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C++ CvUnit::AI_update方法代码示例

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


在下文中一共展示了CvUnit::AI_update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: AI_update

// Returns true if the group has become busy...
bool CvSelectionGroupAI::AI_update()
{
	CLLNode<IDInfo>* pEntityNode;
	CvUnit* pLoopUnit;
	bool bDead;
	bool bFollow;

	PROFILE("CvSelectionGroupAI::AI_update");

	FAssert(getOwnerINLINE() != NO_PLAYER);

	if (!AI_isControlled())
	{
		return false;
	}

	if (getNumUnits() == 0)
	{
		return false;
	}

	if (isForceUpdate())
	{
		clearMissionQueue(); // XXX ???
		setActivityType(ACTIVITY_AWAKE);
		setForceUpdate(false);

		// if we are in the middle of attacking with a stack, cancel it
		AI_cancelGroupAttack();
	}

	FAssert(!(GET_PLAYER(getOwnerINLINE()).isAutoMoves()));

	int iTempHack = 0; // XXX

	bDead = false;
	
	bool bFailedAlreadyFighting = false;
	while ((m_bGroupAttack && !bFailedAlreadyFighting) || readyToMove())
	{
		iTempHack++;
		if (iTempHack > 100)
		{
			FAssert(false);
			CvUnit* pHeadUnit = getHeadUnit();
			if (NULL != pHeadUnit)
			{
				if (GC.getLogging())
				{
					TCHAR szOut[1024];
					CvWString szTempString;
					getUnitAIString(szTempString, pHeadUnit->AI_getUnitAIType());
					sprintf(szOut, "Unit stuck in loop: %S(%S)[%d, %d] (%S)\n", pHeadUnit->getName().GetCString(), GET_PLAYER(pHeadUnit->getOwnerINLINE()).getName(),
						pHeadUnit->getX_INLINE(), pHeadUnit->getY_INLINE(), szTempString.GetCString());
					gDLL->messageControlLog(szOut);
				}
				
				pHeadUnit->finishMoves();
			}
			break;
		}

		// if we want to force the group to attack, force another attack
		if (m_bGroupAttack)
		{			
			m_bGroupAttack = false;

			groupAttack(m_iGroupAttackX, m_iGroupAttackY, MOVE_DIRECT_ATTACK, bFailedAlreadyFighting);
		}
		// else pick AI action
		else
		{
			CvUnit* pHeadUnit = getHeadUnit();

			if (pHeadUnit == NULL || pHeadUnit->isDelayedDeath())
			{
				break;
			}

			resetPath();

			if (pHeadUnit->AI_update())
			{
				// AI_update returns true when we should abort the loop and wait until next slice
				break;
			}
		}

		if (doDelayedDeath())
		{
			bDead = true;
			break;
		}

		// if no longer group attacking, and force separate is true, then bail, decide what to do after group is split up
		// (UnitAI of head unit may have changed)
		if (!m_bGroupAttack && AI_isForceSeparate())
		{
			AI_separate();	// pointers could become invalid...
//.........这里部分代码省略.........
开发者ID:DCMF,项目名称:Dawn-of-Civilization,代码行数:101,代码来源:CvSelectionGroupAI.cpp

示例2: AI_update

// Returns true if the group has become busy...
bool CvSelectionGroupAI::AI_update()
{
	CLLNode<IDInfo>* pEntityNode;
	CvUnit* pLoopUnit;
	bool bDead;
	bool bFollow;

	PROFILE("CvSelectionGroupAI::AI_update");

	FAssert(getOwnerINLINE() != NO_PLAYER);

	if (!AI_isControlled())
	{
		return false;
	}

	if (getNumUnits() == 0)
	{
		return false;
	}

	// K-Mod / BBAI
	if (getActivityType() == ACTIVITY_SLEEP && !isHuman() && !getHeadUnit()->isCargo())
	{
		setForceUpdate(true);
	}
	// end

	if (isForceUpdate())
	{
		doForceUpdate(); // K-Mod (based on old code)
	}

	//FAssert(!(GET_PLAYER(getOwnerINLINE()).isAutoMoves())); // (no longer true in K-Mod)

	int iTempHack = 0; // XXX

	bDead = false;
	
	bool bFailedAlreadyFighting = false;
	//while ((m_bGroupAttack && !bFailedAlreadyFighting) || readyToMove())
	while ((AI_isGroupAttack() && !isBusy()) || readyToMove()) // K-Mod
	{
		iTempHack++;
		if (iTempHack > 100)
		{
			FAssertMsg(false, "unit stuck in a loop");
			CvUnit* pHeadUnit = getHeadUnit();
			if (NULL != pHeadUnit)
			{
				if (GC.getLogging())
				{
					TCHAR szOut[1024];
					CvWString szTempString;
					getUnitAIString(szTempString, pHeadUnit->AI_getUnitAIType());
					sprintf(szOut, "Unit stuck in loop: %S(%S)[%d, %d] (%S)\n", pHeadUnit->getName().GetCString(), GET_PLAYER(pHeadUnit->getOwnerINLINE()).getName(),
						pHeadUnit->getX_INLINE(), pHeadUnit->getY_INLINE(), szTempString.GetCString());
					gDLL->messageControlLog(szOut);
				}
				
				pHeadUnit->finishMoves();
			}
			break;
		}

		// if we want to force the group to attack, force another attack
		if (AI_isGroupAttack())
		{			
			AI_cancelGroupAttack();

			groupAttack(m_iGroupAttackX, m_iGroupAttackY, MOVE_DIRECT_ATTACK, bFailedAlreadyFighting);
		}
		// else pick AI action
		else
		{
			CvUnit* pHeadUnit = getHeadUnit();

			//if (pHeadUnit == NULL || pHeadUnit->isDelayedDeath())
			if (pHeadUnit == NULL || pHeadUnit->doDelayedDeath()) // K-Mod
			{
				break;
			}

			//resetPath();

			if (pHeadUnit->AI_update())
			{
				// AI_update returns true when we should abort the loop and wait until next slice
				FAssert(!pHeadUnit->isDelayedDeath());
				break;
			}
		}

		if (doDelayedDeath())
		{
			bDead = true;
			break;
		}

//.........这里部分代码省略.........
开发者ID:Ungomma,项目名称:Civ4-K-Mod,代码行数:101,代码来源:CvSelectionGroupAI.cpp


注:本文中的CvUnit::AI_update方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。