本文整理汇总了C++中CvTacticalDominanceZone::AddFriendlyNavalRangedStrength方法的典型用法代码示例。如果您正苦于以下问题:C++ CvTacticalDominanceZone::AddFriendlyNavalRangedStrength方法的具体用法?C++ CvTacticalDominanceZone::AddFriendlyNavalRangedStrength怎么用?C++ CvTacticalDominanceZone::AddFriendlyNavalRangedStrength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CvTacticalDominanceZone
的用法示例。
在下文中一共展示了CvTacticalDominanceZone::AddFriendlyNavalRangedStrength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
//.........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);
}
}
}
}
}
}