本文整理汇总了C++中CvUnit::IsCanAttackRanged方法的典型用法代码示例。如果您正苦于以下问题:C++ CvUnit::IsCanAttackRanged方法的具体用法?C++ CvUnit::IsCanAttackRanged怎么用?C++ CvUnit::IsCanAttackRanged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CvUnit
的用法示例。
在下文中一共展示了CvUnit::IsCanAttackRanged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: MarkCellsNearEnemy
// Indicate the plots we might want to move to that the enemy can attack
void CvTacticalAnalysisMap::MarkCellsNearEnemy()
{
for(unsigned int iUnitIndex = 0; iUnitIndex < m_EnemyUnits.size(); iUnitIndex++)
{
CvUnit* pUnit = getUnit(m_EnemyUnits[iUnitIndex]);
//for ranged every plot we can enter with movement left is a base for attack
int iMinMovesLeft = pUnit->IsCanAttackRanged() ? 1 : 0;
//be a bit conservative here, use ZOC - if one of our units is killed, this is not correct anymore
//therefore we later do a dilation filter on the cells
ReachablePlots tiles = pUnit->GetAllPlotsInReachThisTurn(false,true,false,iMinMovesLeft);
for (ReachablePlots::iterator moveTile=tiles.begin(); moveTile!=tiles.end(); ++moveTile)
{
CvPlot* pMoveTile = GC.getMap().plotByIndexUnchecked(moveTile->iPlotIndex);
int iPlotIndex = GC.getMap().plotNum(pMoveTile->getX(),pMoveTile->getY());
if (pUnit->IsCanAttackRanged())
{
std::set<int> rangedPlots;
//this generates some overlap, but preventing that is about as bad as ignoring it
TacticalAIHelpers::GetPlotsUnderRangedAttackFrom(pUnit,pMoveTile,rangedPlots,false,false);
for (std::set<int>::iterator attackTile=rangedPlots.begin(); attackTile!=rangedPlots.end(); ++attackTile)
{
m_pCells[*attackTile].SetSubjectToAttack(true);
}
}
else
{
//for melee every tile he can move into can be attacked
m_pCells[iPlotIndex].SetSubjectToAttack(true);
}
}
}
//do the dilation
std::vector<int> vCellsToMark;
for (int iPlotLoop = 0; iPlotLoop < GC.getMap().numPlots(); iPlotLoop++)
{
//nothing to do
if (m_pCells[iPlotLoop].IsSubjectToAttack())
continue;
CvPlot* pPlot = GC.getMap().plotByIndexUnchecked(iPlotLoop);
//danger plots are calculated without ZOC
if (GET_PLAYER(m_ePlayer).GetPossibleAttackers(*pPlot).size()>0)
{
//check whether neighbors are subject to attack with ZOC
CvPlot** aPlotsToCheck = GC.getMap().getNeighborsUnchecked(pPlot);
for (int iI = 0; iI < NUM_DIRECTION_TYPES; iI++)
{
CvPlot* pAdjacentPlot = aPlotsToCheck[iI];
if (pAdjacentPlot)
{
if (m_pCells[pAdjacentPlot->GetPlotIndex()].IsSubjectToAttack())
{
vCellsToMark.push_back(iPlotLoop);
break;
}
}
}
}
}
//this should give a nice compromise
for (size_t iI = 0; iI < vCellsToMark.size(); iI++)
m_pCells[vCellsToMark[iI]].SetSubjectToAttack(true);
// Look at every cell on the map
for(int iI = 0; iI < GC.getMap().numPlots(); iI++)
{
CvPlot* pPlot = GC.getMap().plotByIndexUnchecked(iI);
if(m_pCells[iI].IsRevealed() && !m_pCells[iI].IsImpassableTerrain() && !m_pCells[iI].IsImpassableTerritory())
{
// Friendly cities always safe
if(!m_pCells[iI].IsFriendlyCity())
{
if(!pPlot->isVisibleToEnemy(m_ePlayer))
{
m_pCells[iI].SetNotVisibleToEnemy(true);
}
else
{
// Check adjacent plots for enemy citadels
if(!m_pCells[iI].IsSubjectToAttack())
{
if ( pPlot->IsNearEnemyCitadel( m_ePlayer ) )
m_pCells[iI].SetSubjectToAttack(true);
for(unsigned int iCityIndex = 0; iCityIndex < m_EnemyCities.size(); iCityIndex++)
{
CvCity* pCity = getCity( m_EnemyCities[iCityIndex] );
if (pCity->canRangeStrikeAt( pPlot->getX(), pPlot->getY() ))
m_pCells[iI].SetSubjectToAttack(true);
}
}
}
}
//.........这里部分代码省略.........
示例2: GetDanger
// Get the maximum damage unit could receive at this plot in the next turn
int CvDangerPlotContents::GetDanger(PlayerTypes ePlayer)
{
if (!m_pPlot)
return 0;
// Damage from terrain - since we don't know the unit, just assume 20
int iPlotDamage = m_bFlatPlotDamage ? 20 : 0;
// Damage from units
CvPlot* pAttackerPlot = NULL;
for (DangerUnitVector::iterator it = m_apUnits.begin(); it < m_apUnits.end(); ++it)
{
CvUnit* pUnit = GET_PLAYER(it->first).getUnit(it->second);
if ( !pUnit || pUnit->isDelayedDeath() || pUnit->IsDead())
{
continue;
}
pAttackerPlot = NULL;
if (pUnit->IsCanAttackRanged())
{
if (pUnit->getDomainType() == DOMAIN_AIR)
{
iPlotDamage += pUnit->GetAirCombatDamage(NULL, NULL, false, 0, m_pPlot);
}
else
{
iPlotDamage += pUnit->GetRangeCombatDamage(NULL, NULL, false, 0, m_pPlot);
}
}
else
{
if (plotDistance(m_iX, m_iY, pUnit->getX(), pUnit->getY()) == 1)
{
pAttackerPlot = pUnit->plot();
}
//we don't know the defender strength, so assume it's equal to attacker strength!
iPlotDamage += pUnit->getCombatDamage(
pUnit->GetMaxAttackStrength(pAttackerPlot, m_pPlot, NULL),
pUnit->GetBaseCombatStrength()*100,
pUnit->getDamage(), false, false, false);
if (pUnit->isRangedSupportFire())
{
iPlotDamage += pUnit->GetRangeCombatDamage(NULL, NULL, false, 0, m_pPlot, pAttackerPlot);
}
}
}
// Damage from cities
for (DangerCityVector::iterator it = m_apCities.begin(); it < m_apCities.end(); ++it)
{
CvCity* pCity = GET_PLAYER(it->first).getCity(it->second);
if (pCity && pCity->getTeam() != GET_PLAYER(ePlayer).getTeam())
iPlotDamage += pCity->rangeCombatDamage(NULL, NULL, false, m_pPlot);
}
// Damage from features
iPlotDamage += GetDamageFromFeatures(ePlayer);
return iPlotDamage;
}