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