本文整理汇总了C++中CvPlot::GetPlotIndex方法的典型用法代码示例。如果您正苦于以下问题:C++ CvPlot::GetPlotIndex方法的具体用法?C++ CvPlot::GetPlotIndex怎么用?C++ CvPlot::GetPlotIndex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CvPlot
的用法示例。
在下文中一共展示了CvPlot::GetPlotIndex方法的4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: EstablishZoneNeighborhood
void CvTacticalAnalysisMap::EstablishZoneNeighborhood()
{
//walk over the map and see which zones are adjacent
int iW = GC.getMap().getGridWidth();
int iH = GC.getMap().getGridHeight();
for(unsigned int iI = 0; iI < m_DominanceZones.size(); iI++)
{
m_DominanceZones[iI].ClearNeighboringZones();
}
for (int i=0; i<iW; i++)
{
for (int j=0; j<iH; j++)
{
CvPlot* pA = GC.getMap().plot(i,j);
CvPlot* pB = GC.getMap().plot(i,j+1);
CvPlot* pC = GC.getMap().plot(i+1,j);
CvTacticalAnalysisCell* cA = pA ? GetCell( pA->GetPlotIndex() ) : NULL;
CvTacticalAnalysisCell* cB = pB ? GetCell( pB->GetPlotIndex() ) : NULL;
CvTacticalAnalysisCell* cC = pC ? GetCell( pC->GetPlotIndex() ) : NULL;
if (cA && cB)
{
int iA = cA->GetDominanceZone();
int iB = cB->GetDominanceZone();
if (iA!=-1 && iB!=-1 &&
GetZoneByID(iA)->GetTerritoryType()!=TACTICAL_TERRITORY_NO_OWNER &&
GetZoneByID(iB)->GetTerritoryType()!=TACTICAL_TERRITORY_NO_OWNER
)
{
GetZoneByID(iA)->AddNeighboringZone(iB);
GetZoneByID(iB)->AddNeighboringZone(iA);
}
}
if (cA && cC)
{
int iA = cA->GetDominanceZone();
int iC = cC->GetDominanceZone();
if (iA!=-1 && iC!=-1 &&
GetZoneByID(iA)->GetTerritoryType()!=TACTICAL_TERRITORY_NO_OWNER &&
GetZoneByID(iC)->GetTerritoryType()!=TACTICAL_TERRITORY_NO_OWNER
)
{
GetZoneByID(iA)->AddNeighboringZone(iC);
GetZoneByID(iC)->AddNeighboringZone(iA);
}
}
}
}
}
示例2: IsPlotValidForBarbCamp
// ---------------------------------------------------------------------------
bool CvBarbarians::IsPlotValidForBarbCamp(CvPlot* pPlot)
{
int iRange = 4;
int iDY;
int iPlotX = pPlot->getX();
int iPlotY = pPlot->getY();
CvMap& kMap = GC.getMap();
for (int iDX = -(iRange); iDX <= iRange; iDX++)
{
for (iDY = -(iRange); iDY <= iRange; iDY++)
{
int iLoopPlotX = iPlotX + iDX;
int iLoopPlotY = iPlotY + iDY;
// Cut off corners
if (plotDistance(iPlotX, iPlotY, iLoopPlotX, iLoopPlotY) > iRange)
continue;
// If the counter is below -1 that means a camp was cleared recently
CvPlot* pLoopPlot = kMap.plot(iLoopPlotX, iLoopPlotY);
if (pLoopPlot)
{
if (m_aiPlotBarbCampSpawnCounter[pLoopPlot->GetPlotIndex()] < -1)
return false;
}
}
}
return true;
}
示例3: IsPlotValidForBarbCamp
// ---------------------------------------------------------------------------
bool CvBarbarians::IsPlotValidForBarbCamp(CvPlot* pPlot)
{
int iRange = 4;
int iDY;
int iPlotX = pPlot->getX();
int iPlotY = pPlot->getY();
CvMap& kMap = GC.getMap();
for (int iDX = -(iRange); iDX <= iRange; iDX++)
{
for (iDY = -(iRange); iDY <= iRange; iDY++)
{
int iLoopPlotX = iPlotX + iDX;
int iLoopPlotY = iPlotY + iDY;
// Cut off corners
if (plotDistance(iPlotX, iPlotY, iLoopPlotX, iLoopPlotY) > iRange)
continue;
// If the counter is below -1 that means a camp was cleared recently
CvPlot* pLoopPlot = kMap.plot(iLoopPlotX, iLoopPlotY);
if (pLoopPlot)
{
if (m_aiPlotBarbCampSpawnCounter[pLoopPlot->GetPlotIndex()] < -1)
return false;
}
}
}
#if defined(MOD_EVENTS_BARBARIANS)
if (MOD_EVENTS_BARBARIANS) {
if (GAMEEVENTINVOKE_TESTALL(GAMEEVENT_BarbariansCanFoundCamp, iPlotX, iPlotY) == GAMEEVENTRETURN_FALSE) {
return false;
}
}
#endif
return true;
}
示例4: MarkCellsNearEnemy
// Indicate the plots we might want to move to that the enemy can attack
void CvTacticalAnalysisMap::MarkCellsNearEnemy()
{
for(unsigned int iUnitIndex = 0; iUnitIndex < m_EnemyUnits.size(); iUnitIndex++)
{
CvUnit* pUnit = getUnit(m_EnemyUnits[iUnitIndex]);
//for ranged every plot we can enter with movement left is a base for attack
int iMinMovesLeft = pUnit->IsCanAttackRanged() ? 1 : 0;
//be a bit conservative here, use ZOC - if one of our units is killed, this is not correct anymore
//therefore we later do a dilation filter on the cells
ReachablePlots tiles = pUnit->GetAllPlotsInReachThisTurn(false,true,false,iMinMovesLeft);
for (ReachablePlots::iterator moveTile=tiles.begin(); moveTile!=tiles.end(); ++moveTile)
{
CvPlot* pMoveTile = GC.getMap().plotByIndexUnchecked(moveTile->iPlotIndex);
int iPlotIndex = GC.getMap().plotNum(pMoveTile->getX(),pMoveTile->getY());
if (pUnit->IsCanAttackRanged())
{
std::set<int> rangedPlots;
//this generates some overlap, but preventing that is about as bad as ignoring it
TacticalAIHelpers::GetPlotsUnderRangedAttackFrom(pUnit,pMoveTile,rangedPlots,false,false);
for (std::set<int>::iterator attackTile=rangedPlots.begin(); attackTile!=rangedPlots.end(); ++attackTile)
{
m_pCells[*attackTile].SetSubjectToAttack(true);
}
}
else
{
//for melee every tile he can move into can be attacked
m_pCells[iPlotIndex].SetSubjectToAttack(true);
}
}
}
//do the dilation
std::vector<int> vCellsToMark;
for (int iPlotLoop = 0; iPlotLoop < GC.getMap().numPlots(); iPlotLoop++)
{
//nothing to do
if (m_pCells[iPlotLoop].IsSubjectToAttack())
continue;
CvPlot* pPlot = GC.getMap().plotByIndexUnchecked(iPlotLoop);
//danger plots are calculated without ZOC
if (GET_PLAYER(m_ePlayer).GetPossibleAttackers(*pPlot).size()>0)
{
//check whether neighbors are subject to attack with ZOC
CvPlot** aPlotsToCheck = GC.getMap().getNeighborsUnchecked(pPlot);
for (int iI = 0; iI < NUM_DIRECTION_TYPES; iI++)
{
CvPlot* pAdjacentPlot = aPlotsToCheck[iI];
if (pAdjacentPlot)
{
if (m_pCells[pAdjacentPlot->GetPlotIndex()].IsSubjectToAttack())
{
vCellsToMark.push_back(iPlotLoop);
break;
}
}
}
}
}
//this should give a nice compromise
for (size_t iI = 0; iI < vCellsToMark.size(); iI++)
m_pCells[vCellsToMark[iI]].SetSubjectToAttack(true);
// Look at every cell on the map
for(int iI = 0; iI < GC.getMap().numPlots(); iI++)
{
CvPlot* pPlot = GC.getMap().plotByIndexUnchecked(iI);
if(m_pCells[iI].IsRevealed() && !m_pCells[iI].IsImpassableTerrain() && !m_pCells[iI].IsImpassableTerritory())
{
// Friendly cities always safe
if(!m_pCells[iI].IsFriendlyCity())
{
if(!pPlot->isVisibleToEnemy(m_ePlayer))
{
m_pCells[iI].SetNotVisibleToEnemy(true);
}
else
{
// Check adjacent plots for enemy citadels
if(!m_pCells[iI].IsSubjectToAttack())
{
if ( pPlot->IsNearEnemyCitadel( m_ePlayer ) )
m_pCells[iI].SetSubjectToAttack(true);
for(unsigned int iCityIndex = 0; iCityIndex < m_EnemyCities.size(); iCityIndex++)
{
CvCity* pCity = getCity( m_EnemyCities[iCityIndex] );
if (pCity->canRangeStrikeAt( pPlot->getX(), pPlot->getY() ))
m_pCells[iI].SetSubjectToAttack(true);
}
}
}
}
//.........这里部分代码省略.........