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C++ CvTacticalDominanceZone::AddEnemyNavalUnitCount方法代码示例

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


在下文中一共展示了CvTacticalDominanceZone::AddEnemyNavalUnitCount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: CalculateMilitaryStrengths


//.........这里部分代码省略.........
										SetIgnoreLOS(true);
									}
									pZone->AddFriendlyUnitCount(1);
									if(pLoopUnit->isRanged())
									{
										pZone->AddFriendlyRangedUnitCount(1);
									}
								}
							}
						}
					}
				}

				// Repeat for all visible enemy units (or adjacent to visible)
				for(int iPlayerLoop = 0; iPlayerLoop < MAX_CIV_PLAYERS; iPlayerLoop++)
				{
					CvPlayer& kPlayer = GET_PLAYER((PlayerTypes) iPlayerLoop);
					if(GET_TEAM(eTeam).isAtWar(kPlayer.getTeam()))
					{
						for(pLoopUnit = kPlayer.firstUnit(&iLoop); pLoopUnit != NULL; pLoopUnit = kPlayer.nextUnit(&iLoop))
						{
							if(pLoopUnit->IsCombatUnit())
							{
								if(pLoopUnit->getDomainType() == DOMAIN_AIR ||
#if defined(MOD_AI_SMART_V3)
										//ranged power is cross-domain!
										(MOD_AI_SMART_V3 && pLoopUnit->isRanged()) ||
#endif
								        (pLoopUnit->getDomainType() == DOMAIN_LAND && !pZone->IsWater()) ||
								        (pLoopUnit->getDomainType() == DOMAIN_SEA && pZone->IsWater()))
								{
									CvPlot* pPlot;
									pPlot = pLoopUnit->plot();
									if(pPlot)
									{
										bool bVisible = true;
										iDistance = plotDistance(pLoopUnit->getX(), pLoopUnit->getY(), pClosestCity->getX(), pClosestCity->getY());
										if (iDistance <= m_iTacticalRange)
										{
#if defined(MOD_AI_SMART_V3)
											int iRange = MOD_AI_SMART_V3 ? MIN(4 - iDistance, 0) : 4 - iDistance;
											iMultiplier = m_iTacticalRange + iRange;  // 4 because action may still be spread out over the zone
#else
											iMultiplier = (m_iTacticalRange + 4 - iDistance);  // "4" so unit strength isn't totally dominated by proximity to city
#endif
											if(!pPlot->isVisible(eTeam) && !pPlot->isAdjacentVisible(eTeam, false))
											{
												bVisible = false;
											}
											if(iMultiplier > 0)
											{
												int iUnitStrength = pLoopUnit->GetBaseCombatStrengthConsideringDamage();
												if(iUnitStrength == 0 && pLoopUnit->isEmbarked() && !pZone->IsWater())
												{
													iUnitStrength = pLoopUnit->GetBaseCombatStrength(true);
												}

												if(!bVisible)
												{
													iUnitStrength /= 2;
												}

												pZone->AddEnemyStrength(iUnitStrength * iMultiplier * m_iUnitStrengthMultiplier);

												int iRangedStrength = pLoopUnit->GetMaxRangedCombatStrength(NULL, /*pCity*/ NULL, true, true);
												if(!bVisible)
												{
													iRangedStrength /= 2;
												}

												pZone->AddEnemyRangedStrength(iRangedStrength);

												if(bVisible)
												{
													pZone->AddEnemyUnitCount(1);
													if(iDistance < pZone->GetRangeClosestEnemyUnit())
													{
														pZone->SetRangeClosestEnemyUnit(iDistance);
													}
													if(pLoopUnit->isRanged())
													{
														pZone->AddEnemyRangedUnitCount(1);
													}
													if(pLoopUnit->getDomainType() == DOMAIN_SEA)
													{
														pZone->AddEnemyNavalUnitCount(1);
													}
												}
											}
										}
									}
								}
							}
						}

					}
				}
			}
		}
	}
开发者ID:QuinaryLogician,项目名称:DLL-VMC,代码行数:101,代码来源:CvTacticalAnalysisMap.cpp

示例2: CalculateMilitaryStrengths


//.........这里部分代码省略.........
					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())
						iUnitStrength = pLoopUnit->GetBaseCombatStrength();

					int iRangedStrength = pLoopUnit->GetMaxRangedCombatStrength(NULL, /*pCity*/ NULL, true, true) / 100;

					if(!bVisible || bReducedStrength)
					{
						iUnitStrength /= 2;
						iRangedStrength /= 2;
					}

					if (bEnemy)
					{
#if defined(MOD_BALANCE_CORE_MILITARY_LOGGING)
						//CvString msg;
						//msg.Format("Zone %d, Enemy %s %d with %d hp at %d,%d - distance %d, strength %d, ranged strength %d (total %d)",
						//	pZone->GetDominanceZoneID(), pLoopUnit->getName().c_str(), pLoopUnit->GetID(), pLoopUnit->GetCurrHitPoints(),
						//	pLoopUnit->getX(), pLoopUnit->getY(),	iDistance, iUnitStrength, iRangedStrength, pZone->GetOverallEnemyStrength());
						//GET_PLAYER(m_ePlayer).GetTacticalAI()->LogTacticalMessage(msg, true /*bSkipLogDominanceZone*/);
#endif

						if (pLoopUnit->getDomainType() == DOMAIN_SEA)
						{
							pZone->AddEnemyNavalStrength(iUnitStrength*iMultiplier*m_iUnitStrengthMultiplier);
							pZone->AddEnemyNavalRangedStrength(iRangedStrength*iMultiplier*m_iUnitStrengthMultiplier);
							pZone->AddEnemyNavalUnitCount(1);
						}
						else
						{
							pZone->AddEnemyMeleeStrength(iUnitStrength*iMultiplier*m_iUnitStrengthMultiplier);
							pZone->AddEnemyRangedStrength(iRangedStrength*iMultiplier*m_iUnitStrengthMultiplier);
							pZone->AddEnemyUnitCount(1);
						}

						//again only for enemies
						if(pZone->GetRangeClosestEnemyUnit()<0 || iDistance<pZone->GetRangeClosestEnemyUnit())
							pZone->SetRangeClosestEnemyUnit(iDistance);
					}
					else if (bFriendly)
					{

#if defined(MOD_BALANCE_CORE_MILITARY_LOGGING)
						//CvString msg;
						//msg.Format("Zone %d, Friendly %s %d with %d hp at %d,%d - distance %d, strength %d, ranged strength %d (total %d)",
						//	pZone->GetDominanceZoneID(), pLoopUnit->getName().c_str(), pLoopUnit->GetID(), pLoopUnit->GetCurrHitPoints(),
						//	pLoopUnit->getX(), pLoopUnit->getY(), iDistance, iUnitStrength, iRangedStrength, pZone->GetOverallFriendlyStrength());
						//GET_PLAYER(m_ePlayer).GetTacticalAI()->LogTacticalMessage(msg, true /*bSkipLogDominanceZone*/);
#endif

						if (pLoopUnit->getDomainType() == DOMAIN_SEA)
						{
							pZone->AddFriendlyNavalStrength(iUnitStrength*iMultiplier*m_iUnitStrengthMultiplier);
							pZone->AddFriendlyNavalRangedStrength(iRangedStrength*iMultiplier*m_iUnitStrengthMultiplier);
							pZone->AddFriendlyNavalUnitCount(1);
						}
						else
						{
							pZone->AddFriendlyMeleeStrength(iUnitStrength*iMultiplier*m_iUnitStrengthMultiplier);
							pZone->AddFriendlyRangedStrength(iRangedStrength*iMultiplier*m_iUnitStrengthMultiplier);
							pZone->AddFriendlyUnitCount(1);
						}
					}
					else
					{
						//neutral has only very few stats
						pZone->AddNeutralStrength(iUnitStrength*iMultiplier*m_iUnitStrengthMultiplier);
						pZone->AddNeutralUnitCount(1);
					}
				}
			}
		}
	}
}
开发者ID:kawyua,项目名称:Community-Patch-DLL,代码行数:101,代码来源:CvTacticalAnalysisMap.cpp

示例3: AddToDominanceZones


//.........这里部分代码省略.........

		if(pBestCity != NULL)
		{
			m_TempZone.SetClosestCity(pBestCity);
		}
	}

	// Now see if we already have a matching zone
	CvTacticalDominanceZone* pZone = FindExistingZone(pPlot);
	if(!pZone)
	{
		// Data populated, now add to vector
		m_TempZone.SetDominanceZoneID(m_DominanceZones.size());
		m_DominanceZones.push_back(m_TempZone);
		pZone = &m_DominanceZones[m_DominanceZones.size() - 1];
	}

	// If this isn't owned territory, update zone with military strength info
	if(pZone->GetTerritoryType() == TACTICAL_TERRITORY_NO_OWNER ||
	        pZone->GetTerritoryType() == TACTICAL_TERRITORY_TEMP_ZONE)
	{
		CvUnit* pFriendlyUnit = pCell->GetFriendlyMilitaryUnit();
		if(pFriendlyUnit)
		{
			if(pFriendlyUnit->getDomainType() == DOMAIN_AIR ||
			        (pFriendlyUnit->getDomainType() == DOMAIN_LAND && !pZone->IsWater()) ||
			        (pFriendlyUnit->getDomainType() == DOMAIN_SEA && pZone->IsWater()))
			{
				int iStrength = pFriendlyUnit->GetBaseCombatStrengthConsideringDamage();
				if(iStrength == 0 && pFriendlyUnit->isEmbarked() && !pZone->IsWater())
				{
					iStrength = pFriendlyUnit->GetBaseCombatStrength(true);
				}
				pZone->AddFriendlyStrength(iStrength * m_iUnitStrengthMultiplier);
				pZone->AddFriendlyRangedStrength(pFriendlyUnit->GetMaxRangedCombatStrength(NULL, /*pCity*/ NULL, true, true));
				if(pFriendlyUnit->GetRange() > GetBestFriendlyRange())
				{
					SetBestFriendlyRange(pFriendlyUnit->GetRange());
				}
				if(pFriendlyUnit->IsRangeAttackIgnoreLOS())
				{
					SetIgnoreLOS(true);
				}
				pZone->AddFriendlyUnitCount(1);
				if(pFriendlyUnit->isRanged())
				{
					pZone->AddFriendlyRangedUnitCount(1);
				}
			}
		}

		CvUnit* pEnemyUnit = pCell->GetEnemyMilitaryUnit();
		if(pEnemyUnit)
		{
			if(pEnemyUnit->getDomainType() == DOMAIN_AIR ||
			        (pEnemyUnit->getDomainType() == DOMAIN_LAND && !pZone->IsWater()) ||
			        (pEnemyUnit->getDomainType() == DOMAIN_SEA && pZone->IsWater()))
			{
				int iStrength = pEnemyUnit->GetBaseCombatStrengthConsideringDamage();
				if(iStrength == 0 && pEnemyUnit->isEmbarked() && !pZone->IsWater())
				{
					iStrength = pEnemyUnit->GetBaseCombatStrength(true);
				}
#if defined(MOD_AI_SMART_V3)
				int iEnemyRangedStrength = pEnemyUnit->GetMaxRangedCombatStrength(NULL, /*pCity*/ NULL, true, true);

				if (MOD_AI_SMART_V3)
				{
					if (!pCell->IsVisible())
					{
						iStrength /= 2;
						iEnemyRangedStrength /= 2;
					}
					
					iEnemyRangedStrength = iEnemyRangedStrength * m_iUnitStrengthMultiplier;
				}
#endif				

				pZone->AddEnemyStrength(iStrength * m_iUnitStrengthMultiplier);
#if defined(MOD_AI_SMART_V3)
				pZone->AddEnemyRangedStrength(iEnemyRangedStrength);
#else
				pZone->AddEnemyRangedStrength(pEnemyUnit->GetMaxRangedCombatStrength(NULL, /*pCity*/ NULL, true, true));
#endif				
				pZone->AddEnemyUnitCount(1);
				if(pEnemyUnit->isRanged())
				{
					pZone->AddEnemyRangedUnitCount(1);
				}
				if (pEnemyUnit->getDomainType() == DOMAIN_SEA)
				{
					pZone->AddEnemyNavalUnitCount(1);
				}
			}
		}
	}

	// Set zone for this cell
	pCell->SetDominanceZone(pZone->GetDominanceZoneID());
}
开发者ID:QuinaryLogician,项目名称:DLL-VMC,代码行数:101,代码来源:CvTacticalAnalysisMap.cpp


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