本文整理汇总了C++中CvCity::getPopulation方法的典型用法代码示例。如果您正苦于以下问题:C++ CvCity::getPopulation方法的具体用法?C++ CvCity::getPopulation怎么用?C++ CvCity::getPopulation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CvCity
的用法示例。
在下文中一共展示了CvCity::getPopulation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: GetCityConnectionTradeRouteGoldChange
/// Get the amount of gold granted by connecting the city
int CvTreasury::GetCityConnectionRouteGoldTimes100(CvCity* pNonCapitalCity) const
{
CvCity* pCapitalCity = m_pPlayer->getCapitalCity();
if(!pNonCapitalCity || pNonCapitalCity == pCapitalCity || pCapitalCity == NULL)
{
return 0;
}
int iGold = 0;
int iTradeRouteBaseGold = /*100*/ GC.getTRADE_ROUTE_BASE_GOLD();
int iTradeRouteCapitalGoldMultiplier = /*0*/ GC.getTRADE_ROUTE_CAPITAL_POP_GOLD_MULTIPLIER();
int iTradeRouteCityGoldMultiplier = /*125*/ GC.getTRADE_ROUTE_CITY_POP_GOLD_MULTIPLIER();
iGold += iTradeRouteBaseGold; // Base Gold: 0
iGold += (pCapitalCity->getPopulation() * iTradeRouteCapitalGoldMultiplier); // Capital Multiplier
iGold += (pNonCapitalCity->getPopulation() * iTradeRouteCityGoldMultiplier); // City Multiplier
iGold += GetCityConnectionTradeRouteGoldChange() * 100;
if(GetCityConnectionTradeRouteGoldModifier() != 0)
{
iGold *= (100 + GetCityConnectionTradeRouteGoldModifier());
iGold /= 100;
}
return iGold;
}
示例2: GetVassalGoldMaintenance
// What are our gold maintenance costs because of Vassals?
int CvTreasury::GetVassalGoldMaintenance() const
{
int iRtnValue = 0;
// We have a vassal
for(int iI = 0; iI < MAX_MAJOR_CIVS; iI++)
{
if(!GET_PLAYER((PlayerTypes)iI).isMinorCiv()
&& !GET_PLAYER((PlayerTypes)iI).isBarbarian()
&& GET_PLAYER((PlayerTypes)iI).isAlive())
{
int iLoop, iCityPop;
// This player is our vassal
if(GET_TEAM(GET_PLAYER((PlayerTypes)iI).getTeam()).IsVassal(m_pPlayer->getTeam()))
{
// Loop through our vassal's cities
for(CvCity* pLoopCity = GET_PLAYER((PlayerTypes)iI).firstCity(&iLoop); pLoopCity != NULL; pLoopCity = GET_PLAYER((PlayerTypes)iI).nextCity(&iLoop))
{
iCityPop = pLoopCity->getPopulation();
iRtnValue += std::max(0, (int)(pow((double)iCityPop, (double)/*0.6*/ GC.getVASSALAGE_VASSAL_CITY_POP_EXPONENT())));
}
iRtnValue += std::max(0, (GET_PLAYER((PlayerTypes)iI).GetTreasury()->GetExpensePerTurnUnitMaintenance() * /*10*/GC.getVASSALAGE_VASSAL_UNIT_MAINT_COST_PERCENT() / 100));
}
}
}
// Modifier for vassal maintenance?
iRtnValue *= (100 + m_pPlayer->GetVassalGoldMaintenanceMod());
iRtnValue /= 100;
return iRtnValue;
}
示例3: 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.........