本文整理汇总了C++中CvTacticalDominanceZone::GetAreaID方法的典型用法代码示例。如果您正苦于以下问题:C++ CvTacticalDominanceZone::GetAreaID方法的具体用法?C++ CvTacticalDominanceZone::GetAreaID怎么用?C++ CvTacticalDominanceZone::GetAreaID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::GetAreaID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: LogZones
/// Log dominance zone data
void CvTacticalAnalysisMap::LogZones()
{
if(GC.getLogging() && GC.getAILogging())
{
CvString szLogMsg;
CvTacticalDominanceZone* pZone;
for(unsigned int iI = 0; iI < m_DominanceZones.size(); iI++)
{
pZone = &m_DominanceZones[iI];
szLogMsg.Format("Zone ID: %d, Area ID: %d, Value: %d, FRIENDLY Str: %d (%d), Ranged: %d (%d), ENEMY Str: %d (%d), Ranged: %d (%d), Closest Enemy: %d",
pZone->GetDominanceZoneID(), pZone->GetAreaID(), pZone->GetDominanceZoneValue(),
pZone->GetFriendlyStrength(), pZone->GetFriendlyUnitCount(), pZone->GetFriendlyRangedStrength(), pZone->GetFriendlyRangedUnitCount(),
pZone->GetEnemyStrength(), pZone->GetEnemyUnitCount(), pZone->GetEnemyRangedStrength(), pZone->GetEnemyRangedUnitCount(), pZone->GetRangeClosestEnemyUnit());
if(pZone->GetDominanceFlag() == TACTICAL_DOMINANCE_FRIENDLY)
{
szLogMsg += ", Friendly";
}
else if(pZone->GetDominanceFlag() == TACTICAL_DOMINANCE_ENEMY)
{
szLogMsg += ", Enemy";
}
else if(pZone->GetDominanceFlag() == TACTICAL_DOMINANCE_EVEN)
{
szLogMsg += ", Even";
}
else if(pZone->GetDominanceFlag() == TACTICAL_DOMINANCE_NO_UNITS_VISIBLE)
{
szLogMsg += ", No Units Visible";
}
if(pZone->IsWater())
{
szLogMsg += ", Water";
}
else
{
szLogMsg += ", Land";
}
if(pZone->GetTerritoryType() == TACTICAL_TERRITORY_TEMP_ZONE)
{
szLogMsg += ", Temporary Zone";
}
else if(pZone->GetClosestCity())
{
szLogMsg += ", " + pZone->GetClosestCity()->getName();
if (m_pPlayer->GetTacticalAI()->IsTemporaryZoneCity(pZone->GetClosestCity()))
{
szLogMsg += " (Temp)";
}
}
m_pPlayer->GetTacticalAI()->LogTacticalMessage(szLogMsg, true /*bSkipLogDominanceZone*/);
}
}
}
示例2: FindExistingZone
/// Can this cell go in an existing dominance zone?
CvTacticalDominanceZone* CvTacticalAnalysisMap::FindExistingZone(CvPlot* pPlot)
{
CvTacticalDominanceZone* pZone;
for(unsigned int iI = 0; iI < m_DominanceZones.size(); iI++)
{
pZone = &m_DominanceZones[iI];
// If this is a temporary zone, matches if unowned and close enough
if((pZone->GetTerritoryType() == TACTICAL_TERRITORY_TEMP_ZONE) &&
(m_TempZone.GetTerritoryType() == TACTICAL_TERRITORY_NO_OWNER || m_TempZone.GetTerritoryType() == TACTICAL_TERRITORY_NEUTRAL) &&
(plotDistance(pPlot->getX(), pPlot->getY(), pZone->GetTempZoneCenter()->getX(), pZone->GetTempZoneCenter()->getY()) <= m_iTacticalRange))
{
return pZone;
}
// If not friendly or enemy, just 1 zone per area
if((pZone->GetTerritoryType() == TACTICAL_TERRITORY_NO_OWNER || pZone->GetTerritoryType() == TACTICAL_TERRITORY_NEUTRAL) &&
(m_TempZone.GetTerritoryType() == TACTICAL_TERRITORY_NO_OWNER || m_TempZone.GetTerritoryType() == TACTICAL_TERRITORY_NEUTRAL))
{
if(pZone->GetAreaID() == m_TempZone.GetAreaID())
{
return pZone;
}
}
// Otherwise everything needs to match
if(pZone->GetTerritoryType() == m_TempZone.GetTerritoryType() &&
pZone->GetOwner() == m_TempZone.GetOwner() &&
pZone->GetAreaID() == m_TempZone.GetAreaID() &&
pZone->GetClosestCity() == m_TempZone.GetClosestCity())
{
return pZone;
}
}
return NULL;
}
示例3: PrioritizeZones
/// Establish order of zone processing for the turn
void CvTacticalAnalysisMap::PrioritizeZones()
{
// Loop through the dominance zones
for(unsigned int iI = 0; iI < m_DominanceZones.size(); iI++)
{
// Find the zone and compute dominance here
CvTacticalDominanceZone* pZone = &m_DominanceZones[iI];
eTacticalDominanceFlags eDominance = ComputeDominance(pZone);
// Establish a base value for the region
int iBaseValue = 1;
int iMultiplier = 1;
// Temporary zone?
if(pZone->GetTerritoryType() == TACTICAL_TERRITORY_TEMP_ZONE)
{
iMultiplier = 1000;
}
else
{
CvCity* pClosestCity = pZone->GetZoneCity();
if(pClosestCity && pClosestCity->isAdjacentToArea(pZone->GetAreaID()))
{
iBaseValue += (1 + (int)sqrt((float)pClosestCity->getPopulation()));
if(GET_PLAYER(m_ePlayer).GetTacticalAI()->IsTemporaryZoneCity(pClosestCity))
{
iBaseValue *= 2;
}
else if (pClosestCity->isVisible( GET_PLAYER(m_ePlayer).getTeam(), false))
{
iBaseValue *= 4;
// How damaged is this visible city?
int iMaxDamageMultiplier = 10;
int iDamage = pClosestCity->getDamage();
if (iDamage > (pClosestCity->GetMaxHitPoints() / iMaxDamageMultiplier))
{
iBaseValue *= (int)((iDamage + 1) * 10 / pClosestCity->GetMaxHitPoints());
}
}
#if defined(MOD_BALANCE_CORE)
if (GET_PLAYER(m_ePlayer).IsCityAlreadyTargeted(pClosestCity) || GET_PLAYER(m_ePlayer).GetMilitaryAI()->IsCurrentAttackTarget(pClosestCity) )
{
iBaseValue *= 2;
}
if (pClosestCity->GetPlayer()->isMinorCiv())
{
//At war with ally of this minor? Greatly reduce priority.
PlayerTypes eAlly = pClosestCity->GetPlayer()->GetMinorCivAI()->GetAlly();
if (eAlly != NO_PLAYER && GET_TEAM(GET_PLAYER(m_ePlayer).getTeam()).isAtWar(GET_PLAYER(eAlly).getTeam()))
{
iBaseValue = 1;
}
}
#endif
}
if(!pZone->IsWater())
{
iBaseValue *= 3;
}
// Now compute a multiplier based on current conditions here
if(eDominance == TACTICAL_DOMINANCE_ENEMY)
{
if(pZone->GetTerritoryType() == TACTICAL_TERRITORY_ENEMY)
{
iMultiplier = 1;
}
else if(pZone->GetTerritoryType() == TACTICAL_TERRITORY_FRIENDLY)
{
iMultiplier = 8;
}
}
else if(eDominance == TACTICAL_DOMINANCE_EVEN)
{
if(pZone->GetTerritoryType() == TACTICAL_TERRITORY_ENEMY)
{
iMultiplier = 4;
}
else if(pZone->GetTerritoryType() == TACTICAL_TERRITORY_FRIENDLY)
{
iMultiplier = 4;
}
}
else if(eDominance == TACTICAL_DOMINANCE_FRIENDLY)
{
if(pZone->GetTerritoryType() == TACTICAL_TERRITORY_ENEMY)
{
iMultiplier = 8;
}
else if(pZone->GetTerritoryType() == TACTICAL_TERRITORY_FRIENDLY)
{
iMultiplier = 1;
}
//.........这里部分代码省略.........
示例4: LogZones
/// Log dominance zone data
void CvTacticalAnalysisMap::LogZones()
{
if(GC.getLogging() && GC.getAILogging())
{
CvString szLogMsg;
CvTacticalDominanceZone* pZone;
for(unsigned int iI = 0; iI < m_DominanceZones.size(); iI++)
{
pZone = &m_DominanceZones[iI];
//don't blow up the logs for empty zones
if ( pZone->GetOverallFriendlyStrength()==0 && pZone->GetOverallEnemyStrength()==0)
continue;
szLogMsg.Format("Zone ID: %d, Size: %d, City: %s, Area ID: %d, Value: %d, FRIENDLY Str: %d (%d), Ranged: %d (naval %d), ENEMY Str: %d (%d), Ranged: %d (naval %d), Closest Enemy: %d",
pZone->GetDominanceZoneID(), pZone->GetNumPlots(), pZone->GetZoneCity() ? pZone->GetZoneCity()->getName().c_str() : "none", pZone->GetAreaID(), pZone->GetDominanceZoneValue(),
pZone->GetOverallFriendlyStrength(), pZone->GetTotalFriendlyUnitCount(), pZone->GetFriendlyRangedStrength(), pZone->GetFriendlyNavalRangedStrength(),
pZone->GetOverallEnemyStrength(), pZone->GetTotalEnemyUnitCount(), pZone->GetEnemyRangedStrength(), pZone->GetEnemyNavalRangedStrength(), pZone->GetRangeClosestEnemyUnit());
if(pZone->GetOverallDominanceFlag() == TACTICAL_DOMINANCE_FRIENDLY)
{
szLogMsg += ", Friendly";
}
else if(pZone->GetOverallDominanceFlag() == TACTICAL_DOMINANCE_ENEMY)
{
szLogMsg += ", Enemy";
}
else if(pZone->GetOverallDominanceFlag() == TACTICAL_DOMINANCE_EVEN)
{
szLogMsg += ", Even";
}
else if(pZone->GetOverallDominanceFlag() == TACTICAL_DOMINANCE_NO_UNITS_VISIBLE)
{
szLogMsg += ", No Units Visible";
}
if(pZone->IsWater())
{
szLogMsg += ", Water";
}
else
{
szLogMsg += ", Land";
}
if(pZone->GetTerritoryType() == TACTICAL_TERRITORY_TEMP_ZONE)
{
szLogMsg += ", Temporary Zone";
}
else if(pZone->GetZoneCity())
{
if (GET_PLAYER(m_ePlayer).GetTacticalAI()->IsTemporaryZoneCity(pZone->GetZoneCity()))
{
szLogMsg += " (Temp)";
}
}
if (pZone->IsNavalInvasion())
{
szLogMsg += ", NAVAL INVASION";
}
GET_PLAYER(m_ePlayer).GetTacticalAI()->LogTacticalMessage(szLogMsg, true /*bSkipLogDominanceZone*/);
}
}
}