUnit() && pUnit->isNativeDomain(m_pPlot))
	{
		// If plot contains an enemy unit, mark it as max danger
		if (m_pPlot->getBestDefender(NO_PLAYER, pUnit->getOwner(), NULL, true))
		{
			return MAX_INT;
		}

		for (DangerUnitVector::iterator it = m_apUnits.begin(); it < m_apUnits.end(); ++it)
		{
			CvUnit* pAttacker = GET_PLAYER(it->first).getUnit(it->second);

			if ( pAttacker && !pAttacker->isDelayedDeath() && !pAttacker->IsDead())
			{
				// If in a city and the city can be captured, we are in highest danger
				if (pFriendlyCity)
				{
					if (GetDanger(pFriendlyCity) + pFriendlyCity->getDamage() > pFriendlyCity->GetMaxHitPoints())
					{
						return MAX_INT;
					}
				}
				// Look for a possible plot defender
				else 
				{
					IDInfo* pUnitNode = m_pPlot->headUnitNode();
					CvUnit* pBestDefender = NULL;
					while (pUnitNode != NULL)
					{
						pBestDefender = ::getUnit(*pUnitNode);
						pUnitNode = m_pPlot->nextUnitNode(pUnitNode);

						if (pBestDefender && pBestDefender->getOwner() == pUnit->getOwner())
						{
							//fix endless recursion with stacked embarked civilians: defender must also be able to attack
							if (pBestDefender->IsCanDefend() && pBestDefender->IsCanAttack())
							{
								if (pBestDefender != pUnit)
								{
									if (pBestDefender->isWaiting() || !(pBestDefender->canMove()))
									{
										break;
									}
								}
							}
						}
						pBestDefender = NULL;
					}
					// If there is a defender and it might be killed, high danger
					if (pBestDefender && (pBestDefender->isWaiting() || !pBestDefender->canMove()))
					{
						if (GetDanger(pBestDefender) > pBestDefender->GetCurrHitPoints())
						{
							return INT_MAX;
						}
					}
					else if (pBestDefender==NULL)
					{
						//Civilian could be captured on this tile
						return MAX_INT;
					}
				}
			}
		}

		// Damage from features (citadel)
		iPlotDamage += GetDamageFromFeatures(pUnit->getOwner());
		iPlotDamage += m_bFlatPlotDamage ? m_pPlot->getTurnDamage(pUnit->ignoreTerrainDamage(), pUnit->ignoreFeatureDamage(), pUnit->extraTerrainDamage(), pUnit->extraFeatureDamage()) : 0;

		// Damage from cities
		for (DangerCityVector::iterator it = m_apCities.begin(); it < m_apCities.end(); ++it)
		{
			CvCity* pCity = GET_PLAYER(it->first).getCity(it->second);
			if (!pCity || pCity->getTeam() == pUnit->getTeam())
				continue;

			iPlotDamage += pCity->rangeCombatDamage(pUnit, NULL, false, m_pPlot);
//.........这里部分代码省略.........
开发者ID:JFDaly,项目名称:Community-Patch-DLL,代码行数:101,代码来源:CvDangerPlots.cpp

示例5: PrioritizeZones

/// Establish order of zone processing for the turn
void CvTacticalAnalysisMap::PrioritizeZones()
{
	// Loop through the dominance zones
	CvTacticalDominanceZone* pZone;
	int iBaseValue;
	int iMultiplier;
	CvCity* pClosestCity = NULL;

	for(unsigned int iI = 0; iI < m_DominanceZones.size(); iI++)
	{
		// Find the zone and compute dominance here
		pZone = &m_DominanceZones[iI];
		eTacticalDominanceFlags eDominance = ComputeDominance(pZone);

		// Establish a base value for the region
		iBaseValue = 1;

		// Temporary zone?
		if(pZone->GetTerritoryType() == TACTICAL_TERRITORY_TEMP_ZONE)
		{
			iMultiplier = 1000;
		}
		else
		{
			pClosestCity = pZone->GetClosestCity();

			if(pClosestCity)
			{
				iBaseValue += (1 + (int)sqrt((float)pZone->GetClosestCity()->getPopulation()));

				if(pClosestCity->isCapital() && !pClosestCity->GetPlayer()->isMinorCiv())
				{
					iBaseValue *= 2;
				}

				if(m_pPlayer->GetTacticalAI()->IsTemporaryZoneCity(pClosestCity))
				{
					iBaseValue *= 20;
				}

				else if (pZone->GetClosestCity()->isVisible(m_pPlayer->getTeam(), false))
				{
					iBaseValue *= 4;

					// How damaged is this visible city?
					int iMaxDamageMultiplier = 10;
					int iDamage = pClosestCity->getDamage();
					if (iDamage > (pClosestCity->GetMaxHitPoints() / iMaxDamageMultiplier))
					{
						iBaseValue *= (int)((iDamage + 1) * 10 / pClosestCity->GetMaxHitPoints());
					}
				}
			}

			if(!pZone->IsWater())
			{
				iBaseValue *= 3;
			}

			// Now compute a multiplier based on current conditions here
			iMultiplier = 1;
			if(eDominance == TACTICAL_DOMINANCE_ENEMY)
			{
				if(pZone->GetTerritoryType() == TACTICAL_TERRITORY_ENEMY)
				{
					iMultiplier = 2;
				}
				else if(pZone->GetTerritoryType() == TACTICAL_TERRITORY_FRIENDLY)
				{
					iMultiplier = 6;
				}
			}
			else if(eDominance == TACTICAL_DOMINANCE_EVEN)
			{
				if(pZone->GetTerritoryType() == TACTICAL_TERRITORY_ENEMY)
				{
					iMultiplier = 4;
				}
				else if(pZone->GetTerritoryType() == TACTICAL_TERRITORY_FRIENDLY)
				{
					iMultiplier = 4;
				}
			}
			else if(eDominance == TACTICAL_DOMINANCE_FRIENDLY)
			{
				if(pZone->GetTerritoryType() == TACTICAL_TERRITORY_ENEMY)
				{
					iMultiplier = 8;
				}
				else if(pZone->GetTerritoryType() == TACTICAL_TERRITORY_FRIENDLY)
				{
					iMultiplier = 1;
				}
			}
			if(!m_pPlayer->isMinorCiv())
			{
				if(m_pPlayer->GetDiplomacyAI()->GetStateAllWars() == STATE_ALL_WARS_WINNING)
				{
					if(pZone->GetTerritoryType() == TACTICAL_TERRITORY_ENEMY)
//.........这里部分代码省略.........
开发者ID:gskleres,项目名称:nqmod-vs2008,代码行数:101,代码来源:CvTacticalAnalysisMap.cpp


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