本文整理汇总了C++中CvPlot::getResourceType方法的典型用法代码示例。如果您正苦于以下问题:C++ CvPlot::getResourceType方法的具体用法?C++ CvPlot::getResourceType怎么用?C++ CvPlot::getResourceType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::getResourceType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: FindBestArtistTargetPlot
CvPlot* CvPlayerAI::FindBestArtistTargetPlot(CvUnit* pGreatArtist, int& iResultScore)
{
CvAssertMsg(pGreatArtist, "pGreatArtist is null");
if(!pGreatArtist)
{
return NULL;
}
iResultScore = 0;
CvPlotsVector& m_aiPlots = GetPlots();
CvPlot* pBestPlot = NULL;
int iBestScore = 0;
// loop through plots and wipe out ones that are invalid
const uint nPlots = m_aiPlots.size();
for(uint ui = 0; ui < nPlots; ui++)
{
if(m_aiPlots[ui] == -1)
{
continue;
}
CvPlot* pPlot = GC.getMap().plotByIndex(m_aiPlots[ui]);
if(pPlot->isWater())
{
continue;
}
if(!pPlot->IsAdjacentOwnedByOtherTeam(getTeam()))
{
continue;
}
// don't build over luxury resources
ResourceTypes eResource = pPlot->getResourceType();
if(eResource != NO_RESOURCE)
{
CvResourceInfo* pkResource = GC.getResourceInfo(eResource);
if(pkResource != NULL)
{
if (pkResource->getResourceUsage() == RESOURCEUSAGE_LUXURY)
{
continue;
}
}
}
// if no improvement can be built on this plot, then don't consider it
FeatureTypes eFeature = pPlot->getFeatureType();
if (eFeature != NO_FEATURE && GC.getFeatureInfo(eFeature)->isNoImprovement())
{
continue;
}
// Improvement already here?
ImprovementTypes eImprovement = (ImprovementTypes)pPlot->getImprovementType();
if (eImprovement != NO_IMPROVEMENT)
{
CvImprovementEntry* pkImprovementInfo = GC.getImprovementInfo(eImprovement);
if(pkImprovementInfo)
{
if (pkImprovementInfo->GetCultureBombRadius() > 0)
{
continue;
}
}
}
int iScore = 0;
for(int iI = 0; iI < NUM_DIRECTION_TYPES; ++iI)
{
CvPlot* pAdjacentPlot = plotDirection(pPlot->getX(), pPlot->getY(), ((DirectionTypes)iI));
// if there's no plot, bail
if(pAdjacentPlot == NULL)
{
continue;
}
// if the plot is ours or no one's, bail
if(pAdjacentPlot->getTeam() == NO_TEAM || pAdjacentPlot->getTeam() == getTeam())
{
continue;
}
// don't evaluate city plots since we don't get ownership of them with the bomb
if(pAdjacentPlot->getPlotCity())
{
continue;
}
const PlayerTypes eOtherPlayer = pAdjacentPlot->getOwner();
if(GET_PLAYER(eOtherPlayer).isMinorCiv())
{
MinorCivApproachTypes eMinorApproach = GetDiplomacyAI()->GetMinorCivApproach(eOtherPlayer);
// if we're friendly or protective, don't be a jerk. Bail out.
if(eMinorApproach != MINOR_CIV_APPROACH_CONQUEST && eMinorApproach != MINOR_CIV_APPROACH_IGNORE)
//.........这里部分代码省略.........
示例2: PlotFoundValue
//.........这里部分代码省略.........
}
iPlotValue += iStrategicValue;
// if this tile is a NW boost the value just so that we force the AI to claim them (if we can work it)
#if defined(MOD_GLOBAL_CITY_WORKING)
if (pLoopPlot->IsNaturalWonder() && iDistance > 0 && iDistance <= pPlayer->getWorkPlotDistance())
#else
if (pLoopPlot->IsNaturalWonder() && iDistance > 0 && iDistance <= NUM_CITY_RINGS)
#endif
{
//iPlotValue += iPlotValue * 2 + 10;
iPlotValue += iPlotValue * 2 + 500;
}
// lower value a lot if we already own this tile
if (iPlotValue > 0 && pLoopPlot->getOwner() == pPlayer->GetID())
{
#if defined(MOD_BALANCE_CORE_SETTLER)
if (MOD_BALANCE_CORE_SETTLER)
{
iPlotValue *= 2;
iPlotValue /= 3;
}
#else
iPlotValue /= 4;
#endif
}
// add this plot into the total
rtnValue += iPlotValue;
FeatureTypes ePlotFeature = pLoopPlot->getFeatureType();
ImprovementTypes ePlotImprovement = pLoopPlot->getImprovementType();
ResourceTypes ePlotResource = pLoopPlot->getResourceType();
if (ePlotFeature == FEATURE_FOREST)
{
if (iDistance <= 5)
{
++iIroquoisForestCount;
if (iDistance == 1)
{
if (ePlotImprovement == NO_IMPROVEMENT)
{
++iCelticForestCount;
}
}
}
}
else if (ePlotFeature == FEATURE_JUNGLE)
{
#if defined(MOD_GLOBAL_CITY_WORKING)
if (iDistance <= pPlayer->getWorkPlotDistance())
#else
if (iDistance <= NUM_CITY_RINGS)
#endif
{
++iBrazilJungleCount;
}
}
else if (ePlotFeature == FEATURE_MARSH || ePlotFeature == FEATURE_FLOOD_PLAINS)
{
#if defined(MOD_GLOBAL_CITY_WORKING)
if (iDistance <= pPlayer->getWorkPlotDistance())
#else
if (iDistance <= NUM_CITY_RINGS)
示例3: PlotFoundValue
//.........这里部分代码省略.........
iTotalFoodValue += iFoodValue;
iTotalHappinessValue += iHappinessValue;
iTotalProductionValue += iProductionValue;
iTotalGoldValue += iGoldValue;
iTotalScienceValue += iScienceValue;
iTotalFaithValue += iFaithValue;
iTotalResourceValue += iResourceValue;
iTotalStrategicValue += iStrategicValue;
iPlotValue += iRingModifier * ( iFoodValue + iHappinessValue + iProductionValue + iGoldValue + iScienceValue + iFaithValue + iResourceValue ) + iStrategicValue;
}
// for the central plot
if (iDistance==0)
vQualifiersPositive.push_back( CvString::format("raw plot value %d", iPlotValue).c_str() );
if (iDistance==1 && !pPlot->isCoastalLand(GC.getMIN_WATER_SIZE_FOR_OCEAN()) && pLoopPlot->isCoastalLand(GC.getMIN_WATER_SIZE_FOR_OCEAN()))
bIsAlmostCoast = true;
// if this tile is a NW boost the value just so that we force the AI to claim them (if we can work it)
if (pLoopPlot->IsNaturalWonder() && iPlotValue>0)
iPlotValue *= 15;
// lower value a lot if we already own this tile
if (iPlotValue > 0 && pLoopPlot->getOwner() == ePlayer && ePlayer != NO_PLAYER)
iPlotValue /= 2;
// add this plot into the total
workablePlots.push_back( SPlotWithScore(pLoopPlot,iPlotValue) );
// some civ-specific checks
FeatureTypes ePlotFeature = pLoopPlot->getFeatureType();
ImprovementTypes ePlotImprovement = pLoopPlot->getImprovementType();
ResourceTypes ePlotResource = pLoopPlot->getResourceType();
if (ePlotFeature == FEATURE_FOREST)
{
if (iDistance <= 5)
{
++iIroquoisForestCount;
if (iDistance == 1)
if (ePlotImprovement == NO_IMPROVEMENT)
++iCelticForestCount;
}
}
else if (ePlotFeature == FEATURE_JUNGLE)
{
if (iDistance <= iRange)
++iBrazilJungleCount;
}
else if (ePlotFeature == FEATURE_MARSH || ePlotFeature == FEATURE_FLOOD_PLAINS)
{
if (iDistance <= iRange)
++iWetlandsCount;
}
if (pLoopPlot->IsNaturalWonder())
{
if (iDistance <= iRange)
++iNaturalWonderCount;
}
if (pLoopPlot->isLake())
{
if (iDistance <= iRange)
++iLakeCount;