本文整理汇总了C++中CvImprovementEntry::IsAdjacentLuxury方法的典型用法代码示例。如果您正苦于以下问题:C++ CvImprovementEntry::IsAdjacentLuxury方法的具体用法?C++ CvImprovementEntry::IsAdjacentLuxury怎么用?C++ CvImprovementEntry::IsAdjacentLuxury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CvImprovementEntry
的用法示例。
在下文中一共展示了CvImprovementEntry::IsAdjacentLuxury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: PlotFoundValue
//.........这里部分代码省略.........
CvImprovementEntry* pkEntry = GC.getImprovementInfo(eBrazilImprovement);
if(pkEntry != NULL && pkEntry->IsSpecificCivRequired())
{
CivilizationTypes eCiv = pkEntry->GetRequiredCivilization();
if(eCiv == pPlayer->getCivilizationType())
{
iCivModifier += iBrazilJungleCount * m_iBrazilMultiplier;
vQualifiersPositive.push_back("(C) jungle");
}
}
}
// Custom code for Morocco
ImprovementTypes eMoroccoImprovement = (ImprovementTypes)GC.getInfoTypeForString("IMPROVEMENT_KASBAH", true);
if(eMoroccoImprovement != NO_IMPROVEMENT)
{
CvImprovementEntry* pkEntry = GC.getImprovementInfo(eMoroccoImprovement);
if(pkEntry != NULL && pkEntry->IsSpecificCivRequired() && !pkEntry->IsAdjacentCity())
{
CivilizationTypes eCiv = pkEntry->GetRequiredCivilization();
if(eCiv == pPlayer->getCivilizationType())
{
iCivModifier += iDesertCount * m_iMorrocoMultiplier;
vQualifiersPositive.push_back("(C) desert");
}
}
}
// Custom code for France
ImprovementTypes eFranceImprovement = (ImprovementTypes)GC.getInfoTypeForString("IMPROVEMENT_CHATEAU", true);
if(eFranceImprovement != NO_IMPROVEMENT)
{
CvImprovementEntry* pkEntry = GC.getImprovementInfo(eFranceImprovement);
if(pkEntry != NULL && pkEntry->IsSpecificCivRequired() && pkEntry->IsAdjacentLuxury())
{
CivilizationTypes eCiv = pkEntry->GetRequiredCivilization();
if(eCiv == pPlayer->getCivilizationType())
{
iCivModifier += iLuxuryCount * m_iFranceMultiplier;
vQualifiersPositive.push_back("(C) luxury");
}
}
}
//Custom code for Netherlands
ImprovementTypes ePolderImprovement = (ImprovementTypes)GC.getInfoTypeForString("IMPROVEMENT_POLDER", true);
if(ePolderImprovement != NO_IMPROVEMENT)
{
CvImprovementEntry* pkEntry = GC.getImprovementInfo(ePolderImprovement);
if(pkEntry != NULL && pkEntry->IsSpecificCivRequired())
{
CivilizationTypes eCiv = pkEntry->GetRequiredCivilization();
if(eCiv == pPlayer->getCivilizationType())
{
iCivModifier += iWetlandsCount * m_iNetherlandsMultiplier;
if(pkEntry->IsAdjacentLake())
{
iCivModifier += (iLakeCount * m_iNetherlandsMultiplier);
}
vQualifiersPositive.push_back("(C) wetlands");
}
}
}
}
// Finally, look at the city plot itself