本文整理汇总了C++中CvCity::isAdjacentToArea方法的典型用法代码示例。如果您正苦于以下问题:C++ CvCity::isAdjacentToArea方法的具体用法?C++ CvCity::isAdjacentToArea怎么用?C++ CvCity::isAdjacentToArea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::isAdjacentToArea方法的1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.........