本文整理汇总了C++中CvTacticalDominanceZone::AddFriendlyRangedUnitCount方法的典型用法代码示例。如果您正苦于以下问题:C++ CvTacticalDominanceZone::AddFriendlyRangedUnitCount方法的具体用法?C++ CvTacticalDominanceZone::AddFriendlyRangedUnitCount怎么用?C++ CvTacticalDominanceZone::AddFriendlyRangedUnitCount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::AddFriendlyRangedUnitCount方法的2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
/// Calculate military presences in each owned dominance zone
void CvTacticalAnalysisMap::CalculateMilitaryStrengths()
{
// Loop through the dominance zones
CvTacticalDominanceZone* pZone;
CvCity* pClosestCity = NULL;
int iDistance;
int iMultiplier;
int iLoop;
CvUnit* pLoopUnit;
TeamTypes eTeam;
eTeam = m_pPlayer->getTeam();
for(unsigned int iI = 0; iI < m_DominanceZones.size(); iI++)
{
pZone = &m_DominanceZones[iI];
if(pZone->GetTerritoryType() != TACTICAL_TERRITORY_NO_OWNER)
{
pClosestCity = pZone->GetClosestCity();
if(pClosestCity)
{
// Start with strength of the city itself
int iCityHitPoints = pClosestCity->GetMaxHitPoints() - pClosestCity->getDamage();
int iStrength = m_iTacticalRange * pClosestCity->getStrengthValue() * iCityHitPoints / GC.getMAX_CITY_HIT_POINTS();
if(pZone->GetTerritoryType() == TACTICAL_TERRITORY_FRIENDLY)
{
pZone->AddFriendlyStrength(iStrength);
#if defined(MOD_AI_SMART_V3)
pZone->AddFriendlyRangedStrength(pClosestCity->getStrengthValue(MOD_AI_SMART_V3));
#else
pZone->AddFriendlyRangedStrength(pClosestCity->getStrengthValue());
#endif
}
#if defined(MOD_AI_SMART_V3)
else if(!MOD_AI_SMART_V3 || pZone->GetTerritoryType() == TACTICAL_TERRITORY_ENEMY)
#else
else
#endif
{
pZone->AddEnemyStrength(iStrength);
#if defined(MOD_AI_SMART_V3)
pZone->AddEnemyRangedStrength(pClosestCity->getStrengthValue(MOD_AI_SMART_V3));
#else
pZone->AddEnemyRangedStrength(pClosestCity->getStrengthValue());
#endif
}
// Loop through all of OUR units first
for(pLoopUnit = m_pPlayer->firstUnit(&iLoop); pLoopUnit != NULL; pLoopUnit = m_pPlayer->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()))
{
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;
#else
iMultiplier = (m_iTacticalRange + 4 - iDistance); // "4" so unit strength isn't totally dominated by proximity to city
#endif
if(iMultiplier > 0)
{
int iUnitStrength = pLoopUnit->GetBaseCombatStrengthConsideringDamage();
if(iUnitStrength == 0 && pLoopUnit->isEmbarked() && !pZone->IsWater())
{
iUnitStrength = pLoopUnit->GetBaseCombatStrength(true);
}
pZone->AddFriendlyStrength(iUnitStrength * iMultiplier * m_iUnitStrengthMultiplier);
pZone->AddFriendlyRangedStrength(pLoopUnit->GetMaxRangedCombatStrength(NULL, /*pCity*/ NULL, true, true));
if(pLoopUnit->GetRange() > GetBestFriendlyRange())
{
SetBestFriendlyRange(pLoopUnit->GetRange());
}
if(pLoopUnit->IsRangeAttackIgnoreLOS())
{
SetIgnoreLOS(true);
}
pZone->AddFriendlyUnitCount(1);
if(pLoopUnit->isRanged())
{
pZone->AddFriendlyRangedUnitCount(1);
}
}
}
}
}
}
// Repeat for all visible enemy units (or adjacent to visible)
//.........这里部分代码省略.........
示例2: AddToDominanceZones
/// Add data for this cell into dominance zone information
void CvTacticalAnalysisMap::AddToDominanceZones(int iIndex, CvTacticalAnalysisCell* pCell)
{
CvPlot* pPlot = GC.getMap().plotByIndex(iIndex);
// Compute zone data for this cell
m_TempZone.SetAreaID(pPlot->getArea());
m_TempZone.SetOwner(pPlot->getOwner());
m_TempZone.SetWater(pPlot->isWater());
if(!pPlot->isOwned())
{
m_TempZone.SetTerritoryType(TACTICAL_TERRITORY_NO_OWNER);
}
else if(pPlot->getTeam() == m_pPlayer->getTeam())
{
m_TempZone.SetTerritoryType(TACTICAL_TERRITORY_FRIENDLY);
}
else if(GET_TEAM(m_pPlayer->getTeam()).isAtWar(pPlot->getTeam()))
{
m_TempZone.SetTerritoryType(TACTICAL_TERRITORY_ENEMY);
}
else
{
m_TempZone.SetTerritoryType(TACTICAL_TERRITORY_NEUTRAL);
}
m_TempZone.SetClosestCity(NULL);
if(m_TempZone.GetTerritoryType() == TACTICAL_TERRITORY_ENEMY ||
m_TempZone.GetTerritoryType() == TACTICAL_TERRITORY_NEUTRAL ||
m_TempZone.GetTerritoryType() == TACTICAL_TERRITORY_FRIENDLY)
{
int iLoop;
int iBestDistance = MAX_INT;
CvCity* pBestCity = NULL;
for(CvCity* pLoopCity = GET_PLAYER(m_TempZone.GetOwner()).firstCity(&iLoop); pLoopCity != NULL; pLoopCity = GET_PLAYER(m_TempZone.GetOwner()).nextCity(&iLoop))
{
int iDistance = plotDistance(pLoopCity->getX(), pLoopCity->getY(), pPlot->getX(), pPlot->getY());
if(iDistance < iBestDistance)
{
iBestDistance = iDistance;
pBestCity = pLoopCity;
}
}
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()))
//.........这里部分代码省略.........